moved project files / buildsystem stuff to own directory (further buildsystems should also go there)

git-svn-id: https://clonekeenplus.svn.sourceforge.net/svnroot/clonekeenplus/cgenius/trunk@44 4df4b0f3-56ce-47cb-b001-ed939b7d65a6
This commit is contained in:
albertzeyer
2009-07-19 19:21:35 +00:00
parent e367f21ef7
commit 6075129765
59 changed files with 0 additions and 0 deletions

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<html><head><title>LogFile</title></head><body><font face='courier new'><table cellspacing='0' cellpadding='0' width='100%%' bgcolor='#DFDFE5'>
<tr>
<tr>
<td>
<font face='arial' size='+3'>
Logfile</font>
</td>
</tr>
</table>
<br><font color=blue>CloneKeenPlus Beta v0.2.7.1 (Commander Genius)</font><br>BUILD: RELEASE<br>PLATFORM: WINDOWS<br><a href='mailto:gerstrong@gmail.com?subject=CG Logfile'>Send E-Mail to me</a><br><br>Processing command-line options.<br>allocmem(): allocating 415744 bytes for scroll buffer...OK<br>allocmem(): allocating 73600 bytes for blit buffer...OK<br>Starting graphics driver...<br>blitsurface = creatergbsurfacefrom<br>Graphics_Start(): configuring palette.<br>Starting sound driver...<br>SDL_AudioSpec:<br> freq: 48000<br> channels: 2<br> audio buffer size: 2048<br>Using audio driver: dsound<br>SoundDrv_Start(): SDL sound system initialized.<br>Starting input driver...<br>JoyDrv_Start()0 joystick(s) were found.<br>
The names of the joysticks are:<br><font color=red>loadResourcesforStartMenu(): "data/games.cfg" could not be read! Assure, that the directory can be accessed.</font><br><font color=red>Error! Resources for start menu cannot be loaded! Maybe you need to copy the data files!<br></font><br>

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Commander Genius v0.2.6 Alpha (Commander Genius):
-------------------------------------------------
19-03-2009: After a long time
- Ported to Windows
18-03-2009: After a long time
- This version is ported to C++
- More Resolutions are now supported
04-03-2009: Save me
- fixed some memory leaks
- improved joystick support
- menus can be controlled by the joystick again
- added analog feature which can be turned off
03-03-2009: And once again!
- removed some useless code to save memory
- Items in all episodes are now processed together
in one function.
- Updated Scale2x functions. Added special SDL_scale2x
which boosts the performance a bit.
02-03-2009: More and more!
- Changed SDL_SetTimer by SDL_AddTimer which improves
the programming flexibility and bit of performance.
- Added bump sound when you players try to walk into a wall
- Fixed a tile bug with the Vorticon Elder
- Fixed masked tile problem (Iv4n)
01-03-2009: Improved Configuration!
- Now all the settings except game data are stored in ckp.cfg,
which also need less space.
- New-old feature "two-button-firing"
- New feature "keycard-stacking". Some mods need that
if there are multiple doors
- Some odd object bugs are fixed now.
(Objects which go out of the screen)
21-02-2009: No Filter2x, please!
- 2x Scaling support without Filter is now supported
- Minor bug fixes
20-02-2009: Other tiles, why not?
- Better Keyboard+Joystick Handling
- Changed the jump physics a bit again(Ceilik)
- Added the ability to load tiles.tli files.
19-02-2009: hey cheater (or modder)
- LShift+Tab implemented (Ceilik)
- Less ingame inertia when jumping (Ceilik)
18-02-2009: Same day, two versions
- CTSpace fix (Genius)
- walking in godmode on world now possible (Ceilik)
17-02-2009: Same day, two versions
- more bugs resolved (Tulip)
- recovered and improved cheat mode (Tulip)
16-02-2009: Same day, two versions
- improved physics and controls (Genius314)
16-02-2009: More bugs fixed!
- improved physics (Genius314)
15-02-2009: Axis at last!
- improved physics (Genius314)
- Support for axis mapping of joystick and analog sensitivity. Try it out!
12-02-2009: Bugs and Beetles!
- Fixed wrong sprite positioning in some levels (Tulip)
- Some uncompressed mods exe-files are now supported.
Tested with yorpius II. (Tulip)
12-02-2009: Now try it!
- imrproved jump/pogo physics! At least! (Forum-Team)
09-02-2009: Bugs to eat!
- Fixed sound bug, when no card is detected
- Fixed a pogo problem
- Fixed Story bug, when mods are used
08-02-2009: Jump it on!
- Implemented Story board. Isn't it nice?
06-02-2009: Jump it on!
- Improved jump and walk physics
05-02-2009: A small update!
- Improved Butlers AI (Tulip)
- Extrem loud gun sounds are removed! (Tulip)
- Gargs were too fast, when they saw you! (Tulip)
- Extra fix for undefined level start positions of the player (Tulip)
- Fixed stopping player animation, when Vorticon dies in Ep. 1 (Tulip)
- A small platform bug has been removed (Tulip)
04-02-2009: More, more!
- Fixed Sounds playing in classical mode. Less memory is used now, and higher quality is achieved!
- Door animations are fixed now. (Tulip)
- Fixed some menu bugs. (Sciz CT)
03-02-2009: It's coming! It's coming
- There was no sound effect for collecting the pogo. (Sciz CT)
- Yorp collision needed work. Walking directly into one just halted
your progress and played the sound effect repeatedly, rather than
bouncing you back as it should. (Sciz CT)
- Vortimoms needed 4 shots to kill. Now they need 5 like in the original game (Tulip)
02-02-2009: Yorp don't do that!
- The ceiling height was too high, fixed (Sciz CT)
- Pogoing Problems fixed (Sciz CT)
01-02-2009: Gonna be a remake!
31-01-2009: Bug fixes and more!
- Now "controls" menu won't crash anymore in Windows
- Now all the Vorticons are more intelligent now (Tulip)
- Butlers can fall (Tulip)
- You can walk into butler from behind (Tulip)
- Vortimom shoots more often now
- Improved tile detection
- Imrpoved memory managment
30-01-2009: More intelligence!
- Improved memory managment
- Keen dies when falling off the screen now! (Tulip)
- Keen cannot go out of maps anymore (Tulip)
- Keen can stand again on Vortacola in Episode 2 (Tulip)
28-01-2009: Isn't it hard enough?
- More intelligent tileset loading
- New Level loading and RLEW decompression. Now Mr. Blacks Levelpack of Keen 3 works very well!
- Fixed some memory problems under Windows (fixes 1 and 2 integrated)
28-01-2009: Isn't it hard enough?
- Now you can choose difficulty level when starting a new game
- Fixed Vortimom bug, when she fires to its left (Tulip)
- Reduced size of tile attributes file. They are only used for the change of tiles.
Everyone can now mod the tileinfo, load it with CKP and have fun
- Fixed more memory leaks and remove some obsolete variables
- Fixed other minor game bugs
27-01-2009: More new engine functions!
- Controls Config crash fixed for Windows Users!
- Tile properties are now read from the exe file, which make them shown behaved correctly
- Fixed some memory leaks
- Improved stereo sound when picking up items
24-01-2009: Getting stable new engine!
- Now the old options work again. Some new options are shown, but still don't work!
- Fixed some segfault bugs
23-01-2009: 3rd Prerelease of a new engine!
- Fixed reading keen?.exe problem in Windows (Thanks to Tulip for his support!!)
- Added fflush, so no more trimmed outputs under Windows (Thanks to Napalm)
- Improved dying animation speed and synchro with the sound
- Added some option menus, but they can't be seen. Please wait until next version.
20-01-2009: 3rd Prerelease of a new engine!
- Fixed some bugs when load startmenu and crashes in Windows (Especially XP)
- Improved folder scanning
- Keen now walks at constant speed on the map
- "ckp.log" is the new log file. Useful for Windows users, when they want to report bugs
19-01-2009: 2nd Prerelease of a new engine!
- Fixed bug when loading game sounds from other directories than "data/", being Ep 2 and 3
- Improved consistency check. You really don't need ctlpanel.ck?, but keen?.exe. (Thanks to Tulip!)
- Games that will not run are marked gray now in the start menu
- Startmenu has the stars background from your episode 1
- "New Game" added to Main Menu. Now you can switch back to the Start Menu
- Fullscreen bug fixed!
- Their was a bug with keycards which are removed now, when a level is exited (Thanks to Tulip!)
18-01-2009: Prerelease of a new engine!
- Smoother scrolling
- Added 48Khz Sound. It hears nice!
- New driver engine. Should be more stable and no sounds are required to run the game
- Note: Some options are disabled. They will be enabled again, in the next release with better menus
- Files detection from the beginning
- Startmenu marks error if your games or mods are incomplete
- Fixed teleporting sound
13-01-2009: Cross-compiling here we come!
- Separation of HQ Sounds. You now must download the extra package,
to use them. (Thanks to Hans de Goede for that idea)
- for the people who have to rename the data files caused by the new
convention. There is a renamer script in the data directory.
- lower-case naming convention (Thanks to Hans de Goede for that idea)
- Improved sound effects (Malvineous and Tulip)
- Windows version will be released in future as binary
- Cleaned a bit more the source code, but there are still bugs left.
09-01-2009: Only a small change!
- Games can be separated in directories and are shown with "games.cfg"
in a startmenu. (Commander Spleen)
- Cleaned a bit the source code.
07-01-2009: Only a small change!
- You can choose between Stereo and Mono Sound now.
06-01-2009: Play it louder!
- OGG File format supported. which makes the download file a bit smaller
- Better sound managment: Needs less memory for buffering.
05-01-2009: Play it loud!
- Now CloneKeenPlus uses 8 internal sound channels, instead of 4.
- Cleaned up a bit more the source code. This still must be done. I will do it for every release
- High Quality Sounds! Now you can enjoy more your Sound Blaster playing Keen instead of hearing all the old choppy PC Speaker Sounds.
More of them will be implemented in the next version. The wave files are in the "data/hq/snd" directory.
03-01-2009: Mapping support finally!
- Now you can map your keyboard and joystick buttons for the first player. The support is limited to the actions, so movements
(up, down, right, left) cannot be mapped though.
- Cleaned up a bit the source code. Now the polled events memory is not reallocated anymore, which makes the game a bit faster (1 %).
01-01-2009: Happy New year to all of you! We also have released a more promising version od CKP
- Better memory management. More unused variables are deallocated now and new type of variables organisation has been
implemented.
31-12-2008: Code has been cleaned, ClonekeenPlus is even more stable now
- Early implementation of key and button mapping. However it is still unusable
29-12-2008: First released version of the interpreter. It is nearly the same programme as CloneKeen 0.83 Beta with following exceptions:
- Cleaned up the code. Many warnings won't appear anymore!
- Fixes that were written by Hans van de Goede (For Fedora Core) are implemented. Thank you very much!
- Hans van de Goede had created a program for extracting SOUNDS.CK2 and .CK3. This Code is implemented here.
When clonekeenplus is launched, these files are extracted from KEEN2.EXE or KEEN3.EXE
- Configuration settings are now saved automatically.
- When exiting, the program will not crash anymore! SDL_Double_Free problem fixed!
- Video memory instead of system memory will be used, when -ogl switch is used
- Early Joystick support implemented. Test it! It works very nice!

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[Video]
bpp= 0
frameskip= 2
fullscreen= 0
width= 640
height= 480
mode= 2
scale= 2
filter= 1
[Audio]
channels= 2
format= 8
rate= 48000
mixerch= 8

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Processing command-line options.
allocmem(): allocating 415744 bytes for scroll buffer...OK
allocmem(): allocating 73600 bytes for blit buffer...OK
Starting graphics driver...
blitsurface = creatergbsurfacefrom
Graphics_Start(): configuring palette.
Starting sound driver...
SDL_AudioSpec:
freq: 48000
channels: 2
audio buffer size: 2048
Using audio driver: dsound
SoundDrv_Start(): SDL sound system initialized.
Starting input driver...
JoyDrv_Start()
1 joystick(s) were found.
The names of the joysticks are:
THRUSTMASTER FireStorm Dual Pow
Game data of Episode 1 is complete.
Game data of Episode 1 is complete.
Game data of Episode 2 is complete.
Game data of Episode 3 is complete.
Game data of Episode 1 is complete.
Game data of Episode 3 is complete.
Game data of Episode 3 is complete.
Game data of Episode 1 is complete.
latch_loadheader(): reading main header from 'data/egahead.ck1'...
LatchPlaneSize = 0x74e0
SpritePlaneSize = 0x18b0
OffBitmapTable = 0x0030
OffSpriteTable = 0x0150
Num8Tiles = 256
Off8Tiles = 0x0000
Num32Tiles = 0
Off32Tiles = 0x0000
Num16Tiles = 611
Off16Tiles = 0x0800
NumBitmaps = 18
OffBitmaps = 0x5460
NumSprites = 119
OffSprites = 0x0000
Compressed = 3
latch_loadheader(): Allocating 3840 bytes for sprite table.
latch_loadheader(): Reading sprite table from 'data/egahead.ck1'...
latch_loadheader(): Allocating 304 bytes for bitmap table.
latch_loadheader(): reading bitmap table from 'data/egahead.ck1'...
Bitmap 'TITLE': 264x112 at offset 0000. RAMAllocSize=0x7380
Bitmap 'IDLOGO': 112x40 at offset 0e70. RAMAllocSize=0x8500
Bitmap 'F1HELP': 64x16 at offset 10a0. RAMAllocSize=0x8900
Bitmap 'HIGHSCOR': 136x24 at offset 1120. RAMAllocSize=0x95c0
Bitmap 'NAME': 48x16 at offset 12b8. RAMAllocSize=0x98c0
Bitmap 'SCORE': 48x16 at offset 1318. RAMAllocSize=0x9bc0
Bitmap 'PARTS': 48x16 at offset 1378. RAMAllocSize=0x9ec0
Bitmap 'GAMEOVER': 112x24 at offset 13d8. RAMAllocSize=0xa940
Bitmap 'AN': 16x8 at offset 1528. RAMAllocSize=0xa9c0
Bitmap 'PRESENT': 88x16 at offset 1538. RAMAllocSize=0xaf40
Bitmap 'APOGEE': 120x32 at offset 15e8. RAMAllocSize=0xbe40
Bitmap 'KEENSHIP': 120x40 at offset 17c8. RAMAllocSize=0xd100
Bitmap 'WINDON': 56x32 at offset 1a20. RAMAllocSize=0xd800
Bitmap 'WINDOFF': 56x32 at offset 1b00. RAMAllocSize=0xdf00
Bitmap 'ONEMOMEN': 88x48 at offset 1be0. RAMAllocSize=0xef80
Bitmap 'OFAN': 40x16 at offset 1df0. RAMAllocSize=0xf200
Bitmap 'PRODUCT': 72x16 at offset 1e40. RAMAllocSize=0xf680
Bitmap 'IDSOFT': 72x48 at offset 1ed0. RAMAllocSize=0x10400
latch_loadlatch(): Opening file 'data/egalatch.ck1'.
latch_loadlatch(): Decompressing...
latch_loadlatch(): Decoding 8x8 tiles...
latch_loadlatch(): Decoding 16x16 tiles...
latch_loadlatch(): Allocating 66561 bytes for bitmap data...
latch_loadlatch(): Decoding bitmaps...
latch_loadsprites(): Opening file 'data/egasprit.ck1'.
latch_loadsprites(): Decompressing...
latch_loadsprites(): Decoding sprites...
loadtileattributes() : Trying to read the tiles from "data/tiles.tli"
loadtileattributes() : Extracting tile attributes from the exe file "data/keen1.exe"
Commander Keen Episode 1 (Version 1.31) was detected.
showmapatpos(90, 1008, 28, 0);
loadmap(): file data/level90.ck1 opened. Loading...
latch_loadheader(): reading main header from 'data/egahead.ck1'...
LatchPlaneSize = 0x74e0
SpritePlaneSize = 0x18b0
OffBitmapTable = 0x0030
OffSpriteTable = 0x0150
Num8Tiles = 256
Off8Tiles = 0x0000
Num32Tiles = 0
Off32Tiles = 0x0000
Num16Tiles = 611
Off16Tiles = 0x0800
NumBitmaps = 18
OffBitmaps = 0x5460
NumSprites = 119
OffSprites = 0x0000
Compressed = 3
latch_loadheader(): Allocating 3840 bytes for sprite table.
latch_loadheader(): Reading sprite table from 'data/egahead.ck1'...
latch_loadheader(): Allocating 304 bytes for bitmap table.
latch_loadheader(): reading bitmap table from 'data/egahead.ck1'...
Bitmap 'TITLE': 264x112 at offset 0000. RAMAllocSize=0x7380
Bitmap 'IDLOGO': 112x40 at offset 0e70. RAMAllocSize=0x8500
Bitmap 'F1HELP': 64x16 at offset 10a0. RAMAllocSize=0x8900
Bitmap 'HIGHSCOR': 136x24 at offset 1120. RAMAllocSize=0x95c0
Bitmap 'NAME': 48x16 at offset 12b8. RAMAllocSize=0x98c0
Bitmap 'SCORE': 48x16 at offset 1318. RAMAllocSize=0x9bc0
Bitmap 'PARTS': 48x16 at offset 1378. RAMAllocSize=0x9ec0
Bitmap 'GAMEOVER': 112x24 at offset 13d8. RAMAllocSize=0xa940
Bitmap 'AN': 16x8 at offset 1528. RAMAllocSize=0xa9c0
Bitmap 'PRESENT': 88x16 at offset 1538. RAMAllocSize=0xaf40
Bitmap 'APOGEE': 120x32 at offset 15e8. RAMAllocSize=0xbe40
Bitmap 'KEENSHIP': 120x40 at offset 17c8. RAMAllocSize=0xd100
Bitmap 'WINDON': 56x32 at offset 1a20. RAMAllocSize=0xd800
Bitmap 'WINDOFF': 56x32 at offset 1b00. RAMAllocSize=0xdf00
Bitmap 'ONEMOMEN': 88x48 at offset 1be0. RAMAllocSize=0xef80
Bitmap 'OFAN': 40x16 at offset 1df0. RAMAllocSize=0xf200
Bitmap 'PRODUCT': 72x16 at offset 1e40. RAMAllocSize=0xf680
Bitmap 'IDSOFT': 72x48 at offset 1ed0. RAMAllocSize=0x10400
latch_loadlatch(): Opening file 'data/egalatch.ck1'.
latch_loadlatch(): Decompressing...
latch_loadlatch(): Decoding 8x8 tiles...
latch_loadlatch(): Decoding 16x16 tiles...
latch_loadlatch(): Allocating 66561 bytes for bitmap data...
latch_loadlatch(): Decoding bitmaps...
latch_loadsprites(): Opening file 'data/egasprit.ck1'.
latch_loadsprites(): Decompressing...
latch_loadsprites(): Decoding sprites...
loadstrings(): Opening string file 'strings.dat'.
loadstrings(): loaded 69 strings from 'strings.dat'.
sound_load_all(): loading all sounds...
Wave file could not be opened: "data/hqp/snd/KEENWALKSND.WAV". Trying to load the classical sound
sound_load(): loaded sound KEENWALKSND, 2 bytes.
Wave file could not be opened: "data/hqp/snd/KEENWLK2SND.WAV". Trying to load the classical sound
sound_load(): loaded sound KEENWLK2SND, 3 bytes.
File "data/hqp/snd/KEENJUMPSND.OGG" opened successfully!
File "data/hqp/snd/KEENPOGOSND.OGG" opened successfully!
File "data/hqp/snd/KEENLANDSND.OGG" opened successfully!
Wave file could not be opened: "data/hqp/snd/KEENBLOKSND.WAV". Trying to load the classical sound
sound_load(): loaded sound KEENBLOKSND, 9 bytes.
Wave file could not be opened: "data/hqp/snd/KEENDIESND.WAV". Trying to load the classical sound
sound_load(): loaded sound KEENDIESND, 222 bytes.
File "data/hqp/snd/PLUMMETSND.OGG" opened successfully!
OGG file could not be opened: "BUMPHEADSND". The file was detected, but appears to be damaged. Trying to load the classical sound
sound_load(): loaded sound BUMPHEADSND, 14 bytes.
File "data/hqp/snd/WLDENTERSND.OGG" opened successfully!
File "data/hqp/snd/keensleft.OGG" opened successfully!
File "data/hqp/snd/KEENFIRESND.OGG" opened successfully!
File "data/hqp/snd/GUNCLICK.OGG" opened successfully!
File "data/hqp/snd/SHOTHIT.OGG" opened successfully!
File "data/hqp/snd/GOTITEMSND.OGG" opened successfully!
File "data/hqp/snd/GOTBONUSSND.OGG" opened successfully!
File "data/hqp/snd/GOTPARTSND.OGG" opened successfully!
File "data/hqp/snd/LVLDONESND.OGG" opened successfully!
Wave file could not be opened: "data/hqp/snd/GAMEOVERSND.WAV". Trying to load the classical sound
sound_load(): loaded sound GAMEOVERSND, 280 bytes.
File "data/hqp/snd/TELEPORTSND.OGG" opened successfully!
File "data/hqp/snd/EXTRAMANSND.OGG" opened successfully!
Wave file could not be opened: "data/hqp/snd/CHUNKSMASH.WAV". Trying to load the classical sound
sound_load(): loaded sound CHUNKSMASH, 172 bytes.
Wave file could not be opened: "data/hqp/snd/GOINDOORSND.WAV". Trying to load the classical sound
sound_load(): loaded sound GOINDOORSND, 76 bytes.
File "data/hqp/snd/GETCARDSND.OGG" opened successfully!
Wave file could not be opened: "data/hqp/snd/USEKEYSND.WAV". Trying to load the classical sound
sound_load(): loaded sound USEKEYSND, 120 bytes.
Wave file could not be opened: "data/hqp/snd/CLICKSND.WAV". Trying to load the classical sound
sound_load(): loaded sound CLICKSND, 11 bytes.
Wave file could not be opened: "data/hqp/snd/DOOROPENSND.WAV". Trying to load the classical sound
sound_load(): loaded sound DOOROPENSND, 136 bytes.
Wave file could not be opened: "data/hqp/snd/YORPBUMPSND.WAV". Trying to load the classical sound
sound_load(): loaded sound YORPBUMPSND, 11 bytes.
Wave file could not be opened: "data/hqp/snd/YORPBOPSND.WAV". Trying to load the classical sound
sound_load(): loaded sound YORPBOPSND, 76 bytes.
Wave file could not be opened: "data/hqp/snd/YORPSCREAM.WAV". Trying to load the classical sound
sound_load(): loaded sound YORPSCREAM, 74 bytes.
Wave file could not be opened: "data/hqp/snd/GARGSCREAM.WAV". Trying to load the classical sound
sound_load(): loaded sound GARGSCREAM, 97 bytes.
Wave file could not be opened: "data/hqp/snd/vortscream.WAV". Trying to load the classical sound
sound_load(): loaded sound vortscream, 194 bytes.
Wave file could not be opened: "data/hqp/snd/TANKFIRE.WAV". Trying to load the classical sound
sound_load(): loaded sound TANKFIRE, 46 bytes.
loadtileattributes() : Trying to read the tiles from "data/tiles.tli"
loadtileattributes() : Extracting tile attributes from the exe file "data/keen1.exe"
Commander Keen Episode 1 (Version 1.31) was detected.
Game starting...
showmapatpos(90, 1664, 32, 0);
loadmap(): file data/level90.ck1 opened. Loading...
calling mainmenu()
showmapatpos(90, 32, 32, 0);
loadmap(): file data/level90.ck1 opened. Loading...
gcl: opt = 7
bottom of game control loop opt=7 crashflag=0
* Bitmap data released to system.
* Freed 69 strings.
* Joystick driver shut down.
SoundDrv_Stop(): shut down.
* Sound driver shut down.
freed screen
freed scrollsurface
freed blitsurface
* Graphics driver shut down.
* Scrollbuffer memory released to system.
* Blitbuffer memory released to system.
freed screen

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################################################################################
# Automatically-generated file. Do not edit!
################################################################################
-include ../makefile.init
RM := rm -rf
# All of the sources participating in the build are defined here
-include sources.mk
-include subdir.mk
-include src/vorticon/subdir.mk
-include src/vorbis/subdir.mk
-include src/subdir.mk
-include src/sdl/video/subdir.mk
-include src/sdl/sound/subdir.mk
-include src/sdl/subdir.mk
-include src/scale2x/subdir.mk
-include src/hqp/subdir.mk
-include src/fileio/subdir.mk
-include src/ai/subdir.mk
-include objects.mk
ifneq ($(MAKECMDGOALS),clean)
ifneq ($(strip $(C++_DEPS)),)
-include $(C++_DEPS)
endif
ifneq ($(strip $(C_DEPS)),)
-include $(C_DEPS)
endif
ifneq ($(strip $(CC_DEPS)),)
-include $(CC_DEPS)
endif
ifneq ($(strip $(CPP_DEPS)),)
-include $(CPP_DEPS)
endif
ifneq ($(strip $(CXX_DEPS)),)
-include $(CXX_DEPS)
endif
ifneq ($(strip $(C_UPPER_DEPS)),)
-include $(C_UPPER_DEPS)
endif
endif
-include ../makefile.defs
# Add inputs and outputs from these tool invocations to the build variables
# All Target
all: CGenius.exe
# Tool invocations
CGenius.exe: $(OBJS) $(USER_OBJS)
@echo 'Building target: $@'
@echo 'Invoking: MinGW C++ Linker'
i586-mingw32msvc-g++ -L/usr/i586-mingw32msvc/lib -o"CGenius.exe" $(OBJS) $(USER_OBJS) $(LIBS)
@echo 'Finished building target: $@'
@echo ' '
# Other Targets
clean:
-$(RM) $(C++_DEPS)$(OBJS)$(C_DEPS)$(CC_DEPS)$(CPP_DEPS)$(EXECUTABLES)$(CXX_DEPS)$(C_UPPER_DEPS) CGenius.exe
-@echo ' '
.PHONY: all clean dependents
.SECONDARY:
-include ../makefile.targets

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################################################################################
# Automatically-generated file. Do not edit!
################################################################################
USER_OBJS :=
LIBS := -lmingw32 -lSDLmain -lSDL -lglu32 -lopengl32 -lvorbisfile -lvorbis -logg

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*************************************
* *
* C L O N E K E E N *
* PLUS *
* (Commander Genius) *
* *
* (c)2008-2009 Gerstrong *
* (c)2003-2005 Caitlin Shaw *
* Released under GNU/GPL *
* *
* Beta v0.2.6 *
* *
*************************************
Welcome to CloneKeenPlus (Commander Genius)!
CloneKeenPlus is an almost complete open-source clone of
the old classic DOS game, Commander Keen: Invasion of the
Vorticons by ID Software. CloneKeenPlus requires the original game
data files to work. You can play all three episodes of the game and
some fanmade mods.
CloneKeenPlus currently runs under Linux/X11 and Windows with SDL.
In Mac OS X it also might run, but this has not been tested.
CloneKeenPlus tries to mostly replicate the original game,
however there are also a number of improvements,
including smoother scrolling, better graphic effects
in some parts of the game, 2-player support, high quality
packs, games menu, gamepad support (More than two joystick
buttons) and more.
To my knowledge this is the only released attempt at
writing a third-party Keen game that has reached this
stage of completedness.
Commander Genius is a new edition of CloneKeenPlus.
It will be the new game of the interpreter, but it is still
not sure. This edition is compiled with GNU C++.
The CloneKeen source may be freely distributed and
modified as per the GPL, just please remember to give
credit to the original authors.
CloneKeenPlus has been developed by Gerstrong implementing
mayor improvements basing on the original
source code of CloneKeen by Caitlin Shaw. Many
thanks to him, for bringing us this great program.
Obviously it is not the original version of CloneKeen
or any update. It is another version from a different
author. Other guys and me had many improvements and
I tried to post them to the author. However, until
today he has not responded. It is also known, that there
have not been updates of CloneKeen since 2005. It stayed
in beta 0.83.
I also would like to see those changes and improvements
(or some of them) in his original project.
So I hope he will contact me some day. Most of the code is
based on his work and I acknow him a lot for that!
Setting up the data of the game:
* Copy all of the data files from the original game(s) into the
"./data" folder. This means all of the files with the extension
.ck?. If you have the registered versions, you can play the whole game,
otherwise download the shareware version and copy the data from it.
You also can use mods.
* If you want to use some patched mods, you can put them into subdirectories.
You only have modify the "games.cfg".
* Only Linux/Unix Users: If you have many data files which are not lower-case,
use "./data/renlower.sh" shell script to rename them.
* Go into the "Release" folder and drop to the command line.
* If you want better sounds and music, please download the high quality pack.
Extract its contents to the "data" directory together with your game data.
Howto use CloneKeenPlus (If you didn't compile it):
* Under Windows you start "clonekeen.exe", under Linux "./clonekeen"
Howto compile it under Ubuntu (testet on Intrepid):
* As I know which packages are needed, because I use Ubuntu, here is an extra guide.
* Install through Synaptic or "sudo apt-get install" following packages:
- build-essential
- libvorbis-dev
- libsdl1.2-dev
* extract my source code into "ckp".
* cd into the "cpk/Release" subdirectory.
* Run "make".
* Then, you can run "clonekeen". Copy the files, wherever you want them together
with the data directory. "make install" does not work though.
Compiling CKP on Linux/UNIX (other than Ubuntu):
* If you want to compile the game, you need to have all the standard .
development libraries and GNU C Compiler (at least version 4) installed
on your system.
* You need to install the "vorbis" and "SDL" development libraries to get
it successfully compiled.
* extract my source code to "ckp".
* cd into the "ckp/Release" subdirectory.
* Run "make".
* Then, you can run "clonekeen". Copy the files,
wherever you want them together with the data directory.
"make install" does not work though.
HINTS & SECRETS
- CHEAT CODES -
There are a full assortment of cheat codes available. Some cheats must first
be enabled with -cheat or through the options->game menu. C+T+SPACE and G+O+D will
always work.
KEY ACTION DESCRIPTION
G+O+D godmode In god mode you are invincible!
C+T+SPACE All Items Gives all items, similar to the original.
LSHIFT+TAB Skip Level Holding down this key you can skip levels and walk through tiles
on the map.
TAB No clipping If you hold down this key you will disable clipping.
However, you cannot fall though floors.
- SAVE/LOAD GAME -
The game can be saved by pressing F3 at any point during the game. The game will
be saved in the exact position it was left (unlike the original which only
allowed save at the map).
- DEMO -
Wait a while at the tile screen and the game will cycle through several
demos, an added feature not found on the original game.
- BUG! -
So you really found one or more bugs? Please report me those per e-mail
and they will be checked. If necesarry we are going to fix them as soon
as possible.
- ACKNOWLEDGEMENTS -
Many thanks to people who has helped me so far in this project with their
suggestions:
Sciz CT
Commander Spleen
Malvineous
Tulip
Hans de Goede
Levelass (Keen EXE-Information)
ZidaneA (For his music tracks!)
Iv4n
Special thanks to Tulip, who has been supporting me all the time in testing
the Windows version of CKP. Without you it wouldn't be so great now!
I'm sure, there were more people who helped me and I forgot to mention, but
many thanks to them, too.
Many thanks to all of you, the project has gone farther, and will be a nice
port to Commander Keen!
****************************************************************************
For questions, comments, or updates to the source tree
please contact: gerstrong@gmail.com or go thru
SourceForge at http://clonekeenplus.sourceforge.net/
****************************************************************************

36
build/Windows/sources.mk Normal file
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################################################################################
# Automatically-generated file. Do not edit!
################################################################################
O_SRCS :=
CPP_SRCS :=
C_UPPER_SRCS :=
C_SRCS :=
S_SRCS :=
OBJ_SRCS :=
ASM_SRCS :=
CXX_SRCS :=
C++_SRCS :=
CC_SRCS :=
C++_DEPS :=
OBJS :=
C_DEPS :=
CC_DEPS :=
CPP_DEPS :=
EXECUTABLES :=
CXX_DEPS :=
C_UPPER_DEPS :=
# Every subdirectory with source files must be described here
SUBDIRS := \
src/vorticon \
src/vorbis \
src \
src/sdl/video \
src/sdl/sound \
src/sdl \
src/scale2x \
src/hqp \
src/fileio \
src/ai \

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@@ -0,0 +1,102 @@
################################################################################
# Automatically-generated file. Do not edit!
################################################################################
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/ai/baby.cpp \
../src/ai/balljack.cpp \
../src/ai/bear.cpp \
../src/ai/butler.cpp \
../src/ai/door.cpp \
../src/ai/earth.cpp \
../src/ai/fireball.cpp \
../src/ai/foob.cpp \
../src/ai/garg.cpp \
../src/ai/icebit.cpp \
../src/ai/icechunk.cpp \
../src/ai/meep.cpp \
../src/ai/mother.cpp \
../src/ai/nessie.cpp \
../src/ai/ninja.cpp \
../src/ai/platform.cpp \
../src/ai/platvert.cpp \
../src/ai/ray.cpp \
../src/ai/rope.cpp \
../src/ai/se.cpp \
../src/ai/sndwave.cpp \
../src/ai/tank.cpp \
../src/ai/tankep2.cpp \
../src/ai/teleport.cpp \
../src/ai/vort.cpp \
../src/ai/walker.cpp \
../src/ai/yorp.cpp
OBJS += \
./src/ai/baby.o \
./src/ai/balljack.o \
./src/ai/bear.o \
./src/ai/butler.o \
./src/ai/door.o \
./src/ai/earth.o \
./src/ai/fireball.o \
./src/ai/foob.o \
./src/ai/garg.o \
./src/ai/icebit.o \
./src/ai/icechunk.o \
./src/ai/meep.o \
./src/ai/mother.o \
./src/ai/nessie.o \
./src/ai/ninja.o \
./src/ai/platform.o \
./src/ai/platvert.o \
./src/ai/ray.o \
./src/ai/rope.o \
./src/ai/se.o \
./src/ai/sndwave.o \
./src/ai/tank.o \
./src/ai/tankep2.o \
./src/ai/teleport.o \
./src/ai/vort.o \
./src/ai/walker.o \
./src/ai/yorp.o
CPP_DEPS += \
./src/ai/baby.d \
./src/ai/balljack.d \
./src/ai/bear.d \
./src/ai/butler.d \
./src/ai/door.d \
./src/ai/earth.d \
./src/ai/fireball.d \
./src/ai/foob.d \
./src/ai/garg.d \
./src/ai/icebit.d \
./src/ai/icechunk.d \
./src/ai/meep.d \
./src/ai/mother.d \
./src/ai/nessie.d \
./src/ai/ninja.d \
./src/ai/platform.d \
./src/ai/platvert.d \
./src/ai/ray.d \
./src/ai/rope.d \
./src/ai/se.d \
./src/ai/sndwave.d \
./src/ai/tank.d \
./src/ai/tankep2.d \
./src/ai/teleport.d \
./src/ai/vort.d \
./src/ai/walker.d \
./src/ai/yorp.d
# Each subdirectory must supply rules for building sources it contributes
src/ai/%.o: ../src/ai/%.cpp
@echo 'Building file: $<'
@echo 'Invoking: GCC C++ Compiler'
i586-mingw32msvc-g++ -DBUILD_SDL -DUSE_OPENGL -DBUILD_WITH_OGG -DTARGET_WIN32 -I/usr/i586-mingw32msvc/include/SDL -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@:%.o=%.d)" -o"$@" "$<"
@echo 'Finished building: $<'
@echo ' '

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@@ -0,0 +1,33 @@
################################################################################
# Automatically-generated file. Do not edit!
################################################################################
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/fileio/CParser.cpp \
../src/fileio/lzexe.cpp \
../src/fileio/rle.cpp \
../src/fileio/story.cpp
OBJS += \
./src/fileio/CParser.o \
./src/fileio/lzexe.o \
./src/fileio/rle.o \
./src/fileio/story.o
CPP_DEPS += \
./src/fileio/CParser.d \
./src/fileio/lzexe.d \
./src/fileio/rle.d \
./src/fileio/story.d
# Each subdirectory must supply rules for building sources it contributes
src/fileio/%.o: ../src/fileio/%.cpp
@echo 'Building file: $<'
@echo 'Invoking: GCC C++ Compiler'
i586-mingw32msvc-g++ -DBUILD_SDL -DUSE_OPENGL -DBUILD_WITH_OGG -DTARGET_WIN32 -I/usr/i586-mingw32msvc/include/SDL -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@:%.o=%.d)" -o"$@" "$<"
@echo 'Finished building: $<'
@echo ' '

View File

@@ -0,0 +1,112 @@
src/graphics.d src/graphics.o: ../src/graphics.cpp ../src/keen.h \
../src/sounds.h ../src/funcdefs.h ../src/fileio.h ../src/CLatch.h \
../src/include/playeraction.h /usr/i586-mingw32msvc/include/SDL/SDL.h \
/usr/i586-mingw32msvc/include/SDL/SDL_main.h \
/usr/i586-mingw32msvc/include/SDL/SDL_stdinc.h \
/usr/i586-mingw32msvc/include/SDL/SDL_config.h \
/usr/i586-mingw32msvc/include/SDL/SDL_platform.h \
/usr/i586-mingw32msvc/include/SDL/begin_code.h \
/usr/i586-mingw32msvc/include/SDL/close_code.h \
/usr/i586-mingw32msvc/include/SDL/SDL_audio.h \
/usr/i586-mingw32msvc/include/SDL/SDL_error.h \
/usr/i586-mingw32msvc/include/SDL/SDL_endian.h \
/usr/i586-mingw32msvc/include/SDL/SDL_mutex.h \
/usr/i586-mingw32msvc/include/SDL/SDL_thread.h \
/usr/i586-mingw32msvc/include/SDL/SDL_rwops.h \
/usr/i586-mingw32msvc/include/SDL/SDL_cdrom.h \
/usr/i586-mingw32msvc/include/SDL/SDL_cpuinfo.h \
/usr/i586-mingw32msvc/include/SDL/SDL_events.h \
/usr/i586-mingw32msvc/include/SDL/SDL_active.h \
/usr/i586-mingw32msvc/include/SDL/SDL_keyboard.h \
/usr/i586-mingw32msvc/include/SDL/SDL_keysym.h \
/usr/i586-mingw32msvc/include/SDL/SDL_mouse.h \
/usr/i586-mingw32msvc/include/SDL/SDL_video.h \
/usr/i586-mingw32msvc/include/SDL/SDL_joystick.h \
/usr/i586-mingw32msvc/include/SDL/SDL_quit.h \
/usr/i586-mingw32msvc/include/SDL/SDL_loadso.h \
/usr/i586-mingw32msvc/include/SDL/SDL_timer.h \
/usr/i586-mingw32msvc/include/SDL/SDL_version.h \
../src/include/declarations.h ../src/keenext.h \
../src/include/graphics.h ../src/sdl/video/colourtable.h \
../src/sdl/CVideoDriver.h ../src/sdl/../CSingleton.h ../src/CLogFile.h \
../src/CSingleton.h
../src/keen.h:
../src/sounds.h:
../src/funcdefs.h:
../src/fileio.h:
../src/CLatch.h:
../src/include/playeraction.h:
/usr/i586-mingw32msvc/include/SDL/SDL.h:
/usr/i586-mingw32msvc/include/SDL/SDL_main.h:
/usr/i586-mingw32msvc/include/SDL/SDL_stdinc.h:
/usr/i586-mingw32msvc/include/SDL/SDL_config.h:
/usr/i586-mingw32msvc/include/SDL/SDL_platform.h:
/usr/i586-mingw32msvc/include/SDL/begin_code.h:
/usr/i586-mingw32msvc/include/SDL/close_code.h:
/usr/i586-mingw32msvc/include/SDL/SDL_audio.h:
/usr/i586-mingw32msvc/include/SDL/SDL_error.h:
/usr/i586-mingw32msvc/include/SDL/SDL_endian.h:
/usr/i586-mingw32msvc/include/SDL/SDL_mutex.h:
/usr/i586-mingw32msvc/include/SDL/SDL_thread.h:
/usr/i586-mingw32msvc/include/SDL/SDL_rwops.h:
/usr/i586-mingw32msvc/include/SDL/SDL_cdrom.h:
/usr/i586-mingw32msvc/include/SDL/SDL_cpuinfo.h:
/usr/i586-mingw32msvc/include/SDL/SDL_events.h:
/usr/i586-mingw32msvc/include/SDL/SDL_active.h:
/usr/i586-mingw32msvc/include/SDL/SDL_keyboard.h:
/usr/i586-mingw32msvc/include/SDL/SDL_keysym.h:
/usr/i586-mingw32msvc/include/SDL/SDL_mouse.h:
/usr/i586-mingw32msvc/include/SDL/SDL_video.h:
/usr/i586-mingw32msvc/include/SDL/SDL_joystick.h:
/usr/i586-mingw32msvc/include/SDL/SDL_quit.h:
/usr/i586-mingw32msvc/include/SDL/SDL_loadso.h:
/usr/i586-mingw32msvc/include/SDL/SDL_timer.h:
/usr/i586-mingw32msvc/include/SDL/SDL_version.h:
../src/include/declarations.h:
../src/keenext.h:
../src/include/graphics.h:
../src/sdl/video/colourtable.h:
../src/sdl/CVideoDriver.h:
../src/sdl/../CSingleton.h:
../src/CLogFile.h:
../src/CSingleton.h:

View File

@@ -0,0 +1,30 @@
################################################################################
# Automatically-generated file. Do not edit!
################################################################################
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/hqp/CHQBitmap.cpp \
../src/hqp/CMusic.cpp \
../src/hqp/hq_sound.cpp
OBJS += \
./src/hqp/CHQBitmap.o \
./src/hqp/CMusic.o \
./src/hqp/hq_sound.o
CPP_DEPS += \
./src/hqp/CHQBitmap.d \
./src/hqp/CMusic.d \
./src/hqp/hq_sound.d
# Each subdirectory must supply rules for building sources it contributes
src/hqp/%.o: ../src/hqp/%.cpp
@echo 'Building file: $<'
@echo 'Invoking: GCC C++ Compiler'
i586-mingw32msvc-g++ -DBUILD_SDL -DUSE_OPENGL -DBUILD_WITH_OGG -DTARGET_WIN32 -I/usr/i586-mingw32msvc/include/SDL -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@:%.o=%.d)" -o"$@" "$<"
@echo 'Finished building: $<'
@echo ' '

110
build/Windows/src/latch.d Normal file
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@@ -0,0 +1,110 @@
src/latch.d src/latch.o: ../src/latch.cpp ../src/keen.h ../src/sounds.h \
../src/funcdefs.h ../src/latch.h ../src/include/playeraction.h \
/usr/i586-mingw32msvc/include/SDL/SDL.h \
/usr/i586-mingw32msvc/include/SDL/SDL_main.h \
/usr/i586-mingw32msvc/include/SDL/SDL_stdinc.h \
/usr/i586-mingw32msvc/include/SDL/SDL_config.h \
/usr/i586-mingw32msvc/include/SDL/SDL_platform.h \
/usr/i586-mingw32msvc/include/SDL/begin_code.h \
/usr/i586-mingw32msvc/include/SDL/close_code.h \
/usr/i586-mingw32msvc/include/SDL/SDL_audio.h \
/usr/i586-mingw32msvc/include/SDL/SDL_error.h \
/usr/i586-mingw32msvc/include/SDL/SDL_endian.h \
/usr/i586-mingw32msvc/include/SDL/SDL_mutex.h \
/usr/i586-mingw32msvc/include/SDL/SDL_thread.h \
/usr/i586-mingw32msvc/include/SDL/SDL_rwops.h \
/usr/i586-mingw32msvc/include/SDL/SDL_cdrom.h \
/usr/i586-mingw32msvc/include/SDL/SDL_cpuinfo.h \
/usr/i586-mingw32msvc/include/SDL/SDL_events.h \
/usr/i586-mingw32msvc/include/SDL/SDL_active.h \
/usr/i586-mingw32msvc/include/SDL/SDL_keyboard.h \
/usr/i586-mingw32msvc/include/SDL/SDL_keysym.h \
/usr/i586-mingw32msvc/include/SDL/SDL_mouse.h \
/usr/i586-mingw32msvc/include/SDL/SDL_video.h \
/usr/i586-mingw32msvc/include/SDL/SDL_joystick.h \
/usr/i586-mingw32msvc/include/SDL/SDL_quit.h \
/usr/i586-mingw32msvc/include/SDL/SDL_loadso.h \
/usr/i586-mingw32msvc/include/SDL/SDL_timer.h \
/usr/i586-mingw32msvc/include/SDL/SDL_version.h \
../src/include/declarations.h ../src/keenext.h \
../src/sdl/CVideoDriver.h ../src/sdl/../CSingleton.h \
../src/include/fileio.h ../src/sdl/video/colourtable.h \
../src/CLogFile.h ../src/CSingleton.h
../src/keen.h:
../src/sounds.h:
../src/funcdefs.h:
../src/latch.h:
../src/include/playeraction.h:
/usr/i586-mingw32msvc/include/SDL/SDL.h:
/usr/i586-mingw32msvc/include/SDL/SDL_main.h:
/usr/i586-mingw32msvc/include/SDL/SDL_stdinc.h:
/usr/i586-mingw32msvc/include/SDL/SDL_config.h:
/usr/i586-mingw32msvc/include/SDL/SDL_platform.h:
/usr/i586-mingw32msvc/include/SDL/begin_code.h:
/usr/i586-mingw32msvc/include/SDL/close_code.h:
/usr/i586-mingw32msvc/include/SDL/SDL_audio.h:
/usr/i586-mingw32msvc/include/SDL/SDL_error.h:
/usr/i586-mingw32msvc/include/SDL/SDL_endian.h:
/usr/i586-mingw32msvc/include/SDL/SDL_mutex.h:
/usr/i586-mingw32msvc/include/SDL/SDL_thread.h:
/usr/i586-mingw32msvc/include/SDL/SDL_rwops.h:
/usr/i586-mingw32msvc/include/SDL/SDL_cdrom.h:
/usr/i586-mingw32msvc/include/SDL/SDL_cpuinfo.h:
/usr/i586-mingw32msvc/include/SDL/SDL_events.h:
/usr/i586-mingw32msvc/include/SDL/SDL_active.h:
/usr/i586-mingw32msvc/include/SDL/SDL_keyboard.h:
/usr/i586-mingw32msvc/include/SDL/SDL_keysym.h:
/usr/i586-mingw32msvc/include/SDL/SDL_mouse.h:
/usr/i586-mingw32msvc/include/SDL/SDL_video.h:
/usr/i586-mingw32msvc/include/SDL/SDL_joystick.h:
/usr/i586-mingw32msvc/include/SDL/SDL_quit.h:
/usr/i586-mingw32msvc/include/SDL/SDL_loadso.h:
/usr/i586-mingw32msvc/include/SDL/SDL_timer.h:
/usr/i586-mingw32msvc/include/SDL/SDL_version.h:
../src/include/declarations.h:
../src/keenext.h:
../src/sdl/CVideoDriver.h:
../src/sdl/../CSingleton.h:
../src/include/fileio.h:
../src/sdl/video/colourtable.h:
../src/CLogFile.h:
../src/CSingleton.h:

View File

@@ -0,0 +1,36 @@
################################################################################
# Automatically-generated file. Do not edit!
################################################################################
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/scale2x/getopt.cpp \
../src/scale2x/pixel.cpp \
../src/scale2x/scale2x.cpp \
../src/scale2x/scale3x.cpp \
../src/scale2x/scalebit.cpp
OBJS += \
./src/scale2x/getopt.o \
./src/scale2x/pixel.o \
./src/scale2x/scale2x.o \
./src/scale2x/scale3x.o \
./src/scale2x/scalebit.o
CPP_DEPS += \
./src/scale2x/getopt.d \
./src/scale2x/pixel.d \
./src/scale2x/scale2x.d \
./src/scale2x/scale3x.d \
./src/scale2x/scalebit.d
# Each subdirectory must supply rules for building sources it contributes
src/scale2x/%.o: ../src/scale2x/%.cpp
@echo 'Building file: $<'
@echo 'Invoking: GCC C++ Compiler'
i586-mingw32msvc-g++ -DBUILD_SDL -DUSE_OPENGL -DBUILD_WITH_OGG -DTARGET_WIN32 -I/usr/i586-mingw32msvc/include/SDL -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@:%.o=%.d)" -o"$@" "$<"
@echo 'Finished building: $<'
@echo ' '

View File

@@ -0,0 +1,30 @@
################################################################################
# Automatically-generated file. Do not edit!
################################################################################
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/sdl/sound/CSound.cpp \
../src/sdl/sound/CSoundChannel.cpp \
../src/sdl/sound/CSoundSlot.cpp
OBJS += \
./src/sdl/sound/CSound.o \
./src/sdl/sound/CSoundChannel.o \
./src/sdl/sound/CSoundSlot.o
CPP_DEPS += \
./src/sdl/sound/CSound.d \
./src/sdl/sound/CSoundChannel.d \
./src/sdl/sound/CSoundSlot.d
# Each subdirectory must supply rules for building sources it contributes
src/sdl/sound/%.o: ../src/sdl/sound/%.cpp
@echo 'Building file: $<'
@echo 'Invoking: GCC C++ Compiler'
i586-mingw32msvc-g++ -DBUILD_SDL -DUSE_OPENGL -DBUILD_WITH_OGG -DTARGET_WIN32 -I/usr/i586-mingw32msvc/include/SDL -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@:%.o=%.d)" -o"$@" "$<"
@echo 'Finished building: $<'
@echo ' '

View File

@@ -0,0 +1,39 @@
################################################################################
# Automatically-generated file. Do not edit!
################################################################################
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/sdl/CInput.cpp \
../src/sdl/COpenGL.cpp \
../src/sdl/CSettings.cpp \
../src/sdl/CTimer.cpp \
../src/sdl/CVideoDriver.cpp \
../src/sdl/joydrv.cpp
OBJS += \
./src/sdl/CInput.o \
./src/sdl/COpenGL.o \
./src/sdl/CSettings.o \
./src/sdl/CTimer.o \
./src/sdl/CVideoDriver.o \
./src/sdl/joydrv.o
CPP_DEPS += \
./src/sdl/CInput.d \
./src/sdl/COpenGL.d \
./src/sdl/CSettings.d \
./src/sdl/CTimer.d \
./src/sdl/CVideoDriver.d \
./src/sdl/joydrv.d
# Each subdirectory must supply rules for building sources it contributes
src/sdl/%.o: ../src/sdl/%.cpp
@echo 'Building file: $<'
@echo 'Invoking: GCC C++ Compiler'
i586-mingw32msvc-g++ -DBUILD_SDL -DUSE_OPENGL -DBUILD_WITH_OGG -DTARGET_WIN32 -I/usr/i586-mingw32msvc/include/SDL -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@:%.o=%.d)" -o"$@" "$<"
@echo 'Finished building: $<'
@echo ' '

View File

@@ -0,0 +1,24 @@
################################################################################
# Automatically-generated file. Do not edit!
################################################################################
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/sdl/video/colourconvert.cpp
OBJS += \
./src/sdl/video/colourconvert.o
CPP_DEPS += \
./src/sdl/video/colourconvert.d
# Each subdirectory must supply rules for building sources it contributes
src/sdl/video/%.o: ../src/sdl/video/%.cpp
@echo 'Building file: $<'
@echo 'Invoking: GCC C++ Compiler'
i586-mingw32msvc-g++ -DBUILD_SDL -DUSE_OPENGL -DBUILD_WITH_OGG -DTARGET_WIN32 -I/usr/i586-mingw32msvc/include/SDL -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@:%.o=%.d)" -o"$@" "$<"
@echo 'Finished building: $<'
@echo ' '

View File

@@ -0,0 +1,81 @@
################################################################################
# Automatically-generated file. Do not edit!
################################################################################
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/CCGenius.cpp \
../src/CGame.cpp \
../src/CGraphics.cpp \
../src/CLatch.cpp \
../src/CLogFile.cpp \
../src/eseq_ep1.cpp \
../src/eseq_ep2.cpp \
../src/eseq_ep3.cpp \
../src/fileio.cpp \
../src/finale.cpp \
../src/game.cpp \
../src/gamedo.cpp \
../src/gamepdo.cpp \
../src/gm_pdowm.cpp \
../src/lz.cpp \
../src/main.cpp \
../src/map.cpp \
../src/menu.cpp \
../src/misc.cpp \
../src/sgrle.cpp
OBJS += \
./src/CCGenius.o \
./src/CGame.o \
./src/CGraphics.o \
./src/CLatch.o \
./src/CLogFile.o \
./src/eseq_ep1.o \
./src/eseq_ep2.o \
./src/eseq_ep3.o \
./src/fileio.o \
./src/finale.o \
./src/game.o \
./src/gamedo.o \
./src/gamepdo.o \
./src/gm_pdowm.o \
./src/lz.o \
./src/main.o \
./src/map.o \
./src/menu.o \
./src/misc.o \
./src/sgrle.o
CPP_DEPS += \
./src/CCGenius.d \
./src/CGame.d \
./src/CGraphics.d \
./src/CLatch.d \
./src/CLogFile.d \
./src/eseq_ep1.d \
./src/eseq_ep2.d \
./src/eseq_ep3.d \
./src/fileio.d \
./src/finale.d \
./src/game.d \
./src/gamedo.d \
./src/gamepdo.d \
./src/gm_pdowm.d \
./src/lz.d \
./src/main.d \
./src/map.d \
./src/menu.d \
./src/misc.d \
./src/sgrle.d
# Each subdirectory must supply rules for building sources it contributes
src/%.o: ../src/%.cpp
@echo 'Building file: $<'
@echo 'Invoking: GCC C++ Compiler'
i586-mingw32msvc-g++ -DBUILD_SDL -DUSE_OPENGL -DBUILD_WITH_OGG -DTARGET_WIN32 -I/usr/i586-mingw32msvc/include/SDL -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@:%.o=%.d)" -o"$@" "$<"
@echo 'Finished building: $<'
@echo ' '

View File

@@ -0,0 +1,24 @@
################################################################################
# Automatically-generated file. Do not edit!
################################################################################
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/vorbis/oggsupport.cpp
OBJS += \
./src/vorbis/oggsupport.o
CPP_DEPS += \
./src/vorbis/oggsupport.d
# Each subdirectory must supply rules for building sources it contributes
src/vorbis/%.o: ../src/vorbis/%.cpp
@echo 'Building file: $<'
@echo 'Invoking: GCC C++ Compiler'
i586-mingw32msvc-g++ -DBUILD_SDL -DUSE_OPENGL -DBUILD_WITH_OGG -DTARGET_WIN32 -I/usr/i586-mingw32msvc/include/SDL -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@:%.o=%.d)" -o"$@" "$<"
@echo 'Finished building: $<'
@echo ' '

View File

@@ -0,0 +1,39 @@
################################################################################
# Automatically-generated file. Do not edit!
################################################################################
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/vorticon/CCredits.cpp \
../src/vorticon/CDialog.cpp \
../src/vorticon/CHighScores.cpp \
../src/vorticon/CIntro.cpp \
../src/vorticon/CObject.cpp \
../src/vorticon/CPlayer.cpp
OBJS += \
./src/vorticon/CCredits.o \
./src/vorticon/CDialog.o \
./src/vorticon/CHighScores.o \
./src/vorticon/CIntro.o \
./src/vorticon/CObject.o \
./src/vorticon/CPlayer.o
CPP_DEPS += \
./src/vorticon/CCredits.d \
./src/vorticon/CDialog.d \
./src/vorticon/CHighScores.d \
./src/vorticon/CIntro.d \
./src/vorticon/CObject.d \
./src/vorticon/CPlayer.d
# Each subdirectory must supply rules for building sources it contributes
src/vorticon/%.o: ../src/vorticon/%.cpp
@echo 'Building file: $<'
@echo 'Invoking: GCC C++ Compiler'
i586-mingw32msvc-g++ -DBUILD_SDL -DUSE_OPENGL -DBUILD_WITH_OGG -DTARGET_WIN32 -I/usr/i586-mingw32msvc/include/SDL -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@:%.o=%.d)" -o"$@" "$<"
@echo 'Finished building: $<'
@echo ' '

7
build/Windows/stdout.txt Normal file
View File

@@ -0,0 +1,7 @@
CloneKeenPlus Beta v0.2.7.1 (Commander Genius) Windows build (32 bit)
by Caitlin Shaw, 2003-2005
and Gerstrong 2008-2009
BY A FAN, FOR FANS. ALL "COMMANDER KEEN" GRAPHICS,
SOUND, AND LEVEL FILES ARE THE PROPERTY OF ID SOFTWARE.

469
build/Windows/strings.dat Normal file
View File

@@ -0,0 +1,469 @@
; ABOUT THIS FILE...
;
; This file contains string data for CloneKeen.
; Each string is prefaced with a string name, which is enclosed
; in square brackets. The next line after the string name
; is the first line of the string. The string data continues until
; another opening square bracket is seen.
;
; You can use a backslash to delimit special characters. A backslash
; followed by an open or close parenthese can be used to insert square
; brackets into the string text. A backslash followed by an uppercase H
; will turn on highlighting (text will appear red on a grey background).
; A lower case h will turn off highlighting (text will appear black on a
; white background). Two backslashes will result in a single backslash.
;
; You can specify numeric attributes for a string by adding them on to the
; same line as the string name after the closing bracket. For example this
; is used with strings defining text to go in dialog boxes to specify the
; dimensions of the dialog box.
[MAIN_MENU] LEFT=11 TOP=9 WIDTH=17 HEIGHT=11
1-Player Game
2-Player Game
Load Game
Story
Options
Controls
Demo
New Game
Quit
[Tribute_Page_1] ONTIME=200 OFFTIME=200
[Tribute_Page_2] ONTIME=1600 OFFTIME=500
Thanks to ID Software
for the wonderful
"Commander Keen" series.
[Tribute_Page_3] ONTIME=1200 OFFTIME=500 Y1ADJ=3 Y2ADJ=3
As a child, I spent way too
much time playing these games.
[Tribute_Page_4] ONTIME=1200 OFFTIME=100
And now I have spent way
too much time programming
this game.
[Tribute_Page_5] ONTIME=550 OFFTIME=200 SLOWPRINT=2 SLOWPRINTSPD=100
...
[Tribute_Page_6] ONTIME=1200 OFFTIME=500 Y1ADJ=1 Y2ADJ=2
Hmmm...History repeats itself?
;)
[Tribute_Page_7] ONTIME=1200 OFFTIME=500 Y1ADJ=-1 Y2ADJ=1
This is my tribute to
the "Keen legacy".
[Tribute_Page_8] ONTIME=1700 OFFTIME=200 Y1ADJ=-5 LASTPAGE=1
Enjoy the Game. \h
-Katy and Gerstrong
[WhichSlotSave] LEFT=8 TOP=11 WIDTH=23 HEIGHT=4
Which slot do you want
want to save (1-9)?
[WhichSlotLoad] LEFT=8 TOP=11 WIDTH=23 HEIGHT=4
Which slot do you want
want to load (1-9)?
[SaveSlotOverwrite] LEFT=7 TOP=10 WIDTH=26 HEIGHT=6
That slot already exists!
Do you want to overwrite
the existing game \(Y/N\)?
[GameSaveSuccess] LEFT=7 TOP=9 WIDTH=26 HEIGHT=7
Your game has been saved!
You can continue this
game from the main menu
next time you play.
[LoadNoSuchSlot] LEFT=7 TOP=10 WIDTH=25 HEIGHT=5
That game hasn't been
saved yet! Please select
a different slot.
[VerifyQuit] LEFT=7 TOP=10 WIDTH=26 HEIGHT=4
(Q)uit entire program or
quit to (T)itle \(Q/T\)?
[EP1_SHIP] LEFT=5 TOP=9 WIDTH=29 HEIGHT=8
Your ship needs these parts:
Go find them!
[EP1_StatusBox] LEFT=5 TOP=5 WIDTH=30 HEIGHT=15
\H SCORE EXTRA LIFE AT \h
\h \H \h
\H LIVES SHIP PARTS \h
\h \H \h
\h \H \h
\h \H \h
\H RAYGUN POGO KEYCARDS \h
\h \H \h \H \h
\h \H \h \H \h
\h \H \h \H \h
\H CHARGE \h \H \h
\h \H \h \H \h
\H PLEASE PRESS A KEY \h
[EP2_StatusBox] LEFT=5 TOP=5 WIDTH=30 HEIGHT=15
\H SCORE EXTRA LIFE AT \h
\h \H \h
\H LIVES RAY GUN \h
\h \H \h
\h \H \h
\h \H \h
\H TARGETS SAVED KEY CARDS \h
\h \H \h
\h \H \h
\h \H \h
\h \H \h
\h \H \h
\H PLEASE PRESS A KEY \h
[EP3_StatusBox] LEFT=5 TOP=6 WIDTH=30 HEIGHT=13
\H SCORE EXTRA LIFE AT \h
\h \H \h
\H LIVES PISTOL \h
\h \H \h
\h \H \h
\h \H \h
\H ANKH TIME KEY CARDS \h
\h \H \h
\h \H \h
\h \H \h
\H PLEASE PRESS A KEY \h
[LIVES_LEFT_BACKGROUND]
\H \h
[LIVES_LEFT]
\HKEENS LEFT\h
[EP1_YSIYM_LVL2] LEFT=8 TOP=7 WIDTH=23 HEIGHT=12 TWIRLX=18 TWIRLY=10
You see in your
mind:
It is too bad that
you can not read the
Standard Galatic
Alphabet, human.
PRESS ENTER:
[EP1_YSIYM_LVL6] LEFT=8 TOP=7 WIDTH=23 HEIGHT=12 TWIRLX=18 TWIRLY=10
A message echoes
in your head:
The teleporter in
the ice will send
you to the dark side
of Mars.
PRESS ENTER:
[EP1_YSIYM_LVL9] LEFT=8 TOP=7 WIDTH=23 HEIGHT=12 TWIRLX=18 TWIRLY=10
You hear in your
mind:
A secret city is
hidden in the dark
area of the city on
the dark side to the
south.
PRESS ENTER:
[EP1_YSIYM_LVL10] LEFT=8 TOP=7 WIDTH=23 HEIGHT=12 TWIRLX=18 TWIRLY=10
You see these words
in your head:
You will need a raygun
in the end, but not to
shoot the Vorticon...
PRESS ENTER:
[EP1_YSIYM_LVL11] LEFT=8 TOP=7 WIDTH=23 HEIGHT=12 TWIRLX=18 TWIRLY=10
You hear in your
mind:
GAAARRRRGG!!!!
PRESS ENTER:
[EP1_YSIYM_LVL12] LEFT=8 TOP=7 WIDTH=23 HEIGHT=12 TWIRLX=18 TWIRLY=10
A Yorpish whisper
says:
Huh? Oh, you thought
I was going to
dispense some wisdom
or something. I'm
sorry...it's my day
off.
PRESS ENTER:
[EP1_YSIYM_LVL15] LEFT=8 TOP=7 WIDTH=23 HEIGHT=12 TWIRLX=18 TWIRLY=10
A Yorpy mind-thought
bellows:
You cannot kill the
Vorticon Commander
directly.
PRESS ENTER:
[EP1_ESEQ_PART1]
Commander Keen returns to his ship
and quickly replaces the missing
parts. He must get home before his
parents do!
[EP1_ESEQ_PART2_PAGE1] LEFT=2 TOP=17 WIDTH=26 HEIGHT=7
Keen makes it home and
rushes to beat his
parents upstairs.
[EP1_ESEQ_PART2_PAGE2] LEFT=2 TOP=17 WIDTH=26 HEIGHT=7
Shhh, honey...let's
see if little Billy is
asleep.
[EP1_ESEQ_PART2_PAGE3] LEFT=2 TOP=17 WIDTH=26 HEIGHT=7
Billy...? Are you a--
WHAT IS THIS ONE-EYED
GREEN THING IN YOUR
ROOM!!!!???
[EP1_ESEQ_PART2_PAGE4] LEFT=2 TOP=17 WIDTH=26 HEIGHT=7
Ahhh, Mom, can't I keep
him?
[EP1_ESEQ_PART2_PAGE5] LEFT=2 TOP=17 WIDTH=26 HEIGHT=7
Well, we'll talk about
that in the morning, son.
You get some rest.
[EP1_ESEQ_PART2_PAGE6] LEFT=2 TOP=17 WIDTH=26 HEIGHT=7
Okay Mom; Goodnight.
[EP1_ESEQ_PART2_PAGE7] LEFT=2 TOP=17 WIDTH=26 HEIGHT=7
Goodnight, dear.
[EP1_ESEQ_PART2_PAGE8] LEFT=2 TOP=17 WIDTH=26 HEIGHT=7
But there is no sleep
for Commander Keen! The
Vorticon Mothership
looms above, ready to
destroy Earth!
[TO_BE_CONTINUED] LEFT=7 TOP=4 WIDTH=26 HEIGHT=3
TO BE CONTINUED..........
[EP2_VE_NOJUMPINDARK] LEFT=8 TOP=6 WIDTH=23 HEIGHT=14 TWIRLX=18 TWIRLY=12
The Elder Vorticon
in the statis field
says:
The wise Vorticon
never jumps in the
dark. In fact, even
unwise Vorticons will
not jump in darkness.
PRESS ENTER:
[EP2_VE_EVILBELTS] LEFT=8 TOP=5 WIDTH=23 HEIGHT=16 TWIRLX=18 TWIRLY=14
The Vorticon Elder
says through the
statis field:
The Grand Intellect
is not from Vorticon
VI--he is from the
planet Earth. His evil
Mind-Belts control
their minds. They are
not evil. Please do
not shoot them, human.
PRESS ENTER:
[EP2_LVL4_TargetName]
London
[EP2_LVL6_TargetName]
Cairo
[EP2_LVL7_TargetName]
Sydney
[EP2_LVL9_TargetName]
New York
[EP2_LVL11_TargetName]
Paris
[EP2_LVL13_TargetName]
Moscow
[EP2_LVL15_TargetName]
Rome
[EP2_LVL16_TargetName]
Wash. DC
[EP2_AfterVibrateString] LEFT=17 TOP=11 WIDTH=7 HEIGHT=3
Uh-oh.
[EP2_ESEQ_PART1]
After disabling the weaponry of
the Vorticon Mothership, Billy
heads for Earth. Even great
space heroes need a nap after
defeating a vicious horde of
violence-bent aliens!
[EP2_ESEQ_PART2]
The Vorticon ship limps back
towards Vorticon VI to tell of
their defeat at the hands of
Commander Keen. The Grand
Intellect will not be pleased.
[EP2_ESEQ_PART3_PAGE1] LEFT=2 TOP=17 WIDTH=26 HEIGHT=7
Look honey it snowed
outside! There's no
school!
[EP2_ESEQ_PART3_PAGE2] LEFT=2 TOP=17 WIDTH=26 HEIGHT=7
Wonderful. That gives me
time to travel to
Vorticon VI and solve the
mystery of the Grand
Intellect!
[EP2_ESEQ_PART3_PAGE3] LEFT=2 TOP=17 WIDTH=26 HEIGHT=7
Ok, hun, but you'd better
eat a nourishing vitamin
fortified bowl of Sugar
Stoopies first.
[EP2_ESEQ_PART3_PAGE4] LEFT=2 TOP=17 WIDTH=26 HEIGHT=7 LASTPAGE=1
Ok Mom...
[EP3_SHIP1] LEFT=3 TOP=9 WIDTH=33 HEIGHT=8 TWIRLX=21 TWIRLY=6
You enter your ship, sit around
for a while, get bored, then
remember you have to find
the Grand Intellect!
PRESS ENTER:
[EP3_SHIP2] LEFT=3 TOP=9 WIDTH=33 HEIGHT=8 TWIRLX=21 TWIRLY=6
Into the ship you journey, lie
about a bit, then resume your
quest for the Grand Intellect!
PRESS ENTER:
[EP3_SHIP3] LEFT=3 TOP=9 WIDTH=33 HEIGHT=8 TWIRLX=21 TWIRLY=6
You feel like entering the ship
and taking a rest, but the
mystery of the Grand Intellect's
identity changes your mind.
PRESS ENTER:
[EP3_SHIP4] LEFT=3 TOP=9 WIDTH=33 HEIGHT=8 TWIRLX=21 TWIRLY=6
Entering the ship might be a
fun thing to do, but right now,
you need to find the Grand
Intellect and vanquish him!
PRESS ENTER:
[EP3_MORTIMER] LEFT=3 TOP=6 WIDTH=34 HEIGHT=9
No. It can't be!
Mortimer McMire!
[EP3_MORTIMER2]
Mortimer has been a thorn in your
side for as long as you can
remember. Your IQ test score was
314-Mortimer's was 315. He always
held that over you, never letting
you forget for one day.
[EP3_MORTIMER3]
All the practical jokes, the
mental cruelty, the swirlies-each
memory makes your teeth grit
harder. And now he's out to
destroy Earth! You have had
enough!
[EP3_MORTIMER4]
"Alright Mortimer, what's the
problem? Why destroy Earth?"
"You and all those mental wimps
deserve to die! I'm the smartest
person in the galaxy. Aren't I
Mister THREE FOURTEEN! Ah,ha,ha!"
[EP3_MORTIMER5]
"I'll get you for that,Mortimer!"
"Come and try! You'll never get
past my hideous Mangling Machine!
Prepare to die, Commander Clown!"
[EP3_ESEQ_PAGE1] LEFT=0 TOP=18 WIDTH=39 HEIGHT=6
With Mortimer McMire out of the
picture, and his brain-wave belts no
longer controlling them, the Vorticons
are freed of their mental enslavement.
[EP3_ESEQ_PAGE2]
"Commander Keen, in honor of your
meritorious service in freeing us from
the Grand Intellect's mental chains,"
[EP3_ESEQ_PAGE3]
"I and the other Vorticons you haven't
slaughtered want to award you the
Big V, our highest honor."
[EP3_ESEQ_PAGE4]
"Thank you!"
[THE_END] LEFT=16 TOP=20 WIDTH=9 HEIGHT=3
THE END?
[*]
This is a dummy string...
you must have a dummy string
at the end of this file.