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- I've totally recoded the map yesterday.
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- The code is readable now ;-)
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- I think there's no bug left in it, but who knows ???? ;-)
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- I've also indicated the player position with a line which moves
- in the same direction the player turns (like in Doom).
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- I've optimised a little the line routine, it goes a bit faster now.
- (I've debugged my v_line and h_line routs).
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- I've included the real Doom colors for the map (I think so).
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- To Johan :
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- I've found Doug bug in the map, as I had done it last time I tried
- to invert the map y axis.
- In the definitive version, this map won't be displayed at the same time
- than the maze, but on a black screen (like in Doom), and I'll code a
- map like the AvP one (but much much faster).
- Actually, the map takes 2 Vbls to display. I'll try to do it in one,
- but that's not that important, as it displays lonely.
-
- To everybody :
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- The things that are to be coded in the map code :
- zoom both x and y axis by 2 to obtain exactly the same map than in Doom.
- I'll do it tonight (the rout is ready, I just have to put it in the
- actual code).
- Display only the viewed walls. ( easy to do, but I must wait the Dsp version
- to know if the part of the rout I need for that is still in the 68030 or
- in the Dsp).
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- Tomorrow, there's a big strike in France against our politics ;-)
- So I'll stay at home and code all the day. I'll probably send a new version
- on monday. :-)
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- Laurent
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