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AgeCommit message (Collapse)Author
2023-07-15Stage 5Juan J. Martinez
2023-07-15Prevent death when the stage is completeJuan J. Martinez
2023-07-15Adjusted time bonusJuan J. Martinez
2023-07-15Added starts 3 and 4Juan J. Martinez
2023-07-15Level design, stages 1 to 3Juan J. Martinez
2023-07-15Split wordsJuan J. Martinez
2023-07-13Add intro screenJuan J. Martinez
2023-07-11Add gol/silver keys and door logicJuan J. Martinez
2023-07-11Multiple stagesJuan J. Martinez
2023-07-11Better orderJuan J. Martinez
2023-07-11FormattingJuan J. Martinez
2023-07-11Use insertion sortJuan J. Martinez
2023-07-11Actually, use qsort properlyJuan J. Martinez
2023-07-10Draw entities in orderJuan J. Martinez
This makes a difference on the less powerful machines and helps avoiding flickering.
2023-07-10Don't allow interrupts to prevent flickeringJuan J. Martinez
2023-07-10Missed this oneJuan J. Martinez
2023-07-10Further optimisationJuan J. Martinez
2023-07-09Height can be a parameter tooJuan J. Martinez
2023-07-09Assembler optimised blit copy hardcoded to 16x16Juan J. Martinez
2023-07-09Erase the screen before going back to mode 3Juan J. Martinez
2023-07-09Fix helpJuan J. Martinez
2023-07-09More DOS friendly, report invalid optionsJuan J. Martinez
2023-07-08Marginally fasterJuan J. Martinez
2023-07-08This will be the game's websiteJuan J. Martinez
2023-07-08Added EOLJuan J. Martinez
2023-07-08Avoid drawing the whole screen on each frameJuan J. Martinez
This allows supporting 386DX "just about" (there will be flickering).
2023-07-08Perhaps generates better codeJuan J. Martinez
2023-07-08Potentially fasterJuan J. Martinez
2023-07-08Don't draw the player out of screenJuan 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.
2023-07-08Remove clipping and make the loops more efficientJuan J. Martinez
2023-07-08More optimised binaryJuan J. Martinez
2023-07-08Update less frequentlyJuan J. Martinez
This is a wilde guess. Assuming the DMA buffer is big enough.
2023-07-08Faster version with no clippingJuan J. Martinez
2023-07-08Don't chain to the BIOS int handlerJuan J. Martinez
2023-07-08CLI and no sound optionJuan J. Martinez
2023-07-07Prevent Mr Bones to get stuck turning when can't reach the playerJuan J. Martinez
2023-07-06Add tracker enemy (Mr Bones)Juan J. Martinez
2023-07-06Add free enemy (Old Miner)Juan J. Martinez
2023-07-05Fix time bonus calculationJuan J. Martinez
It was overflowing and showint 255 as time.
2023-07-04Stage complete sequenceJuan J. Martinez
2023-07-04Warp all the entities outJuan J. Martinez
Used by the stage clear code.
2023-07-04Set the direction as it must be 0Juan J. Martinez
2023-07-04Add time monsterJuan J. Martinez
2023-07-04Only DB or no soundJuan J. Martinez
2023-07-04Only sound blaserJuan J. Martinez
Otherwise it may fallback to dump a WAV to disk.
2023-07-04Prevent MikMod_Update being called from the intJuan J. Martinez
2023-07-04This may be neededJuan J. Martinez
But it also may not have effect on DOS!
2023-07-04Don't need lock/unlockJuan J. Martinez
2023-07-03Make the pickup have more priority than the warpJuan J. Martinez
2023-07-03Sound queueJuan 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.