Used bsp #define for MV162 VME2 Chip GCSR address
old tag: R2-1
Remove TEMPLATE directory
Add bsp specif includes and defines
Not needed
low-level timer chip test code for powerPC
Alarm debug messages
low-level timer chip support for Alarm Library
low-level timer chip support for VME2 Chip
low-level timer chip support for powerPC
replace mv162InitHooks w/CpuBoardInit
old tag: R2-0
replace mv162InitHooks w/ CpuBoardInit
Library objects
Load objects
Special cpu board init not in kernel
Added archRecord.dbd
Release R3.13.9/tor-2.0.2
added usrLib.h for printErrno() proto
Replace R1-3 versions
Release R3.13.9/tor-2.0.2
Update bspDep tag to R2-2
Add BSP_DEP for low-level alarm support
Add BSP_DEP for low-level alarm support
moved to bspDep/TimerApp
Add comments for header files
Add wrapper functions for low-level timer support
Change from MV162_BIN to ALARM_BIN
Removed low-level timer chip support
new module
rename almStatus to alm_status_show
call sysPciInLong/sysPciOutLong instad of sysPciRead32/sysPciWrite32
Obsolete
Add functions & chg var status to global var alm_status
Account for bsp dependencies
Get rid of logMsg() warnings
moved bsp specific routines to almLib.c & visa-versa
moved bsp specific prototypes to alm.h
alm debug routines
powerPc timer chip alm routines
powerPc timer chip test routines
prototype file for powerPc timer chip test routines
header file for bsp specific alm debug routines
header file for powerPc alm routines
prototype file for bsp specific alm routines
prototype file for mv162 alm routines
fixed typo, intLock to intUnlock in alm_start()
Release R3.13.9/tor-2.0.2
Ok all. I think with the addition of this post, I have enough material for another release. I was waiting for some ideas on new content for players. While the previously mentioned ideas are neat, it doesn't give the player as much of a new experience as I want. So here's some more planned work!: new boss radament confirmed. Will spawn undead mobs with AI only walks to the bottom of the screen. Unconfirmed attacks. Maybe poison spray or that black magic projectile thing? New character Tyreal confirmed....
This will be a stupid stretch goal. Only for the sake of saying I did it... I want to release a Docker image of Spycrab Invaders 3 with the Docker file so people can see how it is done. With my previous efforts, Spycrab Invaders 2 is alive inside a container, but needs an xorg mounted. Docker is not entirely good. It is a giant memory leak, it has a hidden lifecycle, it functions differently from OS /version... it's a pain in the ass with a few great applications. And by applications I mean ways...
Hello all! I am in the process of collecting stories for Spycrab Invaders 3. Notes and thoughts below for what I have gathered so far. Let me know what you think! Could be fixes, features, bosses, mechanics, anything. Your name goes in the code if you contribute ^_^. "What an honor"-Zoidberg .spawn() and .death(). I want to abstract out some code from the game functionality. This is code that should live inside what makes a character a character. For example, on .spawn() a boss should taunt. On .death()...
Hi everyone! I had posted the proposed release notes before. After I made those fixes, features, and quality of life modifications, I did a bit more. Testing led to some additional rebalancing and some really cool ideas. Notes below: Demo buffs: the Demo felt weak against bosses. The Uber Event was miserable. He lacked the power to focus a target and be rewarded for consistent pills hitting. Direct hit on pills and stickies deal more damage. Pills bounce less now. Charge deals more damage. Stickies...
Hi everyone! I had posted the proposed release notes before. After I made those fixes, features, and quality of life modifications, I did a bit more. Testing led to some additional rebalancing and some really cool ideas. Notes below: Demo buffs: the Demo felt weak against bosses. The Uber Event was miserable. He lacked the power to focus a target and be rewarded for consistent pills hitting. Direct hit on pills and stickies deal more damage. Pills bounce less now. Charge deals more damage. Stickies...
Hi everyone! I had posted the proposed release notes before. After I made those fixes, features, and quality of life modifications, I did a bit more. Testing led to some additional rebalancing and some really cool ideas. Notes below: Demo buffs: the Demo felt weak against bosses. The Uber Event was miserable. He lacked the power to focus a target and be rewarded for consistent pills hitting. Direct hit on pills and stickies deal more damage. Pills bounce less now. Charge deals more damage. Stickies...
Hi everyone! I had posted the proposed release notes before. After I made those fixes, features, and quality of life modifications, I did a bit more. Testing led to some additional rebalancing and some really cool ideas. Notes below: Demo buffs: the Demo felt weak against bosses. The Uber Event was miserable. He lacked the power to focus a target and be rewarded for consistent pills hitting. Direct hit on pills and stickies deal more damage. Pills bounce less now. Charge deals more damage. Stickies...
Hi everyone! I had posted the proposed release notes before. After I made those fixes, features, and quality of life modifications, I did a bit more. Testing led to some additional rebalancing and some really cool ideas. Notes below: Demo buffs: the Demo felt weak against bosses. The Uber Event was miserable. He lacked the power to focus a target and be rewarded for consistent pills hitting. Direct hit on pills and stickies deal more damage. Pills bounce less now. Charge deals more damage. Stickies...
Hi all! Adding to the list above. Some cool features and new content incoming! Quality of Life: Adding a cap on how quickly the game can update (run). Current cap will be 4 ms. Pygame is very strong; it is actually running too fast on some PCs. 4 ms update speed (250 fps) cap feels good. Boss health bars will be displayed at the top center of the screen and update with every shot. The RBG background color of 255,47,47 will now reset every new game. for the highscore JSON, your update speed will be...
Hi all! Adding to the list above. Some cool features and new content incoming! Quality of Life: Adding a cap on how quickly the game can update (run). Current cap will be 4 ms. Pygame is very strong; it is actually running too fast on some PCs. 4 ms update speed (250 fps) cap feels good. Boss health bars will be displayed at the top center of the screen and update with every shot. The RBG background color of 255,47,47 will now reset every new game. for the highscore JSON, your update speed will be...
Hi all! I created a design image (.png) and released it to the files downloads. This is a great visual to easily see the functional flow through the game and to see the approach I took to the overall design.
Hi all! Posting a list of known bugs and quality of life ideas. If you find bugs, please post them here. Thank you in advanced. As well, any quality of life or improvements to the game, I would love to hear your thoughts! Thank you again! Bugs: -Demo stickies, often fly off screen. When this occurs, they do not replenish the 8 sticky limit, causing permentant loss of total stickies in play. Stickes also rarely slowly shift to the left sometimes. -Fix to-do: Stickies should not be flying off the screen....
Hi all! Posting a list of known bugs and quality of life ideas. If you find bugs, please post them here. Thank you in advanced. As well, any quality of life or improvements to the game, I would love to hear your thoughts! Thank you again! Bugs: -Demo stickies, often fly off screen. When this occurs, they do not replenish the 8 sticky limit, causing permentant loss of total stickies in play. Stickes also rarely slowly shift to the left sometimes. -Fix to-do: Stickies should not be flying off the screen....
Hi all! Posting a list of known bugs and quality of life ideas. If you find bugs, please post them here. Thank you in advanced. As well, any quality of life or improvements to the game, I would love to hear your thoughts! Thank you again! Bugs: - Demo stickies, often fly off screen. When this occurs, they do not replenish the 8 sticky limit, causing permentant loss of total stickies in play. Stickes also rarely slowly shift to the left sometimes. - Fix to-do: Stickies should not be flying off the...
Hi all! Posting a list of known bugs and quality of life ideas. If you find bugs, please post them here. Thank you in advanced. As well, any quality of life or improvements to the game, I would love to hear your thoughts! Thank you again! Bugs: - Demo stickies, often fly off screen. When this occurs, they do not replenish the 8 sticky limit, causing permentant loss of total stickies in play. Stickes also rarely slowly shift to the left sometimes. - Fix to-do: Stickies should not be flying off the...
Hi all! Posting a list of known bugs and quality of life ideas. If you find bugs, please post them here. Thank you in advanced. As well, any quality of life or improvements to the game, I would love to hear your thoughts! Thank you again! Bugs: - Demo stickies, often fly off screen. When this occurs, they do not replenish the 8 sticky limit, causing permentant loss of total stickies in play. Stickes also rarely slowly shift to the left sometimes. - Fix to-do: Stickies should not be flying off the...
Hey everyone! After my Docker image experiment, I continued looking for a better way to release Python games. A way friendly for all of us. I feel like an idiot, because Python eggs exist. In my B2 Skill Tree project, you click the .jar file and you use the application; that's what an .egg file should do for our dear spycrabs. In the works and testing. In the mean time. Check this: 1. Install Python, Python download site: https://www.python.org/downloads/, check"add Python to PATH" 2. From command...
Hey everyone! After my Docker image experiment, I continued looking for a better way to release Python games. A way friendly for all of us. I feel like an idiot, because Python eggs exist. In my B2 Skill Tree project, you click the .jar file and you use the application; that's what an .egg file should do for our dear spycrabs. In the works and testing. In the mean time. Check this: 1. Install Python, Python download site: https://www.python.org/downloads/, check"add Python to PATH" 2. From command...
Hey everyone! After my Docker image experiment, I continued looking for a better way to release Python games. A way friendly for all of us. I feel like an idiot, because Python eggs exist. In my B2 Skill Tree project, you click the .jar file and you use the application; that's what an .egg file should do for our dear spycrabs. In the works and testing. In the mean time. Check this: 1. Install Python, Python download site: https://www.python.org/downloads/, check"add Python to PATH" 2. From command...
Hey everyone! After my Docker image experiment, I continued looking for a better way to release Python games. A way friendly for all of us. I feel like an idiot, because Python eggs exist. In my B2 Skill Tree project, you click the .jar file and you use the application; that's what an .egg file should do for our dear spycrabs. In the works and testing. In the mean time. Check this: 1. Install Python, Python download site: https://www.python.org/downloads/, check"add Python to PATH" 2. From command...
Hi everyone, Luchini here. I had announced that I will attempt to release Spycrab Invaders on a Docker image. Cool, right? Ugh, maybe not as I found out. I have an image very close to working. However, Docker's overall install process, os/version differences, and image->container lifecycle is not average-user friendly. My hope was that a Docker process would be easy than a Pycharm install, or a script, or a sort of exe. Definitely not. Interesting experiment, but I will save you all the headache....