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-
- New Features since TextDemo 4:
-
- - 20-30% faster than TextDemo 4
- - Walls no longer need to be at 90 degrees of each other
- - Real light-sourced (better than DOOM) shading, with multiple
- (fixed or moving) lightsources
- - Multiple pixel resolutions available (1x1, 2x1, 1x2 or 2x2)
- - Uses a very big maze with multiple textures (map included)
-
- Note: - This demo requires a 68020 or better to work, otherwise it happily
- crashes your machine :-)
-
- TextDemo5-OCS : For use on machines with only a 0.5 MB of ChipRAM (normal
- Agnus chip) -- no BlitterC2P supported
- TextDemo5-ECS : For use on machines with more than 0.5 MB of ChipRAM
- -- about 10% faster than the OCS version.
- TextDemo5-AGA : For use on AGA machines (what else?)
-
- Feel free to contact me. I'll be happy to read your comments, suggestions
- and answer your questions. Contact me at one of the addresses at the end
- of this text.
-
- The Demo starts using a 256x192 (2x2 pixels) screen.
-
- ============================================================================
-
- Move through the maze using the numeric keypad or the Cursor keys:
- 7 or Cursor left = Turn left
- 8 or Cursor up = Move forwards
- 9 or Cursor right = Turn right
- 5 or Cursor down = Move backwards
- 4 = Move left
- 6 = Move right
-
- You can choose the screen size using the F-keys:
- F1 = 96x72 F5 = 224x168
- F2 = 128x96 F6 = 256x192
- F3 = 160x120 F7 = 288x216
- F4 = 192x144 F8 = 320x240
-
- Change pixel-resolution using the keys 1-4 (not on numeric keypad!!):
- 1 = 1x1 pixels
- 2 = 2x1 pixels
- 3 = 1x2 pixels
- 4 = 2x2 pixels
-
- Press Left mouse button to exit demo.
-
- ============================================================================
-
- Some details:
-
- - This demo now uses a completely different method of drawing the walls
- then previous TextDemos. It now uses Raycasting to draw the view.
- - The ECS demo runs in EHB 6 bitplanes mode (sorry it looks a bit ugly
- but it is the best possible using 64 colors)
- - The AGA demo runs in 8 bitplanes mode ($dff1fc set to $0001 because of
- bitmap-width problems when using $0003 -- this should not cause any
- slow down)
- - The source walls are still 64x64 pixels but I will change this to
- (at least) 128x128 in a next release (if I don't get some sort of
- game-contract or something before that time -- hint, hint ;-))
- - All walls are drawn in full detail, no 'blocky' edges, unless ofcourse
- you're using 2x1, 1x2 or 2x2 pixels modes :-)
- - The C2P conversion has been completely rewritten. Normally a 16-pixel
- C2P conversion needs 5 passes (8,4,2,1 bit switching and 2 bytes to
- word conversion). These five passes have been split up over three
- different routines. The first and the last pass is handled by the
- Texture-mapping routine itself (takes no time at all (!!)). The 2nd
- and 3rd pass is done using the CPU, and the 4th pass is done using
- the blitter while the CPU is working on the next frame.
- - Lightsources are handled in a way so that adding more light-sources will
- only result in a very minor slowdown.
- - The collision detection is a bit bumpy -- this still needs some work.
-
-
-
- Some people I wish to thank:
-
- - Hans-Joerg Frieden, for giving me lots of hints and UUEncoded mail :-)
- - Paul Hamer, for testing the AGA version of TextDemo 5
- - Kees Huizer, for putting this demo (and the previous one) on Aminet
- - Mr Dl Jarvis, for giving me some graphics for TextDemo 5
-
- and all the other people who gave me comments on TextDemo!!
-
- --------------------------------------------------------------------------
- UUCP: john.hendrikx@grafix.wlink.nl
- FIDO: 2:286/407.8
- AMY: 39:153/201.8
- NLA: 14:101/200.8
-