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base repository: ejona86/taus
base: twoplayer/v0.4.0
head repository: ejona86/taus
compare: master
Commits on Mar 7, 2020
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This restores compatibility with dash which is /bin/sh on Debian systems.
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nes.mk: Use xxd instead of basenc
This extends compatibility to systems that have a coreutils from before 2019, which is a lot of systems. xxd is technically a new dependency, but it seems _very_ common so I'm treating it more like "ls" which is a given.
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Unfortunately this adds 1.5 minutes to the build. 4x as slow!
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Commits on Mar 16, 2020
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handicap: Make more compatible with twoplayer
Hasn't actually been tested with twoplayer, but made the IPS hunks non-conflicting and added player2 logic. Unfortunately, it is 5 bytes too large to fit in the leftover space of height_menu_nametablepalette_patch.
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Commits on Mar 17, 2020
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handicap: Reduce PRG with Type B playfield init
Reusing the type b playfield initialization logic, the code shrunk so it fits in the leftover space of height_menu_nametablepalette_patch.
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Commits on Mar 18, 2020
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handicap: Fix typo for twoplayer compatibility
Tested working with twoplayer
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twoplayer: Swap to tmp vars to fix Type B
This resolves the hanging on playfield init when Type B was selected.
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Commits on Mar 20, 2020
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twoplayer: Fix demo when two players are enabled
As an easter egg, if one of the players moves with the controller that player would then be playing against the demo.
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twoplayer: Add sanity and performance regression test
Additionally, tests can now be run in parallel, which reduces a full build from 24s to 14s on my machine. The tests will also only rerun if their dependencies change, reducing the need to comment out tests in the Makefile.
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Commits on Mar 21, 2020
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twoplayer: Let player 2 disable next piece independently of p1
P1 can still disable P2's next piece for Famicom compatibility.
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twoplayer: Allow p1 to press start in high score for p2
This is necessary for famicom where p2 lacks a start button. Fixes #7
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Commits on Mar 22, 2020
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twoplayer: Fix tetriminos in background
Tetrimino design by Emma Joe Anderson <jandew+dev@gmail.com>.
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Commits on Mar 23, 2020
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taus: Split playerid into separate mod
Shrunk size to fit in unreferenced_data3, to ease CODE location allocation. The IPS does not conflict with twoplayer, but combining the two is untested.
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Commits on Apr 5, 2020
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Commits on Apr 6, 2020
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playerid: Show id in Type B; remove sprite variant
Having both sprite and nametable codepaths wasn't all that useful. Seems I had settled on nametable. Fixing Type B also fixed showing the id in twoplayer.
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Commits on Apr 11, 2020
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playerid: Fix CODE to _actually_ be in unreferenced_data3
It was accidentally in the sound effect area just after unreferenced_data3. The wrong size clued me in that something was wrong, since it was way too big. Unclear where that size came from.
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Commits on Apr 13, 2020
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taus: Rewrite playfieldLiteral copy loop
I was bothered it used two index registers, and then couldn't help myself to shrink the size.
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Commits on Apr 19, 2020
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Commits on Apr 20, 2020
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Commits on Apr 25, 2020
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twoplayer: Swap palettes for player1 and player2
This restores player1 to their original palette for improved compatibility with other mods.
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Commits on Apr 26, 2020
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taus: Combine render code into render stats
This avoids a collision with twoplayer caused by an optimization to run render sooner.
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twoplayer: Avoid shifting large amounts of code in render_mode_play_a…
…nd_demo This avoids collisions with taus where it modifies the stats rendering. Unfortunately, this adds 6 cycles to rendering, which will probably exceed our budget at higher play levels. I don't want to deal with that at the moment; I don't think anyone will notice, and it really deserves a test anyway.
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taus: Move to unreferenced_data4
unreferenced_data1 is bigger and more convenient for twoplayer to fully consume.
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twoplayer: Move from unreferenced_data4 to legal_screen_nametable
The nametable is RLE compressed to make room.
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Commits on Jun 14, 2020
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PAL is very similar to NTSC, with just some slight size differences which cause offsets. So we just track the insertions/deletions and rewrite the NTSC addresses.
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Commits on Jul 3, 2020
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Commits on Jul 25, 2020
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taus: Use raw nametable; convert to stripe RLE during build
This breaks diffs, but makes the nametable much easier to view and modify.
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