lonestar

0x10c-inspired space game based on the DCPU-16
git clone git://squid-tech.com/lonestar.git
Log | Files | Refs | README

commit 9a168bbc395e4a26f15025cad4bb96ed59885d4e
parent 3a4bf04df672b532298b07762a24dc75fe6db71f
Author: Josh Moore <jxm5210@rit.edu>
Date:   Tue, 19 Nov 2019 19:01:23 -0500

Merge branch 'master' of https://github.com/joshiemoore/LoneStar

Diffstat:
MREADME.md | 5+++--
1 file changed, 3 insertions(+), 2 deletions(-)

diff --git a/README.md b/README.md @@ -22,19 +22,20 @@ To plug in a hardware device, click the device. When your crosshair gets slightl LoneStar "supports" multiplayer, but it is currently buggy/broken. For now, just click "LAN Host" at the top left to start the game. ## Hardware -The DCPU-16 is fully emulated in the game. The emulation in the game is compliant with spec v1.7. Please note that there are currently a few minor bugs and unimplemented opcodes in the emulation - these will be fixed very soon. +The DCPU-16 is fully emulated in the game. The emulation in the game is compliant with spec v1.7. Please note that there are currently a few minor bugs and software interrupts aren't implemented yet - these will be fixed very soon. Keyboard input is sent to a 16-word circular buffer starting at address `0x9000`. The built-in screen is a very simple 320x200 monochrome bitmap starting at address `0x8000`. Each 16-bit word corresponds to a row of 16 pixels on the screen. -Unity Developers: Any Unity `GameObject` that implements the hardware API can be a pluggable hardware device! All you need to do is implement the `HWI()` function, which responds to hardware interrupts from the DCPU-16, and the `HWQ()` function, which responds to a request for information from the DCPU-16. This really is very powerful and extensible, and I look forward to seeing what kind of devices the community comes up with! Please see the included devices in `src/LoneStar/Assets/Devices/` for examples on how to make your own devices. +Unity Developers: Any Unity `GameObject` that implements the hardware API can be a pluggable hardware device! All you need to do is extend the `DeviceScript` class, overriding the `HWI()` function to implement the behavior your device should exhibit when it is issued a hardware interrupt. Then just make sure your class is added as a component of your device's root `GameObject`. This really is very powerful and extensible, and I look forward to seeing what kind of devices the community comes up with! Please see the included devices in `src/LoneStar/Assets/Devices/` for examples on how to make your own devices. ## Planned Features * Ship control module that can be plugged into the DCPU-16 and used to drive the ship * Packet radio module for inter-ship communications. This will be a 1200-baud Bell 202 modem that will be used for sending messages, data, etc. It will make modem noises. See [Packet radio - Wikipedia](https://en.wikipedia.org/wiki/Packet_radio) for more information on packet radio (it's cool) * Floppy drives for storing data larger than 0x10000 words * A procedurally generated solar system with planets that can be landed on +* Performance improvements in processing and screen-rendering * Full multiplayer (sort of "Minecraft style", where someone hosts a server that players connect to) * VR support * ...and more!