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Thread: Contributor instructions

  1. #11
    Administrator DarkDragon's Avatar
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    It would also be nice to see some documentation on the changes; particularly the benefit and drawbacks of what the refactoring entails, in summary form.
    See this post: http://www.armageddongames.net/showt...l=1#post912977

  2. #12
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    Okay, one thing that's been eating at me at the past little while: who is officially considered a developer? Is anybody who has contributed to ZC a developer? Is it only people who have contributed a huge amount of time to developing ZC? If not a developer, then what are they? A contributor? I'd like to know where the line is between "official" content, and forks.

    Also, if we are indeed moving to CMAKE, would that make any work done using MSYS obsolete?

    I apologize if you have answered these questions elsewhere. I'm not exactly what you'd consider as having a good attention span, or whichever the term is.

  3. #13
    Administrator DarkDragon's Avatar
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    (3) Gleeok's script drawing changes are implemented
    Can you point me to exactly which drawing changes you are talking about? Are these changes he already committed somewhere? Or planned but has not yet finished?

  4. #14
    Administrator DarkDragon's Avatar
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    Okay, one thing that's been eating at me at the past little while: who is officially considered a developer? Is anybody who has contributed to ZC a developer? Is it only people who have contributed a huge amount of time to developing ZC? If not a developer, then what are they? A contributor? I'd like to know where the line is between "official" content, and forks.
    The official repository is at https://github.com/ArmageddonGames/ZeldaClassic. I suppose people with write access to it are the "developers" and people without, but who have submitted patches to the code, are "contributors." I leave all decisions about granting write access (i.e. turning contributors into developers) up to Gleeok, but I imagine two important traits are 1) being competent enough around the ZC code that we trust you not to break existing features, and 2) getting along well enough with the existing developers that we can communicate and collaborate productively without killing each other.

    Also, if we are indeed moving to CMAKE, would that make any work done using MSYS obsolete?
    There is no reason CMake cannot create a Makefile compatible with MinGW/MSYS, if that is what you're asking. I am happy to help with that. I do not have MinGW installed on my machine, though, so wasn't planning on setting that up unless/until someone specifically asked for it.

  5. #15
    The Time-Loop Continues ZC Developer
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    Quote Originally Posted by DarkDragon View Post
    Can you point me to exactly which drawing changes you are talking about? Are these changes he already committed somewhere? Or planned but has not yet finished?
    New features, so they are in the trunk, not in the 2.5 stable branch. I'll put them back in the new dev branch when we get this other stuff sorted out.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  6. #16
    The Timelord
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    Quote Originally Posted by Gleeok View Post
    New features, so they are in the trunk, not in the 2.5 stable branch. I'll put them back in the new dev branch when we get this other stuff sorted out.
    The sooner, the better please. I would rather not rewrite stuff a third time. :p

    I should at least update the commands list first though, so that they use the correct, reserved registers.

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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