This fork of ReC98's revised Shuusou Gyoku (Seihou 1) source code allows for loading of assets directly from raw files rather than from packed DAT archives. This allows for easy modding of game stage scripts/dialogue, images, etc. Enemy scripts (ECL) and stage scripts/dialogue (SCL) can be modified with the help of tools such as SSGtk.
Instructions for extracting assets so that they can be read by this build:
- Download and place rename.bat into your Shuusou Gyoku directory
- Create folders named "enemy", "graph", "graph2", and "sound" in the same Shuusou Gyoku directory
- Extract and open the Brightmoon DAT extraction tool in any directory of choice
- Open each DAT file you created a folder for (ENEMY.DAT, GRAPH.DAT, GRAPH2.DAT, and SOUND.DAT) in Brightmoon, select all of the DATAxxxx files, and extract them into the folder you created with the corresponding name of the DAT
- Run the rename.bat file that was extracted into the Shuusou Gyoku directory to rename all files within the new data folders in order to be read properly by the build. The files should then be incrementally renamed with new file extensions. For example, the "enemy" folder's file structure should look like this:
Custom music can be added through BGM packs as the ReC98 build already supports.
Original README by nmlgc below.
This project uses Tup as its build system, so install a fitting version for your operating system.
All binaries will be put into the bin/ subdirectory.
Visual Studio ≥2022 is the only compiler supported right now. However, since IDE integration is horribly broken for both Makefile and directory projects, we strongly recommend literally anything else to edit the code. This repo includes a ready-to-use configuration for Visual Studio Code; If you want to use this editor, make sure to install the default recommended C++ extensions when asked.
To build:
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Install Git for Windows.
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Install Visual Studio Community ≥2022, with the Desktop development for C++ workload.
If you haven't already installed the IDE for other projects and don't plan to, you can install only the command-line compilers via the Build Tools installer. -
Make sure that
tup.exeand its DLLs are somewhere in yourPATH. -
Open Visual Studio's x64_x86 Cross Tools Command Prompt.
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Navigate to the checkout directory of this repository.
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Invoke
build_windows.batin your way of choice:-
If you use Visual Studio Code, open the editor from this command-line environment:
code .
Then, you can run the build task with the default
Ctrl-Shift-Bkeybinding. -
Or you can always run
build_windows.batdirectly from this shell.
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Clang ≥18 is the only compiler supported right now. Still waiting for GCC to ship P2465R3 Standard Library Modules.
The build is driven by build_linux.sh, which sets up the required submodules and environment variables for Tup.
Some libraries are expected to be installed through the distribution's package manager; check the script for details.
Use install_linux.sh to copy a compiled release build to its standard install locations.
By default, the process builds both Debug and Release configurations of all binaries. If you only need a few of them and want to speed up the build process, you can specify any number of target binary filenames as a parameter to the build batch file.
On Windows:
build_windows.bat bin/GIAN07.exe # builds only the modern Release binary
build_windows.bat bin/GIAN07d.exe # builds only the modern Debug binary
build_windows.bat # builds all binaries, including the vintage onesThe Visual Studio Code configuration contains build tasks for all five possibilities.
On Linux:
./build_linux.sh bin/GIAN07 # builds only the Release binary
./build_linux.sh bin/GIAN07d # builds only the Debug binary
./build_linux.sh # builds both Debug and Release binaries.PDB files are generated for Debug and Release builds, so you should get symbol support with any Windows debugger.
Select between Debug and Release modes in the Run and Debug menu (Ctrl-Shift-D by default), and start debugging with the ▶ button or its keybinding.
We don't support it for compilation, but you can still use it for debugging by running
devenv bin/GIAN07d.exe &::to run the Debug binary
devenv bin/GIAN07.exe &::to run the Release binaryfrom the x64_x86 Cross Tools Command Prompt. Strangely enough, this yields a superior IntelliSense performance than creating any sort of project. 🤷
Original README by pbg below.
- 西方プロジェクト第一弾 秋霜玉 のソースコードです。
- コンパイルできるかもしれませんが, すべてのソースコードが含まれているわけではないのでリンクはできません。
- 画像、音楽、効果音、スクリプト等のリソースは含まれません。
- 基本、開発当時(2000年前後)のままですが、文字コードを utf-8 に変更し、一部コメント(黒歴史ポエム)は削除してあります。インデント等も当時のままなので、読みにくい箇所があるかもしれません。
- 8bit/16bitカラーの混在、MIDI再生関連、浮動小数点数演算を避ける、あたりが懐かしポイントになるかと思います。
- 8.3形式のファイル名が多いのは、PC-98 時代に書いたコードの一部を流用していたためです。
- リソースのアーカイブ展開に関するコードはもろもろの影響を考え、このリポジトリには含めていません。
- /MAIN : 秋霜玉WinMainあたり
- /GIAN07 : 秋霜玉本体
- /DirectXUTYs : DirectX, MIDI再生、数学関数等の共通処理
- /MapEdit2 : マップエディタ
- /ECLC : ECL(敵制御用) スクリプトコンパイラ
- /SCLC : SCL(敵配置用) スクリプトコンパイラ
以下のコードについては、見つかり次第追加するかもしれません。
- リソースのアーカイバ
