I am not dead\! just extreamly busy\! i added things for me todo for when i get more free time from these MATH FUCKING BASED CLASSES OF FUCKING TRANSFORMERS AND RANDOM UNCERTAINTY\!111
sparky4 [Wed, 29 Nov 2017 21:17:49 +0000 (15:17 -0600)]
i did some minor things including commenting out some joy stick timing stuff and trying to reprep tile scroll stuff again. although i NEED to look at id_rf.c
sparky4 [Thu, 9 Nov 2017 18:46:58 +0000 (12:46 -0600)]
i did a butt load of tweaking to the paltest code and i did verious fixes here and there. paltest needs serious work. I need to study the code i wrote and i also NEED to comment it wwww
sparky4 [Wed, 25 Oct 2017 20:16:40 +0000 (15:16 -0500)]
corepal variable added and i need to find out how to get the joystick input correct and working correctly. it also tends to not work in 2 directions in slow xt speed.. timer? wwww also palette manipulation and showmem function (tweaking in watcom and porting to work with in borland c)
sparky4 [Fri, 13 Oct 2017 16:28:56 +0000 (11:28 -0500)]
having the palette in the game code may help. also i added wolf3d's palette for examaning reasons wwww. i am STILL far too busy to code again. there is also borland c showmem stuff and joystick testing and palett manipulation stuff i needd to do but no time]
sparky4 [Fri, 6 Oct 2017 18:15:39 +0000 (13:15 -0500)]
intro screen stuff added from wolf 3d. i am far too busy to code again. there is also borland c showmem stuff and joystick testing and palett manipulation stuff i needd to do but no time
id_sd.c ported and is able to compile. it needs it;s variables to be project 16 complient (gvar and such). NEWLY PORTED CODE UNTESTED\! my plan is to have the pc speaker play digital stuff (for much much later\! like 2nd game or later) and to play simple sounds~ STILL untested
id_sd.c ported and is able to compile. it needs it;s variables to be project 16 complient (gvar and such). NEWLY PORTED CODE UNTESTED\! my plan is to have the pc speaker play digital stuff (for much much later\! like 2nd game or later) and to play simple sounds~
due to issues with compiling open watcom2 and compiling with it i will be using 1.9 until it is fixed. this commit only has 1 moved line in the makefile wwww
worked on SD abit so the irq0 is not needed in imfplay anymore. I will need to merge ID_SD with p16 and use opl2 and PC speaker parts of SD. i found an adlib catcher and it records it to a RAW format file. it is called rac and it is located in 16/rac] i added vgmtools repo for vgm stuff\! ah i cleaned up this computer's repo of deleted junk\!
worked on SD abit so the irq0 is not needed in imfplay anymore. I will need to merge ID_SD with p16 and use opl2 and PC speaker parts of SD. i found an adlib catcher and it records it to a RAW format file. it is called rac and it is located in 16/rac] i added vgmtools repo for vgm stuff\! ah i cleaned up this computer's repo of deleted junk\!
worked on SD abit so the irq0 is not needed in imfplay anymore. I will need to merge ID_SD with p16 and use opl2 and PC speaker parts of SD. i found an adlib catcher and it records it to a RAW format file. it is called rac and it is located in 16/rac] i added vgmtools repo for vgm stuff!
sparky4 [Thu, 31 Aug 2017 21:18:45 +0000 (16:18 -0500)]
worked on SD abit so the irq0 is not needed in imfplay anymore. I will need to merge ID_SD with p16 and use opl2 and PC speaker parts of SD. i found an adlib catcher and it records it to a RAW format file. it is called rac and it is located in 16/rac
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see vrs/vrl imaage data palette index numbers [i am trying to find out how the hell you get the index number values of VRL/VRS] [CA_CacheMap added seems to be used in start a new game] what is mapsegs? bcexmm reports normally again... it acts funny with a unsigned long being assigned coreleft()'s value[vrldbg.exe added for a dirivative of vrldbg thanks johncampbell321\!] eh i got an english (write paper) class i am taking so this will be last thing for some time
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see vrs/vrl imaage data palette index numbers [i am trying to find out how the hell you get the index number values of VRL/VRS] [CA_CacheMap added seems to be used in start a new game] what is mapsegs? bcexmm reports normally again... it acts funny with a unsigned long being assigned coreleft()'s value[vrldbg.exe added for a dirivative of vrldbg thanks johncampbell321\!] eh i got an english (write paper) class i am taking so this will be last thing for some time
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see vrs/vrl imaage data palette index numbers [i am trying to find out how the hell you get the index number values of VRL/VRS] [CA_CacheMap added seems to be used in start a new game] what is mapsegs? bcexmm reports normally again... it acts funny with a unsigned long being assigned coreleft()'s value[vrldbg.exe added for a dirivative of vrldbg thanks johncampbell321\!] eh i got an english (write paper) class i am taking so this will be last thing for some time
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see vrs/vrl imaage data palette index numbers [i am trying to find out how the hell you get the index number values of VRL/VRS] [CA_CacheMap added seems to be used in start a new game] what is mapsegs? bcexmm reports normally again... it acts funny with a unsigned long being assigned coreleft()'s value[vrldbg.exe added for a dirivative of vrldbg thanks johncampbell321\!] eh i got an english (write paper) class i am taking so this will be last thing for some time
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see vrs/vrl imaage data palette index numbers [i am trying to find out how the hell you get the index number values of VRL/VRS] [CA_CacheMap added seems to be used in start a new game] what is mapsegs? bcexmm reports normally again... it acts funny with a unsigned long being assigned coreleft()'s value[vrldbg.exe added for a dirivative of vrldbg thanks johncampbell321\!] ok i fised up what i have done
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see vrs/vrl imaage data palette index numbers [i am trying to find out how the hell you get the index number values of VRL/VRS] [CA_CacheMap added seems to be used in start a new game] what is mapsegs? bcexmm reports normally again... it acts funny with a unsigned long being assigned coreleft()'s value[vrldbg.exe added for a dirivative of vrldbg thanks johncampbell321\!] i did some small things here and there. and shrinked the stack. and fixed some little warnings... showmemory works better wwww i did some tweakings w
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see vrs/vrl imaage data palette index numbers [i am trying to find out how the hell you get the index number values of VRL/VRS] [CA_CacheMap added seems to be used in start a new game] what is mapsegs? bcexmm reports normally again... it acts funny with a unsigned long being assigned coreleft()'s value[vrldbg.exe added for a dirivative of vrldbg thanks johncampbell321\!] i did some small things here and there. and shrinked the stack. and fixed some little warnings... showmemory works better wwww
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see vrs/vrl imaage data palette index numbers [i am trying to find out how the hell you get the index number values of VRL/VRS] [CA_CacheMap added seems to be used in start a new game] what is mapsegs? bcexmm reports normally again... it acts funny with a unsigned long being assigned coreleft()'s value[vrldbg.exe added for a dirivative of vrldbg thanks johncampbell321\!] i did some small things here and there. and shrinked the stack. and fixed some little warnings... i may move to model medium like wolf3d
sparky4 [Wed, 21 Jun 2017 18:58:21 +0000 (13:58 -0500)]
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see vrs/vrl imaage data palette index numbers [i am trying to find out how the hell you get the index number values of VRL/VRS] [CA_CacheMap added seems to be used in start a new game] what is mapsegs? bcexmm reports normally again... it acts funny with a unsigned long being assigned coreleft()'s value[vrldbg.exe added for a dirivative of vrldbg thanks johncampbell321\!] i did some small things here and there. and shrinked the stack. and fixed some little warnings... i may move to model medium like wolf3d