Martin Haye
1a36b10698
Handle de-quoting the enemies.tsv file.
2016-04-07 10:11:35 -07:00
Martin Haye
312ee3a8a3
Fixed problem clearing portrait after teleport.
2016-04-07 07:35:28 -07:00
Martin Haye
ccc43368d4
Encounter zones working now.
2016-03-31 10:01:04 -07:00
Martin Haye
453d44b11a
Speed things up a little.
2016-03-29 15:22:31 -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
c0e98cd6c4
Merge branch 'master' of https://github.com/badvision/lawless-legends
2016-02-01 08:07:19 -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
dschmenk
d975768c62
Merge branch 'master' of http://github.com/badvision/lawless-legends
2016-01-29 13:46:03 -08:00
dschmenk
4efbe1bc23
Fix IDXW bug
2016-01-29 13:45:08 -08:00
Martin Haye
10db0b073a
Added hex character constants within strings.
2016-01-29 08:27:00 -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
79c30b84fc
Added PLASMA makefile rule to build plasm.jar
2016-01-18 13:11:43 -08:00
Martin Haye
db1e6c3a6c
Took non-working null func out of test.
2016-01-07 11:32:15 -08:00
Martin Haye
b1eb16df92
Merge branch 'master' of https://github.com/badvision/lawless-legends
2016-01-07 11:29:33 -08:00
Martin Haye
9883d292fc
Start with first portrait for test mode.
2016-01-07 11:29:31 -08:00
Martin Haye
a93db4ea66
Took out some useless main/aux switching in decomp routine.
2016-01-07 11:28:03 -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
dschmenk
328b0b5a1c
Add increment/decrement statements and increase ID lenght to 32
2016-01-06 12:30:49 -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
55cd9892e3
More efficient way to call global scripts.
2015-12-31 09:56:50 -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
12a1427af6
Removed some gamelib functions that are better being only in the main module.
2015-12-28 10:52:57 -08:00
Martin Haye
c4e88d3873
Added texture control, so we can swap out textures in 3D mode to make room for a portrait.
2015-12-28 10:20:28 -08:00
Martin Haye
d5d30639d6
Save map state to global vars.
2015-12-28 09:13:18 -08:00
Martin Haye
5fc03b6f55
Better debug for out-of-memory.
2015-12-23 15:59:11 -08:00
Martin Haye
df901ee94f
Fixed some bugs introduced by refactoring, and also the portrait preview facility.
2015-12-23 15:42:37 -08:00
Martin Haye
604857a4d2
Animations working in-engine for the first time.
2015-12-17 09:19:49 -08:00
Martin Haye
a1b60a490c
Comment fix for min/max, thanks Dave.
2015-12-17 06:48:30 -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
70174a3342
Forgot to check in some files from the combat refactor.
2015-12-11 06:48:00 -08:00
Martin Haye
54bdfdd47e
Finished moving combat code to a module.
2015-12-10 09:43:21 -08:00
Martin Haye
a48e3cc9d8
Making some progress splitting the combat code into a separate module.
2015-12-09 10:16:05 -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
299b5aed2f
Enemies fight back\!
2015-12-05 15:01:44 -08:00
Martin Haye
d6c321b11a
Finally happy with combat pacing and spacing.
2015-12-05 11:40:27 -08:00
Martin Haye
c4a7e4fe6a
Cleaning up display of combat.
2015-12-05 11:13:35 -08:00
Martin Haye
98d9631a90
More combat.
2015-11-30 08:49:46 -08:00
Martin Haye
f342bb55c0
Fixed scrolling in combat window.
2015-11-30 08:02:32 -08:00
Martin Haye
305e79977d
Took out more debugging text.
2015-11-30 07:48:36 -08:00
Martin Haye
20576c9986
Turn off memory debugging when not needed.
2015-11-30 07:46:25 -08:00
Martin Haye
010570bca7
Added more combat mechanics; fixed totally-wrong structure numbers.
2015-11-30 07:46:05 -08:00
Martin Haye
da7356450c
Combat order determination implemented.
2015-11-29 09:21:03 -08:00
Martin Haye
4eafd97388
Added a few more messages at the start of combat.
2015-11-29 07:50:29 -08:00
Martin Haye
6b38c49ffd
Added fight/run logic.
2015-11-19 08:36:35 -08:00
Martin Haye
87cd0c3fd0
Handle singular/plural and singular(s) forms in display strings.
2015-11-19 08:27:04 -08:00
Martin Haye
ddaca82733
Now displaying start of combat.
2015-11-11 08:55:16 -08:00
Martin Haye
6b3b0372fd
Now showing Hue's real data.
2015-11-05 09:09:45 -08:00
Martin Haye
c1bcb8d187
A few minor fixes to game logic.
2015-11-05 07:18:17 -08:00
Martin Haye
6e2187087f
Added enemy grouping.
2015-10-01 10:04:01 -07:00
Martin Haye
679a9ae6fb
Fleshed out first prototype player, Hue Hauser, along with his chaps and handgun.
2015-10-01 08:34:49 -07:00
Martin Haye
9ff4aeb793
Forgot to commit this.
2015-09-19 13:51:08 -07:00
Martin Haye
6ee122f942
Cleaner initialization of test string table.
2015-09-19 13:46:36 -07:00
Martin Haye
efe6525167
Tested and fixed heap intern of strings.
2015-09-19 13:44:41 -07:00
Martin Haye
2f67d1c72f
Reworked GC algorithm to share code better. Passes heap test again.
2015-09-19 13:27:57 -07:00
Martin Haye
bd0426e622
Forgot to check in the actual player types.
2015-09-19 08:30:52 -07:00
Martin Haye
698ce413cc
Added string interning to heap. Working on type system for players, items, combat.
2015-09-17 10:03:02 -07:00
Martin Haye
a1186596f9
Fix to allow blank lines and comments within struc definition.
2015-09-15 07:27:16 -07:00
Martin Haye
fa6bdfb86d
Added PLASMA support for single-level source code include statement, without needing m4. Usage: include "yourfile.pla"
2015-09-13 09:30:10 -07:00
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
4934a84128
Correct spelling error in build file.
2015-09-10 08:01:14 -07:00
Martin Haye
24bf2c9519
Archived heap test code in a separate place. Ready to actually use the heap, instead of test it.
2015-09-09 07:52:10 -07:00
Martin Haye
f88866085f
Heap test now runs for a long, long time. I think the heap code is solid.
2015-09-09 07:31:30 -07:00
Martin Haye
cc9b77f7e6
Heap test runs for a long time now without failing. It does eventually fail, but it's a long time.
2015-09-08 08:46:45 -07:00
Martin Haye
074befaca3
More heap testing and bug fixes.
2015-09-08 08:18:17 -07:00
Martin Haye
da6073fefa
More generic linked list support.
2015-09-07 08:46:17 -07:00
Martin Haye
6d61a0073f
First time free-and-collect works right.
2015-09-06 11:06:01 -07:00
Martin Haye
1f324ea547
Lots of heap debugging and fixes.
2015-09-05 11:01:45 -07:00
Martin Haye
b5eb726b25
Heap testing going well.
2015-09-02 10:16:39 -07:00
Martin Haye
7aee4a37f7
Now allocating players and items; starting GC debugging.
2015-09-02 09:55:21 -07:00
Martin Haye
95c549984c
Hacked into PLASMA's memory accessors to give VM code transparent read/write access to main language card $E000.FFFF, and aux bank 1 language card $D000.DFFF.
2015-09-02 07:54:41 -07:00
Martin Haye
868837d040
More work on small-object heap testing.
2015-08-28 14:24:16 -07:00
Martin Haye
e7ec609e24
Merge branch 'master' of https://github.com/badvision/lawless-legends
2015-08-28 14:04:11 -07:00
Martin Haye
159f956bf7
More heap testing.
2015-08-28 14:04:08 -07:00
dschmenk
64ab54dbf3
Thanks MArtin Haye for the removal of unneccesary ALTRD code!
2015-08-28 12:19:08 -07:00
Martin Haye
ec6368a10b
Fixed memory manager init that didn't properly copy heap code.
2015-08-28 08:24:21 -07:00
Martin Haye
f3b8b7b48d
Increment random seed in my keyboard loop.
2015-08-21 09:40:53 -07:00
Martin Haye
9eb99c4dc5
Increment random seed in my keyboard loop.
2015-08-21 09:28:57 -07:00
Martin Haye
50a7123381
Added random number generator.
2015-08-21 08:57:15 -07:00
Martin Haye
6cfbe817c2
More cleanup.
2015-08-21 08:03:08 -07:00
Martin Haye
d2e1c28575
Cleanup.
2015-08-21 07:59:03 -07:00
Martin Haye
a8a4fdefed
Working on implementing heap API.
2015-08-19 08:45:02 -07:00
Martin Haye
a8ec4fd42c
Cleaned up some inefficient memory manager code.
2015-08-19 07:53:08 -07:00
Martin Haye
2e4a992c75
Simplified calling sequence for memory manager.
2015-08-19 07:22:20 -07:00
Martin Haye
39c37c2517
Made API for garbage collector (now called heap system)
2015-08-18 09:39:05 -07:00
Martin Haye
a6c2b46a92
Merged in GC code.
2015-08-18 07:11:59 -07:00
Martin Haye
56163b41d6
More work on GC code; moved init down to be one-time only (saves mem); minor mem mgr fixes.
2015-08-18 06:58:13 -07:00
Martin Haye
d347093dee
Added moveFast mode for demos.
2015-08-06 08:43:41 -07:00
Martin Haye
fef4595e9a
Using new font engine HTAB code now.
2015-07-11 08:58:00 -07:00
Martin Haye
5c95954cee
Fix bug where text prompt on 3D maps was displayed on non-visible page.
2015-07-11 07:39:57 -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
a6876e8d39
Fix rendering bug when switching 3D map to 3D map. Fix keyboard teleport when switching maps. Fix redisplay of map name when changing section.
2015-06-30 09:27:10 -07:00
Martin Haye
03e0117537
Fixed bug with center scroll eventually overflowing.
2015-06-29 08:47:42 -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
0c4aac3da9
Added aux mem check, and fixed bug in CROSS_WEST.
2015-06-28 09:26:52 -07:00
Martin Haye
6ddc105fd8
Made progress on garbage collection.
2015-06-23 18:33:58 -07:00
Martin Haye
f4e7586c13
Fix for null category, and new font from Seth.
2015-06-19 12:40:41 -07:00
Martin Haye
9e2c0fc3fe
New font from Seth, and fixed a few font engine bugs that I introduced.
2015-06-11 11:02:02 -07:00
Martin Haye
f586bc6066
Seth's first tweak of the font.
2015-06-11 05:31:13 -07:00
Martin Haye
81a34f9a61
Checking in Andrew's original font.
2015-06-11 05:30:56 -07:00
Martin Haye
9e64a6df38
Andrew's shiny new proportional font engine is working!
2015-06-08 08:11:39 -07:00
Martin Haye
edc1e7d410
Andrew's shiny new font engine is working!
2015-06-08 08:07:37 -07:00
Martin Haye
0077d9ea05
Working on code to set font window boundaries. Also ported Andrew's word-break parser.
2015-06-07 15:50:06 -07:00
Martin Haye
9991cc1dc4
Displayed first chars from new font engine\!
2015-06-07 13:40:04 -07:00
Martin Haye
edf0433f07
Minor fixes.
2015-06-06 15:19:23 -07:00
Martin Haye
05a6f5390f
Proportional font engine now assembles.
2015-06-06 14:57:42 -07:00
Martin Haye
e70280df73
Merge branch 'master' into pfont
2015-06-06 14:23:08 -07:00
Martin Haye
a92f2e1da9
Sped up decompression to aux mem, and sped up fixups, since memory manager now doesn't have to jump through hoops to get to aux mem.
2015-06-06 09:37:04 -07:00
Martin Haye
9d19b46cb1
Memory manager now working fully in LC ram.
2015-06-06 09:32:42 -07:00
Martin Haye
bd1274448d
Moving memory manager up into Language Card RAM.
2015-06-06 09:25:04 -07:00
Martin Haye
cd68312dc6
Finished rearranging debug code.
2015-06-06 07:48:21 -07:00
Martin Haye
5b8f75ecd1
Refactored debug macro support to be always present, and provided by the memory manager.
2015-06-05 07:54:09 -07:00
Martin Haye
16509b9942
Fixed bug: need to repair line table in raycaster after using ProDOS, because ProDOS now uses aux ZP.
2015-06-04 10:21:04 -07:00
Martin Haye
a8e501c51b
Now can actually make use of the RAM freed by moving ProDOS.
2015-06-04 10:11:38 -07:00
Martin Haye
53b956eccc
Relocated ProDOS to aux bank.
2015-06-04 09:17:39 -07:00
Martin Haye
4a1a5b3fd5
Added original code of font and hi-res addr tbl for font engine.
2015-06-04 07:26:08 -07:00
Martin Haye
95c98b631e
Converting pfont to ACME.
2015-06-04 07:03:58 -07:00
Martin Haye
de5fce5414
Fix problem with clearing the fake character data.
2015-06-03 09:12:15 -07:00
Martin Haye
960d61e422
Started porting Andrew's proportional font engine.
2015-06-03 09:10:22 -07:00
Martin Haye
5fa973ea7c
Added a 'get any key' block.
2015-06-03 07:56:19 -07:00
Martin Haye
331918eb8b
Fixed bug that chopped off long texts. Added some faked-up player character stats.
2015-06-01 10:38:22 -07:00
Martin Haye
6b51dff8b9
Added move_backward blockly block.
2015-05-31 19:03:38 -07:00
Martin Haye
26e7e1b119
More compact aux to main string-copy routine.
2015-05-31 11:35:01 -07:00
Martin Haye
57462b7638
Moved scenario script strings to aux mem.
2015-05-31 11:19:03 -07:00
Martin Haye
cccb136726
Raycaster needs to reserve memory for its tables. Also, fixed to properly display mem mgr debug info when loading fixups and modules into aux mem.
2015-05-31 08:45:23 -07:00
Martin Haye
fa266e6367
Fixed so portraits work right in 3D maps.
2015-05-28 09:05:24 -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
0a85fb5f1d
Fixed more bugs. Now 2D to 3D, and back, work.
2015-05-16 11:00:31 -07:00
Martin Haye
7be0112be4
Symmetric improvements to 2D API.
2015-05-16 08:48:29 -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
375cac1459
Getting 3D back into shape.
2015-05-07 10:17:38 -07:00
Martin Haye
64870ea6a8
Working on 2D to 3D transition.
2015-05-07 09:12:52 -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
329a7070ce
Cleaned some debug stuff up.
2015-05-06 09:45:59 -07:00
Martin Haye
f22f4ed9db
Teleportation mostly fixed.
2015-05-06 09:36:27 -07:00
Martin Haye
be7b8a0b70
Testing long-range teleport.
2015-05-03 09:25:57 -07:00
Martin Haye
4f093e405f
Fixed bug when freeing and then reloading a module.
2015-04-28 08:14:19 -07:00
Martin Haye
eada6ad85d
Progress on 2D scrolling.
2015-04-27 08:25:15 -07:00
Martin Haye
8d4264d5f2
More 2D teleportation.
2015-04-27 06:21:42 -07:00
Martin Haye
1f5a6cec29
Basics of 2D teleport kinda working.
2015-04-20 08:32:02 -07:00
Martin Haye
783c011b53
Implemented the rest of the render API for the tile engine.
2015-04-15 10:22:05 -07:00
Martin Haye
7142365ed7
Okay, I think I finally have teleport code that might work.
2015-04-14 07:45:02 -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
efe2415098
More refactoring.
2015-04-05 09:52:38 -07:00
Martin Haye
4227042b11
More work refactoring API to rendering engines.
2015-03-31 12:02:48 -07:00
Martin Haye
58da79a805
Working on standardized API to 2d and 3d engines.
2015-03-25 11:51:29 -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
d0505a756b
Merge branch 'master' of https://github.com/badvision/lawless-legends
2015-03-04 06:51:15 -08:00
David Schmenk
d6091a87a1
Fix in-line string off-by-one
2015-03-03 18:37:00 -08:00
Martin Haye
315c6b6936
More work on 2D script triggers.
2015-03-03 09:03:22 -08:00
Martin Haye
152fa2bd8b
Merge branch 'master' of https://github.com/badvision/lawless-legends
2015-02-27 05:33:15 -08:00
Martin Haye
2b686a8629
More work on script triggers.
2015-02-27 05:33:11 -08:00
dschmenk
42bc9441a3
Add in-line strings
2015-02-26 13:07:08 -08:00
Martin Haye
5109fcf41a
Now calculating avatar X and Y offsets within current map section.
2015-02-23 08:39:10 -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
3376930f85
Rearranged 2D map section checks to add a 'calculate' mode, which will be used to check flags under the avatar.
2015-02-20 08:17:35 -08:00
Martin Haye
430ee9ce65
Now packing scripts for 2D map sections.
2015-02-19 10:44:17 -08:00
Martin Haye
2d06dc337a
Merge branch 'master' of https://github.com/badvision/lawless-legends
2015-02-16 16:18:04 -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
dschmenk
bc93460bd6
Oops, forgot to add this in (old stdlib.plh)
2015-02-13 16:50:25 -08:00
dschmenk
d9614dfbb9
Force \r to 0x0A
2015-02-13 16:49:12 -08:00
dschmenk
b8affbb871
Merge branch 'master' of http://github.com/badvision/lawless-legends
2015-02-13 16:47:51 -08:00
dschmenk
da0c23e35a
Minor fix for initial break_tag in repeat statement. Loadable module
...
return value fixes.
2015-02-03 22:04:11 -08:00
Martin Haye
cc23a96a09
Full map scrolling now works.
2015-02-03 09:16:24 -08:00
Martin Haye
ea10bfcdae
Jump over debug support code, to avoid accidental problems when adding debugging.
2015-02-03 09:16:12 -08:00
Martin Haye
6ee15e1d9a
Needed ability to free same block more than once.
2015-02-03 09:15:38 -08:00
dschmenk
508a2c84fb
Fix VM bug in BRNE/BREQ, parse lvalue bug, and rename stdlib to cmdsys
2015-01-28 12:56:14 -08:00
Martin Haye
a71d652f30
Merge branch 'master' of https://github.com/badvision/lawless-legends
2015-01-27 10:08:23 -08:00
Martin Haye
3549f8635f
Fixed exploding bug.
2015-01-27 08:47:07 -08:00
Martin Haye
b9a4caba1f
Fixed tile address calculation and tileset numbering.
2015-01-27 08:36:05 -08:00
Martin Haye
dc194d44f7
Simplified section math.
2015-01-18 08:59:56 -08:00
Martin Haye
aa1c662d04
Simplified section math.
2015-01-18 08:49:45 -08:00
Martin Haye
4dec52a4d2
Got some tiles to display\!
2015-01-17 16:38:52 -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
David Schmenk
7d6860b1d5
Bring PLASMA up-to-date
2015-01-02 17:29:02 -08:00
Martin Haye
bc73588a20
Merge branch 'master' of https://github.com/badvision/lawless-legends
2014-12-21 08:17:26 -08:00
Martin Haye
14193fb73d
Working on splitting 2D maps into sections.
2014-12-21 08:17:21 -08:00
David Schmenk
dee30787b4
Add structures to PLASMA
2014-12-07 20:59:24 -08:00
David Schmenk
700b85280d
Don't output module dependencies if not a module
2014-11-18 12:55:38 -08:00
David Schmenk
f2debb1b4d
Add syntax sugar for array define and improve enter/leave sequence
2014-11-17 17:57:07 -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
e82f75009d
Updated comment style for new PLASMA.
2014-08-21 08:17:50 -07:00
David Schmenk
d62f499c31
Update comment and multiple statements
...
Update comment symbol to "//" and allow multiple statements per line with ";"
2014-08-14 20:01:52 -07:00
David Schmenk
fb3f6722cf
Convert comment symbol to '//' and allow multiple statements per line
...
with ';'
2014-08-14 19:28:31 -07:00
Brendan Robert
a6ebac6b5e
Added logic to set tileset memory location prior to drawing
2014-08-13 01:01:15 -05:00
Brendan Robert
5c9c04f794
Added logic to load tilesets when moving across map
2014-08-13 00:59:05 -05:00
Brendan Robert
de57fc238d
Got the compile kinks out of the tile code but it is still untested
2014-08-12 23:10:35 -05:00
Brendan Robert
bc47e0bc04
Finished outer drawing loop, now to get the code working... :-)
2014-08-11 22:47:42 -05:00
Martin Haye
f1f00fff4b
Merge branch 'master' of https://github.com/badvision/lawless-legends
2014-08-10 17:23:50 -07:00
Brendan Robert
8f49e482c5
Closer to having a workable first draft of tile rendering but not done yet
2014-08-08 01:24:55 -05:00
Brendan Robert
9dbe9a9656
Inching my way towards a full drawing routine
2014-08-07 11:00:35 -05:00
Martin Haye
c7c969d2d0
Fixed bug where println wasn't recognized.
2014-07-25 18:33:44 -05:00
Martin Haye
d66d6acf97
Fixed horrible bug in the memory manager.
2014-07-25 17:05:34 -05:00
Martin Haye
d6d6dbf718
Was fooling around with scrolling.
2014-07-25 13:23:27 -05:00
Martin Haye
f7655e6c79
Fixed scrolling.
2014-07-23 15:39:43 -05:00
Martin Haye
760cccbb80
Fixed mem coalesce bug, and made return to wilderness resume the old position.
2014-07-23 14:50:16 -05:00
Martin Haye
e849051afd
Implemented loading screen, fixed a bunch of bugs.
2014-07-21 18:28:39 -07:00
Martin Haye
45c0ccf6c3
Splitting strings into words.
2014-07-20 15:52:51 -07:00
Martin Haye
02116fad3c
Merge branch 'master' of https://github.com/badvision/lawless-legends
2014-07-20 14:44:02 -07:00
Martin Haye
a2830e9828
More work on init scripts, and proper redrawing after teleport.
2014-07-20 14:43:48 -07:00
Brendan Robert
542d0b2589
Clarifications in the comments
2014-07-20 11:23:32 -05:00
Martin Haye
c4e5e84461
Scripted transitions between maps work now.
2014-07-20 07:01:21 -07:00
Martin Haye
1e04d813a8
Merge branch 'master' of https://github.com/badvision/lawless-legends
2014-07-20 06:02:15 -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
Brendan Robert
1a2f49a117
Indicate which section is drawn with draw_section pointer now
2014-07-20 01:56:59 -05:00
Brendan Robert
04fff67eea
Updated thoughts on what the upper 3 bits should be for (visible obstructions indicated in high-bit)
...
Updated main geometry calculation macro for the drawing routine (should be mostly ok now)
Allocated variables for main loop drawing routine
Conjured up use of memory holes for tracking drawing (clever?) with address calculation notes
2014-07-20 01:52:57 -05:00
Martin Haye
ebe228d15f
Now processing IF statements with GETYN triggers, and SETMAP events.
2014-07-19 15:55:27 -07:00
Martin Haye
69026ed705
Now scripts have a flag of their own on the map, for speedy detection.
2014-07-19 14:22:31 -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
6084d6764e
Added loading code, and fixed a typo in CROSS_SOUTH.
2014-07-17 09:34:34 -07:00
Brendan Robert
7901dba5f3
Removed extra lazy fetch stuff because it would complicate things down the line a lot (it can be added back to reduce/defer loads later if desired.) Started on the drawing routine, just trying to sort out all the geometry to feed in to the main loop.
2014-07-17 00:34:05 -05:00
Brendan Robert
50b64ab2a5
Removed extra, unnecessary label
2014-07-15 23:21:50 -05:00
Brendan Robert
2fe992370d
Changed move_zp_word to move_word and got rid of indirect/jsr stuff (it saved a byte per call but was much slower, not worth it.)
2014-07-15 23:17:23 -05:00
Brendan Robert
68d9767947
Started on 2D tile routines, starting with the loading and boundary crossing logic
2014-07-15 23:11:28 -05:00
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
df246c40c6
Merge branch 'master' of https://github.com/badvision/lawless-legends
2014-07-08 19:11:11 -07:00
Martin Haye
e56ad5e7da
Really running scripts on the map now.
2014-07-08 19:11:03 -07:00
David Schmenk
695fef7a15
Merge branch 'master' of https://github.com/badvision/lawless-legends
2014-07-08 17:55:56 -07:00
David Schmenk
63da278ce3
Turn off DblHRes
2014-07-08 17:55:22 -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
7961be3272
Merge branch 'master' of https://github.com/badvision/lawless-legends
2014-07-08 09:34:07 -07:00
Martin Haye
15c118fe62
Hi-bit/lo-bit fix.
2014-07-08 09:34:02 -07:00
David Schmenk
3ebf9f11dd
Use new when/is/otherwise with break
2014-07-07 22:18:42 -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
af0c26944f
Can now cycle through sky and ground colors.
2014-07-06 17:04:26 -07:00
Martin Haye
655fe7946f
Lots of fixes.
2014-07-06 16:45:27 -07:00
Martin Haye
89d8721afd
Added strafing.
2014-07-06 16:13:44 -07:00
Martin Haye
6ca538f33f
Can now navigate using the plasma main loop.
2014-07-06 16:09:10 -07:00
Martin Haye
ca45c71605
Can now navigate using the plasma main loop.
2014-07-06 16:02:52 -07:00
Martin Haye
a399d81478
Converting main loop to PLASMA.
2014-07-06 14:40:35 -07:00
Martin Haye
0950b9357e
Moved PLASMA compiler to be alongside other Apple platform tools.
2014-07-06 10:21:03 -07:00
Martin Haye
b28b7200fb
More work on game loop.
2014-07-06 07:40:57 -07:00
Martin Haye
f43c51dd74
Really loading and running PLASMA code now.
2014-07-03 16:56:26 -07:00
Martin Haye
0f3c02f662
Fixed coalescing.
2014-07-03 15:17:50 -07:00
Martin Haye
269770da90
Debugging PLASMA loader.
2014-07-03 10:51:24 -07:00
Martin Haye
64c3c8298f
More work on PLASMA loading.
2014-07-03 08:53:50 -07:00
Martin Haye
1dc4756d0c
Added more looading for PLASMA modules.
2014-07-02 15:50:04 -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
10f9d8640b
Getting Plasma running in the game.
2014-06-25 06:37:10 -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
a6db0f3d41
Merge branch 'master' of https://github.com/badvision/lawless-legends
2014-06-10 08:25:24 -07:00
Brendan Robert
04b9a40a7b
Offically requiring Java 8 now. (sorry!)
2014-06-07 13:27:00 -05:00
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
5bd7a7c1ed
Fixed another sprite bug.
2014-06-01 07:10:12 -07:00
Martin Haye
c5182fb624
Fixed one sprite bug.
2014-06-01 07:04:37 -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
25335cca9a
Sprite debugging.
2014-05-29 07:20:34 -07:00
Martin Haye
2395e8e610
Wow, first sprite is like totally working.
2014-05-22 09:16:18 -07:00
Martin Haye
9902773b35
First sprite that actually appears where it's supposed to be. Sometimes at lest.
2014-05-22 08:15:20 -07:00
Martin Haye
3c1aa135f2
Math for first sprite finally generating all the right numbers.
2014-05-22 07:50:26 -07:00
Martin Haye
933fd769e7
Actually started debugging the sprite math.
2014-05-15 10:25:39 -07:00
Martin Haye
8c8ac40e32
Sprite math essentially complete, and actually assembles now.
2014-05-15 09:06:13 -07:00
Martin Haye
03a07270d9
Needed to calculate clipping and texture bump, for Apple II version. The javascript version didn't need these coordinates, because it renders differently, but it's still productive to do the math first in Javascript.
2014-05-08 18:51:10 -07:00
Martin Haye
0f3e840ec3
Fix tabs.
2014-05-08 11:43:46 -07:00
Martin Haye
9f7d551fd0
More work on sprite math in 6502.
2014-05-08 10:41:15 -07:00
Martin Haye
53318fc2cd
Math fixes, and started on 6502 sprite math code.
2014-05-06 07:08:02 -07:00
Martin Haye
b060d37bb1
Hacked together first sprite compositing.
2014-05-01 10:15:02 -07:00
Martin Haye
7bf43d38a1
Making progress on compositing multiple shapes in the same column.
2014-04-23 09:37:39 -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
802a02a5c7
Added a startup program to the base image so you don't have to remember what to type.
2014-03-19 07:59:42 -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
b8d146ca73
More bug fixes -- raycaster now working except for some weird textures.
2014-03-18 07:30:10 -07:00
Martin Haye
654db6fd80
Decompression mostly working now.
2014-03-17 18:35:26 -07:00
Martin Haye
5b4046ca16
Fixing more bugs.
2014-03-17 12:01:13 -07:00
Martin Haye
14c006b521
Fixing lots of decompression bugs.
2014-03-17 11:35:05 -07:00
Martin Haye
e741c5d57e
Fixing lots of decompression bugs.
2014-03-17 11:30:15 -07:00
Martin Haye
539c878c5f
Fixing decompressor bugs.
2014-03-17 07:49:40 -07:00
Martin Haye
95fbd98acb
Debugging decompression.
2014-03-13 10:22:49 -07:00
Martin Haye
37f4863e30
All compression code written and integrated; now to test.
2014-03-13 09:56:29 -07:00
Martin Haye
85f434aadf
More work on compression.
2014-03-06 09:45:11 -08:00
Martin Haye
983f61b5c0
Making progress on LZ4 compression.
2014-03-06 07:25:04 -08:00
Martin Haye
625f2a44ea
Added LZ5 compression to the packer.
2014-02-25 10:07:40 -08:00
Martin Haye
46ce69f333
Added lots of sample text, and also support for low-bit sky and ground colors.
2014-02-24 07:26:11 -08:00
Martin Haye
af2a552fa0
Added code to clear the current window.
2014-02-24 07:25:52 -08:00
Martin Haye
389b67cffa
Added routines to calculate the amount of free memory.
2014-02-24 07:24:57 -08:00
Martin Haye
99827b9785
Now displays map name centered at top of window.
2014-02-20 09:13:30 -08:00
Martin Haye
ce5a45c920
Reorganized data dir and put in readmes to tell what goes where.
2014-02-20 07:55:07 -08:00
Martin Haye
14296ca13a
Font engine integrated with raycaster.
2014-02-20 07:45:48 -08:00
Martin Haye
d1e654d3f1
Converting text code to ACME.
2014-02-12 09:28:55 -08:00
Martin Haye
9d90c5ed90
Antoine's original text engine code.
2014-02-10 10:18:41 -08:00
Martin Haye
8492905ad4
Updated sample build props.
2014-02-09 15:01:16 -08:00
Martin Haye
3eb021aad8
Switched over to ACME for raycaster. Also made output of packer more brief.
2014-02-09 14:59:43 -08:00
Martin Haye
74ffc67278
More work on 8-space tabs.
2014-02-09 12:09:25 -08:00
Martin Haye
0e64901af5
Using hi-bit ascii conversion table, and switched to 8-space tabs.
2014-02-09 12:03:48 -08:00
Martin Haye
3bc19d002a
Migrated memory manager to ACME assembler format.
2014-02-09 08:59:13 -08:00
Martin Haye
b809ca801b
Started porting to ACME assembler.
2014-02-07 10:11:59 -08:00
Martin Haye
e506a361bf
Mem manager fixes, and added ground/sky/map changing to ray caster.
2014-01-30 09:27:39 -08:00
Martin Haye
83f0e24afa
No longer need to include raycaster binaries as separate files, since they're in the partition file now.
2014-01-26 16:53:19 -08:00
Martin Haye
ca3181cb8e
Put mem manager in non-debug mode by default.
2014-01-26 16:48:55 -08:00
Martin Haye
0d8584743e
Finally got everything loading and displaying in the raycaster.
2014-01-26 16:32:03 -08:00
Martin Haye
c63eed8ee7
Making progress with packing all maps, not just one, and loading back one map and only its textures.
2014-01-26 08:26:51 -08:00
Martin Haye
21088c8f90
Texture header for maps.
2014-01-24 10:51:11 -08:00
Martin Haye
f503794c1e
Header-ized mem manager, and cleaned up globals.
2014-01-20 12:14:02 -08:00
Martin Haye
e05d1c247f
Tested MEM_RESET.
2014-01-17 09:43:51 -08:00
Martin Haye
4b951b53bc
Testing load to aux mem.
2014-01-16 10:08:13 -08:00
Martin Haye
d78c7ed652
First disk load worked\!
2014-01-16 09:19:40 -08:00
Martin Haye
c31a65b746
Better documentation on the segment table.
2014-01-16 08:32:04 -08:00
Martin Haye
371ac1cdea
Debugging memory manager.
2014-01-16 08:23:28 -08:00
Martin Haye
5a8b451703
Revised mem manager and partition packing code to do arbitrary sizes rather than whole pages.
2014-01-15 08:58:20 -08:00
Martin Haye
b2f49bad25
Working on actual disk loading.
2014-01-12 09:53:45 -08:00
Martin Haye
ec28cb6460
Now packing code segments as well.
2014-01-05 17:34:57 -08:00
Martin Haye
5af871d65b
Working on packing partition files.
2014-01-05 17:16:30 -08:00
Martin Haye
48d222f017
Working on packing partition files.
2014-01-05 16:32:44 -08:00
Martin Haye
0dca7d1f26
Repaired renderer so it works again.
2014-01-03 17:05:54 -08:00
Martin Haye
5c428557eb
Fixed so aux and main mem don't share a single scanPage variable.
2014-01-03 16:37:58 -08:00
Martin Haye
1315c387c4
Centralized debug code, fixed stack print and FATAL_ERROR code in mem mgr.
2014-01-02 15:27:31 -08:00
Martin Haye
48777e7af8
Added code to support queued loading into aux mem.
2014-01-01 12:31:09 -08:00
Martin Haye
2f8a504540
First draft of memory manager done.
2013-12-30 16:17:37 -08:00
Martin Haye
afaca91d28
Centralized some zero-page, I/O, and ROM defines. More memory manager code written.
2013-12-30 11:00:39 -08:00
Martin Haye
7bc7c94f8b
Reworking the memory manager API, started coding.
2013-12-28 09:10:21 -08:00
Martin Haye
69116f7bad
Working on sprite-ization
2013-12-26 09:31:40 -08:00
Martin Haye
65e7f9c5b0
Working on sprite calculations.
2013-11-21 07:39:07 -08:00
Martin Haye
52c5a40250
Added A/W/S/D keystroke equivalents for movement.
2013-11-10 16:41:38 -08:00
Martin Haye
ea7140524b
Now with transparency flood-fill, and the dithered sky that makes possible.
2013-11-10 13:07:59 -08:00
Martin Haye
e48146085e
Finished switching to pure 6502.
2013-11-10 11:43:39 -08:00
Martin Haye
fddd8a503f
Adding transparency and switching to plain 6502.
2013-11-10 11:19:29 -08:00
Martin Haye
858973dc68
Transfer sprite-related constants and tables to 6502 code.
2013-11-10 09:13:33 -08:00
Martin Haye
229951d2e0
Math is now about as good as it's going to get. Less need for tables, and only need a byte for storing the z index.
2013-11-08 08:41:23 -08:00
Martin Haye
aa10516977
Trying to make math more accurate.
2013-11-04 08:14:29 -08:00
Martin Haye
d2e07e55e4
Took out visibleSprites stuff which wouldn't work well on the II.
2013-11-03 11:58:38 -08:00
Martin Haye
41db1087ee
Do sprite math strictly in Apple II coordinates.
2013-11-03 09:47:44 -08:00
Martin Haye
40b66f083b
No longer relying strictly on raycaster to determine visibility.
2013-11-03 09:29:33 -08:00
Martin Haye
77283e56b2
Separated floating point from integer versions of the sprite rendering routine.
2013-11-03 08:51:09 -08:00
Martin Haye
fe747eedfe
Finished first pass of 100% integer math for sprites.
2013-10-20 10:27:38 -07:00
Martin Haye
20dd825927
Working on integer sprite math.
2013-10-19 13:12:12 -07:00
Martin Haye
6aedf0b72d
More sprite math simplification.
2013-10-19 12:14:19 -07:00
Martin Haye
724e6dc39e
Reworked sprite math to be simple.
2013-10-19 11:46:30 -07:00
Martin Haye
e17a94bffc
Ported Javascript sprite code from http://dev.opera.com/articles/view/3d-games-with-canvas-and-raycasting-part-2/
2013-10-13 14:54:38 -07:00
Brendan Robert
01a0f9d460
Stubbing out memory managment ideas -- I think I caputred how we can have delegated chain loaders that can be used to represent the game as a full expanse of 800kb -- even able to go as high as 896kb without any redesign work. The actual coding for each driver, as well as hardware detection logic, needs to happen. Hopefully this helps shape those drivers so that they can work seamlessly in tandem to provide a very fluid game experience.
2013-10-09 22:19:40 -05:00
Martin Haye
068db7c177
Modernized code refs for part 2.
2013-10-05 11:54:49 -07:00
Martin Haye
a512a48ff3
Finished fleshing out text for part 1.
2013-10-05 11:52:30 -07:00
Martin Haye
034453c370
Text done for part 4 of Big Blue.
2013-10-05 10:41:26 -07:00
Martin Haye
a37f4718f9
Text mostly done for Big Blue part 3.
2013-10-03 09:43:57 -07:00
Martin Haye
c57d935830
Moving the BigBlue marks to be clearer.
2013-09-29 12:17:28 -07:00
Martin Haye
fc0ccb441a
Adding references to Big Blue's story, so they can be reliably searched and thus linked to.
2013-09-29 11:46:49 -07:00
Brendan Robert
cb6637083b
Clear mixed hires mode on start -- now we can enjoy the full screen. :-)
2013-09-25 23:58:13 -05:00
Brendan Robert
237dce5ea0
Fixed ld65 arguments to work with newer versions that expect parameters in a more specific order
2013-09-25 23:46:47 -05:00
Martin Haye
2bc4e4c845
Different link flag order for picky version of ld65.
2013-09-25 20:05:36 -07:00
Martin Haye
e249cc81de
Updated readme for PackMap.
2013-09-13 08:46:47 -07:00
Martin Haye
7445ee219d
Added new tool: PackMap, to convert an Outlaw XML file to an Apple II packed map file.
2013-09-13 08:40:53 -07:00
Martin Haye
5bd05308af
High/lo fixes, and dithered ground.
2013-09-09 13:04:31 -07:00
Martin Haye
99333da6aa
Several bug fixes for the ray caster.
2013-09-08 08:10:32 -07:00
Martin Haye
af12b3862e
Now handles variable sized maps, and many textures.
2013-09-06 14:52:52 -07:00
Martin Haye
2c3931c826
Refactored rendering / expander code to free up a bunch of aux mem.
2013-09-04 08:30:18 -07:00
Martin Haye
0f9ab95bea
Added support for variable high bit in graphics.
2013-09-04 07:47:23 -07:00
Martin Haye
0df74eef43
Made room for up to 10 textures.
2013-09-01 12:44:03 -07:00
Martin Haye
3b55e1a336
Fixed several bugs in the ray caster.
2013-09-01 10:37:33 -07:00
Martin Haye
25432cb16a
Added keys to rotate and move so you can wanter around BugTown. Crazy.
2013-08-30 13:22:56 -07:00
Martin Haye
98ec58291c
Turned on double buffering, and enabled multiple steps. At least we can see the speed now.
2013-08-30 08:18:14 -07:00
Martin Haye
133c493c1c
Fixed clear, now does proper sky and ground.
2013-08-29 18:25:24 -07:00
Martin Haye
357f49cb6e
Hooked up drawing code to ray casting. Not beautiful yet, but recognizably 3D.
2013-08-29 09:52:43 -07:00
Martin Haye
cfe7edcf47
First ray successfully cast on Apple II.
2013-08-26 08:09:55 -07:00
Martin Haye
906018b6cc
Tested and fixed the DDA algorithm, cool\!
2013-08-25 18:31:01 -07:00
Martin Haye
3703a45095
Tested and fixed log2_w_w and pow2_w_w
2013-08-25 16:35:47 -07:00
Martin Haye
c32b631f28
Tested and fixed umul_bb_b
2013-08-25 15:58:09 -07:00
Martin Haye
a63da49c97
Added linker config to get rid of ld65 warning message.
2013-08-25 14:51:30 -07:00
Martin Haye
3b28ac9209
6502 code all written and assmebling. Debug ho.
2013-08-25 14:50:48 -07:00
Martin Haye
4d44ad8723
Coding real raycasting on 6502.
2013-08-25 11:29:08 -07:00
Martin Haye
df312acf32
Switched 6502 code to mixed case, rather than all-upper.
2013-08-23 08:58:21 -07:00
Martin Haye
73b51d1b26
Fixes to the Apple II build system; step mode and proper ProDOS quit in render demo.
2013-08-21 10:07:13 -07:00
Martin Haye
69a61f9676
Added README.
2013-08-12 07:14:08 -07:00
Martin Haye
d435c2a94e
Added README for Apple II build.
2013-08-12 07:12:17 -07:00
Martin Haye
57cf76357b
Tentative build process for the Apple II.
2013-08-12 06:34:37 -07:00
Martin Haye
751d997a04
Revised version of A2Copy tool, which copies whole dirs in and out of image files.
2013-08-09 12:48:32 -07:00
Brendan Robert
4120579385
Seeding code repository directories
2013-08-02 18:42:05 -05:00