mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-12-21 02:10:39 +00:00
241 lines
8.9 KiB
Text
241 lines
8.9 KiB
Text
|
|
||
|
1. Compile SRB2
|
||
|
2. Explanation of the code
|
||
|
2.1 The memory model
|
||
|
2.2 Hardware Texture model
|
||
|
|
||
|
1. Compile SRB2
|
||
|
=================
|
||
|
|
||
|
DOS
|
||
|
---
|
||
|
|
||
|
need:
|
||
|
- djgpp 2.03 (http://www.delorie.com/djgpp/)
|
||
|
- allegro 3.12 (http://alleg.sourceforge.net/index.html)
|
||
|
(
|
||
|
- libsocket 0.7.4 (beta 4) or better
|
||
|
for use with Winsock 1.1 (example Windows 3.1)
|
||
|
(http://www.phekda.freeserve.co.uk/richdawe/lsck/lsck.htm)
|
||
|
OR
|
||
|
- Wattcp-32 v2.2 dev.rel 6 or better
|
||
|
For use with a packet driver
|
||
|
(http://www.bgnett.no/~giva/)
|
||
|
(http://groups.yahoo.com/group/watt-32/)
|
||
|
(http://groups.yahoo.com/group/watt-32/files/v2.2/)
|
||
|
)
|
||
|
- bcd 1.03 (inlcude in this package)
|
||
|
- gcc 2.95.2 is recommended
|
||
|
- nasm 0.98 (or better) (http://nasm.sourceforge.net/)
|
||
|
|
||
|
compile:
|
||
|
make
|
||
|
make WATTCP=1 (to make a Wattcp-32 version)
|
||
|
|
||
|
debug:
|
||
|
when craching SRB2 will return eip
|
||
|
type make asm, then you will have a 8 megs srb2.s (a assembler file)
|
||
|
the you can find the faulting instruction and function
|
||
|
|
||
|
------------------------------------------------------------------------
|
||
|
|
||
|
Linux/SDL
|
||
|
-----
|
||
|
|
||
|
need:
|
||
|
- tested with gcc 2.95 and 3.X.
|
||
|
- SDL 1.2
|
||
|
- SDL_mixer 1.2
|
||
|
- ibogg and libvorbis (http://Xiph.org/)
|
||
|
- nasm 0.98 (or better)(http://nasm.sourceforge.net/) only with 2.95, else add CC30=1
|
||
|
|
||
|
compile
|
||
|
make LINUX=1
|
||
|
|
||
|
debug:
|
||
|
gdb ?
|
||
|
|
||
|
------------------------------------------------------------------------
|
||
|
|
||
|
Win32
|
||
|
-----
|
||
|
|
||
|
need :
|
||
|
- glide 3.x sdk (optional) (http://www.3dfx.com)
|
||
|
- directx6 sdk (or higher) (http://www.micosoft.com/directx)
|
||
|
- nasm 0.98 (or better) (http://nasm.sourceforge.net/)
|
||
|
- use src\win32\wLegacy.dsp
|
||
|
- VC6 should also work with VC5, and VS.NET 200X
|
||
|
|
||
|
debug:
|
||
|
press on "step over" with the release version (there is some debug info
|
||
|
on it). Then change the eip in the regster window when you will type
|
||
|
enter the edi will go to the faulting instruction. don't forget that
|
||
|
you can follow the stack for calls.
|
||
|
You can also use trace with the debug version but add -win and -nomouse.
|
||
|
|
||
|
------------------------------------------------------------------------
|
||
|
|
||
|
Win32/minGW/SDL
|
||
|
-----
|
||
|
|
||
|
need:
|
||
|
- tested with gcc 2.95 and 3.X.
|
||
|
- can also use Dev-C++ 5.0 beta 9 (4.9.9.0) from http://www.bloodshed.net/dev/devcpp.html
|
||
|
- SDL 1.2
|
||
|
- SDL_mixer 1.2
|
||
|
|
||
|
compile
|
||
|
make minGW=1 SDL=1
|
||
|
or use src\SDL\Win32SDL.dev with Dev-C++ 4.9.9.0 or later
|
||
|
|
||
|
debug:
|
||
|
gdb ?
|
||
|
|
||
|
------------------------------------------------------------------------
|
||
|
|
||
|
WinCE/SDL WIP
|
||
|
-----
|
||
|
|
||
|
need:
|
||
|
- ActiveSync 3.8
|
||
|
http://www.microsoft.com/windowsmobile/downloads/activesync38.mspx
|
||
|
|
||
|
- ActiveSync 3.7.1, if 3.8 isn't available for your language
|
||
|
http://www.microsoft.com/windowsmobile/downloads/activesync37.mspx
|
||
|
|
||
|
- eMbedded Visual Tools 3.0 - 2002 Edition
|
||
|
http://www.microsoft.com/downloads/details.aspx?FamilyID=f663bf48-31ee-4cbe-aac5-0affd5fb27dd
|
||
|
|
||
|
- Pocket PC 2000 SDK
|
||
|
http://www.microsoft.com/downloads/details.aspx?FamilyID=bb3f4d7b-de2a-4e1a-a175-26a68c301ac4
|
||
|
|
||
|
- Pocket PC 2002 SDK (eMVT 3.0 2002 Ed. comes with this)
|
||
|
http://www.microsoft.com/downloads/details.aspx?FamilyID=2dbee84a-bd94-4167-b817-2b2e548b2e92
|
||
|
|
||
|
- Pocket PC 2002 SDK Emulator Images (eMVT 3.0 2002 Ed. comes with this)
|
||
|
http://www.microsoft.com/downloads/details.aspx?FamilyID=25f4de97-ae80-477a-9df1-496b85b3d3e3
|
||
|
|
||
|
- eMbedded Visual C++ 4.0
|
||
|
http://www.microsoft.com/downloads/details.aspx?familyid=1DACDB3D-50D1-41B2-A107-FA75AE960856
|
||
|
|
||
|
- eMbedded Visual C++ 4.0 SP3 (Win CE 4.0-4.2)
|
||
|
http://www.microsoft.com/downloads/details.aspx?FamilyID=5bb36f3e-5b3d-419a-9610-2fe53815ae3b
|
||
|
|
||
|
OR
|
||
|
|
||
|
- eMbedded Visual C++ 4.0 SP4 (No SH3 support,Win CE 4.0-5.0 support)
|
||
|
http://www.microsoft.com/downloads/details.aspx?FamilyID=4a4ed1f4-91d3-4dbe-986e-a812984318e5
|
||
|
|
||
|
- eMbedded Visual C++ 4.0 Update 5625 (SP4 only)
|
||
|
http://www.microsoft.com/downloads/details.aspx?FamilyID=aa282a6d-6f57-436d-8c10-0ec02d94f5b1
|
||
|
|
||
|
- Windows CE: Standard Software Development Kit
|
||
|
http://www.microsoft.com/downloads/details.aspx?familyid=a08f6991-16b0-4019-a174-0c40e6d25fe7
|
||
|
|
||
|
- SDK for Windows Mobile 2003-based Pocket PCs
|
||
|
http://www.microsoft.com/downloads/details.aspx?FamilyId=9996B314-0364-4623-9EDE-0B5FBB133652
|
||
|
|
||
|
- Emulator Images for Windows Mobile 2003 Second Edition software for Pocket PC
|
||
|
http://www.microsoft.com/downloads/details.aspx?familyid=5C53E3B5-F2A2-47D7-A41D-825FD68EBB6C
|
||
|
|
||
|
- Microsoft Device Emulator 1.0 Community Preview
|
||
|
http://beta.microsoft.com Use Guest ID "MSDEVICE" to access the Community Preview website
|
||
|
|
||
|
- Windows CE Utilities for Visual Studio .NET 2003 Add-on Pack 1.1
|
||
|
(if you also have VS 2003 installed, you need this to install Win CE 5.0 SDK, else no need)
|
||
|
http://www.microsoft.com/downloads/details.aspx?FamilyId=7EC99CA6-2095-4086-B0CC-7C6C39B28762
|
||
|
|
||
|
- Windows CE 5.0: Standard Software Development Kit (eMC++ 4 SP4 only)
|
||
|
http://www.microsoft.com/downloads/details.aspx?FamilyID=fa1a3d66-3f61-4ddc-9510-ae450e2318c3
|
||
|
|
||
|
- SDL 1.27 (use patch and zip in tools\SDL1.2.7_CE)
|
||
|
|
||
|
compile
|
||
|
use src\SDL\WinCE\SRB2CE.vcw
|
||
|
|
||
|
debug:
|
||
|
?
|
||
|
|
||
|
|
||
|
2. Explanation of the code
|
||
|
==========================
|
||
|
|
||
|
2.1 The memory model (original) (z_zone.c) (by BP)
|
||
|
--------------------
|
||
|
|
||
|
SRB2 allocate a heap of 6/32/48 megs at begining and provide a Z_Malloc function
|
||
|
to allocate in this heap.
|
||
|
|
||
|
Z_Malloc( int size,int tag,void* user )
|
||
|
|
||
|
size is the size in byte
|
||
|
tag can be : PU_STATIC allocated static (like malloc do)
|
||
|
call Z_Free to free it
|
||
|
PU_LEVEL same as static but the zone is "tagged" with the
|
||
|
tag PU_LEVEL, when calling
|
||
|
Z_FreeTag (PU_LEVEL, PU_LEVEL) all zone tagged
|
||
|
with PU_LEVEL are freed (at the end of the level)
|
||
|
PU_CACHE this one _can_ be freed automatiquely by one other
|
||
|
call to Z_Malloc. the *user point to a pointer
|
||
|
to this zone so when freed automatiquely the
|
||
|
pointer is set to NULL so eatch time you use it
|
||
|
you must check if the pointer is not NULL and
|
||
|
reload it.
|
||
|
|
||
|
(...)
|
||
|
|
||
|
2.2 Hardware Texture model (by BP)
|
||
|
--------------------------
|
||
|
|
||
|
Eatch texture/patch/flats/pic in SRB2 are converted to hardware texture at
|
||
|
runtime (the GlideMipmap_s structure (hw_data.h)). I will call hardware
|
||
|
texture a gr_texture so there is no confusion.
|
||
|
|
||
|
To remind you :
|
||
|
- Texture are set of patch and are associate to linedefs (walls) can be
|
||
|
upper, lower or middle texture. It can have hole on it.
|
||
|
- patch are sprites (the doom patch are run of vertical lines)
|
||
|
- flats are used for floors and ceiling of sectors and have size of 64x64
|
||
|
it can't have hole on it
|
||
|
- pic are new legacy format for picture, it can only handle plain texture
|
||
|
like flats it is now used for hud in full screen for the main picture
|
||
|
of legacy and for coronas (the format was extended to handle 32 bit color
|
||
|
or intensity + alpha, not all are implemented at this time)
|
||
|
|
||
|
Since patch, flat and pic are basic structure represented by only one lump in
|
||
|
the wad, the wad loader allocate for eatch lump a GlideMipmap_s (cache3Dfx)
|
||
|
and init data field to NULL. Since the data structure is allocated in
|
||
|
PU_3DFXCACHE (like PU_CACHE) the data will be initilised when needed
|
||
|
(hw_cache.c).
|
||
|
|
||
|
The GlideMipmap_s structures for textures are initialized on
|
||
|
HWR_PrepLevelCache (hw_cache.c) it is called in P_SetupLevel (load level)
|
||
|
the number of textures is computed with TEXTURE1, TEXTURE2 lumps since this
|
||
|
can be changed in runtime in SRB2 (load a wad while runing) it must be
|
||
|
reallocated. Well, at this time it is realloceted at eatch level start. We
|
||
|
can do better, since numtextures change only when a wad is loaded.
|
||
|
|
||
|
The 3dfx driver use glide3, it load gr_texture in gr_texture memory of the
|
||
|
card in fifo order when there is no more place it remove the first gr_texture,
|
||
|
the downloaded field of GlideMipmap_s go to false and when needed it is
|
||
|
reloaded in gr_texture memory. In OpenGl, since OpenGl keep texture in there
|
||
|
own memory and handle gr_texture memory of the card we no more need to
|
||
|
redownload it but if we not free time to time gr_texture memory in opengl,
|
||
|
it will get alot of memory, so the gr_texture memory is cleared at eatch
|
||
|
new level (same time of texture reallocation). Opengl and 3dfx link the
|
||
|
loaded gr_texture with the nextmipmap field of GlideMipmap_s so before clear
|
||
|
textures of the heap we MUST free gr_texture memory of OpenGl or 3dfx !
|
||
|
|
||
|
SRB2 can also draw patch with a differant colormap (thanks to Hurdler).
|
||
|
When needed it create the same gr_texture but just with a differant colormap.
|
||
|
This one is linked with the original in the GlideMipmap_s with the
|
||
|
nextcolormap field.
|
||
|
|
||
|
So when a polygone with a gr_texture must be drawn, first we check if the
|
||
|
gr_textures is not allready loaded in hadware memory (downloaded field) if
|
||
|
not then we check if gr_texture data is there (not grabbed by z_malloc
|
||
|
function) if not we must recompute it eatch type of gr_texture (texture,
|
||
|
patch, flat, pic have there own methode) the we can send the gr_texture
|
||
|
to 3dfx or OpenGl.
|