Martin Haye
|
0fe5ef28ca
|
Refactored to get rid of lib vectors, thanks to Dave.
|
2016-07-03 13:39:00 -07:00 |
|
Martin Haye
|
0708cbda95
|
Took out some debug prints
|
2016-07-03 12:26:22 -07:00 |
|
Martin Haye
|
29f6df5913
|
Making good progress on external symbol resolving.
|
2016-07-03 12:01:35 -07:00 |
|
Martin Haye
|
ea5800155f
|
Got basics of new fixup mechanism working.
|
2016-07-03 07:33:12 -07:00 |
|
Martin Haye
|
bb0a9339fe
|
Can now define a Help global function in Outlaw, and it'll get called when '?' is hit in the gme.
|
2016-07-01 17:19:12 -07:00 |
|
Martin Haye
|
30a9f15ae2
|
Added generation for generic items like amulets.
|
2016-07-01 16:57:24 -07:00 |
|
Martin Haye
|
d89d9dfbad
|
Fixed so some enemies get a crack at you when you're fleeing.
|
2016-07-01 16:32:57 -07:00 |
|
Martin Haye
|
437471451b
|
Now handles scripted combat on 2D maps as well, and handles fleeing correctly.
|
2016-06-30 09:31:29 -07:00 |
|
Martin Haye
|
02bbbf5ac7
|
Clean up what happens at the end of a combat script.
|
2016-06-30 08:47:30 -07:00 |
|
Martin Haye
|
f1fbd7bd8c
|
Working on getting script to resume after combat.
|
2016-06-30 08:36:46 -07:00 |
|
Martin Haye
|
cf0c3d3ac1
|
Fix memory and screen glitches when switching between scripted portrait moments, combat, and 3D display.
|
2016-06-29 07:42:58 -07:00 |
|
Martin Haye
|
8ebbc16da8
|
Fixed streqi logic for matching encounter zone codes. Added a Blockly for starting an encounter.
|
2016-06-28 07:40:09 -07:00 |
|
Martin Haye
|
45ab9bafe2
|
Implementing new game / load game screen.
|
2016-06-24 05:58:30 -07:00 |
|
Martin Haye
|
17793d011f
|
Preserve previous saved game if 2mg is present.
|
2016-06-21 08:17:18 -07:00 |
|
Martin Haye
|
87ab8b6031
|
Allow control chars in command table; basic framework for game load/save established.
|
2016-06-19 08:38:40 -07:00 |
|
Martin Haye
|
dcea57cc7c
|
It was silly to have strcmpi when all we needed was streqi.
|
2016-06-19 08:15:51 -07:00 |
|
Martin Haye
|
caa05f16f6
|
Refactored to save space in the main gameloop module.
|
2016-06-19 08:04:43 -07:00 |
|
Martin Haye
|
6c33299a77
|
Split game assets into two partitions, to pave the way for multi-floppy distribution.
|
2016-06-18 16:31:21 -07:00 |
|
Martin Haye
|
d5f1663267
|
Added ammo generation.
|
2016-06-17 07:26:53 -07:00 |
|
Martin Haye
|
fd989c0d32
|
Got rid of old hard-coded globalScripts.pla
|
2016-06-16 17:48:58 -07:00 |
|
Martin Haye
|
7e758be30e
|
Added player generation.
|
2016-06-16 17:42:18 -07:00 |
|
Martin Haye
|
4e57da0d53
|
Now translating armor spreadsheet to code.
|
2016-06-16 07:27:13 -07:00 |
|
Martin Haye
|
646d48d206
|
Now packing weapons spreadsheet.
|
2016-06-13 08:15:14 -07:00 |
|
Martin Haye
|
4366daef8f
|
Wasn't recording goldLoot for in enemies before.
|
2016-06-12 13:38:14 -07:00 |
|
Martin Haye
|
944935c4a2
|
Lots of refactoring of armor, weapons, character stats, etc.
|
2016-06-12 13:12:14 -07:00 |
|
Martin Haye
|
de33ab3b21
|
Generating stubs for all item types (weapons, armor, ammo, and items).
|
2016-06-11 10:58:33 -07:00 |
|
Martin Haye
|
92e5016cb9
|
Now parsing enemies from within the <sheets> element of world.xml
|
2016-06-08 09:56:10 -07:00 |
|
Martin Haye
|
170c98508f
|
Moved player info display to separate module, party.pla. Added a few descriptive comments to help Dave get started.
|
2016-06-01 09:03:14 -07:00 |
|
Martin Haye
|
f82b080ae7
|
Fixed byte coercion problems uncovered by new Groovy version.
|
2016-05-31 08:28:02 -07:00 |
|
Martin Haye
|
8fa40a7040
|
Fix PackPartitions build to always use local groovy jar.
|
2016-05-31 08:03:26 -07:00 |
|
Martin Haye
|
3df106d6eb
|
Unified build system, with new readme.
|
2016-05-31 07:45:49 -07:00 |
|
Martin Haye
|
6316395d16
|
Took out high-bit hacking, as Seth now has full control over these in Outlaw.
|
2016-05-31 07:17:38 -07:00 |
|
Martin Haye
|
0ea7e8194c
|
Adding groovy jar to repo to ease build nightmares.
|
2016-05-31 07:03:54 -07:00 |
|
Martin Haye
|
672c00fdbd
|
Changes to build cleanly in a fresh Debian box.
|
2016-05-30 08:27:06 -07:00 |
|
Martin Haye
|
cd4bd80639
|
Break up long strings automatically.
|
2016-05-19 09:31:05 +02:00 |
|
Martin Haye
|
6ed1518520
|
String management: break up long strings into plasma-size chunks; clear string pool after each.
|
2016-05-10 07:13:22 +02:00 |
|
Martin Haye
|
1bd54841e6
|
Now writes warnings to a file so Seth can see them easily.
|
2016-04-28 09:26:11 -07:00 |
|
Martin Haye
|
d0100f94e6
|
Barf when strings get too long.
|
2016-04-28 07:30:59 -07:00 |
|
Martin Haye
|
9cdc68b0ee
|
Improved messaging for errors.
|
2016-04-26 06:39:44 -07:00 |
|
Martin Haye
|
1a36b10698
|
Handle de-quoting the enemies.tsv file.
|
2016-04-07 10:11:35 -07:00 |
|
Martin Haye
|
ccc43368d4
|
Encounter zones working now.
|
2016-03-31 10:01:04 -07:00 |
|
Martin Haye
|
d17ef502e3
|
Good progress on implementing encounter zones.
|
2016-03-29 15:17:42 -07:00 |
|
Martin Haye
|
510385ccd3
|
Better error reporting.
|
2016-03-27 08:18:32 -07:00 |
|
Martin Haye
|
3a1ad7a0c0
|
Streamlined packing procedure for Windows use.
|
2016-03-25 09:39:15 -07:00 |
|
Martin Haye
|
44ef8798e7
|
Now packing global scripts from the Outlaw file. In particular, now requires a 'New game' script to be present, that it used to set map coordinates now (and much more later).
|
2016-03-24 09:45:07 -07:00 |
|
Martin Haye
|
99f5879993
|
String response gathering and checking now working.
|
2016-03-22 08:22:26 -07:00 |
|
Martin Haye
|
4bf6d8204a
|
Look for enemies.tsv and font.bin in current directory if not found in the standard place. This will allow Seth to be fully independent of us developers and our exacting directory structure.
|
2016-02-27 11:02:58 -08:00 |
|
Martin Haye
|
c845bf6587
|
A few changes to support unibuild on Windows.
|
2016-02-16 09:33:16 -08:00 |
|
Martin Haye
|
7d6393d9c8
|
PackPartitions now grabs code files as resources from the Jar file if they're not present locally.
|
2016-02-15 16:25:24 -08:00 |
|
Martin Haye
|
e05a9691f9
|
Further work on just-in-time copy to build dir.
|
2016-02-15 14:43:25 -08:00 |
|
Martin Haye
|
ed21cb6d23
|
Now doing a better job of packing if/else statements and variables.
|
2016-02-15 13:58:30 -08:00 |
|
Martin Haye
|
5aeabcde51
|
Use user-defined script names in generated PLASMA code.
|
2016-02-10 04:58:14 -08:00 |
|
Martin Haye
|
291d529d5a
|
Added incremental build of map scripts.
|
2016-02-09 08:39:52 -08:00 |
|
Martin Haye
|
e12555531a
|
Pure-PLASMA scripts from Outlaw now working.
|
2016-02-09 08:23:25 -08:00 |
|
Martin Haye
|
042450d4ce
|
Map scripts now being built as PLASMA source which is then compiled, instead of direct-to-bytecode. This will be much easier to maintain once it's fully working.
|
2016-02-03 08:50:22 -08:00 |
|
Martin Haye
|
8439e6840d
|
PackPartitions now builds a 'fat' jar file containing all classes and dependent libraries.
|
2016-02-01 08:07:12 -08:00 |
|
Martin Haye
|
4f6ca7ed34
|
Added cache to speed up packing.
|
2016-01-24 17:00:40 -08:00 |
|
Martin Haye
|
2851e6ca24
|
Cleaned up texture divvy code.
|
2016-01-24 13:11:35 -08:00 |
|
Martin Haye
|
c445c9808f
|
Integrated disk image generation into PackPartitions.
|
2016-01-24 12:37:11 -08:00 |
|
Martin Haye
|
f239bd4ac2
|
PackPartitions now does everything itself: compile, assemble, pack.
|
2016-01-18 19:55:36 -08:00 |
|
Martin Haye
|
d1558d67cf
|
PackPartitions now calls ACME to assemble sources.
|
2016-01-18 19:28:59 -08:00 |
|
Martin Haye
|
4caf8033b7
|
More progress building PLASMA code.
|
2016-01-18 18:23:02 -08:00 |
|
Martin Haye
|
26bc00f3af
|
First steps getting PLASMA compiler to run inside PackPartitiions.
|
2016-01-18 17:59:54 -08:00 |
|
Martin Haye
|
4a410c8a07
|
Fixed circular dependencies at build time.
|
2016-01-18 17:00:31 -08:00 |
|
Martin Haye
|
59106ae953
|
Fixed nasty decompression bug having to do with match len multiple of 256.
|
2016-01-07 11:23:46 -08:00 |
|
Martin Haye
|
ecc9cc2016
|
Fixed portrait confusion, and moved enemy selection code to combat module.
|
2016-01-01 10:18:33 -08:00 |
|
Martin Haye
|
7e9bcabcc1
|
Now generating enemies from table instead of hand coding them.
|
2016-01-01 07:53:57 -08:00 |
|
Martin Haye
|
8c6c658ecf
|
Making translating enemy table to code.
|
2016-01-01 06:04:42 -08:00 |
|
Martin Haye
|
9a1a1d0a0e
|
Refactored global scripts into their own module.
|
2015-12-29 11:22:14 -08:00 |
|
Martin Haye
|
c4e46238cd
|
Centralized all shared function vectors for efficiency; made mem debug printout fit on screen; use better notation for pointer-to-pointer; fixed bug causing combat to fail on 3D map.
|
2015-12-29 08:59:13 -08:00 |
|
Martin Haye
|
604857a4d2
|
Animations working in-engine for the first time.
|
2015-12-17 09:19:49 -08:00 |
|
Martin Haye
|
f46aed43a6
|
Pick up animation flags properly.
|
2015-12-17 06:48:15 -08:00 |
|
Martin Haye
|
11464433be
|
Now packing animation sequences.
|
2015-12-12 07:22:15 -08:00 |
|
Martin Haye
|
54bdfdd47e
|
Finished moving combat code to a module.
|
2015-12-10 09:43:21 -08:00 |
|
Martin Haye
|
be7ba4a3ed
|
Added partial support for NPC party members; packer now produces headers for the PLASMA code so we don't have to hard-code image numbers.
|
2015-12-09 07:35:02 -08:00 |
|
Martin Haye
|
90187c007c
|
Starting to work on translating enemy table to code.
|
2015-12-06 15:44:28 -08:00 |
|
Martin Haye
|
059f77aba1
|
Starting in on data generation.
|
2015-12-06 12:02:18 -08:00 |
|
Martin Haye
|
a4e87954a3
|
All code under Apache 1.1 license as we agreed on this morning. We always intended to do this, now actually getting around to it.
|
2015-09-10 09:22:07 -07:00 |
|
Martin Haye
|
45c993d610
|
Modified for new XSD place for script names. Also, added new Tab code from Andrew.
|
2015-07-06 17:09:15 -07:00 |
|
Martin Haye
|
195decd122
|
Added support for println and clearWindow blocks. Added support for defaults in keyboard teleport. Fixed nasty page-boundary bug for strings in scripts.
|
2015-07-04 10:02:49 -07:00 |
|
Martin Haye
|
1becc7d61b
|
Added clamping on 2d map, so player never sees the black area outside the map.
|
2015-07-01 10:04:19 -07:00 |
|
Martin Haye
|
cf55e06347
|
Fixed fake character text; added support for control codes in packer.
|
2015-06-28 10:07:50 -07:00 |
|
Martin Haye
|
f4e7586c13
|
Fix for null category, and new font from Seth.
|
2015-06-19 12:40:41 -07:00 |
|
Martin Haye
|
edc1e7d410
|
Andrew's shiny new font engine is working!
|
2015-06-08 08:07:37 -07:00 |
|
Martin Haye
|
5fa973ea7c
|
Added a 'get any key' block.
|
2015-06-03 07:56:19 -07:00 |
|
Martin Haye
|
6b51dff8b9
|
Added move_backward blockly block.
|
2015-05-31 19:03:38 -07:00 |
|
Martin Haye
|
57462b7638
|
Moved scenario script strings to aux mem.
|
2015-05-31 11:19:03 -07:00 |
|
Martin Haye
|
f1dfcccff3
|
Added Blockly blocks for showing portraits.
|
2015-05-28 08:14:01 -07:00 |
|
Martin Haye
|
a2454c1212
|
Fixes for map name display, sky/ground colors, and portrait rendering.
|
2015-05-27 08:13:09 -07:00 |
|
Martin Haye
|
2069140e31
|
Fixed for broken scripting after loading new map sections.
|
2015-05-21 07:19:22 -07:00 |
|
Martin Haye
|
907666c716
|
Now able to script transitions from 2D to 3D and back.
|
2015-05-20 09:47:35 -07:00 |
|
Martin Haye
|
80cf3ddb03
|
Got triggers working right on 3D map, including multiple triggers per location.
|
2015-05-15 08:19:18 -07:00 |
|
Martin Haye
|
d4a550f760
|
Corrected handling of obstruction and script flags on 2D map.
|
2015-05-07 06:54:43 -07:00 |
|
Martin Haye
|
f22f4ed9db
|
Teleportation mostly fixed.
|
2015-05-06 09:36:27 -07:00 |
|
Martin Haye
|
1f5a6cec29
|
Basics of 2D teleport kinda working.
|
2015-04-20 08:32:02 -07:00 |
|
Martin Haye
|
9739fb34e9
|
Working on 2D teleportation.
|
2015-04-14 07:19:42 -07:00 |
|
Martin Haye
|
9e94928f0a
|
More refactoring.
|
2015-04-09 10:31:36 -07:00 |
|
Martin Haye
|
4227042b11
|
More work refactoring API to rendering engines.
|
2015-03-31 12:02:48 -07:00 |
|
Martin Haye
|
a835321b5f
|
Implemented printf for handy debugging, and now generating a map index for the 2D sections.
|
2015-03-25 07:40:46 -07:00 |
|
Martin Haye
|
56897dd67d
|
Implementing printf-like family of functions.
|
2015-03-05 09:34:42 -08:00 |
|
Martin Haye
|
2b686a8629
|
More work on script triggers.
|
2015-02-27 05:33:11 -08:00 |
|
Martin Haye
|
abd63d0481
|
Now loading scripts for 2D maps, and registering the new trigger table.
|
2015-02-23 08:01:47 -08:00 |
|
Martin Haye
|
430ee9ce65
|
Now packing scripts for 2D map sections.
|
2015-02-19 10:44:17 -08:00 |
|
Martin Haye
|
792b8854ac
|
More 2d work: tileset division, show avatar in center, fix load bug.
|
2015-02-16 16:18:00 -08:00 |
|
Martin Haye
|
b9a4caba1f
|
Fixed tile address calculation and tileset numbering.
|
2015-01-27 08:36:05 -08:00 |
|
Martin Haye
|
09583ce1ce
|
Now loading the initial 4 map sections in the tile engine.
|
2015-01-10 13:17:56 -08:00 |
|
Martin Haye
|
4e4892381f
|
Now splitting maps up into sections. Refactored game loop to make room for 2D variant.
|
2015-01-07 14:48:04 -08:00 |
|
Martin Haye
|
14193fb73d
|
Working on splitting 2D maps into sections.
|
2014-12-21 08:17:21 -08:00 |
|
Martin Haye
|
c43f381296
|
Much better error and warning pinpointing during pack process.
|
2014-09-11 08:54:37 -07:00 |
|
Martin Haye
|
a480dc8c96
|
Merge branch 'master' of https://github.com/badvision/lawless-legends
|
2014-09-11 06:48:04 -07:00 |
|
Martin Haye
|
c1f0cdab58
|
Added partial code to pack 126x128 images.
|
2014-09-11 06:48:01 -07:00 |
|
Brendan Robert
|
bcd2e6c83e
|
Started adding tile engine support to the build/pack -- still have to pack maps and tilesets and create a test stub for the tile engine
|
2014-09-05 09:44:14 -05:00 |
|
Martin Haye
|
c7c969d2d0
|
Fixed bug where println wasn't recognized.
|
2014-07-25 18:33:44 -05:00 |
|
Martin Haye
|
e849051afd
|
Implemented loading screen, fixed a bunch of bugs.
|
2014-07-21 18:28:39 -07:00 |
|
Martin Haye
|
a2830e9828
|
More work on init scripts, and proper redrawing after teleport.
|
2014-07-20 14:43:48 -07:00 |
|
Martin Haye
|
97b942036f
|
Added blocks for setting sky and ground colors, and teleporting the player. Added support for init scripts using Blockly.
|
2014-07-20 06:02:10 -07:00 |
|
Martin Haye
|
ebe228d15f
|
Now processing IF statements with GETYN triggers, and SETMAP events.
|
2014-07-19 15:55:27 -07:00 |
|
Martin Haye
|
f4342b12c1
|
Now scripts have a flag of their own on the map, for speedy detection.
|
2014-07-19 14:17:40 -07:00 |
|
Martin Haye
|
d6815eab05
|
Fixes for lots of scripts, and for empty script blocks.
|
2014-07-19 13:54:41 -07:00 |
|
Martin Haye
|
278d769ade
|
Now packing tilesets, but not yet segmenting 2D maps.
|
2014-07-15 13:09:36 -07:00 |
|
Martin Haye
|
3bbcc7ed92
|
Rearranged things a bit in preparation for segmented 2D map packing.
|
2014-07-15 09:52:58 -07:00 |
|
Martin Haye
|
e56ad5e7da
|
Really running scripts on the map now.
|
2014-07-08 19:11:03 -07:00 |
|
Martin Haye
|
d06884c0e9
|
Kinda loading scripts module, but it appears to be trashing memory.
|
2014-07-08 16:02:10 -07:00 |
|
Martin Haye
|
8a8204ec77
|
Now packing very simple game scripts.
|
2014-07-08 15:43:12 -07:00 |
|
Martin Haye
|
a330b395fe
|
Working on text functions and scripting in Outlaw.
|
2014-07-08 09:39:31 -07:00 |
|
Martin Haye
|
3af48520a1
|
Implemented blocker sprites the right way.
|
2014-07-06 18:22:31 -07:00 |
|
Martin Haye
|
02cccb1270
|
Working on blocker sprites.
|
2014-07-06 17:25:48 -07:00 |
|
Martin Haye
|
f43c51dd74
|
Really loading and running PLASMA code now.
|
2014-07-03 16:56:26 -07:00 |
|
Martin Haye
|
269770da90
|
Debugging PLASMA loader.
|
2014-07-03 10:51:24 -07:00 |
|
Martin Haye
|
d4b90e32f8
|
Working on module loading in mem manager.
|
2014-06-29 14:32:51 -07:00 |
|
Martin Haye
|
68c70a3ec6
|
Working on parsing and compressing PLASMA modules.
|
2014-06-29 11:40:51 -07:00 |
|
Martin Haye
|
786853a4a7
|
Now runs PLASMA code\!
|
2014-06-25 08:47:28 -07:00 |
|
Martin Haye
|
7c00d7272a
|
More bit hacking, added collision detection, playing with blocker sprites.
|
2014-06-16 09:03:24 -07:00 |
|
Martin Haye
|
d9a203c522
|
Sprite fixes, and workaround for Outlaw NPE.
|
2014-06-13 13:10:38 -07:00 |
|
Martin Haye
|
fa1bb0bd3c
|
Hacked high-bits on tree sprite graphic.
|
2014-06-02 10:28:50 -07:00 |
|
Martin Haye
|
c9d84d11b5
|
Fixed raycaster going past the edge of the map.
|
2014-06-01 07:22:07 -07:00 |
|
Martin Haye
|
bbac1ea183
|
Fix edge detection in II raycaster.
|
2014-05-30 09:10:20 -07:00 |
|
Martin Haye
|
c8d8c22478
|
Use real map data in Javascript raycaster, so I can more closely simulate the Apple II and thus debug problems more easily.
|
2014-05-30 08:33:11 -07:00 |
|
Martin Haye
|
a82379bbe5
|
Compression has been working great, so turned off debug checksums.
|
2014-04-20 09:20:35 -07:00 |
|
Martin Haye
|
91586d8b3c
|
Added sprites to map data, and to ray casting loop.
|
2014-04-20 09:16:40 -07:00 |
|
Martin Haye
|
ec49808879
|
Laxen rules on name matching.
|
2014-04-12 18:01:46 -07:00 |
|
Martin Haye
|
f6a6e844bb
|
Compression now fully working. Also, changed core to be a .system file, so we don't need BASIC.SYSTEM any more.
|
2014-03-18 13:29:02 -07:00 |
|
Martin Haye
|
e741c5d57e
|
Fixing lots of decompression bugs.
|
2014-03-17 11:30:15 -07:00 |
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Martin Haye
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539c878c5f
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Fixing decompressor bugs.
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2014-03-17 07:49:40 -07:00 |
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Martin Haye
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37f4863e30
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All compression code written and integrated; now to test.
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2014-03-13 09:56:29 -07:00 |
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Martin Haye
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85f434aadf
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More work on compression.
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2014-03-06 09:45:11 -08:00 |
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Martin Haye
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983f61b5c0
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Making progress on LZ4 compression.
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2014-03-06 07:25:04 -08:00 |
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Martin Haye
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625f2a44ea
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Added LZ5 compression to the packer.
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2014-02-25 10:07:40 -08:00 |
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Martin Haye
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99827b9785
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Now displays map name centered at top of window.
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2014-02-20 09:13:30 -08:00 |
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Martin Haye
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14296ca13a
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Font engine integrated with raycaster.
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2014-02-20 07:45:48 -08:00 |
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