It's been a while since you last posted.
Have you made any progress on the memory corruption problem?
I strongly suspect it is due to sdl12 - sdl20 interaction. Worse yet, disproval of this conjecture would require quite a lot of work. And even if it is not so, having both libraries (and two sets of dependecies) in the same address space is a recipe for some other disaster.
Instead I decided to "do it right" and split the libgraphics into platform dependent/independent parts, latter to live in dynamically loaded modules. Got burned out while designing renderer interface, so took a month off.
The basic idea is to get rid of any platform-dependent code in the main executable and to make the rendeder live in .dll on win32 while at it. There are five interfaces - musicsound, textures (creature graphics index), keyboard (keybindings, ...), platform (read/write/create/delete files, messageboxes, ...) and the renderer (which isn't finalized yet).
First stage would be a (fully functional, of course) libgraphics.so which instead of containing all the PRINT_MODE and musicsound implementations, will dynamically load them.
After that I hope to persuade Toady to extract whatever code uses the sdl12 calls and is still not in g_src, so that executable itself will not in any way depend on third-party libraries. With some win32-specific glue code and recompilation of the game for win32 using my work, we will at last have means to swap around renderers in win32 too.
I just pushed whatever commits there were, see
https://github.com/lxnt/rendumper/tree/interfaces. More work was done, just not committed yet.
The time is ripe
. SDL 2.0 is going to have a release at last, and it seems that Mesa guys will deliver OpenGL 3.0 soon enough for autumn distro releases, so it just might be that my work won't have to rely on dependencies' bleeding edges.
Edit: committed all pending changes in one lump.