Commit Graph

42 Commits

Author SHA1 Message Date
c54ead71f3 ebiten: convert view-menu 2019-12-29 23:47:22 +00:00
7475bdf0e7 ebiten: convert view-set 2019-12-29 20:41:41 +00:00
32b722ae88 ebiten: Convert view-minimap 2019-12-29 19:44:36 +00:00
d1a1c50afc ui: event handlers 2019-12-29 17:30:21 +00:00
6f605aa502 ebiten: convert view-obj 2019-12-29 15:38:49 +00:00
0320743b30 Play around with menus some more
We now display the buttons in Main.mnu, but a lot remains unknown.
2019-10-09 00:41:41 +01:00
997e2076d1 Start loading .fnt files. No display yet 2019-01-02 06:16:15 +00:00
b21767fe97 First pass at displaying Menu files 2018-12-30 23:23:08 +00:00
c441851a9b Don't destroy ordering information in conv.ConvertObjects 2018-12-30 23:22:01 +00:00
73804519b0 Beginnings of a WH40K.EXE implementation
So far, we just play the opening credits on an external video player.
I want to start loading and displaying the menus next. Perhaps I can
get the entire non-gameplay flow working?
2018-10-13 03:24:10 +01:00
e2d3a1a8d6 Render Z levels slightly more accurately 2018-10-13 02:02:57 +01:00
0dd44d9de7 Limit texture size to 8192x8192 pixels 2018-10-13 01:37:44 +01:00
1fa61c72c2 WIP: Speed up rendering by using a spritesheet 2018-10-12 23:02:24 +01:00
056976721c Determine the RLE format for .obj file sprite pixeldata 2018-09-08 02:00:03 +01:00
9d56dff54e Add an FPS timer 2018-03-28 01:16:52 +01:00
eddd63350d Fix view-minimap 2018-03-28 01:05:53 +01:00
b653c11606 Formalise a bit in each cell as an "IsActive()" bit 2018-03-28 01:00:55 +01:00
b6dcfafb6d Remove a dodgy optimization and allow mouse clicks to output cell position 2018-03-25 12:49:36 +01:00
50d316b5eb Render multiple Z levels
Performance regression warning: this is now quite slow to render when showing
all 7 Z levels. Bounds clipping may be enough to get it back to acceptable
levels, or we may have to do something cleverer
2018-03-25 12:11:48 +01:00
6a90bb16cf Correctly render all four objects for every cell in a map 2018-03-25 00:36:23 +00:00
4d4c4da892 More .obj investigating. 0x80 seems to be a special value 2018-03-24 21:47:34 +00:00
ab3f053ef9 Draw isometically using magic formulae, correcting the view 2018-03-24 00:15:59 +00:00
f6e695e387 Get the rotation *slightly* closer and show some center objects 2018-03-23 23:54:20 +00:00
c69beafa76 Speed up drawing and experiment with using rotation on the draw operation to get the right coordinates 2018-03-23 01:27:38 +00:00
456f71bfb9 Complete the rename from chaos-gate -> ordoor 2018-03-22 20:31:10 +00:00
431d2c7f78 Fix Y-rendering and the camera view 2018-03-22 12:41:32 +00:00
2d423a4c4c Rename view-map to minimap and work on a real view-map 2018-03-22 04:15:31 +00:00
62bff1aa44 Move the palette code into internal/ so view-map can share it 2018-03-22 01:56:46 +00:00
801cf7754d First attempt at a palette 2018-03-22 01:32:17 +00:00
5ee1ceb532 Sprites in .obj files are composed of Y null-separated records with a probable type field 2018-03-21 22:49:46 +00:00
2af6a4a500 Fix cmd/loader to account for the frame->sprite rename 2018-03-21 18:56:30 +00:00
c4598590c2 Another night of .obj failure 2018-03-21 05:08:24 +00:00
213b2d3eb1 Add the start of a view for objects in a set 2018-03-18 20:41:17 +00:00
257acd6127 Remove out-of-date comments in view-map 2018-03-18 20:11:25 +00:00
738abfc4a8 Finish the Set/ implementation 2018-03-18 17:27:32 +00:00
961a213752 Discover how frames are encoded, use that knowledge to (finally) get the viewport locked in 2018-03-18 15:39:50 +00:00
2f02c7bbf3 Some more map progress 2018-03-18 13:57:01 +00:00
93fb27403b Rename cmd/load -> cmd/loader 2018-03-18 05:37:54 +00:00
f858c4ae2a Initial parse of Sets/*.set 2018-03-18 05:34:14 +00:00
d572a19352 Add the view-map command and some exploration of results 2018-03-18 03:35:03 +00:00
087b236547 Start investigating the maps 2018-03-17 04:15:40 +00:00
107c209354 Initial commit
I can parse some of the data files, and extract individual frames from .obj
files. I can't yet convert those frames into something viewable.
2018-02-24 13:50:35 +00:00