mirror of
https://git.do.srb2.org/STJr/SRB2.git
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241 lines
8.9 KiB
Text
241 lines
8.9 KiB
Text
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1. Compile SRB2
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2. Explanation of the code
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2.1 The memory model
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2.2 Hardware Texture model
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1. Compile SRB2
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=================
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DOS
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---
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need:
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- djgpp 2.03 (http://www.delorie.com/djgpp/)
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- allegro 3.12 (http://alleg.sourceforge.net/index.html)
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(
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- libsocket 0.7.4 (beta 4) or better
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for use with Winsock 1.1 (example Windows 3.1)
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(http://www.phekda.freeserve.co.uk/richdawe/lsck/lsck.htm)
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OR
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- Wattcp-32 v2.2 dev.rel 6 or better
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For use with a packet driver
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(http://www.bgnett.no/~giva/)
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(http://groups.yahoo.com/group/watt-32/)
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(http://groups.yahoo.com/group/watt-32/files/v2.2/)
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)
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- bcd 1.03 (inlcude in this package)
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- gcc 2.95.2 is recommended
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- nasm 0.98 (or better) (http://nasm.sourceforge.net/)
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compile:
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make
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make WATTCP=1 (to make a Wattcp-32 version)
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debug:
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when craching SRB2 will return eip
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type make asm, then you will have a 8 megs srb2.s (a assembler file)
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the you can find the faulting instruction and function
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------------------------------------------------------------------------
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Linux/SDL
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-----
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need:
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- tested with gcc 2.95 and 3.X.
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- SDL 1.2
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- SDL_mixer 1.2
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- ibogg and libvorbis (http://Xiph.org/)
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- nasm 0.98 (or better)(http://nasm.sourceforge.net/) only with 2.95, else add CC30=1
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compile
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make LINUX=1
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debug:
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gdb ?
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------------------------------------------------------------------------
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Win32
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-----
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need :
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- glide 3.x sdk (optional) (http://www.3dfx.com)
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- directx6 sdk (or higher) (http://www.micosoft.com/directx)
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- nasm 0.98 (or better) (http://nasm.sourceforge.net/)
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- use src\win32\wLegacy.dsp
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- VC6 should also work with VC5, and VS.NET 200X
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debug:
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press on "step over" with the release version (there is some debug info
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on it). Then change the eip in the regster window when you will type
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enter the edi will go to the faulting instruction. don't forget that
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you can follow the stack for calls.
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You can also use trace with the debug version but add -win and -nomouse.
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------------------------------------------------------------------------
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Win32/minGW/SDL
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-----
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need:
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- tested with gcc 2.95 and 3.X.
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- can also use Dev-C++ 5.0 beta 9 (4.9.9.0) from http://www.bloodshed.net/dev/devcpp.html
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- SDL 1.2
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- SDL_mixer 1.2
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compile
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make minGW=1 SDL=1
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or use src\SDL\Win32SDL.dev with Dev-C++ 4.9.9.0 or later
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debug:
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gdb ?
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------------------------------------------------------------------------
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WinCE/SDL WIP
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-----
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need:
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- ActiveSync 3.8
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http://www.microsoft.com/windowsmobile/downloads/activesync38.mspx
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- ActiveSync 3.7.1, if 3.8 isn't available for your language
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http://www.microsoft.com/windowsmobile/downloads/activesync37.mspx
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- eMbedded Visual Tools 3.0 - 2002 Edition
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http://www.microsoft.com/downloads/details.aspx?FamilyID=f663bf48-31ee-4cbe-aac5-0affd5fb27dd
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- Pocket PC 2000 SDK
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http://www.microsoft.com/downloads/details.aspx?FamilyID=bb3f4d7b-de2a-4e1a-a175-26a68c301ac4
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- Pocket PC 2002 SDK (eMVT 3.0 2002 Ed. comes with this)
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http://www.microsoft.com/downloads/details.aspx?FamilyID=2dbee84a-bd94-4167-b817-2b2e548b2e92
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- Pocket PC 2002 SDK Emulator Images (eMVT 3.0 2002 Ed. comes with this)
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http://www.microsoft.com/downloads/details.aspx?FamilyID=25f4de97-ae80-477a-9df1-496b85b3d3e3
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- eMbedded Visual C++ 4.0
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http://www.microsoft.com/downloads/details.aspx?familyid=1DACDB3D-50D1-41B2-A107-FA75AE960856
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- eMbedded Visual C++ 4.0 SP3 (Win CE 4.0-4.2)
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http://www.microsoft.com/downloads/details.aspx?FamilyID=5bb36f3e-5b3d-419a-9610-2fe53815ae3b
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OR
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- eMbedded Visual C++ 4.0 SP4 (No SH3 support,Win CE 4.0-5.0 support)
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http://www.microsoft.com/downloads/details.aspx?FamilyID=4a4ed1f4-91d3-4dbe-986e-a812984318e5
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- eMbedded Visual C++ 4.0 Update 5625 (SP4 only)
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http://www.microsoft.com/downloads/details.aspx?FamilyID=aa282a6d-6f57-436d-8c10-0ec02d94f5b1
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- Windows CE: Standard Software Development Kit
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http://www.microsoft.com/downloads/details.aspx?familyid=a08f6991-16b0-4019-a174-0c40e6d25fe7
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- SDK for Windows Mobile 2003-based Pocket PCs
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http://www.microsoft.com/downloads/details.aspx?FamilyId=9996B314-0364-4623-9EDE-0B5FBB133652
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- Emulator Images for Windows Mobile 2003 Second Edition software for Pocket PC
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http://www.microsoft.com/downloads/details.aspx?familyid=5C53E3B5-F2A2-47D7-A41D-825FD68EBB6C
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- Microsoft Device Emulator 1.0 Community Preview
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http://beta.microsoft.com Use Guest ID "MSDEVICE" to access the Community Preview website
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- Windows CE Utilities for Visual Studio .NET 2003 Add-on Pack 1.1
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(if you also have VS 2003 installed, you need this to install Win CE 5.0 SDK, else no need)
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http://www.microsoft.com/downloads/details.aspx?FamilyId=7EC99CA6-2095-4086-B0CC-7C6C39B28762
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- Windows CE 5.0: Standard Software Development Kit (eMC++ 4 SP4 only)
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http://www.microsoft.com/downloads/details.aspx?FamilyID=fa1a3d66-3f61-4ddc-9510-ae450e2318c3
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- SDL 1.27 (use patch and zip in tools\SDL1.2.7_CE)
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compile
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use src\SDL\WinCE\SRB2CE.vcw
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debug:
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?
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2. Explanation of the code
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==========================
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2.1 The memory model (original) (z_zone.c) (by BP)
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--------------------
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SRB2 allocate a heap of 6/32/48 megs at begining and provide a Z_Malloc function
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to allocate in this heap.
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Z_Malloc( int size,int tag,void* user )
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size is the size in byte
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tag can be : PU_STATIC allocated static (like malloc do)
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call Z_Free to free it
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PU_LEVEL same as static but the zone is "tagged" with the
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tag PU_LEVEL, when calling
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Z_FreeTag (PU_LEVEL, PU_LEVEL) all zone tagged
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with PU_LEVEL are freed (at the end of the level)
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PU_CACHE this one _can_ be freed automatiquely by one other
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call to Z_Malloc. the *user point to a pointer
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to this zone so when freed automatiquely the
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pointer is set to NULL so eatch time you use it
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you must check if the pointer is not NULL and
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reload it.
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(...)
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2.2 Hardware Texture model (by BP)
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--------------------------
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Eatch texture/patch/flats/pic in SRB2 are converted to hardware texture at
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runtime (the GlideMipmap_s structure (hw_data.h)). I will call hardware
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texture a gr_texture so there is no confusion.
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To remind you :
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- Texture are set of patch and are associate to linedefs (walls) can be
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upper, lower or middle texture. It can have hole on it.
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- patch are sprites (the doom patch are run of vertical lines)
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- flats are used for floors and ceiling of sectors and have size of 64x64
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it can't have hole on it
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- pic are new legacy format for picture, it can only handle plain texture
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like flats it is now used for hud in full screen for the main picture
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of legacy and for coronas (the format was extended to handle 32 bit color
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or intensity + alpha, not all are implemented at this time)
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Since patch, flat and pic are basic structure represented by only one lump in
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the wad, the wad loader allocate for eatch lump a GlideMipmap_s (cache3Dfx)
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and init data field to NULL. Since the data structure is allocated in
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PU_3DFXCACHE (like PU_CACHE) the data will be initilised when needed
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(hw_cache.c).
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The GlideMipmap_s structures for textures are initialized on
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HWR_PrepLevelCache (hw_cache.c) it is called in P_SetupLevel (load level)
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the number of textures is computed with TEXTURE1, TEXTURE2 lumps since this
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can be changed in runtime in SRB2 (load a wad while runing) it must be
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reallocated. Well, at this time it is realloceted at eatch level start. We
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can do better, since numtextures change only when a wad is loaded.
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The 3dfx driver use glide3, it load gr_texture in gr_texture memory of the
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card in fifo order when there is no more place it remove the first gr_texture,
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the downloaded field of GlideMipmap_s go to false and when needed it is
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reloaded in gr_texture memory. In OpenGl, since OpenGl keep texture in there
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own memory and handle gr_texture memory of the card we no more need to
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redownload it but if we not free time to time gr_texture memory in opengl,
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it will get alot of memory, so the gr_texture memory is cleared at eatch
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new level (same time of texture reallocation). Opengl and 3dfx link the
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loaded gr_texture with the nextmipmap field of GlideMipmap_s so before clear
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textures of the heap we MUST free gr_texture memory of OpenGl or 3dfx !
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SRB2 can also draw patch with a differant colormap (thanks to Hurdler).
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When needed it create the same gr_texture but just with a differant colormap.
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This one is linked with the original in the GlideMipmap_s with the
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nextcolormap field.
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So when a polygone with a gr_texture must be drawn, first we check if the
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gr_textures is not allready loaded in hadware memory (downloaded field) if
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not then we check if gr_texture data is there (not grabbed by z_malloc
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function) if not we must recompute it eatch type of gr_texture (texture,
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patch, flat, pic have there own methode) the we can send the gr_texture
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to 3dfx or OpenGl.
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