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Port cleanups, directory restructuring
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CREDITS

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do not "Resell or distribute the sounds 'as they are'. For example, you cannot download
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and sell them as part of a CD library."
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N900 and N950/N9 port/customizations (Maemo 5 / MeeGo 1.2 Harmattan):
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N900, N950/N9 and Jolla port/customizations (Maemo 5 / MeeGo 1.2 Harmattan / Sailfish OS):
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Thomas Perl <[email protected]>
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Additional files for the Harmattan port:
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resources/large-icon.jpg
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from http://talk.maemo.org/showpost.php?p=608393&postcount=83
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Makefile

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README

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README.md

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Brain Party Port
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================
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Brain Party is a puzzle-solving, brain-stretching game that comes with
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36 minigames designed to push your brain to its limits, testing memory,
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logic, mathematics, reactions and more.
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This game was written for Apple's iPhone, and you can buy it in the
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App Store for $0.99 - in fact, doing so helps support me a little!
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Because I used non-free music in the iPhone release, this version uses
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new music - see the CREDITS file for more information.
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Compiling from source
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=====================
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I haven't used any fancy tools, so all you need to do to build Brain Party
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is run "make" and give it a few minutes. If you have a multi-core CPU, try
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"make -j4" to get a speed boost.
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You will need the development libraries for SDL, SDL Mixer, SDL TTF, SDL GFX,
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SDL Image and OpenGL. Obviously you will also need a C++ compiler like G++.
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Version history
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===============
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* *1.0.0 - January 10th 2015*
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- Cleaned up ports tree.
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* *v0.1 - March 5th 2010*
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- First release.
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Reading the source
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==================
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Brain Party was originally written for Linux in C#, using Mono and SDL.NET.
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It was then ported to Windows Mobile 5.0, which also uses C#, but has only
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the .NET Compact Framework. From there, it was ported to the Xbox 360 (and
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that port is still available through the Microsoft Indie Games store), which
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also uses C# and the .NET Compact Framework, plus the XNA Framework.
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From there, the game was ported to the iPhone, which meant rewriting it in
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Objective C++ and OpenGL. Some of the code was taken from the X360 version
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as it had been polished; other code was taken from the WinMo code, because
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it was already built for touchscreens.
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The Brain Party you have now descends from the iPhone build. All the code
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that was Objective C++ is now plain C++.
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The reason I'm telling you all this is because, if you look at the code,
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you'll see it's packed with ideosyncrasies. That's because the ports I've
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done were usually done in less than a week, so rather than rewriting
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everything from scratch I've usually just implemented shims that accomplish
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the same thing. In other places, I've sorely missed functionality that was
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available elsewhere, so I've re-implemented it myself.
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So, the advice is this: look at the code if you want to. But, whatever you
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do, don't learn from it - it's the dirtiest C++ you'll ever see.
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This will be rectified over time. Possibly.
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Contributing
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============
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If you'd like to contribute to Brain Party, great! Get in touch with me at
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[email protected] and we'll talk. Code, graphics, sound effects, music,
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etc are all welcome. If you spot any bugs, drop me a line with some sort of
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helpful error message - ie, what I have to do to reproduce the error - and
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I'll get on the case.

SDLMain.h

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