89888ce004
Stringify AnimAction
2024-10-23 23:44:44 +01:00
92fa0fc5d6
UNTESTED: ebiten v2
2020-11-21 19:27:09 +00:00
c5e6abb798
First attempt at character orientation
2020-06-13 23:10:21 +01:00
5df050b4ef
Substitute unknown glyphs
2020-06-13 18:23:50 +01:00
4d336b9189
Get character stats (kind of) displaying in-scenario
2020-06-13 18:11:45 +01:00
3b7cfb6ecc
Drag flow into view-map
...
This is pretty awful, but will let me wire up items more easily without
needing to do the big refactor into independent menu handlers
2020-06-13 16:37:39 +01:00
7677c30572
Start displaying characters on maps
2020-06-13 15:07:32 +01:00
eac6017c2c
Count sprite draw calls
2020-06-13 13:42:26 +01:00
f971ba320c
Some more character investigations
2020-06-11 02:54:57 +01:00
cf624cc77b
Switch from encoding/binary to struc
...
It's not perfect, but struc can deserialize the whole thing into one
struct while encoding/binary can't. It's nice to have that.
2020-06-09 00:36:56 +01:00
e8e9811b5d
More map trailer work
2020-06-08 00:24:57 +01:00
a6fdbaef2b
Make some progress decoding map trailer
2020-06-07 01:44:28 +01:00
c2cbf1d95d
Get the initial copyright notice displaying
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This is really awful, but it's nice to check it off.
2020-06-06 12:44:08 +01:00
5c869fc33c
Make some Wages of War sprites displayable
2020-06-01 01:43:03 +01:00
4358951e15
Add the Wages of War palette (first guess)
2020-06-01 01:41:45 +01:00
3866ee07a8
Source the palette name from data
2020-06-01 01:24:44 +01:00
c1268e8d57
Start reorganising for multiple games
2020-06-01 01:08:53 +01:00
c7a2fa80e7
Internalise the map rect
2020-05-20 01:43:44 +01:00
48d098134e
One more palette fix
2020-05-20 01:03:40 +01:00
597e346869
Correct the palettes
2020-05-19 22:05:42 +01:00
eea5dea98a
Determine the Soldiers At War palette
...
This commit also takes the first step towards making it configurable;
override `internal/palettes.DefaultPaletteName` at build time to choose
one palette over another. It would be nice to set this at runtime!
2020-05-19 21:33:49 +01:00
04bdf3e352
Make i18n optional, add SoW note
2020-05-19 11:07:10 +01:00
9d0750d134
Scenario viewpoint, Z index management, and arrow controls
2020-04-20 00:16:21 +01:00
1f4bfc771c
HAXXX: make the main game UI appear at the bottom
2020-04-19 20:57:45 +01:00
c058f651dc
Wire up mission objectives dialogue/menu
2020-04-19 18:49:19 +01:00
9be93b6091
More work for MainGame.mnu
2020-04-19 18:21:08 +01:00
903ddba2ac
Selected cursor chrome
2020-04-18 12:23:03 +01:00
b191ba2a94
Simplify bounds clipping a tiny bit
2020-04-18 11:44:05 +01:00
6e70ddcb60
Fix some errors in iso->pix->iso conversions, add debugging
...
Maps now render a bit more properly, and our mouse position can be
correctly assigned to a cell. Kind of, mostly.
2020-04-18 00:12:15 +01:00
1e141a2fb9
More-efficient scenario draw call
2020-04-17 22:45:02 +01:00
2b83ce4f7f
Build a simple animation viewer
2020-04-16 15:30:47 +01:00
b690c763bb
A few more .idx realisations, and some parsing code
2020-04-16 03:03:51 +01:00
32fd9f9aa9
More investigation into animation
2020-04-15 21:11:01 +01:00
80c65f68ca
Avoid false positives
2020-04-15 16:44:06 +01:00
acb7882549
Do some more file format spelunking
...
`WarHammer.ani` turns out to be a regular `obj` file; `WarHammer.idx`
is partially decoded, but I'm struggling to link it to the former in
a reasonable way at the moment.
2020-04-15 00:27:43 +01:00
e2ad8f61c1
Add a couple of FIXMEs
2020-04-14 18:59:57 +01:00
2f65cd312a
Wire up inventory select to ship state
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Also mixed into this commit:
* Use returning drivers where possible
* Make the credits screen returnable via click
2020-04-14 15:11:25 +01:00
26c976353f
Fix inventorySelect
2020-04-14 12:25:25 +01:00
82d3849402
Increase dialogue modality, display keyboard dialogue
2020-04-14 12:12:37 +01:00
786d261f98
Allow dialogues to be hidden or shown
...
To do this, MENU and SUBMENU are split into two types (at last), and
a Widget type is introduced. This should allow lots of code to be
removed at some point.
2020-04-14 03:14:49 +01:00
dc131939f4
Make include directives work in .mnu files
2020-04-13 21:03:54 +01:00
76bf8438b0
Display MainGame.mnu and map in ordoor simultaneously
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It's a complete mess for now - many things are out of place or shown
when they shouldn't be - and we can't move around the game map. But,
it's a good start.
2020-04-11 01:01:05 +01:00
5f8606377a
Integrate view-map into ordoor
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Now we can view scenario maps from the main game interface. We can't
cancel out of a scenario yet, though.
2020-04-11 00:13:28 +01:00
0025daf8dd
Move internal/ordoor/flow to internal/flow
2020-04-10 22:50:01 +01:00
f3fea83173
Reimplement cursor as a query operation
2020-04-10 20:54:58 +01:00
bb3ddc4896
First pass at custom cursor display
2020-04-10 19:55:16 +01:00
d99a5b9ec3
Instantiate a ship on startup
2020-04-10 19:24:03 +01:00
fd73f03aa5
Initial outline of a Ship
2020-04-02 01:23:04 +01:00
df1f116b3d
Clean up the options flow handlers a tiny bit
2020-04-02 01:22:53 +01:00
aa43011e8d
Set options from defaults on first start
...
Data/GenericData.dat specifies what the default values for some options
should be. Respect them on startup if the options in config are unset.
2020-04-02 01:21:32 +01:00