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
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
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
159f956bf7
More heap testing.
2015-08-28 14:04:08 -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
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