[a Work In Progress fork, expect history overwriting]
3615b95f13
* Reimu (#101) * add the reimu * Add Reimu story * account for various blunders * add reimu dialog picture * Reimu: WIP yin-yang orbs * reimu: fix up indents * Reimu: swap the shotmode names to match the kanji order in her Japanese name * Reimu: compatibility with the latest system * WIP ReimuA crap * ReimuA homing trails * more ReimuA stuff * more ReimuA adjustments + enhanced DPS stats * Reimu: stubs for new player animation sequences * Reimu: occupy the 0th character slot * Reimu: tweak needle sprite * Reimu: buff movement speed to better match Touhou * Reimu: fixup for the recent projectile changes * ReimuA: make homing shots a bit smaller; give them custom effect on collision * Reimu: add intermediate frames; move some loose sprites to the atlas * Reimu: fix compile errors * replace DBL_MAX by INFINITY * Don’t draw reimu orbs twice fixes #127 * add new reimu dialog pic * ReimuA adjustments (mostly homing); it's still OP * wip ReimuB gaps * still not sure where i'm going with these gaps * meh * Reimu: premultiplied alpha fixups after rebase * reimuB shot pattern with basic power scaling (not balanced at all) * reimuB: some lame-ass particle effects * ReimuB bomb effect prototype * reimuA bomb prototype * fix reimu shots for the new damage system * Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB * some reimuB bomb projectiles * ReimuB bomb bg and some framebuffer utils required to support it. Might reuse this at least in part for ReimuA unless we come up with something better. * hack to fix ReimuB bomb fade; refactoring needed * reimuA damaging bombs * fix ub * prevent nan when reimuA bombs without enemies present * add a bomb_bg to reimuA * ... * various fantasy seal tweaks * Reimu: placeholder bomb sounds; slight fantasy seal buff * fix null pointer dereference * Reimu "balance" adjustments; minor fixes * putting bandaids over gunshot wounds * Add aoe damage and bullet cancel to ReimuB's bomb * more exorcism porn * make reimu bomb bg runes better visible on dark backgrounds * More ReimuA shot changes |
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atlas | ||
doc | ||
external | ||
misc | ||
resources | ||
scripts | ||
src | ||
subprojects | ||
xdg | ||
.gitignore | ||
COPYING | ||
meson.build | ||
meson_options.txt | ||
README.rst |
Taisei
======
.. contents::
Introduction
------------
Taisei is an open clone of the Tōhō Project series. Tōhō is a one-man
project of shoot-em-up games set in an isolated world full of Japanese
folklore.
Installation
------------
Dependencies
^^^^^^^^^^^^
- SDL2 >= 2.0.5, SDL2_mixer, SDL2_image
- zlib
- libzip >= 1.0
- libpng >= 1.5.0
- libjpeg
- freetype2
- OpenGL >= 3.3
Build-only dependencies
^^^^^^^^^^^^^^^^^^^^^^^
- meson >= 0.45.0 (build system)
- Python >= 3.4
- pkg-config
- docutils (optional, for documentation)
To build and install Taisei just follow these steps.
::
mkdir build
cd build
meson --prefix=$yourprefix ..
ninja
ninja install
This will install game data to ``$prefix/share/taisei/`` and build this
path *statically* into the executable. This might be a package
maintainer’s choice. Alternatively you may want to add
``-Dinstall_relative=true`` to get a relative structure like
::
$prefix/taisei
$prefix/data/
``install_relative`` is always set when building for Windows.
Where are my replays, screenshots and settings?
-----------------------------------------------
Taisei stores all data in a platform-specific directory:
- On **Windows**, this will probably be ``%APPDATA%\taisei``
- On **macOS**, it's ``$HOME/Library/Application Support/taisei``
- On **Linux**, **\*BSD**, and most other **Unix**-like systems, it's
``$XDG_DATA_HOME/taisei`` or ``$HOME/.local/share/taisei``
This is referred to as the **Storage Directory**. You can set the
environment variable ``TAISEI_STORAGE_PATH`` to override this behaviour.
Game controller support
-----------------------
Taisei uses SDL2's unified GameController API. This allows us to
correctly support any device that SDL recognizes by default, while
treating all of them the same way. This also means that if your device
is not supported by SDL, you will not be able to use it unless you
provide a custom mapping. If your controller is listed in the settings
menu, then you're fine. If not, read on.
An example mapping string looks like this:
::
03000000ba2200002010000001010000,Jess Technology USB Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,
There are a few ways to generate a custom mapping:
- You can use the
`controllermap <https://aur.archlinux.org/packages/controllermap>`__
utility, which `comes with SDL source
code <https://hg.libsdl.org/SDL/file/68a767ae3a88/test/controllermap.c>`__.
- If you use Steam, you can configure your controller there. Then you
can add Taisei as a non-Steam game; run it from Steam and everything
should *just work™*. In case you don't want to do that, find
``config/config.vdf`` in your Steam installation directory, and look
for the ``SDL_GamepadBind`` variable. It contains a list of SDL
mappings separated by line breaks.
- You can also try the `SDL2 Gamepad Tool by General
Arcade <http://www.generalarcade.com/gamepadtool/>`__. This program
is free to use, but not open source.
- Finally, you can try to write a mapping by hand. You will probably
have to refer to the SDL documentation. See
`gamecontrollerdb.txt <misc/gamecontrollerdb/gamecontrollerdb.txt>`__
for some more examples.
Once you have your mapping, there are two ways to make Taisei use it:
- Create a file named ``gamecontrollerdb.txt`` where your config,
replays and screenshots are, and put each mapping on a new line.
- Put your mappings in the environment variable
``SDL_GAMECONTROLLERCONFIG``, also separated by line breaks. Other
games that use the GameController API will also pick them up.
When you're done, please consider contributing your mappings to
`SDL <https://libsdl.org/>`__,
`SDL_GameControllerDB <https://github.com/gabomdq/SDL_GameControllerDB>`__,
and `us <https://github.com/taisei-project/SDL_GameControllerDB>`__, so
that other people can benefit from your work.
Also note that we currently only handle input from analog axes and
digital buttons. Hats, analog buttons, and anything more exotic will not
work, unless remapped.
Troubleshooting
---------------
Sound problems (Linux)
^^^^^^^^^^^^^^^^^^^^^^
If your sound becomes glitchy, and you encounter lot of console messages
like:
::
ALSA lib pcm.c:7234:(snd_pcm_recover) underrun occurred
it seems like you possibly have broken ALSA configuration. This may be
fixed by playing with parameter values of ``pcm.dmixer.slave`` option
group in ``/etc/asound.conf`` or wherever you have your ALSA
configuration. Commenting ``period_time``, ``period_size``,
``buffer_size``, ``rate`` may give you the first approach to what to do.
Contact
-------
http://taisei-project.org/
#taisei-project on Freenode