Age | Commit message (Collapse) | Author | |
---|---|---|---|
2023-07-15 | Prevent death when the stage is complete | Juan J. Martinez | |
2023-07-15 | Adjusted time bonus | Juan J. Martinez | |
2023-07-15 | Added starts 3 and 4 | Juan J. Martinez | |
2023-07-15 | Level design, stages 1 to 3 | Juan J. Martinez | |
2023-07-15 | Split words | Juan J. Martinez | |
2023-07-13 | Add intro screen | Juan J. Martinez | |
2023-07-11 | Add gol/silver keys and door logic | Juan J. Martinez | |
2023-07-11 | Multiple stages | Juan J. Martinez | |
2023-07-11 | Better order | Juan J. Martinez | |
2023-07-11 | Formatting | Juan J. Martinez | |
2023-07-11 | Use insertion sort | Juan J. Martinez | |
2023-07-11 | Actually, use qsort properly | Juan J. Martinez | |
2023-07-10 | Draw entities in order | Juan J. Martinez | |
This makes a difference on the less powerful machines and helps avoiding flickering. | |||
2023-07-10 | Don't allow interrupts to prevent flickering | Juan J. Martinez | |
2023-07-10 | Missed this one | Juan J. Martinez | |
2023-07-10 | Further optimisation | Juan J. Martinez | |
2023-07-09 | Height can be a parameter too | Juan J. Martinez | |
2023-07-09 | Assembler optimised blit copy hardcoded to 16x16 | Juan J. Martinez | |
2023-07-09 | Erase the screen before going back to mode 3 | Juan J. Martinez | |
2023-07-09 | Fix help | Juan J. Martinez | |
2023-07-09 | More DOS friendly, report invalid options | Juan J. Martinez | |
2023-07-08 | Marginally faster | Juan J. Martinez | |
2023-07-08 | This will be the game's website | Juan J. Martinez | |
2023-07-08 | Added EOL | Juan J. Martinez | |
2023-07-08 | Avoid drawing the whole screen on each frame | Juan J. Martinez | |
This allows supporting 386DX "just about" (there will be flickering). | |||
2023-07-08 | Perhaps generates better code | Juan J. Martinez | |
2023-07-08 | Potentially faster | Juan J. Martinez | |
2023-07-08 | Don't draw the player out of screen | Juan J. Martinez | |
We don't have clipping now, so we can't draw out of the screen. Also we want to NOT draw the player during the gameover delay. | |||
2023-07-08 | Remove clipping and make the loops more efficient | Juan J. Martinez | |
2023-07-08 | More optimised binary | Juan J. Martinez | |
2023-07-08 | Update less frequently | Juan J. Martinez | |
This is a wilde guess. Assuming the DMA buffer is big enough. | |||
2023-07-08 | Faster version with no clipping | Juan J. Martinez | |
2023-07-08 | Don't chain to the BIOS int handler | Juan J. Martinez | |
2023-07-08 | CLI and no sound option | Juan J. Martinez | |
2023-07-07 | Prevent Mr Bones to get stuck turning when can't reach the player | Juan J. Martinez | |
2023-07-06 | Add tracker enemy (Mr Bones) | Juan J. Martinez | |
2023-07-06 | Add free enemy (Old Miner) | Juan J. Martinez | |
2023-07-05 | Fix time bonus calculation | Juan J. Martinez | |
It was overflowing and showint 255 as time. | |||
2023-07-04 | Stage complete sequence | Juan J. Martinez | |
2023-07-04 | Warp all the entities out | Juan J. Martinez | |
Used by the stage clear code. | |||
2023-07-04 | Set the direction as it must be 0 | Juan J. Martinez | |
2023-07-04 | Add time monster | Juan J. Martinez | |
2023-07-04 | Only DB or no sound | Juan J. Martinez | |
2023-07-04 | Only sound blaser | Juan J. Martinez | |
Otherwise it may fallback to dump a WAV to disk. | |||
2023-07-04 | Prevent MikMod_Update being called from the int | Juan J. Martinez | |
2023-07-04 | This may be needed | Juan J. Martinez | |
But it also may not have effect on DOS! | |||
2023-07-04 | Don't need lock/unlock | Juan J. Martinez | |
2023-07-03 | Make the pickup have more priority than the warp | Juan J. Martinez | |
2023-07-03 | Sound queue | Juan J. Martinez | |
This is to queue sounds and play them when we update the screen, so the sounds are synced with the action. It is required because the MikMod_Update function updates on the clock int, and is not synced with the VGA's vsync. | |||
2023-07-02 | Don't play sound if is game over already | Juan J. Martinez | |
This may happen id there's a pending time hud update. |