Commit Graph

63 Commits

Author SHA1 Message Date
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
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
99827b9785 Now displays map name centered at top of window. 2014-02-20 09:13:30 -08:00
Martin Haye
14296ca13a Font engine integrated with raycaster. 2014-02-20 07:45:48 -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
e506a361bf Mem manager fixes, and added ground/sky/map changing to ray caster. 2014-01-30 09:27:39 -08:00
Martin Haye
0d8584743e Finally got everything loading and displaying in the raycaster. 2014-01-26 16:32:03 -08:00
Martin Haye
c63eed8ee7 Making progress with packing all maps, not just one, and loading back one map and only its textures. 2014-01-26 08:26:51 -08:00
Martin Haye
21088c8f90 Texture header for maps. 2014-01-24 10:51:11 -08:00
Martin Haye
f503794c1e Header-ized mem manager, and cleaned up globals. 2014-01-20 12:14:02 -08:00
Martin Haye
0dca7d1f26 Repaired renderer so it works again. 2014-01-03 17:05:54 -08:00
Martin Haye
1315c387c4 Centralized debug code, fixed stack print and FATAL_ERROR code in mem mgr. 2014-01-02 15:27:31 -08:00
Martin Haye
2f8a504540 First draft of memory manager done. 2013-12-30 16:17:37 -08:00
Martin Haye
afaca91d28 Centralized some zero-page, I/O, and ROM defines. More memory manager code written. 2013-12-30 11:00:39 -08:00
Martin Haye
69116f7bad Working on sprite-ization 2013-12-26 09:31:40 -08:00
Martin Haye
65e7f9c5b0 Working on sprite calculations. 2013-11-21 07:39:07 -08:00
Martin Haye
52c5a40250 Added A/W/S/D keystroke equivalents for movement. 2013-11-10 16:41:38 -08:00
Martin Haye
ea7140524b Now with transparency flood-fill, and the dithered sky that makes possible. 2013-11-10 13:07:59 -08:00
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
Martin Haye
068db7c177 Modernized code refs for part 2. 2013-10-05 11:54:49 -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
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