Re: MININIM Source Code Study
Posted: February 19th, 2017, 2:57 pm
No, it uses the font built into Allegro: https://github.com/oitofelix/mininim/bl ... deo.c#L130Nick2017 wrote:Does Mininim use the same fonts as the DOS version of POP?
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No, it uses the font built into Allegro: https://github.com/oitofelix/mininim/bl ... deo.c#L130Nick2017 wrote:Does Mininim use the same fonts as the DOS version of POP?
MININIM uses Allegro's built-in 8x8 font.Nick2017 wrote:Does Mininim use the same fonts as the DOS version of POP?
No, they aren't. I purposely used trial and error to obtain smoother animations, given that in my view the original game's offsets aren't optimal.Nick2017 wrote:Are the X and Y increments for each sprite of the characters the same in MININIM as the original DOS game? or did you had to do them all with trial and error?
MININIM uses a base array of offsets for each movement (struct frameset), which can be found in their respective modules. See, for instance, the simple jump one. Sometimes, under ad-hoc conditions, those offsets are used only as a basis for computing the actual ones, though.Nick2017 wrote:also, where are these values located? I can't seem to find them
MININIM has no concept of "movable" vs "transitional" objects. Its closest analogues are "actor" and "dynamic construction", I'd say. Furthermore, I don't think moving source modules into subdirectories would significantly ease comprehension. Source files are already named in a quite suggestive manner, and there is not that many files after all. It could difficult maintenance, still. Every tree-like hierarchical structure is biased towards a particular (of many possible) takes on a concept. Choosing one over another, or even choosing one at all, must follow a very compelling rationale.Nick2017 wrote:oito, I was thinking that maybe if you moved some modules into folders like this, it would be easier to follow