d3656d2d87Cheats for starting at another level
develop
dwsJason
2019-11-04 19:54:21 -0500
8acb81b91aif we have to exit, because we can't allocate memory, switch back to text mode, to read the memory error before we exit
dwsJason
2019-11-04 19:29:27 -0500
7f914dd6b4Update images from Alex
dwsJason
2019-10-27 22:30:56 -0400
58a9eb9310Toggle interrupts on in the blitter, to make music sound better
dwsJason
2019-10-18 20:25:09 -0400
fc151d60beDon't decompress song that we don't play
dwsJason
2019-10-18 20:24:33 -0400
450c0d0012import: credit splash screen, move code over to a different file
dwsJason
2019-09-08 15:17:29 -0400
57fd8f3f15choose joystick or keyboard, version 3
dwsJason
2019-09-08 14:48:34 -0400
ef13d91969import: choose Joystick or Keyboard screen
dwsJason
2019-09-07 22:40:46 -0400
31e7afffb0sysevt: WIP, add more key defines, for the ultimate inputs, and setup for reading the joystick
dwsJason
2019-09-07 22:22:54 -0400
e32e959aa7paddles: add a an ORCA C exposes method to call the paddle reader
dwsJason
2019-09-07 22:21:39 -0400
4e8ba78272adb.s - fix up the credit
dwsJason
2019-09-07 22:20:32 -0400
eb6084db4cCredits - show a credits splash, while you wait for startup to happen
dwsJason
2019-09-07 22:19:58 -0400
99d8b3f72dimport: Paper Toy
dwsJason
2019-09-02 15:39:22 -0400
2b621b4c49import: John Brooks fast dual paddle read for the IIgs
dwsJason
2019-09-02 14:38:04 -0400
10164ef974adb.s: when we instal our SRQ handler, make sure we uninstall anyone else who is listening to stop interferrence
dwsJason
2019-09-02 14:36:39 -0400
96f17aff88Updated 800k image, with adb patch
dwsJason
2019-05-13 21:04:23 -0400
dc80a6440aadb.s: possible fix for ROM03 keyboard issue
dwsJason
2019-05-13 20:46:58 -0400
0e79a91f03sysevt: better? keyboard controls (so last direction pressed takes priority when conflicting inputs are given)
dwsJason
2018-12-31 14:48:28 -0500
532aebc43cU8 to U16 type updates
dwsJason
2018-12-08 14:56:38 -0500
a3db4baad2ent_clprev: get rid of multiplies
dwsJason
2018-12-08 13:21:25 -0500
06e8ef1d39ents.c: try to fix it
dwsJason
2018-12-08 13:04:04 -0500
5b6073e27agame_status_dirty: only render the status bar when it's "dirty", when a value changes. It helps the FPS
dwsJason
2018-12-07 20:11:00 -0500
a09b3557c1BlitRect: when calling BlitRect adjust the sizes down by 1 pixel in each dimension (which saves blittng up to 8 additional pixels in each dimension)
dwsJason
2018-12-01 22:04:43 -0500
2e6ba4dd14Update the number of segments for the performance analyzer tool
dwsJason
2018-12-01 22:02:57 -0500
541fe9990cmap_expand: optimize the C in ORCA (runs about 10x faster due to reduced multiplies etc)
dwsJason
2018-12-01 22:00:40 -0500
a0debf876eBetter Fix the entities rendering in the wrong frame on a screen transition
dwsJason
2018-12-01 21:59:54 -0500
85d60e6126Fix issue where guy dropping down, didn't hit the floor in level 1
dwsJason
2018-11-25 21:23:12 -0500
c8f6f247d8scroller.c: fix issue in the scrolldown that caused top line to repeat
dwsJason
2018-11-25 19:31:49 -0500
e5e55a9550ninjatrackerplus: remove the DOC RAM Clear, because Mr Audio already does this
dwsJason
2018-11-25 16:52:36 -0500
b4f1413194Mr Audio: first pass hooked in, SFX are being triggered
dwsJason
2018-11-25 16:01:38 -0500
2b1fc5ea08mraudio.s: first pass at the Mr Audio Play function
dwsJason
2018-11-25 15:32:18 -0500
97302ea065Mr Audio: Audio Bank clear, and data loader (slow, just make it work version)
dwsJason
2018-11-25 10:16:52 -0500
707ee613b3sfx audio bank: fixes to get the sfx audio bank to link / decompress, even though it's more thank 32k bytes
dwsJason
2018-11-24 21:58:52 -0500
78e5ff4305game.c: commit the hacky fix for the sprites glitching on a screen transition
dwsJason
2018-11-24 17:18:25 -0500
9ef6f855f9ntp: test code in-place, NTP is actually playing the samerica song
dwsJason
2018-11-24 16:48:15 -0500
c800d4095dntpplayer: I can't get ORCA linker to link with this merlin obj file, so change the NTP player to be compressed data
dwsJason
2018-11-24 13:47:13 -0500
2363993119data build: compress the ntp songs, and the audio sfx bank in lz4, and allow them to be linked into the game
dwsJason
2018-11-23 22:55:44 -0500
8f96c222dbdata.bat: update to include the NTP songs into the executable
dwsJason
2018-11-23 16:02:30 -0500
4f976267a7import: NinjaTracker Pro songs used in the game
dwsJason
2018-11-23 15:44:06 -0500
43340e041bntpplayer updates: seems to link now that I put the ORG back in :-/
dwsJason
2018-11-23 15:39:53 -0500
5e61c1830bimport: ninjatrackerplus player, assembled by merlin32
dwsJason
2018-11-23 10:20:55 -0500
57b1abb539ADB - update the add/remove to disable interrupt while doing their job. Seeing some weird issues on real hardware.
dwsJason
2018-11-21 19:20:29 -0500
7e5a7a985dSet GAME_PERIOD to 64, to try and keep framerate at 15
dwsJason
2018-09-24 19:30:54 -0400
6f6d7c08e1draw_tileSubList: convert to assembly to speed things up
dwsJason
2018-09-24 19:29:41 -0400
09b04a798escroller: optimize scroller, pass one, remove multiplies from array indexes, remove redundant draws, and reduce the size of the blit rect to the actual size of the playfield
dwsJason
2018-09-23 21:11:56 -0400
59a8a34912draw_map: converted to assembly to speed it up
dwsJason
2018-09-23 19:49:38 -0400
ff4bd68c0bOptimize, pass entity pointer around instead of index, this avoids expensive multiplies to index into the entity array
dwsJason
2018-09-20 19:57:09 -0400
4966075052ents.c, fix back to Apple Line Feeds
dwsJason
2018-09-19 21:26:28 -0400
be72cb1705ent_draw: remove all those multiplies, ORCA uses a multiply to index into an array of structures, ent_ents[i] accesses keep doing multiplies. Recode to use a pointer (something a more modern compiler would just do under the hood)
dwsJason
2018-09-19 21:10:26 -0400
760db6899cDump out load segment addresses to 0x011000 for the profiler, so it can match up the symbols with the trace data
dwsJason
2018-09-07 20:11:49 -0400
011e235517Nudge Sprites over 1 pixel to the left, to get them secret bricks to line up proper with the background, and fix the sprite erase. It would be nice to know why we have to do this, but perhaps it's something to do with Mr. Sprite
dwsJason
2018-09-02 19:50:32 -0400
ad2b367a78Adjust game period for the IIGS where we're counting 960 ticks per second from the system timer, instead o1000 (now game speed matches PC)
dwsJason
2018-09-02 19:49:19 -0400
70e3d25f1bChange rendering so shadowing is turned off, and what you see runs through present
dwsJason
2018-09-02 17:39:49 -0400
f8fca3627cAdjust gameplay colors, so that the screen can be faded / in out, by changing the SCBS
dwsJason
2018-09-02 11:56:49 -0400
f6ea147ed4fix numerical issues with enemy movement
dwsJason
2018-09-01 16:43:32 -0400
811810ddfdFix some of the rick number issused by changing the type of offsx to S16, fix it so when cheats are disabled, that you don't have unlimited ammo and bombs
dwsJason
2018-09-01 16:42:53 -0400
86aa76b8c5Fix issue boulder not properly chasing me, more sign extension stuff
dwsJason
2018-09-01 14:07:10 -0400
240fd414f9Fix the boulder spawn, due to weird ORCA sign extension
dwsJason
2018-09-01 13:48:19 -0400
9dd2c1874bblit: add shadow, and aux bank flipping code to the simple framebuffer pei blitter
dwsJason
2018-09-01 10:16:04 -0400
b36cab1c12blit.s: more routines for full screen image presents, SCBs, and palettes. import a macros file, to try and get ORCA lup to work
dwsJason
2018-08-31 23:24:12 -0400
4721fc2336blit.s: first stab at the rectangle blit dispatcher
dwsJason
2018-08-30 23:04:01 -0400
a8545fcd05blit updates for backbuffer present
dwsJason
2018-08-29 22:30:55 -0400
8c6b911c6eblit.c: better PEI blitter, get rid of TSC and TDC instructions (track A and C states, so we can just adc #immediate when we need to adjust the DP or S register), instead of RTS, use jmp #immediate to return
dwsJason
2018-08-25 22:59:42 -0400
7ad65f0f9cimport: blit code generator (WIP) pei code-gen can be optmized more
dwsJason
2018-08-22 22:58:36 -0400
0f4346d382Sprites: reprocess, to fix the color indexes to match the palette
dwsJason
2018-08-19 21:00:33 -0400
753ba38ce6Sprites somewhat working, colors are wrong, issues around clipping
dwsJason
2018-08-19 17:14:35 -0400
c00d2c1360DrawSprite: modify ASM function, to be called from ORCA C
dwsJason
2018-08-19 16:11:13 -0400
0c2f9bb0c5More GFXST also defined for GFXGS
dwsJason
2018-08-19 16:10:35 -0400
df4fa20878Allocate memory, and decompress sprites
dwsJason
2018-08-19 15:29:03 -0400
d995117635data: move data into separate load segments to avoid linker errors
dwsJason
2018-08-19 15:28:09 -0400
a480f0b8c7import: Mr. Sprite Compiled Sprites
dwsJason
2018-08-19 14:17:32 -0400
e457f3c65dmap draw: fix the map draw, support tile banking
dwsJason
2018-08-19 13:45:57 -0400
debde24b60Force ADB stuff into the same bank, and fix unbalanced stack issue in SRQ handler
dwsJason
2018-08-18 21:27:42 -0400
19dfb38262Fixes for the Hall of Fame, Direct Export the Xrick Splash into a C1 so that B2S doesn't screw up the palette, now we can see the the compiled tiles render
dwsJason
2018-08-18 20:05:59 -0400
5ecc2034c8import: add compiled in tile data, patch in a way to call it
dwsJason
2018-08-17 23:34:35 -0400