Commit Graph

50 Commits

Author SHA1 Message Date
Jeremy Rand f1a80c792a Update the Uthernet link layer used in testing from emulators to the latest. 2022-03-29 23:48:51 -04:00
Jeremy Rand a8bf46bcac Update bootable net image with the latest version of Marinetti. 2021-07-30 23:46:40 -04:00
Jeremy Rand bf35d817eb Update the build environment for this project to the latest. 2021-07-06 17:04:25 -04:00
Jeremy Rand af16a35ea7 Minor changes to the build to move some stuff to the internal make files. 2021-06-30 01:09:46 -04:00
Jeremy Rand 265d9cbb2e Modify the build to translate the Read.Me.md file into a Teach file for the SW distribution. 2021-06-07 00:11:44 -04:00
Jeremy Rand ed9f53551c Add the hash toolset to the baseline disk image. Add md2teach so the build can turn a markdown file into a Teach text file at build time. Introduce the Read.Me from the distribution to the GitHub repository as a markdown file so it can be translated to Teach. 2021-06-06 23:49:36 -04:00
Jeremy Rand 8d95d0a674 Bump the version to 1.9 since this is work towards v2.0. Add the structs for the messages to a server side high score list. Add the hash tool to the boot image for network testing. The requests will use hashes to validate that they come from the game. 2021-05-28 00:03:04 -04:00
Jeremy Rand 701d9fd312 Add some infrastructure to be able to test networking code from within the emulator. 2021-05-20 23:49:14 -04:00
Jeremy Rand c3302102d7 Update the readme with some more feedback about trackballs. 2021-03-25 17:03:38 -04:00
Jeremy Rand 20b2b6b6af Fix a typo in the readme. 2021-02-16 01:38:52 -05:00
Jeremy Rand 0e1e35c7cb Lots of updates to the readme. Add some bars along the left and the right to delineate the play area. 2021-02-12 17:31:30 -05:00
Jeremy Rand a890cc8212 Bump the version. Fix the download URL resource. Fix a typo in the readme file. 2021-02-09 23:10:37 -05:00
Jeremy Rand b87d3e8870 Update the version information and add a readme to the distribution. 2021-02-09 01:01:11 -05:00
Jeremy Rand c0b76e46bc Add the icon into the resources so if the Icon folder isn't copied, the icon of the application will be preserved in the resources. Start to add some of the resources to support Versions updates. 2021-02-05 00:14:24 -05:00
Jeremy Rand 94738ca54c Change the template BuGS.2mg disk image so that the BuGS executable is clearly visible in the finder window. 2021-01-26 23:16:37 -05:00
Jeremy Rand 0d681e3571 Move more sounds to the new modify and verify method of writing to the DOC. 2021-01-22 00:52:41 -05:00
Jeremy Rand a4a4b9ae4d Start to change the sound code to wait for the doc to be free and to write and then read to verify that the register write succeeded or try again. That seems to cleanup the sound on real HW. I have only done this for the bonus and the firing sound but probably all register writes should be done this way. 2021-01-22 00:34:07 -05:00
Jeremy Rand 1cd4ccea3a Start work on supporting two player games. When the user starts a two player game now, two scores are initialized and the number of lives of the two players are independently tracked. Also, all of the score code has been updated to increment the player one or player two score correct. Still need to implement the logic to save the game state per player and switch between the players on each death. 2021-01-06 23:27:51 -05:00
Jeremy Rand e2e4da9e37 Modify the build to also put a copy of the disk image on my webserver so it is easy to get onto my real GS for testing. 2021-01-05 22:43:00 -05:00
Jeremy Rand b8ab0d80aa Change the build to put the executable into a 800k disk image and have a separate boot image. This will make it easier to distribute because the 800k disk image is the release. Bump the version to 0.9.1. 2021-01-04 22:34:45 -05:00
Jeremy Rand acfb7bec13 Add the new icon from fatdog. 2020-12-28 00:48:49 -05:00
Jeremy Rand 929343aead Add a bug for the muddy sound on real HW. 2020-12-25 01:19:19 -05:00
Jeremy Rand 917c5b97f0 Also change the volume to 0 for looping sounds which are to be stopped. 2020-12-25 00:38:58 -05:00
Jeremy Rand d65a4ca307 Fix the high pitched sound at the end of the flea sound. It was an off by one leading to an extra frequency being played. 2020-12-24 00:02:41 -05:00
Jeremy Rand ea49a5d11c Add the scorpion sounds. 2020-12-23 14:54:17 -05:00
Jeremy Rand 94c7e3f9e4 Add some infrastructure to block the player from passing through mushrooms. The next step will be to code that algorithm. Also, added a build improvement to better handle assembly errors and pass them in to Xcode. 2020-11-30 00:11:55 -05:00
Jeremy Rand ae8dde2d87 Add the ability to use mame as the GS emulator. The mouse works better under mame than GSPlus for this game. For now, I have both options in the launchEmulator script with one of them commented out. It would be good to put this into the base Makefile infrastructure so mame could be selected as the emulator to use. 2020-11-27 02:19:31 -05:00
Jeremy Rand 7264cf907d Clamp mouse movement to a max of 8 pixels per frame. Add some code which will become the "refresh the mushrooms after death" implementation. 2020-11-24 22:59:08 -05:00
Jeremy Rand 520aaa5a34 Add collision detection for all of the bug types. Remove the debug code for shooting bugs. It is almost a functional game now! 2020-11-17 22:53:30 -05:00
Jeremy Rand 2abb57b1a5 Add the code for detecting player collisions, exploding the player, decrementing the number of lives and maybe ending the game. 2020-11-11 23:51:09 -05:00
Jeremy Rand 6e49c4c483 Add sprites for ship explosions which are different from the other explosions. 2020-11-10 00:07:10 -05:00
Jeremy Rand f58a831eb9 Fix the bugs related to marking dirty tiles for the player. Everything seems to move smoothly now and works well at 2.8MHz. Next, I need to block the player from going over top of mushrooms. 2020-11-05 01:54:12 -05:00
Jeremy Rand edcddc0bd8 This build has the player moving in X and Y directions and with cleaner handling of the dirty tile to remove the inefficiencies. The good news is that there is no longer any performance problem at 2.8 MHz now that the inefficient dirty tile handling has been removed. The bad news is that they player leaves garbage behind indicating some kind of problem with dirty tile marking. But it is close. 2020-11-05 00:21:46 -05:00
Jeremy Rand 6c3b8398a8 Add the code to start a game and iterate through levels. We don't detect the end of a level yet though. 2020-10-19 23:34:08 -04:00
Jeremy Rand 04d2e74f15 Add the data about the different levels from a centipede segment perspective. 2020-10-17 16:36:12 -04:00
Jeremy Rand a1b4013e1c Hook up the score. Shooting fleas, spiders, scorpions or segments will increase the score. We track the score in two ways. One is just as a 32-bit unsigned integer for doing numeric comparisons on the score (say to the high score list to be implemented in the future) and secondly as a series of numeric digits displayed in a tile. Both are updated. 2020-10-13 23:24:15 -04:00
Jeremy Rand b85000b4ed Start adding the infrastructure for levels and score. 2020-10-13 00:09:37 -04:00
Jeremy Rand a7d1db68e2 Add the code to add head segments once the centipede reaches the bottom of the screen. 2020-10-08 23:59:34 -04:00
Jeremy Rand 74a21db9e0 Change the starting position so we get a collision right away. 2020-09-24 23:19:43 -04:00
Jeremy Rand 766eaf6273 Add the code to detect segment collisions and change direction if a head is colliding with another head or body segment. 2020-09-24 23:17:39 -04:00
Jeremy Rand a9f62257f9 Reverse the order in which segments are added in memory and add some data for tracking the tiles occupied by segments. This will allow for segment collision detection next. 2020-09-23 23:04:05 -04:00
Jeremy Rand 1dfbe8156a Add support for having both fast and slow centipedes in play at the same time. 2020-09-21 22:57:06 -04:00
Jeremy Rand 03466f8847 Add code to allow a centipede and all its body segments to scroll in at the top of the screen at slow speed. Need to do the same for fast speed. 2020-09-13 15:18:18 -04:00
Jeremy Rand ab5f5c6299 Fix bug in code that looks for the edge of the screen which was comparing by tile number, not tile offset. 2020-09-11 00:25:41 -04:00
Jeremy Rand 36617cbf9d Lay some more groundwork for animating centipede segments. We now have an array of 96 (97 actually) entries which describe the position of the segment now or in the past. By keeping past information, body segments which follow head segments will take no calculation to update. We just have to animate head segments and body segments will follow them 8 pixels behind automatically. 2020-09-07 22:35:32 -04:00
Jeremy Rand f5d1aa9ee6 Improve the performance of the centipede segment draw function. 2020-09-06 02:05:33 -04:00
Jeremy Rand 07f8df4b4f Draw the scorpion once we are sure the beam has past it on the screen for the previous frame. Adjust the wait for VBL look to look for less than scan line 200 rather than scan line 0. That way, we shouldn't get a frame glitch at 2.8MHz any more. 2020-09-06 01:54:47 -04:00
Jeremy Rand df56cdecf1 Add the ability to display head segments of the centipede. Body segments is not working yet. 2020-08-27 23:36:16 -04:00
Jeremy Rand a9810ecb75 Well, it launches, clears the screen, waits for a key and then quits. But it is a start. 2020-06-10 23:51:53 -04:00
Jeremy Rand dbe7e7ad3f Initial Commit 2020-06-10 21:47:00 -04:00