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oricsdk: List of commits


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Rev. Time Author
r1686 2023-07-27 22:08:06 dbug

First working version of the SoundEffectEditor: It's more like a sound engine test really, there's no way to edit the sounds other than by editing the content of soundeffectplayer.s

r1685 2023-07-27 21:53:15 dbug

Added a .editorconfig file so Visual Code stops putting tabs everywhere.

r1684 2023-07-27 21:52:48 dbug

Replaced the audio engine and IRQ by the code of the SoundEffectEditor, and now the typewriter intro uses the TypeWriter sound instead of the standard Oric ROM keyclick.

Still not super realistic, but at least it sounds different.

r1683 2023-07-27 21:13:59 dbug

Replaced the text based "teletype" display of the story by some hires equivalent with a moving piece of paper.
This requires some serious optimization (way too slow right now), but this version is relatively clean, so committing it as a working reference before starting to move to assembler.

r1682 2023-07-20 22:36:29 dbug

Replaced the disk code by the one from Blake's 7, this provides Telestrat and Jasmin (to be tested) compatibility, as well as saving code.
The high scores are now managed properly in the game, if the player beats any of the scores their name is requested, the score inserted, and the file is saved back to disk.

r1681 2023-07-20 21:50:51 dbug

Padded the high score table to an uncompressed 512 bytes file in preparation for the saving code.

r1680 2023-07-20 21:21:33 dbug

Added the "Frisk" (and a "Search" synonym for it) to allow searching the thug for weapons.
Also fixed the location of the various "hidden" object to actually be in a set "NONE" location (set to 255) instead of the magic number 99.
Added a way to bypass the token verification on the AskInput (not used right now, but will be necessary to ask the player name in the High Score saving)
Also re-centered a bit the clock display toward the center of the screen.

r1679 2023-07-20 20:46:43 dbug

Added graphics for the intro (typewriter, private investigator office, new font)

r1678 2023-07-02 18:20:35 dbug

TapeRipper 2.1: Added support for SLOW mode tapes

r1677 2023-05-13 03:12:49 mmu_man

tap2dsk: Fail is called with a single argument

This avoids silently overwriting the source file with a blank disk
image, then later trying to convert it to a DSK and crashing.

r1676 2023-04-25 01:30:34 dbug

Removed the unused images for the thug and dog.
Double the cross fade speed by skipping some of the animation frames.
The clock now advances by 10 second during each animation phase of the cross fade.

r1675 2023-04-24 03:48:33 dbug

Extracted the bits of the thug sequence into a new mask image, and modified the master bedroom to only have an empty bed.
Added script commands to display the proper appearance of the thug based on the status of the game.
Modified the script to change the description of the dog and thug to reflect the status of the items.

r1674 2023-04-24 03:32:12 dbug

Removed the bottom part of the lower case 'f' character in the fancy font (this requires fixing all the texts containing 'f')

r1673 2023-04-21 02:47:11 dbug

Added the schematics for Mageco's MIDI interface (compatible Oric, Spectrum and C64)

r1672 2023-04-20 03:29:19 dbug

Added a few more macros to make the scripts more readable.
Added commands to check the status of items flags, and used it to script the three different states of the dog (guarding, dead, attacking)

r1671 2023-04-19 02:45:50 dbug

Added some macros to make the game script more readable.

r1670 2023-04-18 20:43:18 dbug

And the missing image... not sure why these two files were missing, must have done something dumb while doing the cleaning before committing.

r1669 2023-04-18 15:06:29 dbug

Forgot the line that generated the item mask file

r1668 2023-04-18 04:11:20 dbug

Updated the scripting system to allow for conditional jumps and item possession checks
Added the rope and the bucket items, they are now visible on the scene and when taken are removed from the display.
Optimized the loading of sprites to not reload the sheet if already loaded.

r1667 2023-04-18 03:57:57 dbug

Converted the masked sprites routine from C to assembler.
Added a second buffer to load the sprite sheets, as well as a define to disable the cross fades to allow for faster testing.

r1666 2023-04-18 03:46:49 dbug

Restructured the code a bit, moved some tables into unused areas of memory, and extracted the items and locations from an enum and into #defines so they can be used from C or Assembler

r1665 2023-04-18 02:04:12 dbug

Removed references to "disk.s" from the librarian, also added a ".text" to tail.s to ensure that the C compiler stack stays in the main memory block

r1664 2023-04-17 04:13:03 dbug

Added Silicebit's EprOric (Rev A)

r1663 2023-04-16 21:59:03 dbug

ClearTextWindow was not properly erasing the last byte of the TEXT area, effectively leaving the HIRES attribute set by the loader instead of replacing it by a space.

r1662 2023-04-16 21:23:04 dbug

Added support for sprites with masking (temporary code written in C just as a prototype/proof of concept).
Before going farther, the code needs to be restructured and buffers moved to available holes in the memory map.

r1661 2023-04-15 21:32:47 dbug

Added the new "outside the pit" location, between the eastern road and the actual pit.

r1660 2023-04-15 21:27:59 dbug

Modified the byte stream system to actually run with a frame updater: This allows some pseudo-async events while the player is still able to navigate, and do things like delayed displayed or messages.

r1659 2023-04-15 02:02:42 dbug

Added a cross fade routine to transition from scene to scene using a 13 steps 6x6 ordered dithering matrix.
The code is quite violent, it takes 130653 cycles to cross fade a single frame, over 13 frames this takes 130653*13/1000000 = 1.69 second to transition to the new scene

r1658 2023-04-15 01:43:07 dbug

Modified some of the pictures to make the connection between the rooms more logical (like the door between the shower room and the guest room)

r1657 2023-04-11 02:18:40 dbug

And the last 12 locations now have descriptions as well (first floor of the mansion).
Also fixed some pathing error between the shower room and the guest bed room

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