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Revision 266 - (view) (annotate) - [select for diffs]
Modified Mon Feb 8 22:12:53 2010 UTC (9 years, 8 months ago) by Chema
File length: 8323 byte(s)
Diff to previous 221
many small changes and bug huntings. Newest line routine, removed clearing the laser vertices from the main loop...

Revision 221 - (view) (annotate) - [select for diffs]
Modified Mon Feb 1 16:14:32 2010 UTC (9 years, 8 months ago) by Chema
File length: 8299 byte(s)
Diff to previous 206
A quick backup. Several changes, small details all. Included the new version of the LineDraw.s, also made some small optimizations to lib3d.s.

Moved commander's data to start of page 4 to ease mission code, but it is not definite.

Also changed the way bounty messages are issued, so they appear with some kind of delay and accumulate bounties till then.

Added a patch to erase laser vertex only of ship objects. Should use this to limit the number of space objects.

Revision 206 - (view) (annotate) - [select for diffs]
Modified Sat Jan 23 00:35:01 2010 UTC (9 years, 8 months ago) by Chema
File length: 8297 byte(s)
Diff to previous 205
Some more tweaks. Fixed some code in radar, galaxy and other minor details. Added two messages for launching/landing, but I don't like how it works... And it does not do anything when not in front view.

Solved a bug in the radar, when the number of objects becomes zero.

Revision 205 - (view) (annotate) - [select for diffs]
Modified Fri Jan 22 12:34:27 2010 UTC (9 years, 8 months ago) by Chema
File length: 8265 byte(s)
Diff to previous 204
Initial cash is now 100 Cr

Changed in order of files in osdk_config.bat. Mostly for testing...

Many changes to radar.s. All the loops have changed and have been optimized.

Still several details that have to be checked (see todolist.txt)

Scanner code is still... dumb.

Asteroid rotation was stupidly put in MoveCurrent. Now it sets rotz in creation.

Some more cleaning in tineloop.s

Revision 204 - (view) (annotate) - [select for diffs]
Modified Thu Jan 21 18:29:33 2010 UTC (9 years, 8 months ago) by Chema
File length: 8265 byte(s)
Diff to previous 203
Small minor additions and some cleaning of code.

Added a worm and a missile counter, so we can limit their number for computer AIs. Limits in defines in tine.h

Radar and scanner are updated only every 2 frames.

Asteroids now rotate.

Found a bug in the radar. It needs a lot of space to work with all the possible objects, but that is indeed a waste, so need to clean up that code, which is indeed a mess.

This version has ALTSCANS undefined for testing purposes.

Revision 203 - (view) (annotate) - [select for diffs]
Modified Thu Jan 21 15:50:45 2010 UTC (9 years, 8 months ago) by Chema
File length: 8265 byte(s)
Diff to previous 198
Removed the need of a var energy_bomb and continuous checking. Now there is a routine that explodes all the affected ships when user press "B".

Cleaned some code.

Added a patch when in rear view with a jsr. Else nop nop nop.

Anacondas now launch worms

Revision 198 - (view) (annotate) - [select for diffs]
Modified Mon Jan 18 17:21:16 2010 UTC (9 years, 9 months ago) by Chema
File length: 8264 byte(s)
Diff to previous 185
problem with useless archive .ncb... just to remove the hideous icon...Many little details solved. Price of ECMs and Escape capsule interchanged. Circle routine enhanced and a bug with the no-clip version solved. Bug when trying to load an empty slot solved. sound.s altered so AY regs are shared between my routines and Twi's. Also SndStop is corrected, saving 128 on regs. tactics.s changed so ships detect collision course sooner. Initial number of missiles and large cargo bay equipment solved in initializing player's ship. Added a KLUDGE in end_intro to ensure radar is empty when saving controls. Removed the code that prevented ships to appear if police around (universe.s). Now more thrilling, but needs more testing.


Revision 185 - (view) (annotate) - [select for diffs]
Modified Thu Jan 7 23:35:24 2010 UTC (9 years, 9 months ago) by Chema
File length: 8264 byte(s)
Diff to previous 183
Messed around with wave player, the too many labels error and the new link65. A lot of problems, but seems to be ok now (music removed).

Added an effect to ships in intro to move them backwards after some time and change the model. Also added FLG_SLOW to several ships when creating them.

Removed colons from comments and also converted obj3d.s to DOS format (has a mix with Unix linefeeds).

Revision 183 - (view) (annotate) - [select for diffs]
Modified Fri Jan 1 20:54:12 2010 UTC (9 years, 9 months ago) by Chema
File length: 8266 byte(s)
Diff to previous 177
Changed missile model, implemented the energy bomb :) and corrected a bug caused by making the linked list of visible objects of size different than 129 bytes. I know now how it works, so could change that, but an entry=$80 states the end of the list (direct test with bmi) and the list starts at VISOBJS+$80, so should be careful.

Did not add that enemy do not fight missiles if ecm active.

Revision 177 - (view) (annotate) - [select for diffs]
Modified Tue Dec 22 19:21:26 2009 UTC (9 years, 9 months ago) by Chema
File length: 8218 byte(s)
Diff to previous 176
Corrected a bug where thargons were not given the ECM. Also thargoids carried are random (0-3).

Tested that it is possible to fight a thargon. It is, if well equipped, but the trick of firing a missile when very close is quite helpful.

Adapted the ship size to the scaled-down versions.

Corrected the bug where planet_distance was not correctly set at the first frame. Now you can't jump just after undocking.

Corrected the visibility distance, so it is no more possible that a ship in front of you fires, while it is not visible (lasers incorrectly drawn).

Added shipdatal.xls (with the scaling factor and size) to the repository.

Revision 176 - (view) (annotate) - [select for diffs]
Modified Sun Dec 20 21:03:48 2009 UTC (9 years, 9 months ago) by Chema
File length: 8142 byte(s)
Diff to previous 174
Power redirection working. Also made energy and shields fixed values, so cockpit controls work OK.

Tweaked other things, like reinitializing the starfield when looking back

Changed InitPlayerShip and NewPlayerShip, so there is a PreInit entry point... also commented a jsr InitPlayerShip before a jsr CreateUniverse when pressing 1, which is unnecessary.

Revision 174 - (view) (annotate) - [select for diffs]
Modified Mon Dec 14 12:29:24 2009 UTC (9 years, 10 months ago) by Chema
File length: 8110 byte(s)
Diff to previous 169
Ok. Many changes. Semi-working saving/loading with a test interface (not user-friendly). Also changed screens layouts to put the red frame on all of them. Solved a bug where going to galchart and back to sys info resulted in a wrong race description.

Other minor changes that I could not commit due to miniserve being down.

Revision 169 - (view) (annotate) - [select for diffs]
Modified Tue Nov 17 21:29:27 2009 UTC (9 years, 11 months ago) by Chema
File length: 8112 byte(s)
Diff to previous 168
Many details added. Fuel is now considered, as well as distance. Several things on the todo list have been done

Identification of ship types when targetting also included

Revision 168 - (view) (annotate) - [select for diffs]
Modified Sun Nov 8 22:01:59 2009 UTC (9 years, 11 months ago) by Chema
File length: 8025 byte(s)
Diff to previous 162
Added a first version of the light indicator for planet distance. Needs tweaking so it is updated when front view is loaded.

Also added a check for mass locked when trying to jump to hyper, and clearing the scanner when too far.

First attempt to produce sounds, but need to workout problems with pseudo-reg dumping. If we use a copy for updating only what has changed, it needs more work.


Revision 162 - (view) (annotate) - [select for diffs]
Modified Wed Oct 21 19:06:03 2009 UTC (9 years, 11 months ago) by Chema
File length: 7865 byte(s)
Diff to previous 161
More random encounters added. Even the skeleton for pirates, bounties and shuttles, though the chance is really low.

Police act as such, and now they (as every ship which deserves it) have the FLG_INNOCENT set. Added more to the AI, which is nearly completion.

Revision 161 - (view) (annotate) - [select for diffs]
Modified Tue Oct 20 21:24:14 2009 UTC (10 years ago) by Chema
File length: 7836 byte(s)
Diff to previous 160
Still adding random encounters. Police, thargons (with thargoids) and cougars added.

Revision 160 - (view) (annotate) - [select for diffs]
Modified Tue Oct 13 20:11:09 2009 UTC (10 years ago) by Chema
File length: 7807 byte(s)
Diff to previous 158
Started with dynamic creation of enemies, but something is bugged as dying gives problems (when restarting or never "gameovering")

Revision 158 - (view) (annotate) - [select for diffs]
Added Wed Oct 7 11:46:14 2009 UTC (10 years ago) by Chema
File length: 7756 byte(s)
Last updates after video on youtube. Missiles corrected. Initialization of player's ship corrected.

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