Martin Haye
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f503794c1e
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Header-ized mem manager, and cleaned up globals.
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2014-01-20 12:14:02 -08:00 |
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Martin Haye
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e05d1c247f
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Tested MEM_RESET.
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2014-01-17 09:43:51 -08:00 |
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Martin Haye
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4b951b53bc
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Testing load to aux mem.
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2014-01-16 10:08:13 -08:00 |
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Martin Haye
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d78c7ed652
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First disk load worked\!
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2014-01-16 09:19:40 -08:00 |
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Martin Haye
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c31a65b746
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Better documentation on the segment table.
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2014-01-16 08:32:04 -08:00 |
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Martin Haye
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371ac1cdea
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Debugging memory manager.
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2014-01-16 08:23:28 -08:00 |
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Martin Haye
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5a8b451703
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Revised mem manager and partition packing code to do arbitrary sizes rather than whole pages.
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2014-01-15 08:58:20 -08:00 |
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Martin Haye
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b2f49bad25
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Working on actual disk loading.
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2014-01-12 09:53:45 -08:00 |
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Martin Haye
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ec28cb6460
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Now packing code segments as well.
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2014-01-05 17:34:57 -08:00 |
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Martin Haye
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5af871d65b
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Working on packing partition files.
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2014-01-05 17:16:30 -08:00 |
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Martin Haye
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48d222f017
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Working on packing partition files.
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2014-01-05 16:32:44 -08:00 |
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Martin Haye
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0dca7d1f26
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Repaired renderer so it works again.
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2014-01-03 17:05:54 -08:00 |
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Martin Haye
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5c428557eb
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Fixed so aux and main mem don't share a single scanPage variable.
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2014-01-03 16:37:58 -08:00 |
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Martin Haye
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1315c387c4
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Centralized debug code, fixed stack print and FATAL_ERROR code in mem mgr.
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2014-01-02 15:27:31 -08:00 |
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Martin Haye
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48777e7af8
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Added code to support queued loading into aux mem.
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2014-01-01 12:31:09 -08:00 |
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Martin Haye
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2f8a504540
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First draft of memory manager done.
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2013-12-30 16:17:37 -08:00 |
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Martin Haye
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afaca91d28
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Centralized some zero-page, I/O, and ROM defines. More memory manager code written.
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2013-12-30 11:00:39 -08:00 |
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Martin Haye
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7bc7c94f8b
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Reworking the memory manager API, started coding.
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2013-12-28 09:10:21 -08:00 |
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Martin Haye
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69116f7bad
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Working on sprite-ization
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2013-12-26 09:31:40 -08:00 |
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Martin Haye
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65e7f9c5b0
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Working on sprite calculations.
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2013-11-21 07:39:07 -08:00 |
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Martin Haye
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52c5a40250
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Added A/W/S/D keystroke equivalents for movement.
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2013-11-10 16:41:38 -08:00 |
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Martin Haye
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ea7140524b
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Now with transparency flood-fill, and the dithered sky that makes possible.
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2013-11-10 13:07:59 -08:00 |
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Martin Haye
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e48146085e
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Finished switching to pure 6502.
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2013-11-10 11:43:39 -08:00 |
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Martin Haye
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fddd8a503f
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Adding transparency and switching to plain 6502.
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2013-11-10 11:19:29 -08:00 |
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Martin Haye
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858973dc68
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Transfer sprite-related constants and tables to 6502 code.
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2013-11-10 09:13:33 -08:00 |
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Martin Haye
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229951d2e0
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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.
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2013-11-08 08:41:23 -08:00 |
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Martin Haye
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aa10516977
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Trying to make math more accurate.
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2013-11-04 08:14:29 -08:00 |
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Martin Haye
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d2e07e55e4
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Took out visibleSprites stuff which wouldn't work well on the II.
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2013-11-03 11:58:38 -08:00 |
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Martin Haye
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41db1087ee
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Do sprite math strictly in Apple II coordinates.
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2013-11-03 09:47:44 -08:00 |
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Martin Haye
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40b66f083b
|
No longer relying strictly on raycaster to determine visibility.
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2013-11-03 09:29:33 -08:00 |
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Martin Haye
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77283e56b2
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Separated floating point from integer versions of the sprite rendering routine.
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2013-11-03 08:51:09 -08:00 |
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Martin Haye
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fe747eedfe
|
Finished first pass of 100% integer math for sprites.
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2013-10-20 10:27:38 -07:00 |
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Martin Haye
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20dd825927
|
Working on integer sprite math.
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2013-10-19 13:12:12 -07:00 |
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Martin Haye
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6aedf0b72d
|
More sprite math simplification.
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2013-10-19 12:14:19 -07:00 |
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Martin Haye
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724e6dc39e
|
Reworked sprite math to be simple.
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2013-10-19 11:46:30 -07:00 |
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Martin Haye
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e17a94bffc
|
Ported Javascript sprite code from http://dev.opera.com/articles/view/3d-games-with-canvas-and-raycasting-part-2/
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2013-10-13 14:54:38 -07:00 |
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Brendan Robert
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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.
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2013-10-09 22:19:40 -05:00 |
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Martin Haye
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d02304368d
|
Added overview to Tale of Big Blue.
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2013-10-05 13:25:34 -07:00 |
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Martin Haye
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bf01735772
|
Final tweaks for Big Blue.
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2013-10-05 13:19:02 -07:00 |
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Martin Haye
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068db7c177
|
Modernized code refs for part 2.
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2013-10-05 11:54:49 -07:00 |
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Martin Haye
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a512a48ff3
|
Finished fleshing out text for part 1.
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2013-10-05 11:52:30 -07:00 |
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Martin Haye
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ae0a02f557
|
Fleshing out text for Big Blue part 1.
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2013-10-05 11:18:06 -07:00 |
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Martin Haye
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034453c370
|
Text done for part 4 of Big Blue.
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2013-10-05 10:41:26 -07:00 |
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Martin Haye
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06f90898b3
|
Little updates for Big Blue part 3.
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2013-10-03 10:19:01 -07:00 |
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Martin Haye
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a37f4718f9
|
Text mostly done for Big Blue part 3.
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2013-10-03 09:43:57 -07:00 |
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Martin Haye
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a54ae12e0d
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Added video links to the text.
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2013-09-29 13:47:24 -07:00 |
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Martin Haye
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14057c9e30
|
Second part of Big Blue's story has text and links to accompany it.
|
2013-09-29 13:34:58 -07:00 |
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Martin Haye
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c57d935830
|
Moving the BigBlue marks to be clearer.
|
2013-09-29 12:17:28 -07:00 |
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Martin Haye
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fc0ccb441a
|
Adding references to Big Blue's story, so they can be reliably searched and thus linked to.
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2013-09-29 11:46:49 -07:00 |
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Brendan Robert
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cb6637083b
|
Clear mixed hires mode on start -- now we can enjoy the full screen. :-)
|
2013-09-25 23:58:13 -05:00 |
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