Commit Graph

251 Commits

Author SHA1 Message Date
Martin Haye
e48146085e Finished switching to pure 6502. 2013-11-10 11:43:39 -08:00
Martin Haye
fddd8a503f Adding transparency and switching to plain 6502. 2013-11-10 11:19:29 -08:00
Martin Haye
858973dc68 Transfer sprite-related constants and tables to 6502 code. 2013-11-10 09:13:33 -08:00
Martin Haye
229951d2e0 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. 2013-11-08 08:41:23 -08:00
Martin Haye
aa10516977 Trying to make math more accurate. 2013-11-04 08:14:29 -08:00
Martin Haye
d2e07e55e4 Took out visibleSprites stuff which wouldn't work well on the II. 2013-11-03 11:58:38 -08:00
Martin Haye
41db1087ee Do sprite math strictly in Apple II coordinates. 2013-11-03 09:47:44 -08:00
Martin Haye
40b66f083b No longer relying strictly on raycaster to determine visibility. 2013-11-03 09:29:33 -08:00
Martin Haye
77283e56b2 Separated floating point from integer versions of the sprite rendering routine. 2013-11-03 08:51:09 -08:00
Martin Haye
fe747eedfe Finished first pass of 100% integer math for sprites. 2013-10-20 10:27:38 -07:00
Martin Haye
20dd825927 Working on integer sprite math. 2013-10-19 13:12:12 -07:00
Martin Haye
6aedf0b72d More sprite math simplification. 2013-10-19 12:14:19 -07:00
Martin Haye
724e6dc39e Reworked sprite math to be simple. 2013-10-19 11:46:30 -07:00
Martin Haye
e17a94bffc Ported Javascript sprite code from http://dev.opera.com/articles/view/3d-games-with-canvas-and-raycasting-part-2/ 2013-10-13 14:54:38 -07:00
Brendan Robert
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. 2013-10-09 22:19:40 -05:00
Martin Haye
068db7c177 Modernized code refs for part 2. 2013-10-05 11:54:49 -07:00
Martin Haye
a512a48ff3 Finished fleshing out text for part 1. 2013-10-05 11:52:30 -07:00
Martin Haye
034453c370 Text done for part 4 of Big Blue. 2013-10-05 10:41:26 -07:00
Martin Haye
a37f4718f9 Text mostly done for Big Blue part 3. 2013-10-03 09:43:57 -07:00
Martin Haye
c57d935830 Moving the BigBlue marks to be clearer. 2013-09-29 12:17:28 -07:00
Martin Haye
fc0ccb441a Adding references to Big Blue's story, so they can be reliably searched and thus linked to. 2013-09-29 11:46:49 -07:00
Brendan Robert
cb6637083b Clear mixed hires mode on start -- now we can enjoy the full screen. :-) 2013-09-25 23:58:13 -05:00
Brendan Robert
237dce5ea0 Fixed ld65 arguments to work with newer versions that expect parameters in a more specific order 2013-09-25 23:46:47 -05:00
Martin Haye
2bc4e4c845 Different link flag order for picky version of ld65. 2013-09-25 20:05:36 -07:00
Martin Haye
e249cc81de Updated readme for PackMap. 2013-09-13 08:46:47 -07:00
Martin Haye
7445ee219d Added new tool: PackMap, to convert an Outlaw XML file to an Apple II packed map file. 2013-09-13 08:40:53 -07:00
Martin Haye
5bd05308af High/lo fixes, and dithered ground. 2013-09-09 13:04:31 -07:00
Martin Haye
99333da6aa Several bug fixes for the ray caster. 2013-09-08 08:10:32 -07:00
Martin Haye
af12b3862e Now handles variable sized maps, and many textures. 2013-09-06 14:52:52 -07:00
Martin Haye
2c3931c826 Refactored rendering / expander code to free up a bunch of aux mem. 2013-09-04 08:30:18 -07:00
Martin Haye
0f9ab95bea Added support for variable high bit in graphics. 2013-09-04 07:47:23 -07:00
Martin Haye
0df74eef43 Made room for up to 10 textures. 2013-09-01 12:44:03 -07:00
Martin Haye
3b55e1a336 Fixed several bugs in the ray caster. 2013-09-01 10:37:33 -07:00
Martin Haye
25432cb16a Added keys to rotate and move so you can wanter around BugTown. Crazy. 2013-08-30 13:22:56 -07:00
Martin Haye
98ec58291c Turned on double buffering, and enabled multiple steps. At least we can see the speed now. 2013-08-30 08:18:14 -07:00
Martin Haye
133c493c1c Fixed clear, now does proper sky and ground. 2013-08-29 18:25:24 -07:00
Martin Haye
357f49cb6e Hooked up drawing code to ray casting. Not beautiful yet, but recognizably 3D. 2013-08-29 09:52:43 -07:00
Martin Haye
cfe7edcf47 First ray successfully cast on Apple II. 2013-08-26 08:09:55 -07:00
Martin Haye
906018b6cc Tested and fixed the DDA algorithm, cool\! 2013-08-25 18:31:01 -07:00
Martin Haye
3703a45095 Tested and fixed log2_w_w and pow2_w_w 2013-08-25 16:35:47 -07:00
Martin Haye
c32b631f28 Tested and fixed umul_bb_b 2013-08-25 15:58:09 -07:00
Martin Haye
a63da49c97 Added linker config to get rid of ld65 warning message. 2013-08-25 14:51:30 -07:00
Martin Haye
3b28ac9209 6502 code all written and assmebling. Debug ho. 2013-08-25 14:50:48 -07:00
Martin Haye
4d44ad8723 Coding real raycasting on 6502. 2013-08-25 11:29:08 -07:00
Martin Haye
df312acf32 Switched 6502 code to mixed case, rather than all-upper. 2013-08-23 08:58:21 -07:00
Martin Haye
73b51d1b26 Fixes to the Apple II build system; step mode and proper ProDOS quit in render demo. 2013-08-21 10:07:13 -07:00
Martin Haye
69a61f9676 Added README. 2013-08-12 07:14:08 -07:00
Martin Haye
d435c2a94e Added README for Apple II build. 2013-08-12 07:12:17 -07:00
Martin Haye
57cf76357b Tentative build process for the Apple II. 2013-08-12 06:34:37 -07:00
Martin Haye
751d997a04 Revised version of A2Copy tool, which copies whole dirs in and out of image files. 2013-08-09 12:48:32 -07:00
Brendan Robert
4120579385 Seeding code repository directories 2013-08-02 18:42:05 -05:00