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Fix monster visbility
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68285eebfa
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53301eca94
1
TODO.txt
1
TODO.txt
@ -184,6 +184,7 @@ done:
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- add universal corpse sprite?
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- add universal corpse sprite?
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- if space left, try blurring (lerp) the level background, see how it looks
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- if space left, try blurring (lerp) the level background, see how it looks
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- replace textures in distace with constant color for performance (setting)?
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- replace textures in distace with constant color for performance (setting)?
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- enemies close to a wall often don't get drawn
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scratched:
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scratched:
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- try to make z-buffer 3 line instead of 1D, possibly like this (to keep
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- try to make z-buffer 3 line instead of 1D, possibly like this (to keep
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4
main.c
4
main.c
@ -199,7 +199,7 @@ typedef struct
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#define SFG_MR_TYPE(mr) \
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#define SFG_MR_TYPE(mr) \
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(SFG_MONSTER_INDEX_TO_TYPE(((mr).stateType & SFG_MONSTER_MASK_TYPE) >> 4))
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(SFG_MONSTER_INDEX_TO_TYPE(((mr).stateType & SFG_MONSTER_MASK_TYPE) >> 4))
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#define SFG_MONSTER_COORD_TO_RCL_UNITS(c) (c * 256)
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#define SFG_MONSTER_COORD_TO_RCL_UNITS(c) ((RCL_UNITS_PER_SQUARE / 8) + c * 256)
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#define SFG_MONSTER_COORD_TO_SQUARES(c) (c / 4)
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#define SFG_MONSTER_COORD_TO_SQUARES(c) (c / 4)
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#define SFG_ELEMENT_COORD_TO_RCL_UNITS(c) \
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#define SFG_ELEMENT_COORD_TO_RCL_UNITS(c) \
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@ -720,7 +720,7 @@ static inline uint8_t SFG_getTexelAverage(uint8_t textureIndex)
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}
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}
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void SFG_pixelFunc(RCL_PixelInfo *pixel)
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void SFG_pixelFunc(RCL_PixelInfo *pixel)
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{
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{
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uint8_t color;
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uint8_t color;
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uint8_t shadow = 0;
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uint8_t shadow = 0;
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