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1994-01-31
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221 lines
Doom Picture Viewer
(and eventually extractor/replacer/editor)
Revision History
*******
1/12/94
*******
v.001
Loads first wall and displays it with default system palette.
Waits for keypress and exits.
v.002
Loads walls one at a time every time you press a key.
Still had default system palette.
ESC exits. (Doesn't check to see if you are through with
pictures! Oops!)
v.003
Loads first PLAYPAL palette first.
P and O can change between the 14 PLAYPAL palettes.
Obviously, this isn't going to work. Either the palettes aren't
loaded in a standard way or they are entirely somewhere else.
(Still doesn't check for last picture)
*******
1/14/94
*******
v.004
T for toggle now works. This will copy the piece across the
entire screen. 5x3.
v.005
Q and A move forward and back one picture. It >STILL< doesn't
check to see if there's really a picture or not, so go and look
at random data. See if I care! Also reduced some clock cycles
on my keyboard input. :)
v.006
Now that we can see (haphazardly) the floors and ceilings - lets
move on to ALL the rest of the graphics. A first attempt. You
can clearly see bottom square panels like the 'Ammo' box but the
rest are jumbled. This uses only about 1/2 of the same code as
v.005 and doesn't view the floor and ceilings anymore. When I
finish this part, I will re-incorporate that back into the code.
*******
1/18/94
*******
Since The Pilferer has told the world that my BBS is "Doom
Utility HQ" and I got 4 new users yesterday looking for Doom
stuff, I better work a little faster on this! :)
v.007
The graphics are sideways! Those goofy iD people! The program
is at the point where you can tell what some of the pictures are
supposed to be, but most are still screwy. The first graphics
says "THE END" (END0). How ironic. :-0
v.008
Sweet jesus! It works! Most of the graphics are now completely
viewable. Unfortunately, the palette is still screwed so most
things look like crap, but everything seems to be there: all the
monsters, all your guns. Between 95-99% of the graphics view
properly, the rest are screwed up for some reason.
Also.....THIS PROGRAM WILL CRASH!!! v.005 was nice and stable
but this one isn't. I have no idea why, but I wouldn't suggest
running important things in the background (You are running
OS/2, aren't you? You are an intelligent computer user, aren't
you?) cause the first time I ran this, after looking at a few
hundred graphics, it hung REAL GOOD. But since I probably won't
have time to fix it tonight, I'll just release it and you can
use it at your own risk.
v.009
Never mind! Fixed the major crashing bug. Also, I finally
added checking so it won't go past the first and last pictures.
Oops. Those tricky file pointers! One of the reason why the
palettes were screwed was because...I wasn't loading them
correctly! They are still wrong, but the first one makes a lot
of pictures look a lot better than before...and still others are
junk! But that gives me encouragement that I can fix it!
*******
1/20/94
*******
v.010 (or should it be v.00a HEX! nahhhh)
Another two lines of code and all the screwed up pictures are
fixed. Now only the 10 or so huge pictures don't display
properly. And that's low on my priority list for this program.
v.011
Cleaned up some code. (Well, barely, but that's a good Revision
History kinda thing to say!) Started messing with the palette
again.
v.012
YOWZA! This is it! It's not cause I'm so good, I should have
had it to begin with. The palette was there all along. I
wasn't loading it right. SMACK! Ooo, I deserved that. All the
pictures use just one palette. No need for the goofy "switch
palette" keys. I think the COLORMAP part is for the "light
effect" of Doom, where things get darker as you move away.
Maybe. Maybe not. That's not my concern. Let's spruce things
up a bit and put the floors/ceilings back in.
v.90
Got rid of all that palette changing code.
v.91
Put the floors/ceilings back into the main code. Same as before
- T toggles the 3x5 tiling on. This only works when you are in
the floors section.
v.92
Changed keys - people (The Pilferer) complained that they were
too confusing. Hey, I thought Q and A were naturals for up and
down. Didn't you ever play Apple II games on the keyboard? So
now it's up and down arrow, with HOME and END for first and last
picture.
v.93
Hack, hack, debug, debug. Trying to get those big pictures to
load.
*******
1/21/94
*******
v.94
Groovy. Got the big pictures to load. And it shows everything.
I thought the pictures were larger than 320x200 but they're not.
So that's everything. I just have to put a opening text screen
on this and then it's 1.0
*******
1/28/94
*******
v.95
Wait a minute! Wasn't 1.0 supposed to be a week ago? Oh well.
What do numbers mean anyway. Thanks to Jeff Miller (WAD Tools)
and the guys at "The Unofficial DOOM specs" for showing me the
errors in my program. Now all the pictures display properly
(but that's what I thought before so....). You couldn't tell if
you weren't looking for errors in the medium and big pictures.
The small numbers were obviously screwed. And a thumbs down to
the arrogance of the "Unofficial WAD specs" guys, laying down
all the rules and regulations and ways you can use THEIR
specs?!?! Hey guys, iD made the game, not you. Get off your
high horse.
v.96
Ok, just one more. I forgot I had to make those changes in two
spots.
********
********
DOOMEdit
********
********
*******
1/31/94
*******
v.10
Attempt at export to BMP. It exported something, but it aint' a
BMP! :(
v.11
Finally got an exported BMP. The picture is crooked and the
palette is goofy.
v.12
Nope
v.13
Argh!
v.14
Sheist!!!
I give up. I don't know the BMP header format and I can't
figure it out myself. I've just looked over the PCX format and
it's a lot easier than I thought it would be. I'll start over
with that tomorrow.