Commit Graph

  • d3656d2d87 Cheats for starting at another level develop dwsJason 2019-11-04 19:54:21 -0500
  • 8acb81b91a if 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
  • 7f914dd6b4 Update images from Alex dwsJason 2019-10-27 22:30:56 -0400
  • 58a9eb9310 Toggle interrupts on in the blitter, to make music sound better dwsJason 2019-10-18 20:25:09 -0400
  • fc151d60be Don't decompress song that we don't play dwsJason 2019-10-18 20:24:33 -0400
  • 8d0cb28c2d Minor cleanup dwsJason 2019-10-18 20:24:02 -0400
  • 2148d93ab6 Shutdown the NTP Player when the application exits dwsJason 2019-10-16 21:05:05 -0400
  • d2951e11fb Cleanup when the application exits dwsJason 2019-10-09 21:57:19 -0400
  • daf4734fea Add comments about which tools ORCA starts for me dwsJason 2019-10-01 19:45:37 -0400
  • 3187b640e3 Fix ROM3 dwsJason 2019-10-01 19:45:03 -0400
  • b6852041a8 Cheat Keys supported now dwsJason 2019-10-01 19:44:38 -0400
  • a98cbe437c Update credit page dwsJason 2019-10-01 19:43:49 -0400
  • 97f34650b1 ADB: fix the BRAM setup hooks dwsJason 2019-09-23 20:38:17 -0400
  • b48a3cf470 #ENABLE_SOUND: respect this setting dwsJason 2019-09-23 20:35:01 -0400
  • 878dda2444 Working Joypad support, and rejiggered keyboard inputs dwsJason 2019-09-08 16:45:23 -0400
  • 897ab34451 import WIP joy/keyboard select screen dwsJason 2019-09-08 15:51:23 -0400
  • 450c0d0012 import: credit splash screen, move code over to a different file dwsJason 2019-09-08 15:17:29 -0400
  • 57fd8f3f15 choose joystick or keyboard, version 3 dwsJason 2019-09-08 14:48:34 -0400
  • ef13d91969 import: choose Joystick or Keyboard screen dwsJason 2019-09-07 22:40:46 -0400
  • 31e7afffb0 sysevt: WIP, add more key defines, for the ultimate inputs, and setup for reading the joystick dwsJason 2019-09-07 22:22:54 -0400
  • e32e959aa7 paddles: add a an ORCA C exposes method to call the paddle reader dwsJason 2019-09-07 22:21:39 -0400
  • 4e8ba78272 adb.s - fix up the credit dwsJason 2019-09-07 22:20:32 -0400
  • eb6084db4c Credits - show a credits splash, while you wait for startup to happen dwsJason 2019-09-07 22:19:58 -0400
  • 99d8b3f72d import: Paper Toy dwsJason 2019-09-02 15:39:22 -0400
  • 2b621b4c49 import: John Brooks fast dual paddle read for the IIgs dwsJason 2019-09-02 14:38:04 -0400
  • 10164ef974 adb.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
  • 96f17aff88 Updated 800k image, with adb patch dwsJason 2019-05-13 21:04:23 -0400
  • dc80a6440a adb.s: possible fix for ROM03 keyboard issue dwsJason 2019-05-13 20:46:58 -0400
  • d7a1215cfb xrick2gs self-booting playable dwsJason 2019-01-05 15:01:57 -0500
  • 0e79a91f03 sysevt: better? keyboard controls (so last direction pressed takes priority when conflicting inputs are given) dwsJason 2018-12-31 14:48:28 -0500
  • 532aebc43c U8 to U16 type updates dwsJason 2018-12-08 14:56:38 -0500
  • a3db4baad2 ent_clprev: get rid of multiplies dwsJason 2018-12-08 13:21:25 -0500
  • 872b0b8838 ents.c: re-import dwsJason 2018-12-08 13:08:37 -0500
  • 06e8ef1d39 ents.c: try to fix it dwsJason 2018-12-08 13:04:04 -0500
  • 5b6073e27a game_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
  • a09b3557c1 BlitRect: 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
  • 2e6ba4dd14 Update the number of segments for the performance analyzer tool dwsJason 2018-12-01 22:02:57 -0500
  • 541fe9990c map_expand: optimize the C in ORCA (runs about 10x faster due to reduced multiplies etc) dwsJason 2018-12-01 22:00:40 -0500
  • a0debf876e Better Fix the entities rendering in the wrong frame on a screen transition dwsJason 2018-12-01 21:59:54 -0500
  • 85d60e6126 Fix issue where guy dropping down, didn't hit the floor in level 1 dwsJason 2018-11-25 21:23:12 -0500
  • c8f6f247d8 scroller.c: fix issue in the scrolldown that caused top line to repeat dwsJason 2018-11-25 19:31:49 -0500
  • caf277f5a0 Play Intro songs dwsJason 2018-11-25 16:54:07 -0500
  • e5e55a9550 ninjatrackerplus: remove the DOC RAM Clear, because Mr Audio already does this dwsJason 2018-11-25 16:52:36 -0500
  • b4f1413194 Mr Audio: first pass hooked in, SFX are being triggered dwsJason 2018-11-25 16:01:38 -0500
  • 2b1fc5ea08 mraudio.s: first pass at the Mr Audio Play function dwsJason 2018-11-25 15:32:18 -0500
  • 97302ea065 Mr Audio: Audio Bank clear, and data loader (slow, just make it work version) dwsJason 2018-11-25 10:16:52 -0500
  • 707ee613b3 sfx 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
  • 78e5ff4305 game.c: commit the hacky fix for the sprites glitching on a screen transition dwsJason 2018-11-24 17:18:25 -0500
  • b78e3f1e5f import: mraudio.s, Mr Audio library dwsJason 2018-11-24 17:17:46 -0500
  • 9ef6f855f9 ntp: test code in-place, NTP is actually playing the samerica song dwsJason 2018-11-24 16:48:15 -0500
  • c800d4095d ntpplayer: 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
  • 2363993119 data 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
  • 8f96c222db data.bat: update to include the NTP songs into the executable dwsJason 2018-11-23 16:02:30 -0500
  • 4f976267a7 import: NinjaTracker Pro songs used in the game dwsJason 2018-11-23 15:44:06 -0500
  • 43340e041b ntpplayer updates: seems to link now that I put the ORG back in :-/ dwsJason 2018-11-23 15:39:53 -0500
  • 5e61c1830b import: ninjatrackerplus player, assembled by merlin32 dwsJason 2018-11-23 10:20:55 -0500
  • 57b1abb539 ADB - 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
  • 7e5a7a985d Set GAME_PERIOD to 64, to try and keep framerate at 15 dwsJason 2018-09-24 19:30:54 -0400
  • 6f6d7c08e1 draw_tileSubList: convert to assembly to speed things up dwsJason 2018-09-24 19:29:41 -0400
  • 09b04a798e scroller: 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
  • 59a8a34912 draw_map: converted to assembly to speed it up dwsJason 2018-09-23 19:49:38 -0400
  • ffea5013d0 ASM: draw_tile conversion dwsJason 2018-09-23 18:06:18 -0400
  • ff4bd68c0b Optimize, 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
  • 4966075052 ents.c, fix back to Apple Line Feeds dwsJason 2018-09-19 21:26:28 -0400
  • be72cb1705 ent_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
  • 760db6899c Dump 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
  • 011e235517 Nudge 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
  • ad2b367a78 Adjust 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
  • 70e3d25f1b Change rendering so shadowing is turned off, and what you see runs through present dwsJason 2018-09-02 17:39:49 -0400
  • f8fca3627c Adjust gameplay colors, so that the screen can be faded / in out, by changing the SCBS dwsJason 2018-09-02 11:56:49 -0400
  • f6ea147ed4 fix numerical issues with enemy movement dwsJason 2018-09-01 16:43:32 -0400
  • 811810ddfd Fix 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
  • 18a1069e8d Fix sprite clipping issues dwsJason 2018-09-01 16:41:30 -0400
  • 21e3c2cd54 bullet fix issue where bullet only worked on the left side of the screen dwsJason 2018-09-01 16:40:29 -0400
  • 197f2854d0 present updates dwsJason 2018-09-01 15:03:23 -0400
  • 86aa76b8c5 Fix issue boulder not properly chasing me, more sign extension stuff dwsJason 2018-09-01 14:07:10 -0400
  • 240fd414f9 Fix the boulder spawn, due to weird ORCA sign extension dwsJason 2018-09-01 13:48:19 -0400
  • 9dd2c1874b blit: add shadow, and aux bank flipping code to the simple framebuffer pei blitter dwsJason 2018-09-01 10:16:04 -0400
  • b36cab1c12 blit.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
  • 4721fc2336 blit.s: first stab at the rectangle blit dispatcher dwsJason 2018-08-30 23:04:01 -0400
  • a8545fcd05 blit updates for backbuffer present dwsJason 2018-08-29 22:30:55 -0400
  • 68367599f4 A perhaps more cycle friendly pei blitter dwsJason 2018-08-28 22:08:57 -0400
  • 8c6b911c6e blit.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
  • 7ad65f0f9c import: blit code generator (WIP) pei code-gen can be optmized more dwsJason 2018-08-22 22:58:36 -0400
  • 0f4346d382 Sprites: reprocess, to fix the color indexes to match the palette dwsJason 2018-08-19 21:00:33 -0400
  • 753ba38ce6 Sprites somewhat working, colors are wrong, issues around clipping dwsJason 2018-08-19 17:14:35 -0400
  • c00d2c1360 DrawSprite: modify ASM function, to be called from ORCA C dwsJason 2018-08-19 16:11:13 -0400
  • 0c2f9bb0c5 More GFXST also defined for GFXGS dwsJason 2018-08-19 16:10:35 -0400
  • df4fa20878 Allocate memory, and decompress sprites dwsJason 2018-08-19 15:29:03 -0400
  • d995117635 data: move data into separate load segments to avoid linker errors dwsJason 2018-08-19 15:28:09 -0400
  • a480f0b8c7 import: Mr. Sprite Compiled Sprites dwsJason 2018-08-19 14:17:32 -0400
  • e457f3c65d map draw: fix the map draw, support tile banking dwsJason 2018-08-19 13:45:57 -0400
  • ef0b85ca23 basic keyboard input, mapping to ingame controls dwsJason 2018-08-19 13:26:04 -0400
  • 4fb0041a70 introMain: get rid of printf spam dwsJason 2018-08-19 13:24:58 -0400
  • 19ff6fd594 Game Over: now working dwsJason 2018-08-19 13:24:21 -0400
  • 83ad296ea3 adb.s: keep events from messing up neighbor keys in the array dwsJason 2018-08-19 13:23:42 -0400
  • 1b2f2d3eff Install ADB keyboard driver dwsJason 2018-08-18 21:28:14 -0400
  • debde24b60 Force ADB stuff into the same bank, and fix unbalanced stack issue in SRQ handler dwsJason 2018-08-18 21:27:42 -0400
  • 19dfb38262 Fixes 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
  • 5ecc2034c8 import: add compiled in tile data, patch in a way to call it dwsJason 2018-08-17 23:34:35 -0400