X-Git-Url: http://4ch.mooo.com/gitweb/?a=blobdiff_plain;f=README.md;h=b9591b4cf80ab87d17865431c485d79b26c52b86;hb=6baafa4c46edc152857c1d12e72bc1d0bbf22051;hp=5f5f59a722307de99e62ad5b6eb6807c39c7ff75;hpb=5d33cb037fd6adfc26b518b7cd79641d45980d49;p=16.git diff --git a/README.md b/README.md old mode 100644 new mode 100755 index 5f5f59a7..b9591b4c --- a/README.md +++ b/README.md @@ -1,54 +1,39 @@ -”ÞŠÝ‰Ô Project 01 ˜b‚Ì’n‹… //Higanbana Project 01 ~ Story of Chikyuu -============== -Open watcom to compile the code of project 16 ------------ -``16.exe`` = actual planned game executable! -/ = root of project where executables are at~ -16/ = experimental branch and example codes~ -16/modex16/ = pngwen's code archived -src/ = source of project~ -doc/ = documentation of the project +彼岸花 Project 01 話の地球 //Higanbana Project 01 ~ Story of Chikyuu +============== +Open watcom to compile the code of project 16 +-------------- + +### Directory Structure! + +16.exe = actual planned game executable! +/ = root of project where executables are at +16/ = experimental branch and example codes +16/modex16/ = pngwen's code archived~ +src/ = source of project~ +doc/ = documentation of the project~ doc/faq.txt = frequently asked questions file! -TODO not in particular order~: ------------ -:: -DONE 1. SCROLLING!!!!!!! -2. Fix pngwen's pcx rendering code it dose not render large relolution pcx files well at all! -almost done 3. tweak animation frame perloop and make the dpad controls a case switch (look at commander keen code?) and vsync horizontal animation -DONE 4. movement and player movement when reaching edge of map -DONE 5. sprite rendering -6. text box rendering -7. text rendering -DONE! YAY! 8. map loading -DONE! YAY! wwww 9. map rendering~ -10. map and item interation -11. item inventory~ -==working on extending== DONE! but needs work! 12. Memory management (EMS + XMS) -done but not tested... 13. case switch with keyboard code (when your holding 2 arrow keys and a key is released the keyboard controller dose not read input from the port anymore for some weired reason) -14. masking layer! (i think this is not easy to accomplish!) -DONE 15. 8088 detection to turn off vsync! +### To compile: -==working== 16. (very important!) optoimize draw row and draw col - -not needed ... really... 17. merge map system and interperator from verge 2 -18. save feature! -19. (also important) interperator! and possibly custom map system -20. (also important) lua scripting system! -21. extend the map system! -22. opl2/3 audio!!!! - -DONE! use IN_ReadControl!! - -23. engine core! -==working== 24. (MOST important!) FUCKING MASSIVE DATA MANAGEMENT!!! related to 12. - - -get dos_sj.rar - -It may be very useful to us... - -:: - -To compile: You need Open Watcom stable to compile and just run wmake + +###TODO +https://github.com/sparky4/16/blob/master/TODO.md + + project 16 is in deep dump right now + it is leaving the pre alpha state and heading into alpha state www + which means cache manager work but... it needs much rewriting for the new file formats + +#### info about the game: +top down scroller similar to the game Ib +my budget is small because i am a broke collage student +the main issues i have is reworking the chache manager of the old id engine to work with the new file formats and getting it all together to work +and reworking old experimental code into id_RF +there is alot of work that i dont know how to make it work +i will do alot of coding but i am stuck on the game engine cache manager and sound issues +yeah there is no sound system for the game either +there is the latest stuff from https://github.com/sparky4/16/issues/7 +the game is a 16 bit top down scroller in 4 directions where is loads more levels and maps within levels similar to the game Ib +it will have a save feature, OPL3 and PC speacker sounds, a custom palette manager that loads palette for different sprites and stuff on the fly and merge matching colors together +i need to return the ylookup table for the graphical system +which is what wolf 3d used