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RAGE1: Retro Adventure Game Engine, release 1

Results 34 rage1 issues
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Allow for animated btiles. - Intended mainly for short and sporadic animation sequences - This does not replaces sprites, btiles do not move - An animated btile has N frames...

enhancement

Allow for BTILEs that are drawn in front of the hero, i.e., the hero can pass behind them. - BTILEs with this feature must be of type TT_FOREGOUND (new type)....

enhancement

Allow some enemies that move around exactly as real enemies but do not kill or harm the hero (i.e. decorative moving sprites) Tasks: - [ ] Add a flag to...

enhancement

Refactor all configurtation data which is spread among the tools and source code into a global config file, and make the tools read it and generate code according to it....

enhancement

The data for a given BTILE is specified in a `struct btile_s` and is currently split into 2 separate byte arrays: one for pixel data and one for attr data....

enhancement
size optimization
speed optimization
refactor

Bedazzle user in SC forum raised the following issue: > I heard from other people (but didn't tried myself), that xoring data with previous byte is producing more similar bytes,...

enhancement
size optimization

Again, Bedazzle in SC forums said: > My thought was - ZX0 does support compressing with prefix, thus memory blocks with some similar data can be compressed separately while using...

enhancement
size optimization

Currently, RAGE1 uses generic SP1 tiles (8x8), which are defined as 16-bit pointers to allow for unlimited number of tiles. SP1 also allows for 8-bit tile IDs. At program startup,...

enhancement
size optimization

There are apparently AY interfaces for 16K/48K models which are compatible with the one used in 128K models, so tracker music could be added to 48K builds. Currently, TRACKER feature...

enhancement

Create a docker image and document the workflow for using It so that it's easy to work with RAGE1. Tasks: - create docker file - create docker makefile targets for...

enhancement