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oricsdk: List of commits


RSS
Rev. Time Author
r1656 2023-04-09 03:15:16 dbug

Added bubble descriptions for 11 more rooms (entire first floor and basement rooms for the mansion)
Fixed some navigations errors between the sun lounge and the tiled patio, as well as between the cellar and the staircase
Improved a bunch of pictures with additional shading, details as well as continuity fixes between the scenes

r1655 2023-04-08 00:34:02 dbug

Added the description bubble for 16 of the missing scenes (all the area around the mansion is now done)
Moved the "." character by one pixel down.
Added a "Wait" command to delay the execution of script commands
Improved a couple images

r1654 2023-04-07 03:49:38 dbug

Replaced the C version of PrintFancyFont with a complete reimplementation in assembler.

r1653 2023-04-06 21:11:07 dbug

Significantly sped-up by removing the per scanline multiply to access the proper character location in the inner loop of PrintFancyFont

r1652 2023-04-06 02:24:07 dbug

Added the missing file with all the game texts.
Expanded the scripting to have individual commands for rectangles and text, and updated the bubble display to be easier to handle.

r1651 2023-04-05 23:02:59 dbug

Modified PrintFancyFont to use global variables instead of parameter passing on the stack

r1650 2023-04-05 02:35:10 dbug

Implemented DrawFilledRectangle in 6502 assembler, then modified DrawHorizontalLine and DrawVerticalLine to actually call the rectangle drawing routine. It's technically slower, but it removes a lot of redundant code. (If needed the old code is still present in the repository history anyway)

r1649 2023-04-05 01:06:19 dbug

Assembler implementation of DrawHorizontalLine

r1648 2023-04-04 22:25:33 dbug

Converted DrawVerticalLine from C to assembler

r1647 2023-04-04 21:39:56 dbug

Added the table to multiply by 40 (used to speed up graphical routines)

r1646 2023-04-04 20:27:17 dbug

Added the complete solution of the original game (at least in its Spectrum version, it seems the Oric version is slightly different), as well as images of the Sharp MZ version of the game.
Also added the font file.

r1645 2023-04-03 17:59:08 dbug

First version of the data-driven scripting system, it's very minimalistic and will be heavily modified, but it kind of work and right now is used to display three description bubbles on some of the scenes.

r1644 2023-04-03 02:24:17 dbug

Added a prototype version of the fancy font display, the routine is in C and quite slow but it supports proportional display and multiple lines as well.
Also did some clean-up and reorganization, added some comments, etc...

r1643 2023-04-02 22:50:20 dbug

Added a few tables (modulo and div by 6, left and right pixel masks) to facilitate the creation of display routines

r1642 2023-04-02 22:41:15 dbug

Added the 12x14 font used to display all the description on the images, in "comic book" style.

r1641 2023-03-29 01:04:31 dbug

Fixed the IrqBenchmark run script to properly call the generic emulator runner instead of directly calling Euphoric

r1640 2023-03-27 03:24:08 dbug

Recovered upgraded graphics from a few of the scenes from a previously unreleased version.

r1639 2023-03-27 02:01:55 dbug

Added a custom set of 7 segment numbers for the alarm clock.
Removed the display of the directions since we now have the information displayed graphically.
Extended the blue area by one line, since the directional display is gone.

r1638 2023-03-27 01:32:29 dbug

Added the display of the UP and DOWN arrows

r1637 2023-03-26 23:48:07 dbug

Replaced the copy-pasted code used to draw the arrows by a data drive equivalent, there are two remaining bits which will be used to handle the "up" and "down" cases

r1636 2023-03-26 22:37:29 dbug

Added a graphical visualization for the directions the player can take. (Only NSEW so far, need to add UP and DOWN as well).
Reorganized the rest of the UI to accommodate the change.

r1635 2023-03-26 19:26:13 dbug

Added a new folder for the meta information (design document, memory map, etc...) to keep the main code folder clean
Added a memory_map.txt file to keep track of the memory layout and available memory and disk space

r1634 2023-03-25 23:42:25 dbug

Added a documentation page with a summary of the expected interactions and their results in the original game, this will become important when the crafting and combination part of the game needs to be implemented to build the bomb
Added proper support for containers, the game now asks which container to use to collect the dust, water, etc... and properly "vanishes" the liquids when you drop them.
The parser is now re-entrant, so it's possibly to recursively call it for more inputs.
Also did some general refactoring, like moving the initialization code into its own function, and having a generic "reset parser" function.

r1633 2023-03-25 04:01:07 dbug

Added an easy way to switch between testing and final release mode, this is practical to force some variables to some values, to avoid having to travel around the entire map to collect some items.
Implemented a first set of flags for items, and the required code to avoid the player to pick-up heavy items (such as the safe, the car or the thug).
Added a PrintErrorMessage function to display consistently the error messages at the same location, with the same color and same duration.
Fixed a missing direction in the sun lounge toward the narrow passage

r1632 2023-03-24 04:39:10 dbug

Removed the abbreviation from the items and expanded the keywords to actually be a list of keywords and identifiers: This allows to decouple the list of items from the list of keywords, and also to provide aliases to the same thing (like "N" and "NORTH", or "TAKE" and "GET") to make the game accept a larger variety of vocabular instead of being extremely strict on the inputs it accepts.

r1631 2023-03-22 04:22:40 dbug

Replaced the strcmp based parser by one that actually analyze the input buffer and split it in individually extracted token, each with a different unique id.
Then implemented the TAKE and DROP commands as first example of instructions taking parameters.
Also implemented the display of the inventory (a special location in the main enum) so it's now possible to TAKE and DROP anything you see.
The current list of items uses the three letters acronym, ideally we want to implement synonyms for both the items and the commands (like "TAKE" and "GET") to avoid the player frustration.

r1630 2023-03-22 02:27:07 dbug

Modified the "intro skipping" code to make sure the intro code is still being compiled, thus avoiding breaking the code when working on the game.

r1629 2023-03-21 03:54:10 dbug

Added a first version of the items management: All the items are in a table, and they are shown on the screen when the player reaches the proper location.
It's not yet possible to interact with the items, and the inventory is not implemented.
Added a way to display error messages properly

r1628 2023-03-19 23:07:05 dbug

Added the actual navigation data to travel the map with all the location and the various directions to reach each place.
Visually it now is almost on par with the original BASIC version, complete with the edit field with the blinking cursor and the scrolling message area with the same messages.
Also added a define to skip the intro to reach the game directly.
The clock was moved back to the bottom right since that was conflicting with the display of the location description

r1627 2023-03-18 05:19:40 dbug

Added the display of the high scores table (similar to the original BASIC code)
Also fixed the map file viewer (was using the wrong file names)

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