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- Hi again,
-
- > I haven't found the bugs yet, I'll look again tonight.
-
- They are very easy to see but you do need to be in the right place.
-
- > I think I don't understand the use of 'f' or 'w' keys; at home, it only
- > change the colors in the palette. ???
-
- If you don't use 'f' mode all floors are the same colour as are all ceilings.
- The same is true of 'w'. Without it all normal walls are the same colour as
- are all 'top' walls and all 'bottom' walls.
- The 'f'/'w' modes use the name of every texture to select the colour. That
- means that two walls with the same texture will have the same colour, but
- two different textures will (hopefully) give different colours.
- I only do a simply XOR of all the characters in the texture names to select
- the colour to use. A more advanced algorithm would of course be better.
-
- 'F' and 'W' should set 'f' and 'w' mode as well, but they also use the
- direct drawing that saves a lot of memory. It is very enlightening to
- watch the drawing in single step mode with those options turned on.
-
- > I think that the possibility to change the window size is a great idea.
- > With that, everybody will be able to play DOOM ( a fast version, or a
- > great and slower version.).
-
- Yes, I believe it's a good idea. Not everyone will have a slow 16MHz '030
- in their Falcon in the future.
-
- > I enjoy the way the project works actually. But if you could send me a
- > c version without debug code and quite clean, it would be much easier and
- > faster for me to translate it. :-)
-
- I'll see what I can do. Do you think it would be best to convert the full
- version with the large tables first or should we try my optimzed one instead?
- I really think we need both for the time being.
-
- > Yesterday, I've finished to code the first LoadOpenWAD function, and
- > I've started to code LoadThings. Actually, everything works well. I'd
-
- Most of the load functions are very similar so that shouldn't be much work.
-
- > like to finish soon the loading functions to start the display and bsptree
-
- Those should be more fun. ;-)
-
- > I've got megamax c at home, but I couldn't compile your code ...
-
- What did it not like? While I've only tried it with GCC and PureC there's
- not much that's non-standard.
-
- > Perharps your c is a public domain and you can send me a copy of it ?
-
- I usually use GCC and while it is indeed free, the compiler itself is more
- than 1Mbyte and then there are all the utilities and libraries...
- That said it is an _extremely_ good compiler (the best by far for the Atari)
- and it should be available on many BBSes.
- Sozobon (different versions available) is another free compiler that is
- much smaller, but I've not tried it in a couple of years.
-
- > Else, I think that I'll have to find a decent c for atari, coz I'd
- > need sometimes to put a printf to know if the c and assembler versions
- > give the same results.
-
- If you have 4Mbyte and a hard disk, I say go for GCC, but otherwise
- Sozobon might be better. If you're prepared to pay some money there's
- PureC and Lattice C, which are both quite good. PureC is worthless at
- optimization, but it's _very_ quick and can produce rather good code if you
- optimize your C thanks to its smart register allocator.
-
- By the way, you don't need a C compiler to use the C functions. Just get
- hold of a library that can be linked together with whatever assembler you
- use. Then you need only find out how to call the C funtions (it's usually
- very simple) and off you go.
-
- > I think that actually, it would be appreciate that we clip the walls. I
- > wouldn't like to convert half the code, and then realise that I have to
- > recode everything.
-
- With 'clip the walls' do you mean anything else than making sure that you
- can't walk through them? If that's all it's something that should be
- done in a small function I believe is called SetView. It has nothing to
- do with the drawing engine.
-
- > The second point would be the texture mapping, but I thing it can wait
-
- It would be interesting to see what kind of slow down we get with some
- texture mapping, though. Most of the setup work is already done by DVIEW
- so it shouldn't bee very difficult. Mostly it would need changes to the
- DrawFloor and DrawWall functions.
-
- > actually. What I want, and I think what everybody want is a nervous game,
- > fast and speedy. I prefer a non textured very fast and fluent doom than
- > a textured slow one. I think that doom is not a labyrinth walk, but a
- > nervous game.
-
- Yes, I agree.
-
- > PS: If you could send me your code cleaned it would help, Thanks.
-
- Not today. As I mentioned above, I'd like to know what 'version' of the
- routines you want to try at first.
-
- By the way, I've discussed setting up a mailing list with Bertrand so
- that we can keep these discussions three-way (and more when more people
- get involved) without too much hassle.
- I fetched a package to setup such a thing a short while ago and hope to
- have something working in an hour or so.
-
- Regards,
- Johan
-
-
- --
- Chalmers University | Why are these | e-mail: d8klojo@dtek.chalmers.se
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- Gothenburg, Sweden | well? | (MGIFv5 and QLem)
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