Commit Graph

512 Commits

Author SHA1 Message Date
Martin Haye
65b5bf001e Fix for fwd/bkwd animations. 2016-10-26 07:38:07 -07:00
Martin Haye
048c09edf4 Fixed portraitNum bug (was relying on a specific Lawless Legends portrait) 2016-10-25 15:05:00 -07:00
Martin Haye
9dc84046c5 Further reduce aux mem fragmentation by putting the 3D expander at the start of aux mem, leaving one continuous space in the middle. 2016-10-25 08:58:38 -07:00
Martin Haye
63d38e5498 Reduce aux mem fragmentation by putting gameloop at end of it. 2016-10-25 08:49:38 -07:00
Martin Haye
520fc7216e Now animating 3D textures. 2016-10-24 08:20:52 -07:00
Martin Haye
33d9f17503 New blocks for setting and clearing full-screen img. 2016-10-24 07:08:37 -07:00
Martin Haye
f3aaa7c6ad Now supports animating title screen and final win screen. 2016-10-23 10:42:11 -07:00
Martin Haye
ee16d7a0d6 Most animations working properly now. 2016-10-23 09:09:43 -07:00
Martin Haye
2ef692c537 Animation progress. 2016-10-22 08:46:37 -07:00
Martin Haye
466cd1923d Re-wrote much anim patching to actually be right(er). Rearranged mem to fit. 2016-10-21 08:18:58 -07:00
Martin Haye
b2d0af04a8 Wrote the rest of anim unpacking code. 2016-10-19 09:58:09 -07:00
Martin Haye
a2a3246b68 Maybe a wrong turn for anim patches. 2016-10-18 07:13:42 -07:00
Martin Haye
6a049d3e33 Adding support for animating all image resources. 2016-10-17 09:26:47 -07:00
Martin Haye
73c08b56dd Little changes: use portrait names instead of numbers in generated code; a little cleanup of interrupts; improve comments. 2016-10-16 08:16:45 -07:00
Martin Haye
d085707158 Fix bug - target addr wasn't being cleared by set heap. 2016-10-13 09:27:43 -07:00
Martin Haye
a6f68275d6 Fix order of frame loading, and properly free temporary buffer. 2016-10-13 09:26:51 -07:00
Martin Haye
4dd39aff55 Merge branch 'master' of https://github.com/badvision/lawless-legends 2016-10-11 09:04:03 -07:00
Martin Haye
0095407c7e Now blitting full screen images from aux mem rather than loading them directly to the hi-res buffer. Prelude to better support for full-screen. 2016-10-11 09:03:57 -07:00
badvision
6d61e2a75d Switching my source over to Windows 10 changed these file modes -- shouldn't really affect anyone. If it does we can revert this commit. 2016-10-08 13:35:27 -05:00
Martin Haye
49d025a44c Fleshed out ability to use an item on a map space. In addition, add item god-mode cheat moved to player info screen and made fancier. 2016-09-24 11:10:17 -07:00
Martin Haye
83a26c901b Made portrait test loop around. 2016-09-22 11:14:07 -07:00
Martin Haye
0fad632eee Better support for forcing combat, not backing up as far when fleeing / exiting a building. 2016-09-22 10:55:34 -07:00
Martin Haye
8dc394cf43 The whole fixupHint thing to avoid fragmentation was (a) not working anyway, and (b) causing crashes. Removed it. 2016-09-22 10:54:56 -07:00
Martin Haye
1d3b08204a Skip encounter check when backing up due to a script event or fleeing combat. 2016-09-22 08:13:17 -07:00
Martin Haye
1465bea426 Fixes for game load and save. 2016-09-22 08:04:24 -07:00
Martin Haye
9b6c00bebb Moved disk activity marker display logic to memory manager, so that it very accurately reflects real disk activity. 2016-09-22 07:51:07 -07:00
Martin Haye
cfadecc9f6 Optimized switching to and from render modes. 2016-09-22 07:32:54 -07:00
Martin Haye
ce7bf1d6cc Now processes 'leave' events on map scripts. 2016-09-20 06:15:49 -07:00
Martin Haye
a2c8008755 Initial infrastructure for event handling. 2016-09-15 11:08:43 -07:00
Martin Haye
c09142a164 Fixed so NPCs can attack now -- but only melee. 2016-09-08 09:34:02 -07:00
Martin Haye
51f73a8565 Finished cleanup of START_LOAD/FINISH_LOAD 2016-09-08 08:39:41 -07:00
Martin Haye
fe704379ce Good progress on reworking START_LOAD/FINISH_LOAD to figure out on their own what to do. 2016-09-08 08:30:08 -07:00
Martin Haye
65b414a954 Rearranged some things to make mem mgr more compact. 2016-08-31 08:34:00 -07:00
Martin Haye
c103afd893 Fixed out-of-mem bug adding Sasquatch to party. 2016-08-31 08:17:02 -07:00
Martin Haye
4238f62520 Fix sequence error when adding npc. 2016-08-31 07:23:11 -07:00
Martin Haye
7ebe405c41 Fixed bugs with NPC creation, and made mem mgr debug slightly fancier. 2016-08-22 08:08:22 -07:00
Martin Haye
ecf76efde2 Mostly implemented ability to add/remove players, but got some debugging to do. 2016-08-17 08:09:14 -07:00
Martin Haye
243b6c362a Moved and extended garbage-collected heap, to make more room for game items (and take advantage of newly freed space in F800.FFFF range.) 2016-08-12 19:39:36 -07:00
Martin Haye
71895ed546 Fixed a bug with module reloading, and one involving the new F8xx refactor. 2016-08-12 19:18:31 -07:00
Martin Haye
f69b91ecca Removed a bit of useless code. 2016-08-08 08:13:03 -07:00
Martin Haye
779b61f7c0 Continued F8 refactoring. 2016-08-08 08:09:46 -07:00
Martin Haye
6c9515b63c Lots of progress toward freeing up up. 2016-08-08 07:47:01 -07:00
Martin Haye
297d0a4c4a Implementing bank-switching in debug macros, in prep for clearing .FFF9. 2016-08-05 09:28:29 -07:00
Martin Haye
3d06158a04 Added compatibility checking when loading a save game - based on hashing the global structure offset tables. 2016-08-05 09:27:11 -07:00
Martin Haye
d21b269843 Eliminated special patching of PLASMA accessors, now that it's finally decided that PLASMA code doesn't need to use the aux LC bank (it's used by texture expander instead). 2016-08-04 08:30:39 -07:00
Martin Haye
50c78621e6 Fix problem that expander didn't get re-split when it was re-loaded. 2016-08-04 07:16:47 -07:00
Martin Haye
70ead12fb1 Added a god-mode command, '&', to print out the allocated memory blocks. 2016-08-03 08:41:36 -07:00
Martin Haye
2817f1b25e Forgot a raycaster file. 2016-08-03 08:40:42 -07:00
Martin Haye
40f27ef4eb Better memory management handling of split expander. 2016-08-03 08:05:54 -07:00
Martin Haye
7df3e2ced2 Raycaster with split-expander working now. 2016-08-03 07:54:14 -07:00