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Pal Lockheart 62df7c9483 win32: mingw/VS2015 individual project works; Google Test Adapter failed, live unit test failed too 7 年之前
3ds e981e3d77a Further move of platform-specific code 7 年之前
3rd e9991b6aa1 unittest: unix make check && osx xctest done 7 年之前
SDL2 7c086bed94 Refactor 5: UWP version is ready 8 年之前
adplug 77bf04e2cc Minor change in licensing information & bug fix in makemessage.py 9 年之前
android a9871d8d68 Move most platform-specific code into separate files. 7 年之前
dingux 12dea8595c Deal with input code & move osx->macos 7 年之前
emscripten a9871d8d68 Move most platform-specific code into separate files. 7 年之前
gph 12dea8595c Deal with input code & move osx->macos 7 年之前
incomplete_ports e981e3d77a Further move of platform-specific code 7 年之前
ios b1bedc54a7 iOS/OSX project miragation 7 年之前
libmad 8e8cdecdd4 OSX compilation fix & travis-ci fix 7 年之前
liboggvorbis a0681238ce HTML5 support via emscripten( no audio/sfx now) 7 年之前
macos e9991b6aa1 unittest: unix make check && osx xctest done 7 年之前
native_midi a7235db0d7 Added VS.net 2008 Project 11 年之前
psp a9871d8d68 Move most platform-specific code into separate files. 7 年之前
tests 62df7c9483 win32: mingw/VS2015 individual project works; Google Test Adapter failed, live unit test failed too 7 年之前
unix e9991b6aa1 unittest: unix make check && osx xctest done 7 年之前
wii 12dea8595c Deal with input code & move osx->macos 7 年之前
win32 62df7c9483 win32: mingw/VS2015 individual project works; Google Test Adapter failed, live unit test failed too 7 年之前
winrt 12dea8595c Deal with input code & move osx->macos 7 年之前
.gitignore 8b2f8cffae Add VSCode ignore 7 年之前
.gitmodules e9991b6aa1 unittest: unix make check && osx xctest done 7 年之前
.travis.yml 8e8cdecdd4 OSX compilation fix & travis-ci fix 7 年之前
AUTHORS.txt 77bf04e2cc Minor change in licensing information & bug fix in makemessage.py 9 年之前
README.txt 256cc0f854 Copyright & README update 7 年之前
ascii.h 614e33d3c2 Bug fix: dead lock on exit, overlay on non-touch devices 9 年之前
audio.c a0681238ce HTML5 support via emscripten( no audio/sfx now) 7 年之前
audio.h a9871d8d68 Move most platform-specific code into separate files. 7 年之前
battle.c b875957d65 Add missing PAL_GetWord 7 年之前
battle.h d6035000dc SDL 1.2.15 compatibility 10 年之前
codepage.h 77bf04e2cc Minor change in licensing information & bug fix in makemessage.py 9 年之前
common.h e981e3d77a Further move of platform-specific code 7 年之前
ending.c 1d74726652 Audio system refactor 8 年之前
ending.h fd9a91e7c6 Unified version 9 年之前
fight.c b875957d65 Add missing PAL_GetWord 7 年之前
fight.h fd9a91e7c6 Unified version 9 年之前
font.c 8e8cdecdd4 OSX compilation fix & travis-ci fix 7 年之前
font.h db959a75bb added bdf font support 8 年之前
fontglyph.h 77bf04e2cc Minor change in licensing information & bug fix in makemessage.py 9 年之前
game.c 1d74726652 Audio system refactor 8 年之前
game.h d70187aec1 Emacs 11 年之前
global.c db959a75bb added bdf font support 8 年之前
global.h 764f0fed3b Try fix enemy magic sound & animation in battle 8 年之前
gpl.txt 8d4be3267d Initial check-in. 12 年之前
input.c 12dea8595c Deal with input code & move osx->macos 7 年之前
input.h 12dea8595c Deal with input code & move osx->macos 7 年之前
itemmenu.c cc1edf8f0d [WIP] Various change for refactor 8 年之前
itemmenu.h d70187aec1 Emacs 11 年之前
magicmenu.c 889f9d766f fix several render problem introduced by UI shadow; make script FFFF behaviour more like original version in dialogs; hidden exp upgrade dialog tweak 7 年之前
magicmenu.h d6035000dc SDL 1.2.15 compatibility 10 年之前
main.c e9991b6aa1 unittest: unix make check && osx xctest done 7 年之前
main.h f3ae0012c5 New sound play model: Moving major processing steps (resample & convert) from main thread to audio thread 8 年之前
makemessage.py 9c43187b03 Added two missing newline marks in makemessage.py 8 年之前
map.c e5ac3699f1 Change SWAPxx into SDL's built-in SDL_SwapLExx. 9 年之前
map.h d70187aec1 Emacs 11 年之前
midi.c 1d74726652 Audio system refactor 8 年之前
midi.h 124361ef8a Eliminate MIDI calls when PAL_HAS_NATIVEMIDI is not defined 8 年之前
mp3play.c c0f0d0230a Use SDL's LockAudio() & UnlockAudio() instead of customized mutex 8 年之前
oggplay.c c0f0d0230a Use SDL's LockAudio() & UnlockAudio() instead of customized mutex 8 年之前
overlay.c a0681238ce HTML5 support via emscripten( no audio/sfx now) 7 年之前
palcfg.c db959a75bb added bdf font support 8 年之前
palcfg.h a9871d8d68 Move most platform-specific code into separate files. 7 年之前
palcommon.c 9f9b818ec5 add back dialog shadow effect from original version 7 年之前
palcommon.h 9f9b818ec5 add back dialog shadow effect from original version 7 年之前
palette.c 5fa74edd95 SDL_GetTicks() ralted fix, avoiding possible bugs on extreme cases when SDL_GetTicks() wrapped, and remove some redundant codes on SDL 2.0 drawing. 9 年之前
palette.h d70187aec1 Emacs 11 年之前
play.c 3d484b530d Resource version auto-detection & bug fixes & fullscreen enabled 8 年之前
play.h d70187aec1 Emacs 11 年之前
players.h c0f0d0230a Use SDL's LockAudio() & UnlockAudio() instead of customized mutex 8 年之前
private.c d6035000dc SDL 1.2.15 compatibility 10 年之前
res.c d6035000dc SDL 1.2.15 compatibility 10 年之前
res.h d6035000dc SDL 1.2.15 compatibility 10 年之前
resampler.c a9871d8d68 Move most platform-specific code into separate files. 7 年之前
resampler.h 2c3f1ef5d4 Fix rix play 9 年之前
rixplay.cpp c0f0d0230a Use SDL's LockAudio() & UnlockAudio() instead of customized mutex 8 年之前
rngplay.c 5fa74edd95 SDL_GetTicks() ralted fix, avoiding possible bugs on extreme cases when SDL_GetTicks() wrapped, and remove some redundant codes on SDL 2.0 drawing. 9 年之前
rngplay.h d70187aec1 Emacs 11 年之前
scene.c d6035000dc SDL 1.2.15 compatibility 10 年之前
scene.h d6035000dc SDL 1.2.15 compatibility 10 年之前
script.c b875957d65 Add missing PAL_GetWord 7 年之前
script.h fd9a91e7c6 Unified version 9 年之前
sdlpal.cfg.example 3d484b530d Resource version auto-detection & bug fixes & fullscreen enabled 8 年之前
sdlpal.ico 305aba1c83 Change ICON & fix dialog 9 年之前
sdlpal.xpm 8d4be3267d Initial check-in. 12 年之前
sound.c a9871d8d68 Move most platform-specific code into separate files. 7 年之前
text.c ccd920206a Fix crash of PAL_swprintf 7 年之前
text.h 2ae14ef18f Added the PAL_swprintf function to avoid incorrect Chinese character output in OSX/iOS/Android. 7 年之前
ui.c 2ae14ef18f Added the PAL_swprintf function to avoid incorrect Chinese character output in OSX/iOS/Android. 7 年之前
ui.h c14510fee0 status UI: applied 8x8/shadow for most labels used here 7 年之前
uibattle.c 1080ef28b3 some UI text tweak, mainly for using in international project 7 年之前
uibattle.h 112754ca15 Remove PAL_UNICODE definition 9 年之前
uigame.c a9871d8d68 Move most platform-specific code into separate files. 7 年之前
uigame.h 3d484b530d Resource version auto-detection & bug fixes & fullscreen enabled 8 年之前
util.c e981e3d77a Further move of platform-specific code 7 年之前
util.h 12dea8595c Deal with input code & move osx->macos 7 年之前
video.c e981e3d77a Further move of platform-specific code 7 年之前
video.h 9963fee8d1 New options on window size & aspect ratio control. 9 年之前
yj1.c 77bf04e2cc Minor change in licensing information & bug fix in makemessage.py 9 年之前

README.txt

SDLPAL
======

SDLPAL is an SDL-based reimplementation of the classic Chinese-language RPG
"Xian Jian Qi Xia Zhuan" (also known as PAL or Legend of Sword and Fairy).


LICENSE
=======

SDLPAL is originally created by Wei Mingzhi from 2009.
Copyright (c) 2009-2011 Wei Mingzhi .
Copyright (c) 2011-2017 SDLPAL development team.
All rights reserved.

SDLPAL is distributed under the terms of GNU General Public License, version 3
(or any later version) as published by the Free Software Foundation. See
gpl.txt for details.

Many of the ideas of this program are based on documents from PAL
Research Project (https://github.com/palxex/palresearch), and portions of the
code are based on the work done by Baldur and louyihua.

The resampler code is based on the code in Kode54's foo_input_adplug project
(https://github.com/kode54/foo_input_adplug).

This program made extensive use of the following libraries:

SDL (http://www.libsdl.org/)
Adplug (http://adplug.sourceforge.net/)
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/)
libmad (http://www.underbit.com/products/mad/)
libogg & libvorbis (http://www.vorbis.com/)
FLTK (http://www.fltk.org)

And some of the OPL simulation cores this program used are from the DOSBOX
project (http://www.dosbox.com) and MAME project (http://mamedev.org/).

Please see authors.txt for additional authors.

This program does NOT include any code or data files of the original game,
which is proprietary and copyrighted by SoftStar Inc.


COMPILE FOR WINDOWS
===================

The Microsoft Visual Studio 2013 or higher is supported under Windows.

To compile the WIN32 desktop version, open the Visual Studio project file
'sdlpal.sln' under the 'win32' directory.

To comiple the WinRT version, open one of the project files (SDLPal.UWP.sln,
SDLPal.Windows.sln, SDLPal.WindowsPhone.sln) under the 'winrt' directory.
Please note that, to compile the UWP version, Visual Studio 2015 or higher
is required.

For all situations, you need to have SDL 2.0 development or source files
installed at the SDL2 directory under the source tree.


COMPILE FOR GNU/LINUX OR UNIX
=============================

To compile, type:

cd unix
make

You need to have SDL 2.0 development files installed. The compiled executable
should be generated with the filename 'sdlpal' at the current directory. By
default, SDLPAL uses the FLTK library to provide setting GUI at launch. If you
do not want to use the library, please define the macro 'PAL_NO_LAUNCH_UI' in
the makefile.

SDLPAL should also be able to compile and run under other UNIX-like systems,
however it's not tested.


COMPILE FOR MAC OS X
====================

To compile, open the project Pal.xcodeproj with Xcode, and click Build. You
need to have SDL framework installed at /Library/Frameworks.

COMPILE FOR IOS
===============

You need to have SDL2 source extracted in the SDL2 folder.To compile,
open the project iOS/SDLPAL/SDLPal.xcodeproj with Xcode, and click Build.


COMPILE FOR ANDROID
===================

You need to have SDL2 source extracted in the SDL2 folder.
To compile, type:
cd android/jni
ndk-build
cd ..
ant debug

COMPILE FOR NINTENDO 3DS
========================

To compile, type:

cd 3ds
make
make cia

You need to have DevkitPro ARM and SDL 1.2 for 3DS portlib installed. The
compiled executable should be generated with the filename 'sdlpal' at the
current directory.

COMPILE FOR OTHER PLATFORMS
===========================

To be written.


REVISED BUILD
=============

By default, SDLPAL builds a "classic" turn-based battle system which is
designed to be 100% the same as the original game.

However, SDLPAL also provides a revised battle system which is more exciting
yet somewhat harder than the original game. If you prefer this new battle
system, please define the macro ENABLE_REVISIED_BATTLE in Makefile or in
common.h, and then recompile the project.


RUNNING THE GAME
================

The data files required for running the game are not included with the source
package due to copyright issues. You must obtain them from the original CD.

To run the game, copy all the files on the original CD to a directory, then
copy the SDLPAL executable to the same directory, and run the executable.

Note that the filenames of data files should be in lower-case under GNU/Linux
(or other UNIX-like operating systems).


CONFIGURE THE GAME
==================

PAL has several variants using different and incompatible resource files. Now
SDLPAL supports several configuration options for supporting such variants.

To set these configuration options, create a file named as 'sdlpal.cfg' (make
sure to use lower-case file name in UNIX-like operating systems) in the game
directory created by the above step. If no configuration file exists, SDLPAL
uses default values that supports the original resources of DOS version.

Please refer to the 'sdlpal.cfg.example' for configuration file format.


-END OF FILE-