fixed up wf3d8086
ted5 added
updated makefile
fixing git stuff
fixed up modules
fixing repo again
fixing other repos
test
init push
added keen 4-6 rebuild code for reference.... i need to stop doing this... xD
extrcted keen code remake
test test commented out dumpers in xcroll.c
added regestry example to 16 for dumping of stuff wwww
added more ems xms junk to the 16/ dir for reference
I am not dead\! just extreamly busy\! i added things for me todo for when i get more free time from these MATH FUCKING BASED CLASSES OF FUCKING TRANSFORMERS AND RANDOM UNCERTAINTY\!111
chikyuu img added~
updated the copyleft wwww i am not deAD! i just been 2 busy last 6 monthes
i need help with understanding how 16_rf.c works wwww
i did some minor things including commenting out some joy stick timing stuff and trying to reprep tile scroll stuff again. although i NEED to look at id_rf.c
made iq=(*i)-q
made iq=(*i)-q
paltest nolonger stack overflows
i did a butt load of tweaking to the paltest code and i did verious fixes here and there. paltest needs serious work. I need to study the code i wrote and i also NEED to comment it wwww
notime
notime
notime
corepal variable added and i need to find out how to get the joystick input correct and working correctly. it also tends to not work in 2 directions in slow xt speed.. timer? wwww also palette manipulation and showmem function (tweaking in watcom and porting to work with in borland c)
having the palette in the game code may help. also i added wolf3d's palette for examaning reasons wwww. i am STILL far too busy to code again. there is also borland c showmem stuff and joystick testing and palett manipulation stuff i needd to do but no time]
intro screen stuff added from wolf 3d. i am far too busy to code again. there is also borland c showmem stuff and joystick testing and palett manipulation stuff i needd to do but no time
MOUSE WORKS NOW! i should continue on the other stuff in p16 such as showmemory function and palett manipulation stuff
unable to code for the next 2 weeks
tired i will work on joy stick stuff later
no idea how to get sdtest to play music. i got math homework and work work to do 1st
hmmm unstable code everywhere\!
i want to test it before i mess with the variable pushing to gvar
ok wolf3d sound stuff and catacomb 3d sound stuff compiles BOTH UNTESTED\! going to test this sometime soon
porting and tweaking sd more i added a cuted code file and a xxdiff friendlyer version of catacomb 3d's sd C file ^^
porting and tweaking sd more i added a cuted code file and a xxdiff friendlyer version of catacomb 3d's sd C file ^^
id_sd.c ported and is able to compile. it needs it;s variables to be project 16 complient (gvar and such). NEWLY PORTED CODE UNTESTED\! my plan is to have the pc speaker play digital stuff (for much much later\! like 2nd game or later) and to play simple sounds~ STILL untested
id_sd.c ported and is able to compile. it needs it;s variables to be project 16 complient (gvar and such). NEWLY PORTED CODE UNTESTED\! my plan is to have the pc speaker play digital stuff (for much much later\! like 2nd game or later) and to play simple sounds~
catacomb3d and wolf3d base for sound with project 16's port of id_sd.c
16_sd official port started. but class and work in the way
i am too damn tired\! and i will not have anytime at all to even work on 16_sd and id_sd merge. Calculus ][ is the reason why\! >.<
due to issues with compiling open watcom2 and compiling with it i will be using 1.9 until it is fixed. this commit only has 1 moved line in the makefile wwww
added dosbox dro improved recording diff
testing vgmtest.exe on compy4 soon
worked on SD abit so the irq0 is not needed in imfplay anymore. I will need to merge ID_SD with p16 and use opl2 and PC speaker parts of SD. i found an adlib catcher and it records it to a RAW format file. it is called rac and it is located in 16/rac] i added vgmtools repo for vgm stuff\! ah i cleaned up this computer's repo of deleted junk\!
worked on SD abit so the irq0 is not needed in imfplay anymore. I will need to merge ID_SD with p16 and use opl2 and PC speaker parts of SD. i found an adlib catcher and it records it to a RAW format file. it is called rac and it is located in 16/rac] i added vgmtools repo for vgm stuff\! ah i cleaned up this computer's repo of deleted junk\!
worked on SD abit so the irq0 is not needed in imfplay anymore. I will need to merge ID_SD with p16 and use opl2 and PC speaker parts of SD. i found an adlib catcher and it records it to a RAW format file. it is called rac and it is located in 16/rac] i added vgmtools repo for vgm stuff!
worked on SD abit so the irq0 is not needed in imfplay anymore. I will need to merge ID_SD with p16 and use opl2 and PC speaker parts of SD. i found an adlib catcher and it records it to a RAW format file. it is called rac and it is located in 16/rac
test
added dro2imf to .gitignore
Merge branch 'master' of github.com:sparky4/16
added dro2imf to .gitignore
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see ...
i do not know 100% wat i have done but i plan on getting the borland c stuff and IMFPLAY to work againh
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see ...
ok i follow what my firend told me so the commit message is shore now. i moved that info to stuckon.txt
imfplay and vgmtest are both broken ><. but bcexmmtest.exe works!
imfplay works now~
some commiting to repositories is broken i need to see which one it is. this explains the duplicate commits i did with one change
ok the print buffer stuff should work better now in exmmtest.exe
ok i follow what my firend told me so the commit message is shore now. i moved that info to stuckon.txt
some commiting to repositories is broken i need to see which one it is. this explains the duplicate commits i did with one change.. dang it\! wwww
i do not know 100% wat i have done but i plan on getting the borland c stuff and IMFPLAY to work againh
ok i follow what my firend told me so the commit message is shore now. i moved that info to stuckon.txt
added stuff like repo call of dro2imf and imfplay actually uses the memory manager properly! Due to this I am thinking of using imf for music wwww
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see ...
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see ...
ok i follow what my firend told me so the commit message is shore now. i moved that info to stuckon.txt
the scanshowinfo part of show memory text prints do not match the text file's text prints.. I gotta get the merged somehow
i did some clean up to the sound stuff. if there is a way to generate imf files i need to know
the memory management stuff is not working on the XT. and it is odd in xcroll.exe
the original file combo on the exmmtest.exe seems to crash the XT. it never crashes on other files i tested..
old repos added back
ok i follow what my firend told me so the commit message is shore now. i moved that info to stuckon.txt
ok i follow what my firend told me so the commit message is shore now. i moved that info to stuckon.txt
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see ...
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see ...
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see ...
seeing what was changed...
before showmem workings
16_ca needs huge amounts of work and I should remember what needs to be done soon[going to port rest of code to borland c some time so we can use the core components of id engine here ][going to add 16_us.c eventually but the debug system and CA_ PM_ and MM_ usage is priority now]older zcroll renamed to xcroll][zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM] added 1st scroll back [i work on CA] palette debug show values added wwww and i need to know how to see ...
====REPO AND DEBUG WORK==== i need to make it work with wd again....
==== REPO AND DEBUG WORK==== I did many things to the repo and adding ability to debug code again wwww i forgot to not delete dro2vgm
==== REPO AND DEBUG WORK==== I did many things to the repo and adding ability to debug code again wwww
issue fixed stak was simply too small...
ls *.SMP wsample xcroll.exe == EXPLOSION! ... odd...
added some stuff i got tired of adding w and some more and thats it for that i will actually work on the palette system sometime soon
added some stuff i got tired of adding w and some more and thats it for that i will actually work on the palette system sometime soon
added some stuff i got tired of adding w
added paltest.exe| vidtest is now just vidtest
reverted compleately because i need to dissscuss this with the other devs of p16
EXPERIMENTAL BROKEN BUILD please refer to older commit
Revert "showmemorydetail is working i added a little hax wwww"
EXPERIMENTAL STILL
showmemorydetail is working i added a little hax wwww
showmemorydetail is not working how i want it to .... hmmmm
openwatcom farcoreleft is back to static value....
xcroll is not working right...