- Use SDL_Texture and SDL_Render to for DibBitmap and Display operations
- SubBitmap class was created to handle suballocating dibs since the old method required direct pixel access
- Font buffer is no longer used. Back buffer is forced valid and drawn to the screen.
There used to be a blt bug that would occur when cxScreen was an odd value. Now that SDL API is being used for blt operations, this issue no longer exists.
In the initial Android port, stdio FILE I/O was being used to read files. However, files in Android assets cannot be read via this method. To hack around this, the data .pdbs were copied out of Android assets into a location where they could be read.
But now the game data read with the host I/O code. The host I/O is code is responsible for ensuring that data can be read from Android assets. Hence, the old .pdb copying hack is no longer necessary.
art2432 processor faces more towards the south west compared to the art824 processor which faced basically south. The coordinates used for the fakeMiner animation have been modified to compensate for this and the miner now rotates to the south west before entering.
- StripData count is now dword
- Added chars for bitmap and bitmap2 name
- ibm and ibm2 are now words
acrunch max structure was updated in commit 33420b0970728fde92292c525e588cfbdffd7373
Preferences have keys as defined in ht.h. These keys can be used to read/write preferences. Preferences are saved in a .json on the disk.
This is much easier to work with than the old presences binary structures as it doesn’t require preference versioning.
Using NULL as the main data dir will tell the SDL API (the current host file I/O) to fallthough and read from the .apk assets. This is currently desirable in every existing case.