Defence Force logotype

Log of /users/chema/TINE/universe.s

Parent Directory Parent Directory | Revision Log Revision Log

Sticky Revision:
(Current path doesn't exist after revision 494)

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: 15910 byte(s)
Diff to previous 250
many small changes and bug huntings. Newest line routine, removed clearing the laser vertices from the main loop...

Revision 250 - (view) (annotate) - [select for diffs]
Modified Fri Feb 5 22:05:50 2010 UTC (9 years, 8 months ago) by Chema
File length: 15918 byte(s)
Diff to previous 221
Solved a bug when pressing key to buy/sell and no item selected. Changed the probabilities of shuttle/merchant creation. Solved a bug when landing in rear view. Simplified calling to Circle routines a lot in obj3d as well as Plotting of debris/far ships. Reduced memory usage in some messages in cockpit.s by using subroutines with common code.

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: 15841 byte(s)
Diff to previous 210
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 210 - (view) (annotate) - [select for diffs]
Modified Mon Jan 25 17:49:04 2010 UTC (9 years, 8 months ago) by Chema
File length: 15645 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, 8 months ago) by Chema
File length: 15640 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, 8 months ago) by Chema
File length: 15721 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: 15636 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: 15613 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: 15612 byte(s)
Diff to previous 188
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 188 - (view) (annotate) - [select for diffs]
Modified Sat Jan 9 23:51:23 2010 UTC (9 years, 9 months ago) by Chema
File length: 15604 byte(s)
Diff to previous 185
Many new details... toggling between front/rear view is now in key V, whilst galactic hyper is correctly working with H (I hope).

Also working on a first try to draw ALL/odd/ALL/odd frames when framerate goes slow... Even have code to skip drawing in that case.

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: 15628 byte(s)
Diff to previous 184
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 184 - (view) (annotate) - [select for diffs]
Modified Sat Jan 2 22:55:21 2010 UTC (9 years, 9 months ago) by Chema
File length: 15355 byte(s)
Diff to previous 183
More bug hunting and small additions. The most important thing is that I have added Dbug's new line routine, with no extra pixel error.

Now if ECM is active enemies don't launch missiles. Also find target makes sure that a target has not been deleted even if still in the visible list (could happen). This and other checks seem to minimize the error where invisible strange enemies were killed and gave you a lot of credits. But the problem is still there. I have set a halt if it happens for more testing.

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: 15331 byte(s)
Diff to previous 182
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 182 - (view) (annotate) - [select for diffs]
Modified Mon Dec 28 22:46:28 2009 UTC (9 years, 9 months ago) by Chema
File length: 15356 byte(s)
Diff to previous 181
Changed model of missile to something simpler. Works much better.

Maybe introduced a new bug somehow? Need more testing

Revision 181 - (view) (annotate) - [select for diffs]
Modified Sun Dec 27 21:17:04 2009 UTC (9 years, 9 months ago) by Chema
File length: 15356 byte(s)
Diff to previous 180
More bug hunting and adjustments. Added a loop based on a VIA timer to try to make the random generator more random (check main.s)

Pirates now target you or other ships randomly, creating more private encounters.

Changed the time HUD messages are on display.

Also added correct normals for splinters.

Revision 180 - (view) (annotate) - [select for diffs]
Modified Fri Dec 25 20:35:22 2009 UTC (9 years, 9 months ago) by Chema
File length: 14678 byte(s)
Diff to previous 179
Fixed a bug related with rear view (coming from screens to space and viceversa).
Added messages for front & rear view.
Added inflight messages for Missile Armed & Unarmed
Tweaked the number of missiles of enemies in random encounters.
Also corrected and varied how initial ships are created in create_universe, so space is populated when player appears.

Revision 179 - (view) (annotate) - [select for diffs]
Modified Thu Dec 24 16:36:15 2009 UTC (9 years, 9 months ago) by Chema
File length: 14299 byte(s)
Diff to previous 178
Added sound for missiles. Corrected a bug where Bounties were incorrectly assigned. Removed some debug values (just kept framerate) and speed increased a lot. Tweaked some rnd values in enemy creation, so now encounters occur more often.

Revision 178 - (view) (annotate) - [select for diffs]
Modified Wed Dec 23 20:58:34 2009 UTC (9 years, 9 months ago) by Chema
File length: 14298 byte(s)
Diff to previous 177
Solved even more bugs. One of them made the cursor in low range chart be wrong (outside screen) when coming from galactic chart and a far planet was selected.

Added FLG_PIRATE to Thargoids, so police helps.

Tweaked circle drawing so no clipping is done if not necessary. Can improve this more by inlining things, but as we are low on memory I prefer to wait before doing this.
Removed several clcs and secs which should not be needed to speed up drawing.

Also changed a couple of things in memory layout in obj3d.s and LineDraw.s, to gain a good amount of over 200 bytes. 

Removed USE_ACCURATE_CLIPPING from the params.h file, as it speeds things up, reduces code and does not seem to change anything.

Added a #define USE_OBLETS to remove all the code related to Compound object drawing, to save memory and speed up the code (just a bit).

Moved the object records area (over 2K) to fffa-size.

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: 14271 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: 14168 byte(s)
Diff to previous 175
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 175 - (view) (annotate) - [select for diffs]
Modified Sat Dec 19 00:29:40 2009 UTC (9 years, 10 months ago) by Chema
File length: 14169 byte(s)
Diff to previous 169
More bugs corrected. Seems planets are never too far now. Also made radar stick tops 3 pixels, instead of two.

Noted down more ideas on todolist.txt

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: 13932 byte(s)
Diff to previous 164
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 164 - (view) (annotate) - [select for diffs]
Modified Thu Oct 22 19:07:29 2009 UTC (9 years, 11 months ago) by Chema
File length: 13894 byte(s)
Diff to previous 163
Pirates and bounties are created. Only thing left is setting their equipment.

Revision 163 - (view) (annotate) - [select for diffs]
Modified Thu Oct 22 10:51:37 2009 UTC (9 years, 11 months ago) by Chema
File length: 12829 byte(s)
Diff to previous 162
Generating shuttles and transports. Tweaked some randomizing.
Police is working (attacking a shuttle makes them angry).

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: 11995 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: 10649 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: 8819 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: 4976 byte(s)
Last updates after video on youtube. Missiles corrected. Initialization of player's ship corrected.

This form allows you to request diffs between any two revisions of this file. For each of the two "sides" of the diff, enter a numeric revision.

  Diffs between and
  Type of Diff should be a

  ViewVC Help
Powered by ViewVC 1.1.26