Commit Graph

86 Commits

Author SHA1 Message Date
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