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
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
a330b395fe
Working on text functions and scripting in Outlaw.
2014-07-08 09:39:31 -07:00
Martin Haye
15c118fe62
Hi-bit/lo-bit fix.
2014-07-08 09:34:02 -07:00
Martin Haye
3af48520a1
Implemented blocker sprites the right way.
2014-07-06 18:22:31 -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
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
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