- rename costable and dummies (cam.dummy1=DisplayedRoom?, cam.dummy3=strange offset?,cameraZoneDefTable.dummy1=room?)
- why do camera use room x,y,z ? (with 0 it works perfectly)
- change all unsigned to uXX?
- hardColStruct and sceZoneStruct are the same?
- Detect BIG_ENDIAN
- remove version.c and version.h
- move many functions out of main.c
- READ_LE_U32 is sometimes in ifdef, but there is already an ifdef in READ_LE_U32
- loadPakToPtr and loadPak very similar?
- what are the 10 “tailing bytes” after each file in PAK? => seems to be just margin
Thread 1 “fitd” received signal SIGSEGV, Segmentation fault. processAnimRotation (bodyPtr=bodyPtr@entry=0x7fffffffd948, bp=bp@entry=1, bx=bx@entry=15) at anim.c:261 261 short int oldRotation = (short int)animVar4;
on demo, only if 64 bits
Due to bodyPtr taken as a pointer when looking 4 bytes later? Bad fix : animBufferPtr=(u8)((u32)animBufferPtr)
When is bodyPtr filled with 32 pointers? How is it working in 64 bits?
Unsupported ZV type in copyObjectToActor if was a problem in initEngine when fixing maxObjects = 300 for AITD1. only 291 objects where read in file, I initialized 300 objects before reading
Crash in printText(CVars[getCVarsIdx(INTRO_HERITIERE)]+1,165,5,314,194,2,15); The text is well uncompressed… No portrait drawn.
Now that the crash is fixed, on 64 bits the walking animation starts with a teleportation…
Some 3d models are blinking.
- Fix warnings
- Fix crash
- sdlmixer not checked in configure