| Commit message (Collapse) | Author | Age | Files | Lines |
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Added Gfx wait on LoadMenuEnd(). Otherwise, some levels would not start after loading all required files.
Also, added GPU wait on Menu.c before entering the main loop.
An invalid index inside sound table was being accessed when creating an arrival flight. This made the game crash only under real hardware.
Other minor changes and fixes.
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Fixed X position for "Remaining aircraft" and "Next aircraft" messages in GameGui.c
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Added BUILDING_ATC_LOC.
Added more levels.
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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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Improved const-correctness and scope for some variables.
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"cdrom:\ and ;1" are automatically inserted into file name, in order to save memory space.
Some minor optimizations.
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* RCNT2 ISR is now disabled as soon as SystemLoadFileIntoBuffer() is called. Hopefully that will avoid problems with real HW.
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* Sfx.c: SfxStopMusic() was relying on global timer to be increased under ISR, but this is not true anymore!
* Other minor changes on EndAnimation.c.
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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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blocks. Remove if something goes wrong.
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* Game.c: score bonus is now added depending on flight remaining time.
+ Added second level.
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I have created two separate sprites: LeftRightArrowSpr and UpDownArrowSpr. Still, H_FLIP isn't working properly.
* GameGui.c: new function GameGuiCalculateNextAircraftTime(), which calculates remaining time for next aircraft on the list.
* GameStructures.h: new parameter NextAircraftTime for TYPE_PLAYER structures.
* Game.c: added call to new function GameGuiCalculateNextAircraftTime().
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* Game.c: GameRenderLevel() renamed to GameRenderTerrain().
* Game.c: GameRenderTerrainPrecalculations() has been created to perform some calculations which are stored in tables to be then looked up by GameRenderTerrain(). This should save us some calculation time during rendering process.
* Camera.c: added new CameraApplyCoordinatesToCartesianPos() prototype.
* GameGui.c: AircraftDataGPoly4 RGB data is now only calculated on startup.
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the new tiles on Game.c.
* Some work done on runway exit detection, but still TODO.
* Minor change in LoadMenu.c.
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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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* Imported MenuStar sprite into Menu.c.
* Minor changes on Makefile (clean_music target removed).
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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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* Makefile now generates output TIM files automatically, using 'cat whatever.flags' files as flags for bmp2tim.
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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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pads connected, so it was never calculated if, for example, pad 2 was disconnected. This was only reproducible under real hardware.
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* Radio chatter sounds.
* Created aircraft state STATE_STOPPED, to be used when L1 is pressed on aircraft selection mode.
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* Other minor changes.
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* Added some more comments on Game.c.
* On GamePathToTile(), duplicate checks for existing tile have been replaced by calls to GameWaypointCheckExisting().
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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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be...
* Makefile now rebuilds needed targets on modified header files.
* Some more work on GameEmergencyMode().
* Initial work on PSX mouse auto detection.
* Prototypes for RCNT2 I_MASK bit handling.
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* On SystemLoadFileToBuffer(), files can be now uploaded to PSX using QPSXSerial.
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* Removed obsolete, unused functions.
* Performance optimization: routines inside GameCalculations() were computating a big loop several times, so this has been modified so that loop is only performed once.
* Initial implementation for GameGetAircraftTilemap(). Still some work TODO.
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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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MEMCARD_SECTORS_PER_BLOCK_BITSHIFT) to 1024 (16 << MEMCARD_SECTORS_PER_BLOCK_BITSHIFT).
* DrawEnv and DispEnv buffers are no longer swapped using DMA commands, but GPIO. This ensures stability under real hw. TODO: how to fix in 2-player mode?
* Provisionally removed semi-transparency for aircraft shadow sprite.
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* Aircraft should not be removed on State == STATE_APPROACH.
* Initial implementation for finished game.
* Added some comments on System.c.
* GameGuiPrepareNotificationString() deprecated.
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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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* Available TILE_PARKING and TILE_HOLDING_RWY are showed in green.
* Fixed lock/unlock target logic.
* Added TILE_PARKING_2.
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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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