lawless-legends/Platform/Apple
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
..
demos Seeding code repository directories 2013-08-02 18:42:05 -05:00
tools Now processing IF statements with GETYN triggers, and SETMAP events. 2014-07-19 15:55:27 -07:00
virtual Updated thoughts on what the upper 3 bits should be for (visible obstructions indicated in high-bit) 2014-07-20 01:52:57 -05:00
.project Migrated memory manager to ACME assembler format. 2014-02-09 08:59:13 -08:00
README.md Updated readme for PackMap. 2013-09-13 08:46:47 -07:00

Building for the Apple II Platform

  1. Build the A2Copy tool, which copies directories in/out of image files: cd tools/A2Copy and then ant, and finally cd ../..

  2. Build the PackMap tool, which converts Outlaw XML to a packed map. cd tools/PackMap and then ant, and finally cd ../... I think you need Groovy support in your NetBeans installation for this to work.

  3. Pack your game data. java -jar tools/PackMap/dist/PackMap.jar yourXMLFile.xml virtual/data/maps/map.pack/bin

  4. Copy the frame image (in Apple II format) to virtual/data/images/frame.bin

  5. Set the location of the "cc65" tool set. Make a copy of virtual/src/include/sample.build.props and call it build.props (in that same directory). Edit the CC65_BIN_DIR path inside that file to point at your cc65 installation. There should be "ca65", "cc65", "ld65" etc. in the directory you point to.

  6. Now build a complete disk image: cd virtual and then ant

  7. Boot up the resulting disk image game.2mg on your Apple II or emulator.

  8. To run the render demo, type -RENDER at the ProDOS Basic prompt.