Martin Haye
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9d90c5ed90
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Antoine's original text engine code.
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2014-02-10 10:18:41 -08:00 |
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Martin Haye
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8492905ad4
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Updated sample build props.
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2014-02-09 15:01:16 -08:00 |
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Martin Haye
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3eb021aad8
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Switched over to ACME for raycaster. Also made output of packer more brief.
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2014-02-09 14:59:43 -08:00 |
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Martin Haye
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74ffc67278
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More work on 8-space tabs.
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2014-02-09 12:09:25 -08:00 |
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Martin Haye
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0e64901af5
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Using hi-bit ascii conversion table, and switched to 8-space tabs.
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2014-02-09 12:03:48 -08:00 |
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Martin Haye
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3bc19d002a
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Migrated memory manager to ACME assembler format.
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2014-02-09 08:59:13 -08:00 |
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Martin Haye
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b809ca801b
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Started porting to ACME assembler.
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2014-02-07 10:11:59 -08:00 |
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Martin Haye
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e506a361bf
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Mem manager fixes, and added ground/sky/map changing to ray caster.
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2014-01-30 09:27:39 -08:00 |
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Martin Haye
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83f0e24afa
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No longer need to include raycaster binaries as separate files, since they're in the partition file now.
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2014-01-26 16:53:19 -08:00 |
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Martin Haye
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ca3181cb8e
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Put mem manager in non-debug mode by default.
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2014-01-26 16:48:55 -08:00 |
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Martin Haye
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0d8584743e
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Finally got everything loading and displaying in the raycaster.
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2014-01-26 16:32:03 -08:00 |
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Martin Haye
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c63eed8ee7
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Making progress with packing all maps, not just one, and loading back one map and only its textures.
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2014-01-26 08:26:51 -08:00 |
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Martin Haye
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21088c8f90
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Texture header for maps.
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2014-01-24 10:51:11 -08:00 |
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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
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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
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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
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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
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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
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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
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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
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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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