during a game of chess: "hey why'd you make that move?"
It's the Survival Crafting RPG you would have played on your Apple II back in the 80's.
You can think of it as Valheim's gameplay crammed into the tile-based ui of the old Ultima games.
It has a procedurally-generated open world with towns and NPCs to talk to, all the resource gathering, mining, crafting stuff you'd expect in a modern survival game, and some good old fashioned dungeon crawling to boot.
I've been working on it off and on for the last several months. Let me know what you think!
Just wanted to let you know that for me, on FF and Chrome, your blog is rendering rgba(235, 235, 235, 0.64) text on white BG, and I'd really like to be able to read it.
Edit: Also immediately reminds me a bit of UnReal World[1], in a good way
[1]:https://github.com/askeksa/NoCpuChallenge [2]:https://www.pouet.net/prod.php?which=104753
These references do not appear in the .ll file. They are injected when the .ll file is compiled to object files.
I think something in your code triggers a reference to one of the other injected functions and that pulls in the CRT.
Try compiling your test file into an .o or .obj, that is, without linking. Then dump the symbols in the object file to see what symbols are referenced. I suspect you'll see other references to symbols in CRT and you will have to replace those as well with stubs.
Unfortunately, I don't remember the linker flags to replace/suppress the default CRT libs. Well, actually, you might compile to .o / .obj and then manually link on your system. If you're using MSVC check the options to its "link" executable (I don't remember the exact name of the MSVC linker).
On x86 only, if you need to cast floats, try /QIfist (deprecated) to avoid hitting _ftol. Doesn't work for x64 or ARM.