| Commit message (Collapse) | Author | Age | Files | Lines |
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Added EXE file.
Added final BIN image file.
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Building edition is now supported on MapEditor!
LEVEL2.LVL now has some buildings laying around.
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Fixed some serious issues regarding building and tile data.
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Game.c: parking slots cannot be selected if an aircraft in STATE_PARKED state is on it.
Other fixes and improvements.
Added some tiles from TILESET2.TIM
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* When assigning a parking slot, busy parking slots cannot be selected. Some work TODO yet, though.
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Improvements.
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+ Added first tutorial level.
* Font now inserts line feed automatically if the next word is too long to fit.
* Gfx.c: added primitive list double buffering in order to gain some performance.
* MapEditor: now airport can be defined inside the tool.
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* Game.c: score bonus is now added depending on flight remaining time.
+ Added second level.
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against != false.
+ Added a provisional background during gameplay (still WIP).
* Map editor now allows creating a map.
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caused a game crash. Bugfix: aircraft did not stop when DIR_SOUTH.
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* Aircraft now prevents collision against other aircraft if state == STATE_TAXIING.
* Game: new event handlers for new Aircraft collision prevention algorithm.
* Font: although not compulsory, _blend_effect_lum should be volatile.
* Other minor changes.
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well as .bin/.cue).
* Removed useless macro MAIN_MENU_FILES.
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+ Added output ELF file with debugging symbols for nocash.
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* Some performance optimizations on Game.c (removed unneeded "for" loops).
* Timer 2 is now handler (ISR still not working).
* SYSTEM.CNF: EVENT parameter increased to 7.
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* Files needed for Game are now only loaded once, except from LEVEL1.PLT.
* Added DevMenu to get debug info.
* ISR_LoadMenuVBlank() does not stop when accessing SIO.
* On fopen() and SERIAL_INTERFACE defined, "#" is prepended and "@" is appended to filename string.
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* (Bugfix): on AircraftGetTileFromFlightDataIndex(), a buffer overrun was caused when asking for index = AIRCRAFT_INVALID_IDX.
* Added new parameters for some building types. Still some work pending.
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* Modified rendering functions to keep up with this size reduction.
* Sprites in TIM have been reordered inside VRAM.
* Other minor changes.
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spawned.
* Initial implementation for minimum spawn time in parkings.
* GfxIsGPUBusy() check added for MemCard.
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TODO: Free runway on state == STATE_READY_TAKEOFF or STATE_ENTERING_RWY.
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GAME_MAX_AIRCRAFT were being read instead of 0 to ptrPlayer->ActiveAircraft.
* Solved issues with linked list overflow. A detection mechanism has also been added.
* New state STATE_ENTERING_RWY.
* GameGuiActiveAircraftList has been moved from GameGui to Game module.
* Active aircraft list for each player is now updated each time that a new flight either appears or disappears.
* Other minor fixes.
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* Initial implementation to show passengers left when entering correct sequence.
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* Added new runway holding point tiles.
* Bugfixes in last key single pressed.
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* Unboarding state now totally implemented.
* (Bugfix): Incorrect aircraft was selected on ShowAircraftData.
* Gfx1HzFlash() and Gfx2HzFlash() were incorrectly implemented, causing multiple ticks on a single cycle.
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* Initial STATE_UNBOARDING implementation. Still some work to do.
* Added score logic.
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* New routine PadOneKeySinglePress() and PadTwoKeySinglePress().
* Temp waypoints now turn red when colliding with an aircraft or with a previously existing waypoint.
* When loading files, GPU operation is finishedbefore calling fopen. Also, I_MASK is disabled just in case.
* For PLT files, actual tile needs to be set instead of parking number.
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