.tHE .sIRIUS .cYBERNETICS .cORPORATION
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WOLFENSTEIN 3D for ST - THE FACTS
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Hi dudes,
I'd like to take this chance to advertise the new beta-version of the upcoming
Wolfenstein3d port. This file is very similar to the readme.txt provided with
the last version you might want to download from
http://files.dhs.nu/files_game/wlf3dv01.zip
Please report strange bugs you find to reimund.dratwa@freenet.de as long as they
are diffrent from the ones yet described here - thanks.
Features up till now:
- quick nibble c2p running at a resolution of 160x80 (double-pixeled)
- compiled wall-scalers (best choice for non-cache machines)
- advanced keyboard-controls (you may move into more than one direction at a
time)
- 32 colors on the screen
- wall collision-detection - you can't run through walls any more, gliding
against them is possible as well
- multiple textures (up to 255)
watch history for details...
remaining bugs:
- raycaster seems to have some problem with accuracy at some outer corners,
which you can watch through, hence
- keyboard handler seems to 'hang' at some points, player keeps moving although
a key is released yet - move into the same direction the player moves to, in
this case
- upon exiting: disk-copying seems to be blocked sometimes keybuffer isn't empty
sometimes
things to come up with one of the next betas:
- sprites
- door-support
- pushable walls (secret areas)
- "texture/map-from-file-loader" (to keep the exec-file small and to make the
gfx easily editable)
- trig-table generator for lower file-size, atm. they're just precalculated and
included
- resizeable gamewindow to gain more speed at slow machines - atm. everything
c2p/raycasting-related is dynamic yet, nevertheless you can't resize the
window because just like I said I'm still using a fixed table
- triple-buffer to avoid flicker on too fast machines (using a vbl-unsynced
doublebuffer atm.)
- furtherly optimized wall scalers (there's still some optimization left for
scalers > 64 pixels -> 2-4 byte scaling could be used at some places to skip
some superfluous memory fetches - hence scalers might look like:
move.b source(A0),D0 or move.b source(A0),D0
move.b D0,destination1(A1) or.b D0,destination1(A1)
move.b D0,destination2(A1) or.b D0,destination2(A1)
move.b D0,destination3(A1) or.b D0,destination3(A1)
. .
. .
. .
at certain points.
requirements/specs.:
- any 1Mb+ ST/e/MST/e/Falcon/TT030 (maybe clones as well)
- RGB/VGA
- Fastram-support
usage:
- start it up, wait until the game screen has faded in, move around using your
cursorkey-block and exit by hitting esc if you're starting to get bored.
enjoy,
ray//.tSCc.
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history:
03-11-02
- restarted work on this project after 8 months (!), decided to rewrite the
whole thing to call it "beta-version" :)
- title-screen gets diplayed
- some fading added
- codetable-nibble c2p running in 1.6 vbls on a 8Mhz ST - 50Hz (using the max.
160x80 mode)!
-> bug with linedoubling
-> flawed pixels at some places (faulty c2p-table ??)
03-12-02
* fixed: linedouble-bug
03-13-02
* fixed: flawed pixel-bug (was a problem with negative offsets -> got wrong
planardata) c2p still runs at 1.6 vbls, phew 8)
03-14-02
- scaler setup routine added
-> missing clipped scalers
-> bug: scalers don't work at all for some reason
* fixed: "faulty scaler-code" (was some problem with my brain, actually -
scalers worked fine, just got the wrong jumpaddresses to call them, took me a
long time to notice this X) )
03-15-02
- clipped scalers being generated as well now
- added: fast (an)+ scaler, used if sliceheight=textureheight
03-16-02
+ optimized: now there are 2 sorts scalers for the even- and for the odd rows
each;
move.b src_ofs(a0),dest_ofs(a1) ; even scalers
move.b src_ofs(a0),d0 ; odd scalers
or.b d0,dest_ofs(a1)
-> bug: "even" scalers make the machine crash :/
-> fast move.b (a0)+,d0 scaler removed temporary
03-17-02
* fixed: even-scaler bug
-> bug: scaler setup routine seems to write out of table-range on the ST -
illegal instruction, when calling scalers X(
* fixed: scaler setup bug on the ST (yes, it was a range problem)
- streamlining the scalers really seems to have improved speed on the ST - time
to add a fps counter :)
- fast move.b (a0)+ scaler added again, everything works out fine now, gosh :)
- added: distance dependant jumptable - wall scaler setup is complete, finally
- added: mfp-init/restore crap to get rid of disturbing interrupts
03-18-02
- rewritten: raycaster, much more streamlined and complete than the one of the
previous alpha-engine - however, it's too late and I'm to tired to include and
test it right now, time to sleep Zzz
03-19-02
- raycaster included
-> bug: raycaster displays some buggy looking walls or makes the system crash at
some tested map-positions and fa-
cings :(
* fixed: one of raycaster's bugs (chunkycolumn-counter didn't get cleared before
the loop) - nevertheless it still doesn't work correctly
03-20-02
* completely fixed: raycaster - works correctly without any noticeable bugs now,
ray is damn-happy X)
- due to the much more optimized and streamlined c2p- and scaler-stuff it seems
to gain reasonable speed even on the ST (as I said a fps-counter is still to
be added) if compared to the alpha-version
- the engine seems to run much more relieable also on 68030 machines (no
disappearing walls etc. like in the first alpha-release anymore)
- added: faster clear-routine for the chunkybuffer (using movem.l's)
- added: raster-isr to split palette for seperate floor- and ceiling-color -
this is has to be done because of the nibble-c2p, so don't wonder why ceiling
and floor reach into the screenborder - though the statuspanel is allowed to
use a seperate palette now - hence we display 32 screencolors at once - isn't
this nice? :)
- raster-interfering mousemovement swiched off via the ikbd
03-21-02
- added: the blocks' tile numbers are being procsessed now, so there're (up to
255) diffrent textures that can be mapped onto the walls
- added: keyboard-handler, it's possible to move the player around through that
maze, finally
- bug noticed: maybe due to imprecision or any other accuracy problem we're able
to look through corners at some angles
03-22-02
- improved: keyboard-handler, you should be able to press 2 keys at once to gain
a more flexible player-movement
-> bug: player starts tilting around uncontrolled sometimes
- added: wall collision detection, you can't run through walls any longer
- extended number of wall-scalers to render walls that are very close to the
player
03-23-02
*release*
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