/[projet1]/users/chema/TINE/tinefuncs.s
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Log of /users/chema/TINE/tinefuncs.s

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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: 23148 byte(s)
Diff to previous 235
many small changes and bug huntings. Newest line routine, removed clearing the laser vertices from the main loop...

Revision 235 - (view) (annotate) - [select for diffs]
Modified Wed Feb 3 17:06:27 2010 UTC (9 years, 8 months ago) by Chema
File length: 23150 byte(s)
Diff to previous 210
Several small changes. Removed the check_maxman routine from tinefuncs.s, as it seems quite useless. Simplified the code there.

Also added alarm messages when not in front view (Dbug will be pleased :) )

Optimized the MoveShips in tinefuncs.s so it iterates only after fixedobjects, avoiding planets and moons. Also changed the clearing of laser vertices to the drawing section in tineloop.s and cleaned up code.

Revision 210 - (view) (annotate) - [select for diffs]
Modified Mon Jan 25 17:49:04 2010 UTC (9 years, 8 months ago) by Chema
File length: 24086 byte(s)
Diff to previous 209
Many small changes this time. A bug in the energy panels in the cockpit has been corrected. A bug and planet name in hardcoded save game data was corrected also.

Other minor tweaks and optimizations. Patched the attribute_changed thing.

Launched ship is now rotated correctly (180deg in Y axes) so planet is behind. 

First test to put alternate colors and it looks really well. Changed flash when hit to magenta, as yellow was hardly visible.


Revision 209 - (view) (annotate) - [select for diffs]
Modified Sun Jan 24 17:41:36 2010 UTC (9 years, 9 months ago) by Chema
File length: 24115 byte(s)
Diff to previous 205
Moved energy low message to the main loop, each 64 frames. Removed the patch to avoid sound for that message, as it is no more needed.

Added the extra maneuverability unit.

Tweaked the messages for landing/launching.

Revision 205 - (view) (annotate) - [select for diffs]
Modified Fri Jan 22 12:34:27 2010 UTC (9 years, 9 months ago) by Chema
File length: 23976 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, 9 months ago) by Chema
File length: 23972 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, 9 months ago) by Chema
File length: 24322 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: 24314 byte(s)
Diff to previous 196
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 196 - (view) (annotate) - [select for diffs]
Modified Fri Jan 15 23:08:48 2010 UTC (9 years, 9 months ago) by Chema
File length: 24306 byte(s)
Diff to previous 194
Damage from lasers and missiles updated and put in defines in tine.h

This version was sent to Dbug and Twi.

Revision 194 - (view) (annotate) - [select for diffs]
Modified Wed Jan 13 22:33:43 2010 UTC (9 years, 9 months ago) by Chema
File length: 24379 byte(s)
Diff to previous 185
3 missiles as a start. Corrected a bug where initializing a ship when loading from disk was not correctly done (wrong equipment)
Thargon/thargoid naming conventions now follow manual

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: 24249 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: 24254 byte(s)
Diff to previous 176
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 176 - (view) (annotate) - [select for diffs]
Modified Sun Dec 20 21:03:48 2009 UTC (9 years, 10 months ago) by Chema
File length: 23731 byte(s)
Diff to previous 169
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 169 - (view) (annotate) - [select for diffs]
Modified Tue Nov 17 21:29:27 2009 UTC (9 years, 11 months ago) by Chema
File length: 23658 byte(s)
Diff to previous 158
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 158 - (view) (annotate) - [select for diffs]
Added Wed Oct 7 11:46:14 2009 UTC (10 years ago) by Chema
File length: 23596 byte(s)
Last updates after video on youtube. Missiles corrected. Initialization of player's ship corrected.

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