

Implemented in SDL mixer, and a windows API implemented with Linux syscalls. There's a Direct3D simulated API implented in SDL, a FMOD fake API For some reasons, there were (and still are) too many nonsensical bridges in.Some level descriptionsĬontained path containing backslashes that failed. Fixed a bug that prevented unix like os from playing.Pause menu and title screen menu are now the same The pause menuĪnd the title screen menu were just a big copy paste. The menus were a big pile of switch case in a single class."Destructeur -> On est pas des Brujahs."."Affiche les têtes de con" (Show the fucktard' faces).After a failed new, in a log message: "Nani? Not enough memory?".Merde de GeForce." (Handles scrolling with the awesome buffer that works "Gère le scrolling avec le super buffer qui marche bizarrement sur cette.Windows' ass stinks, nota: Ben Karaban apparently works for MS now) Eh oui, Windows pue du cul' (Handles messages. SuperListe::supprime_porc: removes an element of the list without freeing.
#Blop blop cat code#
IDK why, the code is exactly the same as the unporked version.

Void* based linked list with an embedded STATEFUL iterator. And it's actually really not awesome, it's a In the game engine, theĮnemies are fighting one of the two couilles at a time, who is then called Tête de turc: a person that gets all the hate.It's not french, it's a made up word, don't look at me like That's what the players are, and the code is in Would still disallow the gamer to properly play the game). Handle a crash, rather than propagating / circumventing silently an error that Has been handled, even memory allocation failures, so that the game wouldn'tĬrash (some, including me, would say that it's easier for a developper to Kudos to you guys, it's a LOT of work,Īnd even if the quality is, uh, debatable, the game actually works flawlesslyĪnd you undeniably got the work done. I would rather have a separate lexicon for the fellas that can't That I'd rather not translate as they'd break the stupidity that made Blip'nīlop famous. Translating comments as I skim through it, there are some really funny gems The quantity of global variables declaredĪnd handled all over the places is truly unmanageable.Īs a french, I can work my way through the code, and although I'll be The codeĬontains a FUCKTON of global variables, to the point where I'm in awe that Optimizations done back in the days shouldn't be relevant anymore. Both in terms of C++ features, andįeatures (mainly trying not to lock the game in 640x480, adding a few shadersĪs the code is kinda old, there's a lot of revamping to do, and a lot of I am mainly trying to modernize the code.
