Lots of updates to the readme. Add some bars along the left and the right to delineate the play area.

This commit is contained in:
Jeremy Rand 2021-02-12 17:31:30 -05:00
parent 10c8111397
commit 0e1e35c7cb
8 changed files with 175 additions and 14 deletions

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@ -14,6 +14,7 @@ This project would not have been a success without help from the Apple // commun
* Kelvin Sherlock for GoldenGate and Profuse which are the fundamental tools I used for building this project.
* Ken Gagne and Juiced.GS for making tools like ORCA and GoldenGate available.
* Stephen Heumann for NetDisk which I used to transfer my latest build to my real GS for testing.
* Ewen Wannop (Speccie) for his great network tools, especially Versions which I am using to assist in pushing out fixes and new versions of BuGS. I had a problem with the Check File Finder extension but very quickly he found the problem. I very much appreciate his support getting that problem fixed.
## Apple // Forever!

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@ -99,6 +99,7 @@
9D47CBE02547BEDB00CDA5CB /* gameMushroom.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = gameMushroom.s; sourceTree = "<group>"; xcLanguageSpecificationIdentifier = xcode.lang.asm.orcam; };
9D47CC14254A698900CDA5CB /* gamePlayer.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = gamePlayer.s; sourceTree = "<group>"; xcLanguageSpecificationIdentifier = xcode.lang.asm.orcam; };
9D47CCBA25525C1A00CDA5CB /* genData.pl */ = {isa = PBXFileReference; lastKnownFileType = text.script.perl; path = genData.pl; sourceTree = "<group>"; xcLanguageSpecificationIdentifier = xcode.lang.perl; };
9D4EF43E25D7006A001BEDB0 /* tar */ = {isa = PBXFileReference; lastKnownFileType = file; path = tar; sourceTree = "<group>"; };
9D53E5B32562320300E10169 /* gameShot.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = gameShot.s; sourceTree = "<group>"; };
9D53E6472565939300E10169 /* BUGS.md */ = {isa = PBXFileReference; lastKnownFileType = net.daringfireball.markdown; path = BUGS.md; sourceTree = "<group>"; };
9D62AF3B249871A300348F45 /* colour.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = colour.s; sourceTree = "<group>"; };
@ -230,6 +231,7 @@
9D1716962491C49300C83148 /* config.txt */,
9D1716982491C49300C83148 /* createDiskImage */,
9D17169A2491C49300C83148 /* head.mk */,
9D4EF43E25D7006A001BEDB0 /* tar */,
9D17169C2491C49300C83148 /* launchEmulator */,
9D6DB18625A411DA00CDBF05 /* BuGS.2mg */,
9D17169E2491C49300C83148 /* orca-asm */,

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@ -132,11 +132,19 @@ sub gameXYToTileOffset
}
sub rhsXYToTileNum
{
my ($x, $y) = @_;
return $gEquates{"RHS_FIRST_TILE"} + ($y * $gEquates{"RHS_NUM_TILES_WIDE"}) + $x;
}
sub rhsXYToTileOffset
{
my ($x, $y) = @_;
return ($gEquates{"RHS_FIRST_TILE"} + ($y * $gEquates{"RHS_NUM_TILES_WIDE"}) + $x) * $gEquates{"SIZEOF_TILE_INFO"};
return rhsXYToTileNum($x, $y) * $gEquates{"SIZEOF_TILE_INFO"};
}
@ -181,6 +189,15 @@ sub addLhsGameTile
}
sub addRhsGameTile
{
my ($x, $y, $tileType) = @_;
my $tileNum = rhsXYToTileNum($x, $y);
$gTileType[$tileNum] = $tileType;
addDirtyNonGameTile($tileNum);
}
sub addLhsGameString
{
my ($x, $y, $string) = @_;
@ -468,6 +485,12 @@ sub initNonGameTiles
$x = 2;
$y = 21;
addLhsGameString($x, $y, "LIVES:");
for (my $tileY = 0; $tileY < $gEquates{"TOTAL_TILES_TALL"}; $tileY++)
{
addLhsGameTile($gEquates{"LHS_NUM_TILES_WIDE"} - 1, $tileY, "TILE_RIGHT_BAR");
addRhsGameTile(0, $tileY, "TILE_LEFT_BAR");
}
}

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@ -104,11 +104,13 @@ TILE_NUMBER_9 gequ 48*4
TILE_SOLID1 gequ 49*4
TILE_SOLID2 gequ 50*4
TILE_SOLID3 gequ 51*4
TILE_RIGHT_BAR gequ 52*4
TILE_LEFT_BAR gequ 53*4
TILE_PLAYER gequ 52*4
TILE_LETTER_WHITE_U gequ 53*4
TILE_LETTER_GREEN_G gequ 54*4
TILE_LETTER_GREEN_S gequ 55*4
TILE_PLAYER gequ 54*4
TILE_LETTER_WHITE_U gequ 55*4
TILE_LETTER_GREEN_G gequ 56*4
TILE_LETTER_GREEN_S gequ 57*4
TILE_POISON_A_MUSHROOM gequ TILE_POISON_MUSHROOM4-TILE_MUSHROOM4
@ -245,6 +247,8 @@ tileJumpTable dc a4'solid0'
dc a4'solid1'
dc a4'solid2'
dc a4'solid3'
dc a4'rightBar'
dc a4'leftBar'
dc a4'drawPlayer'
dc a4'letterWhiteU'
dc a4'letterGreenG'

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@ -1,10 +1,5 @@
#!/bin/sh
MOUNTDIR=/tmp/a2gs_mount.$$
TMPDISKIMAGE=/tmp/a2gs_diskimage_$$.2mg
TEMPLATEDISKIMAGE=make/BuGS.2mg
if [ $# -lt 3 ]
then
echo USAGE: $0 diskimage file directory
@ -19,10 +14,18 @@ shift
DISKIMAGEDEST="$1"
shift
DEST="${MOUNTDIR}/${DISKIMAGEDEST}"
COPYDIRS=$*
PROGRAM=`basename "$FILE"`
TMPDIR=/tmp/a2gs_mount.$$
MOUNTDIR="${TMPDIR}/$PROGRAM"
TMPDISKIMAGE=/tmp/a2gs_diskimage_$$.2mg
TMPARCHIVE=/tmp/s2gs_archive_$$.shk
TEMPLATEDISKIMAGE="make/${PROGRAM}.2mg"
ARCHIVE=`dirname "$DISKIMAGE"`/"${PROGRAM}.shk"
DEST="${MOUNTDIR}/${DISKIMAGEDEST}"
cleanupAndExit()
{
umount "$MOUNTDIR" 2> /dev/null
@ -45,6 +48,7 @@ then
cleanupAndExit
fi
mkdir "$TMPDIR"
mkdir "$MOUNTDIR"
if [ $? != 0 ]
then
@ -86,9 +90,17 @@ do
cp "$FILEORDIR" "${MOUNTDIR}/$FILEORDIR"
fi
done
cd "$OLDDIR"
done
cd "$TMPDIR"
$ORCA "$OLDDIR/make/tar" cf "$TMPARCHIVE" "$PROGRAM"
if [ $? != 0 ]
then
echo Unable to create archive.
cleanupAndExit
fi
cd "$OLDDIR"
RETRIES=0
while [ $RETRIES -lt 5 ]
do
@ -115,14 +127,23 @@ then
cleanupAndExit
fi
cp "$TMPARCHIVE" "$ARCHIVE"
if [ $? != 0 ]
then
echo Unable to copy the archive to the destination.
cleanupAndExit
fi
# This is a special case for my personal build environment. If I can find my home directory
# and the Sites directory in it, then also put a copy of the build there also. This makes it
# available over http to my real GS so I can test it there also.
if [ -d /Users/jrand/Sites ]
then
cp "$TMPDISKIMAGE" /Users/jrand/Sites/BuGS.2mg
cp "$TMPDISKIMAGE" "/Users/jrand/Sites/$PROGRAM.2mg"
cp "$TMPARCHIVE" "/Users/jrand/Sites/$PROGRAM.shk"
fi
rm -f "$TMPDISKIMAGE"
rmdir "$MOUNTDIR"
rm -f "$TMPARCHIVE"
rm -rf "$TMPDIR"
exit 0

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@ -235,5 +235,115 @@ solid3 entry
_spriteFooter
rtl
rightBar entry
_spriteHeader
ldx #$0000
ldy #$2002
phy
phx
adc #$00a0
tcs
phy
phx
adc #$00a0
tcs
phy
phx
adc #$00a0
tcs
phy
phx
adc #$00a0
tcs
phy
phx
adc #$00a0
tcs
phy
phx
adc #$00a0
tcs
phy
phx
adc #$00a0
tcs
phy
phx
_spriteFooter
rtl
leftBar entry
_spriteHeader
ldx #$2002
ldy #$0000
phy
phx
adc #$00a0
tcs
phy
phx
adc #$00a0
tcs
phy
phx
adc #$00a0
tcs
phy
phx
adc #$00a0
tcs
phy
phx
adc #$00a0
tcs
phy
phx
adc #$00a0
tcs
phy
phx
adc #$00a0
tcs
phy
phx
_spriteFooter
rtl
end