Commit Graph

79 Commits

Author SHA1 Message Date
Jeremy Rand
1d5eb0a636 Bump the version up to 2.5. 2020-03-30 23:35:32 -04:00
Jeremy Rand
d8ec0349c5 Add a comment about the problems detecting the //e card from get_ostype(). 2020-03-24 23:54:14 -04:00
Jeremy Rand
0a5c8b5fe3 Detection of the //e card is buggy in the cc65 runtime so implement my own detection of this HW to workaround the buggy double lores implementation. 2020-03-24 02:06:45 -04:00
Jeremy Rand
49ccd2bfdc Add code to handle buggy double lores HW on the Apple //e card for the Mac. Apparently it doesn't handle the colour shifting that is required in the aux bank on other Apple // HW. 2020-03-23 23:28:28 -04:00
Jeremy Rand
d3d97db1f6 Only show the "enable/disable mouse" option if a mouse is actually present. Force the mouse option on when the options file is upgraded to the latest version. Allow mouse and joystick controls to co-exist. In past versions, the mouse interrupts messed up the joystick measurements but those are now done with interrupts disabled so that isn't a problem now. With this change, the mouse behaves like the mockingboard - it is auto-detected and just used but can be disabled if the user does not want it enabled even though present on the system.
Also bump the version number to 2.4.
2020-03-09 22:59:38 -04:00
Jeremy Rand
20ad7dda1c Add code from Total Replay to detect the sound chip automatically on startup. This then leads to a complete rethinking about how to save/load the options for the game. It used to ask what slot the mockingboard was in (if any) and whether it had a speech chip. Now, the game should just know this information. So, I turned the first boolean in the save file into an options file version byte and bumped it to "2". The boolean was always true and was kind of a very simple "magic number" to say that the contents was valid. Now it is a version number of the contents. The slot number and boolean for the speech chip is are now each turned into booleans - one to say whether to enable a mockingboard if found and the other to enable the speech chip if found.
This means there are three booleans in the options related to sound now.  The first one enables/disables sound entirely and is default on.  The second is only relevant if the sound is enabled and says "use a mockingboard if present".  Again this is true by default.  Finally, the this says "use a speech chip on the mockingboard if present" and is only relevant if the mockingboard is also enabled.

So, the basic approach now is to default the "best" sound options and auto-detect the sound HW at launch.  The user can then use the options to downgrade their sound all the way to basic Apple // sound or turn off the sound entirely.
2020-03-04 22:23:09 -05:00
Jeremy Rand
72fc265e5a Fix the mouse interrupt based VBL for the //c and //c+. This used to work under cc65 v2.13.3 but when I moved the codebase to cc65 v2.17, the mouse driver interrupt handler changed. It used to call the "show" callback routine when handling the interrupt. In v2.17, it stopped calling "show" from the interrupt handler and instead called a new "draw" callback. Because the "show" callback was not being called, the game would wait forever for a VBL interval on the //c and //c+. This fixes the problem by setting the "draw" hook to my VBL callback on the //c and //c+.
Bumped the version number to v2.3.
2020-02-26 22:36:42 -05:00
Jeremy Rand
2c981b6f1d Do not turn on joystick control by default on first launch. Keyboard and mouse are the primary interfaces and joystick is just an option which can be turned on (but is a bit weird so not on by default). 2020-02-20 22:16:03 -05:00
Jeremy Rand
7955b7a0ec And bump the version number. 2020-01-30 22:57:32 -05:00
Jeremy Rand
7b7847d391 Ported some mockingboard detection code from Total Replay into the startup. If there are no game options saved, then it tries to detect a Mockingboard and use it automatically. No detection for a speech chip yet (although that may be coming and if so, I will port that in also). 2020-01-30 22:56:47 -05:00
Jeremy Rand
c67874ca74 Total Replay would like a jump to $100 when the game quits. This change should do that. The version number also got bumped too 2.2a2. 2020-01-29 22:02:39 -05:00
Jeremy Rand
879030f4ff Use uppercase for the file names because that works better with Total Replay. Fix a problem where HISCR is left on after switching to mixed mode. Fix bugs with formatting of the text when saving the game, prompting for the next level and notifying that the end of the game has been reached in mixed text mode. 2020-01-29 00:31:19 -05:00
Jeremy Rand
74e22c1854 Update the README file. 2020-01-24 21:53:59 -05:00
Jeremy Rand
e8783b019b Add a build option in the Makefile for a Total Reply build. For a TR build, we have a special quit handler which jumps to a special vector. Also in a TR build, ".tr" is appended to the version number to make it clear it is a TR build. Bump the version number up to 2.1. 2020-01-24 21:46:51 -05:00
Jeremy Rand
34e320a605 Make the project clean of 65c02 instructions. This should let this run on an unenhanced //e. 2020-01-22 23:31:42 -05:00
Jeremy Rand
d0daa023d8 Update the project template again to include the output products. 2019-08-08 23:50:21 -04:00
Jeremy Rand
140f55a213 Fix minor bug from the build engine. 2019-08-08 22:58:25 -04:00
Jeremy Rand
0db89da22c Update to the latest build engine release. 2019-08-07 22:58:54 -04:00
Jeremy Rand
6d4ae62b77 Fix problems related to moving to cc65 2.17. 2018-10-21 14:13:58 -04:00
Jeremy Rand
f619aa0313 Add support for cc65 2.17. 2018-10-17 23:13:12 -04:00
Jeremy Rand
87819667be Update the build engine to support capturing build errors in Xcode itself. 2018-06-25 22:58:40 -04:00
Jeremy Rand
a608ddbe8f Remove build files which snuck in to git. 2018-06-19 23:10:21 -04:00
Jeremy Rand
7d75ae8dcc Upgrade to the new build engine. 2018-06-19 23:07:49 -04:00
Jeremy Rand
a6750230da Update the readme file. 2016-12-24 01:54:17 -05:00
Jeremy Rand
47c563e815 Update the readme file. 2016-12-24 01:53:35 -05:00
Jeremy Rand
1f24457a8a Say "good", "excellent" and "incredible" on long chain reactions. 2016-12-24 01:49:20 -05:00
Jeremy Rand
3d84abcc16 Move the the loader system type because the code is getting too big to accommodate anything else... 2016-12-23 23:09:42 -05:00
Jeremy Rand
9bca2bc307 Modify options to allow enabling mockingboard and speech chip support. Hook up mockingboard and speech support. 2016-12-23 22:51:45 -05:00
Jeremy Rand
c9a1c8c9f1 Add speech binary messages to the sound file. 2016-12-23 01:05:54 -05:00
Jeremy Rand
78986f77a1 Add mockingboard sounds. 2016-12-22 00:39:09 -05:00
Jeremy Rand
36ed166670 Add mockingboard library and start reworking the sound code to prepare to integrate it. 2016-12-20 00:05:41 -05:00
Jeremy Rand
7e7d34a878 Update the readme file to point to the latest release. 2016-09-12 22:28:54 -04:00
Jeremy Rand
f6dba77ec2 Bump the version number to 1.2. 2016-09-12 22:22:41 -04:00
Jeremy Rand
7557249a58 Back to just a simple .system file and not use a loader. 2016-09-07 17:04:39 -04:00
Jeremy Rand
fc5399e329 Disable interrupts while reading from the joystick. By doing this, we can have the mouse and joystick drivers both enabled at the same time. Do not disable the mouse driver when mouse input is disabled. Register a "show" callback with the mouse driver and use that as a way to be notified of a VBL interval on the //c. 2016-09-06 22:55:05 -04:00
Jeremy Rand
1c173b90b3 Bump beta build number. Inline and unroll the draw loop for gem drop to make drawing faster. Fix a problem with detecting matches on gem drop where we might miss some matches. 2016-09-01 00:05:31 -04:00
Jeremy Rand
a07d884dd3 More adjustments and fixes to the drop animation. 2016-08-31 23:30:00 -04:00
Jeremy Rand
42279475fa Fix some bugs related to drawing partially shown gems in the new draw routines. Improve the logic in the drop animation code to fix some problems with overlapping gems. 2016-08-29 00:58:37 -04:00
Jeremy Rand
3fd36836d7 Draw gems at every X pixel, not just every other one. 2016-08-26 01:07:57 -04:00
Jeremy Rand
82f4d7a1e5 Draw gems at all vertical pixels, not just every other one. Clean up magic numbers in the animation code. 2016-08-26 00:05:43 -04:00
Jeremy Rand
563258d77a More code simplification thanks to the more generalized assembly draw code. 2016-08-25 23:35:30 -04:00
Jeremy Rand
db767afb5d Merge remote-tracking branch 'origin/master' 2016-08-25 23:02:23 -04:00
Jeremy Rand
4c01949d0b Modify the project to index the code, add the cc65 includes and workaround the problem with __fastcall__ attribute which the native Mac compiler does not understand. Xcode should now do a better job of syntax highlighting, code completion and finding syntax errors before building. 2016-08-25 23:02:14 -04:00
Jeremy Rand
ddbc73256f More updates to the assembly draw routines. 2016-08-25 22:45:03 -04:00
Jeremy Rand
b16e26ca02 A bit of re-work of the assembly drawing routines. 2016-08-25 20:03:04 -04:00
Jeremy Rand
fae32b84f9 Fix a problem on the GS where the messages on the bottom four lines in mixed text/graphics mode ended up being displayed over the graphics because the text window was setup incorrectly. Move the mouse to the square if the user jumps to another square using keyboard arrow keys or jumping to a hint. 2016-08-24 01:18:19 -04:00
Jeremy Rand
4ecae7ea50 Bump the beta version number. Change the colour of the score bar on the right side of the screen. Add a new machine API and put the machine specific aspects of VBL in there. Slow down the CPU on the GS on launch and restore the speed on quit. Fix a problem where the "next level" text wasn't displayed correctly on the GS for some unknown reason. 2016-08-23 20:23:26 -04:00
Jeremy Rand
ac41acedfc Add a version number to the splash screen. 2016-08-23 01:06:14 -04:00
Jeremy Rand
7d2b60f327 Clean up the clear gem animation so it uses a loop instead of nasty copy/pasted code. 2016-08-23 00:47:24 -04:00
Jeremy Rand
229ed4dac6 Fix problem which prevented options from saving correctly. Clean up the mouse poll function to make the mouse control better. 2016-08-22 23:47:29 -04:00