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@dwilliamson
Last active March 12, 2020 22:09
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- Wednesday 25/07 ---------------------------------------------------------------
+ Thusrday (all-nighter!)
Fixed timer speeding up when wrapping.
Improved handling again (no longer get pulled to the side if the road has
any form of banking).
Replaced white texture allocation in the dreamcast renderer with a mini patch
on the stack, also deleted the big vertex buffer in the destructor.
Added all the soft reset checking (bug 1).
Fixed a bug where car to car collisions weren't being externally flagged
(legacy code).
DEFINITELY got rid of the yellow bar that draws
Spent years, and I mean YEARS (!!!) creating new models for the car->car
collision. Finally got a pleasing solution. Fixes bugs 2253, 2199, 2044, 38.
Also, we are not implementing bug 2008. Due to the physics/AI communication
code we have going, bug 2095 cannot be done.
Added an abyss to vegas prison near the hairpin turn so that it doesn't
confuse the wrong way code. Fixes bug 3347.
Added two abysses to area 51 just underneath the bridges. Fixes bug 3927.
Added lots of abysses around the mansion area of the slaghoople challenge.
Fixes bug 4063.
- Friday 27/07 ---------------------------------------------------------------
Replaced the random access allocator in the sound RAM code with a stack
implementation to get rid of the need of a tList.
- Sunday 29/07 ---------------------------------------------------------------
+ Monday (all-nighter!)
Removed the tList from the VM backup system, removed the backup data allocation,
replaced both with static arrays. No more tList's left in VRV.
Removed the tHash from the DC sound code, replaced with static array and fast
string lookup. There is now only one hash table being used in VRV. It's shouldn't
need to be removed because it's only used once at startup.
Changed the texture project polygon to only have 4 vertices and changed one
of the texture projection methods to use a static array.
Changed both the dino spit and oil weapons to get rid of the tArray of
texture projection polygons.
Fixed mismatch of allocation/deallocation routines in invulnerability!!! Why
did this bug suddenly show up now? It's been in there for a long while...
Got rid of the tArray in the particle creation method and got rid of the
wasteful memory allocation per name.
Re-arranged the pickup manager to get rid of the tarray pickup list and
replace with a block allocation/initialisation step.
Got rid of the need for a tarray in cSampleList and removed cString's. The
tArray in the stage manager is OK since it's only been created once.
Added a 5 element array to the Kn-Tree world node structure instead of a
single user data value. Removed the tarray allocation *PER NODE* for the
pickup manager, storing all pickups in the new user data array. All tArray's
have now been removed from VRV (with exception of stage manager).
Removed the isolated cStrings from stage manager and won gem screen.
Disconnected the memory manager features and reaplaced with a straight malloc
to get rid of the overhead of allocating a node per allocation.
Put the main static mesh on the level stack.
Allowed all materials to be created on the level stack.
Allowed all textures to be created on the level stack.
Allowed all mesh interfaces to be created on the level stack.
Allowed all mesh resources to be created on the level stack.
Moved ALL Kn-Tree resources onto the level stack.
Moved all fixed meshes on the level stack since there's only one fixed
mesh per level (currently debugging...).
- Tuesday 31/07 ---------------------------------------------------------------
+ Wednesday (all-nighter!)
Stuck all pickup manager stuff on the level stack.
Stuck remaining ghost car resources on the level stack.
Stuck sky cylinder on the level stack.
Got rid of the tHash in cVariableScript. There's no allocation being done
by it now either (oops, missed this one).
Changed random dust particle to use sections in order to cope with the new
variable script.
Put the entire track menu on the level stack.
Added the ability to create particle emitters on the level stack using
a seperate emitter cache. Put casino chip emitters on the stack.
Put weapon manager textures on the level stack. Game loaded 200 times!!!
Setup a local weapon manager weapon stack allocation system for allocating
runtime weapon data. Limited dino spits and oil slicks to 10 instances
a piece.
Placed bowling ball data on the weapon stack.
Placed small cars weapon on teh weapon stack.
Placed invulnerability weapon on the weapon stack.
Removed all the old tarray's to do with the cartoon car wheels. I missed these
sly buggers. This also fixed a memory leak.
Removed the frame timer.
- Sunday ---------------------------------------------------------------------
+ Monday (all-nighter!)
Lagged the camera movement code a bit to give a nice driving effect.
Added enforced wheel restrictions to the physics code to stop the cars getting
pulled to the side of the track.
Made the boost powerup continuously apply acceleration without taking input
from the player.
Got rid of the AI cars in multiplayer to give a head 2 head option to speed the
render up a bit.
Fixed ugly camera mess up bug at the end of the levels (camera collision).
Fixed the car LOD messing up when gazoo respots you.
Fixed the sliding AI cars on the start line.
Implemented the reverse option for the new camera system.
Fixed the dodgy alpha on the cars on the character select screen.
Fixed the car to car collision for when the player car is at a stand still.
Rewrote the multiplayer rendering code to fix the 60Hz mode (wasn't working
at all - stupid testers didn't find this). Also got rid of the large black
band between the two windows.
Fixed the z-sort with the screensaver in the menus.
Re-modelled the 2nd deadzone in Area 51 to stop the player car getting
unconditionally respot.
Fixed the lighting of the other car LOD models.
Fixed the car being left in the air when gazoo respots it.
Fixed the AI cars not aligning to the road.
Moved the sky with the active rendering camera rather than the gaming camera
so that it follows everything.
Made the player cars come to a slow halt in A to B races, rather than
continuing on and driving through the world.
Fixed the oil slick causing the car to slide off madly and fall through the
ground.
Capped the sky cylinders with a big polygon.
Re-coded the car die sequence so that it always works.
Fixed the car LOD not working in multiplayer.
Fixed the camera with gazoo respots in multiplayer.
Fixed the pause menu in multiplayer.
Fixed exit game in multiplayer.
- Tuesday ---------------------------------------------------------------------
+ Wednesday (all-nighter!)
Fixed the missing polygons in highway.
Fixed the AI cars coming to a complete halt after being hit by a bowling
ball (doh!).
Added the new license screens.
Fixed wrong mini particles.
Fixed raceway having no checkpoints. Something's wrong with
GenerateBoundingBox in the converter!
Improved car/pickup collision. No more misses.
Implemented AI difficulty, synched the AI to the physics so the AI would actually
challenge you on the DC, linked the difficulty to the options menu, saved
difficulty level with the player's save game.
Doubled the range and radius of the car voices to cope with the new camera.
Fixed camera messing up if you reset during gazoo respot.
Fixed a very nasty bowling ball bug. Balls were staying alive for 1000 seconds.
Fixed curved ball weapon and all car race positions in multiplayer.
Added a non-skewing transformation matrix to multiplayer to get rid of the
letterbox effect, making multiplayer look much better and much easier to
play.
Shipped a new version to germany.
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