* d3drm: store LPVOID data instead of DWORD * m_extraCharacterId is an integer, not a pointer * cmake: look for iniparser using config file first, then try our custom module file Our custom module file is still useful. My linux distro does not package the cmake files. * x86's stdcall becomes MS's x64 calling canvention * Fix 64-bit mxdsbuffer pointer arithmetic * Casting from void* to a smaller-sized integer needs an intermediate equally-sized integer * Don't cast address to scalar (this is fishy) * Add mingw64 build to the ci matrix * Ignore -Wdiscarded-qualifiers warning with const vtables * Ignore different 'const' qualifiers with MSVC * Create d3dxof import library for MSVC * DESCRIPTION in .def file(s) is deprecated * Assume mmx is supported on x64, require a test for x86 and disabled on other archs * 32- and 64-bit LEGO1.dll export different symbol names * Introduce d3drm_guid containing the guids of d3drm * Disable __wine_dbg_cdecl * Include d3drm directory with EXCLUDE_FROM_ALL * lego1 leaks d3drm headers * Add dxfile.h * Add 64-bit MSVC to the build matrix * cmake: using ISLE_USE_DX5 means going all-in * Load d3dxof.dll dynamically * cmake: don't emit a warning about bitness anymore |
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.github/workflows | ||
3rdparty | ||
cmake | ||
CONFIG | ||
ISLE | ||
LEGO1 | ||
tools | ||
util | ||
.clang-format | ||
.clang-tidy | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
.gitmodules | ||
.pylintrc | ||
CMakeLists.txt | ||
CONTRIBUTING.md | ||
pyproject.toml | ||
README.md |
LEGO Island Modernization
Development Vlog | Contributing | Matrix | Forums | Patreon
This initiative is a work-in-progress modernization of LEGO Island (Version 1.1, English) based on the decompilation project. Our primary goal is to transform the codebase to achieve platform independence, thereby enhancing compatibility across various systems while preserving the original game's experience as faithfully as possible.
Please note: this project is dedicated to achieving platform independence without altering the core gameplay, adding new features, enhancing visual quality, or rewriting code for improvement's sake. While those are worthwhile objectives, they are not within the scope of this project.
Status
Supported platforms
Platform | Implementation status |
---|---|
Windows | ✅ |
Linux | ❌ |
macOS | ❌ |
Library substitutions
To achieve our goal of platform independence, we need to replace any Windows-only libraries with platform-independent alternatives. This ensures that our codebase remains versatile and compatible across various systems. The following table serves as an overview of major libraries / subsystems and their chosen replacements. For any significant changes or additions, it's recommended to discuss them with the team on the Matrix chat first to ensure consistency and alignment with our project's objectives.
Library/subsystem | Substitution | Status | |
---|---|---|---|
Window, Events | SDL3 | WIP | Remarks |
Windows Registry (Configuration) | libiniparser | ✅ | Remarks |
Filesystem | SDL3 | ❌ | Remarks |
Threads, Mutexes (Synchronization) | SDL3 | ✅ | Remarks |
Keyboard/Mouse, DirectInput (Input) | SDL3 | ✅ | Remarks |
Joystick/Gamepad, DirectInput (Input) | SDL3 | ❌ | Remarks |
WinMM, DirectSound (Audio) | SDL3, miniaudio | ✅ | Remarks |
DirectDraw (2D video) | SDL3 | ❌ | Remarks |
Smacker | libsmacker | ✅ | Remarks |
Direct3D (3D video) | SDL3, OpenGL ES (TBD) | ❌ | Remarks |
Direct3D Retained Mode | Custom re-implementation (TBD) | ❌ | Remarks |
SmartHeap | Default memory allocator | - | - |
Building
This project uses the CMake build system, which allows for a high degree of versatility regarding compilers and development environments. Please refer to the GitHub action for guidance.
Contributing
If you're interested in helping or contributing to this project, check out the CONTRIBUTING page.