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Kobo Redux - Kobo Deluxe Revived

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Convert cs.[ch] to C++, and add what's needed to reimplement the common functionality in the XKobo game logic code. Most of what we need is already in place, since this...

refactor

The graphics engine is still a mess of layers of ancient mixed C and C++ code. Here are some refactoring ideas: - Drop sprite.[ch], and build new C++ sprite/image/bank logic...

refactor

There are a bunch of singletons in the code; remnants of the ancient XKobo and Kobo Deluxe code. Meanwhile, 'prefs', and various other global objects are NOT singletons, which means...

refactor

Some of the classes added over the approximately 22 years this project has existed now: * _manage * screen_window_t * KOBO_replay_gst * KOBO_sound * KOBO_ThemeParser No further comments.

refactor

We have old and new code using mixed terminology, and the old code uses varying terms all over the place. Also, the terminology has been changed slightly, as we've now...

refactor

Replace scenes.cpp with one or more theme files. In the most basic implementation, this would just fill in the scenes[] array, but of course, we could extend that to define...

feature
refactor
leveldesign

Not sure how far we can take this without implementing actual scripting, but at least, much of the enemy definitions is actually just graphics banks, sound effect handles, and a...

feature
question
refactor

(See [audiality2/322](https://github.com/olofson/audiality2/issues/322).) There's no point in building tools and tests anyway, when all we need is the library, so the easiest fix/workaround would be to add A2 CMake options to...

bug

See if there's a way we can bundle Win32, Linux32, Linux64, and OS X binaries, along with the game data, as *one* archive that works reasonably smoothly on all platforms....

feature

As it is, both player bolts and enemy bullets are simply removed when they get off-screen, which doesn't make all that much sense from a game play point of view....

bug
enhancement
presentation
gameplay