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
315c6b6936
More work on 2D script triggers.
2015-03-03 09:03:22 -08:00
Martin Haye
2b686a8629
More work on script triggers.
2015-02-27 05:33:11 -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
792b8854ac
More 2d work: tileset division, show avatar in center, fix load bug.
2015-02-16 16:18:00 -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
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
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
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
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
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
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