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-
- Doom Environment Simulator v1.9alpha
- ------------------------------------
-
- This is the fully light-shaded version of the project. Both walls &
- floors make use of light levels and accurate truecolour depth-cueing.
- The shading itself uses 64 visible light levels, unlike the PC version
- which has to make the best of a coarse 256-colour general palette.
-
- Unfortunately, the extra work involved takes it's toll on the processor,
- and I spent many hours optimising the texture mapping code to take full
- advantage of the 68030 instruction & data caches, CPU pipelining & cache
- concurrency & of course FastRAM where possible - in order to get the speed
- back up in line with v1.8alpha.
-
- Although not quite as fast as v1.8 (there's not more than a few percent
- difference in most cases), the visual impact generated by the shading &
- lighting effects make it look even better than PC Doom, and I think it
- was well worth the small overhead. There is some mathematical DSP stuff
- which could be speeded up, and certain other areas which could use some
- trimming, so the framerate might still go back up a little in the near
- future.
-
-
- Important modifications:
-
- * 1.32alpha -> 1.7alpha
-
- > The NodeInCone function is now on the DSP.
- > A new DSP function has been employed to defrag the floor runs.
- > Rotational, perspected mapping function for floors & ceilings.
- > Distance shading for floors & ceilings.
- > Perspected mapping function for walls.
-
- * 1.7alpha -> 1.8alpha
-
- > Removed unwanted FPU instructions:
-
- * 1.8alpha -> 1.9alpha
-
- > Replaced 'additive' shading scheme with better 'scaled' shading.
- > Added lighting to walls.
- > Added depth-cueing to walls.
- > Optimised texture mapping code for CPU bus pipeline.
- > Optimised texture-index calculations
- > Optimised texture-run storage & lookup
- > Modified WAD parser for easy acess to individual resources.
- > Different textures just for the hell of it.
-
-
- Instructions
- ------------
-
- Commandline options:
-
- > doom19a.ttp <wadfile> <level>
-
- Doom I example: Load episode 2, mission 3 from doom.wad
-
- > doom19a.ttp doom.wad e2m3
-
- Doom II example: Load mission 13 from doom2.wad
-
- > doom19a.ttp doom2.wad map13
-
-
- Movement keys:
-
- Arrow keys left / right & forward / back
- ALT hold down for strafe / sidestep
-
- Option keys:
-
- TAB toggle map on / off
- '1' rise
- '2' drop
- '3' toggle horizontal detail (not ready yet)
- '4' toggle vertical detail (not ready on VGA yet)
- '-' decrease window size
- '+' increase window size
-
- The detail modes are not yet complete, as the special video modes
- required to achieve 160x200, 320x100 & 160x100 are not yet implemented.
- The only mode which looks correct is 320x100 on RGB, as it's the
- easiest mode to generate. The other detail modes do work, but they will
- look squashed without the special video modes.
-
- I suggest that anyone following this project who does NOT have an
- IWAD file (as opposed to PWADs or patch-WADs) should get one soon,
- as it is very likely that v2.0 upwards will need to load textures
- from the WAD file. PWAD's tend not to contain textures. A 4MB Demo
- WAD is freely available for the PC (shareware Doom). There are also
- 10MB (commercial Doom) & 12MB (Ultimate Doom) versions if you have
- access to those - and even a 14Mb Doom-II WAD which might also work.
-
- I will be using the 4MB & 12MB WADs for testing, just in case
- problems arise and you need to know.
-
- Any WAD smaller than the ones stated is likely to be a patch-WAD
- and will not be much use in future, except later on when patches
- are supported on top of IWADs, for overlaying customised levels.
-
-
- Anyway, have fun....
-
- Doug @ BSS <dlittle@nest.demon.co.uk>
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