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git-svn-id: https://svn.eduke32.com/eduke32@1105 1a8010ca-5511-0410-912e-c29ae57300e0
1655 lines
79 KiB
Text
1655 lines
79 KiB
Text
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
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// Ken Silverman's official web site: "http://www.advsys.net/ken"
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// See the included license file "BUILDLIC.TXT" for license info.
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BUILD engine Notes (7/24/96):
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BUILD programmed by Ken Silverman
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BUILD.TXT CONTINUED... (BUILD.TXT WAS GETTING TOO BIG!!!)
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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8/12/95 - Added parameter to initmultiplayers to allow who becomes
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master at the start of a multiplayer game.
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- Added parallaxyscale variable to BUILD.H which control the ratio
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at which the parallaxing skies scroll in relation to the
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horizon. Default is 65536. With lower values, you don't
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need as much artwork and can look higher, but I like 65536
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because it is the correct projection.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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8/13/95 - Had MAJOR bug with my searchmap function. If you use it, please
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re-copy from my game.c
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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8/14/95 - Fixed some EVIL bugs with Rt.ALT sector copying. It shouldn't
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screw up your maps anymore! And if you have maps that were
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screwed up with it, you can try my new map correcting key,
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L.Ctrl+L.Shift+L.Enter. This key will not affect an already
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perfect map. However it can SOMETIMES clean up a map that
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was screwed up. I take no responsibility if it screws up
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your map even more, so please check them before saving!
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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8/16/95 - Added error correction to mmulti.obj. Mmulti.obj is like
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multi.obj but it is made to work with Mark's real mode
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multiplayer driver that he calls COMMIT.
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MMULTI.OBJ vs. MULTI.OBJ:
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* initmultiplayers is the same, but the parameters are ignored
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* uninitmultiplayers can be called but does nothing.
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* sendlogon can be called but does nothing.
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* sendlogoff sends packet 255 to everybody else. It does not
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need to be called any more.
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* sendpacket and getpacket are the same.
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* connecthead, connectpoint2[], numplayers, myconnectindex
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are the same. They can be externed just like before.
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* getoutputcirclesize always returns 0. It is not needed.
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* setsocket does nothing. The socket is now in commit.dat.
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* crctable can still be externed.
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* syncstate can still be externed but is not used.
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* Do not use the option[4] variable. Initmultiplayers will
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always return a valid number in numplayers from 1-16.
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You can link mmulti.obj in place of multi.obj and use
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commit.dat as the setup file for multiplayer options.
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There are 2 ways you can run your game through commit:
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1. Set the launch name (usually game.exe) in commit.dat
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and type something like "commit map01 /asdf"
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2. Type "commit launch game map01 /asdf". This method
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is easier if you want to use the debugger with commit
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since you won't have to change commit.dat constantly.
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Ex: "commit launch wd /tr=rsi game map01 /asdf"
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I have not tested mmulti.obj with my BUILD game yet because
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I have been using 2DRAW as my test program. I may put up a
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new version of mmulti.obj with better error correction for
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extremely error-prone lines soon.
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- Kgroup can now accept a parameter as a filename with a list of
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files to be put into the group file.
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Ex: "kgroup @filelist.txt"
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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8/18/95 - Found a way to greatly reduce slave "hitching" on multiplayer
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games for faketimerhandler style communications. It's pretty
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simple.
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Step 1: In the beginning of faketimerhandler, change
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ototalclock = totalclock;
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TO:
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ototalclock += TICSPERFRAME;
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This makes the timing of the game more constant and to
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never miss ticks. I should have done this in the first
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place all along.
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Step 2: In getpackets, (for slaves only) count the number of
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times movethings is called. Normally, movethings should
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be called exactly once for every time getpackets is called
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inside faketimerhandler. The hitching is because
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movethings is called in a 0-2-0-2-0-2 cycle instead of the
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standard 1-1-1-1-1-1 cycle. This happens because the
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timers of the 2 computers are aligning in such a way that
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the slave is receiving the master's packets at nearly the
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same time as it calls getpackets. To correct the problem,
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if movethings is called an even number of times, I randomly
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add or subtract (TICSPERFRAME>>1) to ototalclock. Throw
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this code at the end of getpackets:
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Beginning of getpackets:
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movecnt = 0;
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Where slave receives buffer in getpackets, next to movethings:
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movecnt++;
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End of getpackets:
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if ((myconnectindex != connecthead) && ((movecnt&1) == 0))
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{
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if (rand()&1) ototalclock += (TICSPERFRAME>>1);
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else ototalclock -= (TICSPERFRAME>>1);
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}
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- Found a way to interpolate anything using the doanimations
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code for faketimerhandler style multiplayer games. It's not
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as hard as I thought it would be (and it doesn't waste too
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much memory!) To smooth out doanimations, since there's no
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temporary variables that can be thrown away like with tsprite,
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the current doanimations positions must be backed up at the
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beginning of drawscreen and restored at the end of drawscreen.
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If you want smooth up&down doors, do this:
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Global declaration:
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static long oanimateval[MAXANIMATES];
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Beginning of drawscreen:
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for(i=animatecnt-1;i>=0;i--)
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{
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oanimateval[i] = *animateptr[i]; //Backup doanimations interpolation
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j = *animateptr[i];
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if (j < animategoal[i])
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j = min(j+animatevel[i]*(totalclock-gotlastpacketclock),animategoal[i]);
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else
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j = max(j-animatevel[i]*(totalclock-gotlastpacketclock),animategoal[i]);
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*animateptr[i] = j;
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}
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End of drawscreen:
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//Restore doanimations interpolation
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for(i=animatecnt-1;i>=0;i--) *animateptr[i] = oanimateval[i];
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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8/19/95 - Added global invisibility variable. Initengine sets it to 0
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by default. If you set global invisibility to 1, then
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all sprites with the invisible bit set (sprite[].cstat&0x8000)
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will be shown. This is useful for editing invisiblie sprites.
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- Made the hitscan blocking bit for sprites be the bit checked
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when using cliptype 1 instead of the blocking bit. Before
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I was accidently using the clipmove blocking bit on sprites
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with cliptype 1. I should have done it this way in the first
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place. I hope you haven't "built" around this bug too much!
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Here's how everything works now:
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Clipmove blocking bits:
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Which bits:
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wall[].cstat & 1
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sprite[].cstat & 1
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Used in these cases:
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clipmove when cliptype = 0
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getzrange when cliptype = 0
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Hitscan blocking bits:
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Which bits:
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wall[].cstat & 64
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sprite[].cstat & 256
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Used in these cases:
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clipmove when cliptype = 1
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getzrange when cliptype = 1
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hitscan always
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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8/20/95 - Reduced some overhead memory by combining 2 large internal
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arrays which were used in different parts of the engine.
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This is a total savings of about 90K.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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8/24/95 - Changed the way 'E' mode works on ceiling and floor textures.
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64*64 and 128*128 textures are the same as before so I think
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this won't screw up your existing maps. (But I can never be
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sure) Now, 'E' mode always smooshes the texture size by 2 for
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any size texture.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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8/29/95 - ÜÛÛÛÛÛÛÜ ÛÛ ÜÛÛÛÛÛÛÜ ÜÛÛÛÛÛÛÜ ÜÛÛÛÛÛÛÜ ÜÛÛÛÛÛÛÜ ÛÛ ÛÛ ÛÛ
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ÛÛ ÛÛ ÛÛß ßÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ
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ßÛÛÛÛÛÛÜ ÛÛ ÛÛ ÛÛ ÛÛÛÛÛÛÛß ÛÛÛÛÛÛ ßÛÛÛÛÛÛÜ ÛÛ ÛÛ ÛÛ
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ÛÛ ÛÛ ÛÛÜ ÜÛÛ ÛÛ ÛÛ ÛÛ ßß ßß ßß
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ßÛÛÛÛÛÛß ßÛÛÛÛÛÛÛ ßÛÛÛÛÛÛß ÛÛ ßÛÛÛÛÛÛß ßÛÛÛÛÛÛß ÛÛ ÛÛ ÛÛ
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New 3D EDIT MODE BUILD keys:
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Press [ or ] on a ceiling or floor to change the slope.
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Shift + [ or ] on a ceiling or floor to adjust finely.
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Press / to reset a ceiling or floor to slope 0.
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Use Alt-F in either 2D or 3D mode to change the slope's hinge.
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Sector fields used for slopes:
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The useless groudraw fields, ceilingheinum and floorheinum,
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are now being used as the slope value. They are treated
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as signed shorts, where 0 is slope 0, of course. To enable
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slope mode, you must also set bit 1 of the ceilingstat or
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floorstat bits.
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Known bugs:
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There are still a few bugs that I haven't gotten around to
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fixing yet. They're not necessarily hard to fix - it's just
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that there are a lot of little things that need to be updated
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(on my part).
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- Hitscan does not hit slopes correctly.
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- Rare divide overflow bug in my wallmost function only when
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you're very close to a red sector line of a slope.
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- Relative alignment for slopes not yet programmed. Relative
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alignment for slopes will allow square aspect ratio for all
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slopes of slopes.
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- ALT-F code with passing loops would be nice.
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- Visibility not implemented for slopes yet.
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- Sometimes an annoying tiny wall is drawn at sector lines.
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Don't call me to tell me about these bugs. I know about them.
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And if I didn't list your favorite bug of the day, it will
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probably be brought up by the 2 internal teams now working
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with BUILD.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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9/4/95 - Made ALT-F select any wall of a sector, even crossing loops.
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In 3D mode, ALT-F now sets the selected wall directly to the
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first wall.
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- Fixes related to slopes:
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* Relative alignment now works. Use relative alignment on high
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slopes if you don't like the way the texture is stretched
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out.
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* Flipping now works
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* Panning now works
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* Fixed seams for SOME (not all) slope borders
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- My wonderful divide overflow bugs in wallmost aren't quite as
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rare as they used to be. Wait a minute - I thought I was
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supposed to document bug fixes here! This is what you get
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for wanting BUILD tonight. As soon as I fix these darn
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divide bugs, I'll put up a new version.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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9/5/95 - Fixed all known divide overflow bugs related to wallmost. I
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haven't gotten a divide overflow yet in the last few hours,
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but that doesn't guarantee that you'll never get one. Take a
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look at GROULAND. It has a cool new cylindrical tunnel. On
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the other side of the level is my house in Rhode Island.
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Known bugs with slopes now:
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- Hitscan does not hit slopes correctly.
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- Visibility not implemented for slopes yet.
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- Clipmove will not allow you to walk off high sloped cliffs.
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- Also, I noticed a rare sprite drawing clipping bug. I
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don't know if this is new or not.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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9/7/95 - Fixed an exception 0xe bug by using tsprite[MAXSPRITESONSCREEN-2]
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instead of tsprite[MAXSPRITESONSCREEN-1]. I don't understand
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why this fixed it so I expect that it will come back to haunt
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me. Oh happy day. :(
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- I forgot to document 2 new and useful functions in the engine:
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long getceilzofslope(short sectnum, long x, long y); and
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long getflorzofslope(short sectnum, long x, long y);
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Returns the z coordinate of the ceiling/floor at that x, y
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location. If the sector doesn't have a ceiling/floor slope
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then it immediately returns the sector[].floorz or
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sector[].ceilingz so it's not that slow. You may want to
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check for slopes yourself ceilingstat&2/floorstat&2 if you
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think the overhead of calling these functions are too slow.
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- Made clipmove use getceilzofslope and getflorzofslope when
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checking for overlapping.
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- Cleaned up mirror code for non-chained modes a little bit. The
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mirrors should no longer have a stay line on the right anymore
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for these modes.
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- Added Chain-Buffer mode. See my new SETUP.EXE. Chain-Buffer
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is a combination of the chain and screen buffer modes - a
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buffered chain mode. This mode is faster than standard chain
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mode when a lot of screen memory is being read, for example
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when you use transluscence or mirrors. Also, Chain-Buffer
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mode is cleaner than screen-buffer mode since you don't see
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memory being copied to the screen. Unfortunately, in most
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cases, Chain-Buffer is the slowest of all modes. Actually,
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Chain-Buffer mode sucks. There is a use for this mode,
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however! In the future, I may make some kind of chain mode
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automatically switch into chain-buffer mode for extra speed
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when there is a large area of transluscence, etc.
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ATTENTION PROGRAMMERS: Here is the new order of modes that
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initengine accepts:
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0 = Chain mode
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1 = Chain-Buffer mode
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2 = Screen-Buffer/VESA mode
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3 = TSENG mode
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4 = Paradise mode
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5 = S3
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6 = Crystal Eyes mode
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7 = Red-Blue mode
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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9/9/95 - Fixed visibility for face sprites in high resolution modes.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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9/14/95 - Added a new bunch of graphics modes using the new VESA 2.0 linear
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buffer. (I replaced the useless chain-buffer mode with VESA
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2.0 modes) See my new SETUP. Since most cards only support
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VESA 1.2 right now, you will probably need a VESA 2.0 driver.
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I have been using the UniVBE(tm) 5.1 from SciTech Software
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(ftp: ftp.scitechsoft.com, www: http://www.scitechsoft.com)
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Note that since I inserted the new modes between chained mode
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and screen buffer mode, you will need to update your setup
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program and fix your initengine calls.
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- Programmed a LRU/MRU-style cacheing system. It should be fully
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compatible with the old cache1d except for the locking byte.
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The locking byte would be better described as a priority byte.
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Priority byte:
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0 - non-cached memory, you NEVER set the byte to 0!
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1-199 - cached unlocked memory
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200-255 - cached locked memory
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When the cacheing system needs to remove a memory block, it
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will try to remove the FEWEST number of SMALLEST blocks with
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the LOWEST priority.
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Note: Never set the priority byte to a 0! Let the cacheing
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system do that for you.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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9/15/95 - Optimized hitscan a little and made it work with slopes.
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- Made some internal things in the build editor work better with
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sprites on slopes.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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9/16/95 - Note: Initengine now only does memory allocation for the
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graphics modes. The ylookup table is calculated in
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setgamemode since with VESA, I don't know certain
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variables such as bytesperline until the mode is
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actually set.
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- Cansee should now work with slopes properly.
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- Added a new function which is a combination of the
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getceilzofslope and getflorzofslope functions. Whenever you
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need both the ceiling and floor, it is more optimal to call
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this function instead. The parameters are just like the other
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functions except the ceiling and floor are returned through
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pointers instead of a return value.
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getzsofslope(short sectnum, long x, long y,
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long *ceilz, long *florz);
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- Fixed recently introduced hitscan divide overflow bug.
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- Fixed a sprite drawing clipping bug.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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9/17/95 - ATTENTION PROGRAMMERS: I moved the sprite shading code from
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the engine into GAME/BSTUB. If you want sprites to shade
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like they used to, be sure to copy the code I recently added
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to the end of analyzesprites in GAME.C or ExtAnalyzeSprites
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in BSTUB.C.
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- Added 2 new interesting functions to the engine to make moving
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slope programming easier. These functions will align a slope
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to a given (x, y, z) point. It will make the slope pass
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through the point. The function will do nothing if the point
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is collinear to the first wall of the sector.
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alignceilslope(short sectnum, long x, long y, long z);
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and
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alignflorslope(short sectnum, long x, long y, long z);
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
9/18/95 - Kgroup will now work with subdirectories.
|
|
|
|
- ATTENTION PROGRAMMERS: I have not done this yet, but I am
|
|
planning on doing a new map version! Before I do it, I
|
|
want to give you a chance to give me any suggestions you may
|
|
have. The only changes I am planning on, besides re-arranging
|
|
the structures for better alignment is to give the slopes some
|
|
more bits precision. This may limit slopes to a maximum slope
|
|
of 4 (almost 76ø) which is still extremely high. Here are the
|
|
new structures that I am proposing:
|
|
|
|
//40 bytes
|
|
typedef struct
|
|
{
|
|
long ceilingz, floorz;
|
|
unsigned short wallptr, wallnum;
|
|
short ceilingstat, floorstat;
|
|
short ceilingpicnum, ceilingheinum;
|
|
signed char ceilingshade;
|
|
char ceilingpal, ceilingxpanning, ceilingypanning;
|
|
short floorpicnum, floorheinum;
|
|
signed char floorshade;
|
|
char floorpal, floorxpanning, floorypanning;
|
|
char visibility, filler;
|
|
short lotag, hitag, extra;
|
|
} sectortype;
|
|
|
|
//32 bytes
|
|
typedef struct
|
|
{
|
|
long x, y;
|
|
short point2, nextwall, nextsector, cstat;
|
|
short picnum, overpicnum;
|
|
signed char shade;
|
|
char pal, xrepeat, yrepeat, xpanning, ypanning;
|
|
short lotag, hitag, extra;
|
|
} walltype;
|
|
|
|
//44 bytes
|
|
typedef struct
|
|
{
|
|
long x, y, z;
|
|
short cstat, picnum;
|
|
signed char shade;
|
|
char pal, clipdist, filler;
|
|
unsigned char xrepeat, yrepeat;
|
|
signed char xoffset, yoffset;
|
|
short sectnum, statnum;
|
|
short ang, owner, xvel, yvel, zvel;
|
|
short lotag, hitag, extra;
|
|
} spritetype;
|
|
|
|
Note that I am adding 1 byte of filler to the sprite structure
|
|
(4K more) and 3 bytes of filler to the sector structure
|
|
(3K more). (If I'm a nice guy, one of those bytes may even
|
|
be use for fog. (DOH!))
|
|
|
|
- Fixed another wonderful hitscan divide bug.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
9/22/95 - Optimized slopes. On a 486-66 w/ local bus in VESA 2.0 320*200
|
|
mode, a full screen slope was optimized from 24fps to 35fps!
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
9/25/95 - Re-optimized some more assembly.
|
|
|
|
- ATTENTION EVERYONE! CONVMAP7! You know what this means. Just
|
|
type "convmap7 *.map" and you'll be back in business. P.S.
|
|
enjoy the newly aligned structures!
|
|
|
|
- ATTENTION PROGRAMMERS! New TRANSPAL! You can now use 2 levels
|
|
of transluscence by using just a single 64K transluscent
|
|
buffer, such as 33/67 and 67/33 transluscence. I changed the
|
|
format of palette.dat, so please run TRANSPAL before you try
|
|
running the game with the new OBJS! If you don't, the palette
|
|
tables will be screwed up.
|
|
|
|
Old PALETTE.DAT:
|
|
768 bytes - VGA palette
|
|
numshades*256 bytes - palookup[0] table
|
|
32640 bytes- transluscent palette (smaller from symmetry)
|
|
|
|
The way I used to get numshades (fun):
|
|
numshades = ((filelength-32640-768)>>8)
|
|
|
|
New PALETTE.DAT:
|
|
768 - VGA palette
|
|
2 - numshades
|
|
numshades*256 - palookup[0] table
|
|
65536 - transluscent table
|
|
|
|
To keep things less confusing, could you all use a
|
|
transluscent constant >= 128. For example, I used 170 on
|
|
my PALETTE.DAT.
|
|
|
|
|
|
READ THIS! New bits added to things:
|
|
Bit 5 of rotatesprite, bit 9 of both sprite[].cstat
|
|
and bit 9 of wall[].cstat are now used for reverse
|
|
transluscence.
|
|
|
|
- Added super-cool new feature to 2D EDIT MODE (that should have
|
|
been there from the start). Try inserting some points!
|
|
|
|
- ATTENTION PROGRAMMERS! Removed overwritesprite. Use
|
|
rotatesprite instead. I don't want to support a function that
|
|
can totally be done with another better function. I will
|
|
eventually optimize rotatesprite for 90ø cases so it's even
|
|
faster than the current overwritesprite. If you're too lazy
|
|
to convert right now, then you can use this overwritesprite
|
|
stub function:
|
|
|
|
overwritesprite (long thex, long they, short tilenum,
|
|
signed char shade, char stat, char dapalnum)
|
|
{
|
|
rotatesprite(thex<<16,they<<16,65536L,(stat&8)<<7,tilenum,shade,dapalnum,
|
|
((stat&1^1)<<4)+(stat&2)+((stat&4)>>2)+((stat&16)>>2)^((stat&8)>>1),
|
|
windowx1,windowy1,windowx2,windowy2);
|
|
}
|
|
|
|
- Fixed the rotatesprite centerting bug in y-flipping mode. Oh
|
|
by the way, you know how I originally said the flipping bit
|
|
was x? Well, I screwed it up. It was actually y-flipping all
|
|
along.
|
|
|
|
- This one's for hackers (N&P/Qs) In the engine, I call
|
|
getpalookup every time I need a pointer to a 256-byte
|
|
palookup table. One big limitation right now is that each
|
|
bunch of 256-byte tables has a limit of 64K because a shade
|
|
is being returned, not a 4-byte pointer. This means you
|
|
could have a maximum of 8 shades, with 8 fogs per palookup.
|
|
It's not as expandable as I originally intended since this is
|
|
a speed-critical function. It is called EVERY single time a
|
|
line is drawn - probably called 50 times more often than
|
|
faketimerhandler.
|
|
|
|
#pragma aux bound32 =\
|
|
"test eax, 0ffffffe0h",\
|
|
"jz endit",\
|
|
"cmp eax, 80000000h",\
|
|
"sbb eax, eax",\
|
|
"and eax, 31",\
|
|
"endit:",\
|
|
parm [eax]\
|
|
|
|
getpalookup(long davis, long dashade)
|
|
{
|
|
return(bound32(dashade+(davis>>8)));
|
|
}
|
|
|
|
This is just a start. Eventually I hope to use some kind of
|
|
lookup table, such as: palookup = palptr[davis][dashade],
|
|
but I couldn't think of a good way to make the array small
|
|
enough for what people need.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
9/26/95 - Fixed drawmapview so it actually clips to the rectangular window
|
|
properly. It does not clip to startumost/startdmost so you
|
|
should call a rotatesprite to draw the status bar every frame
|
|
if it is not rectangular.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
9/30/95 - Fixed recently introduced mirror bug.
|
|
|
|
- Fixed rotatesprite x-positioning bug in scale mode for weird
|
|
resolutions.
|
|
|
|
- Fixed tilting for pure chained modes.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/2/95 - Changed setbrightness call:
|
|
|
|
setbrightness(char dabrightness, char *dapal)
|
|
dabrightness is gamma level(0-15)
|
|
dapal is pointer to standard VGA 768 byte palette.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/3/95 - Fixed flicker in UNIVBE modes.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/6/95 - Added a global visibility variable to BUILD.H specific for
|
|
p-skies called parallaxvisibility. Now you can do lightning
|
|
effects without modifying the visibility for everything.
|
|
|
|
- Really fixed the drawmapview window clipping this time.
|
|
|
|
- Made my clearview function clip to the viewing window since it
|
|
is usually used just before the drawmapview function.
|
|
|
|
- You can now use bit 6 (64) to tell rotatesprite whether or not
|
|
the tile has transparent regions or not. If there are no
|
|
transparent regions, then it would be faster to set this bit
|
|
because it doesn't have to check for color 255 at every pixel.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/11/95 - Back in RI!
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/13/95 - Cleaned up setup program by having only 1 VESA menu for all
|
|
possible VESA modes. The engine will now auto-detect whether
|
|
or not your computer supports VESA 2.0. The screen buffer
|
|
menu now only supports 320*200. (I noticed that Mark's setup
|
|
program doesn't list 320*400 mode even though it is supported
|
|
by my game and UNIVBE. 320*400 is considered by some people
|
|
the next best mode after 320*200 and 640*480. You have my
|
|
permission to annoy him.)
|
|
|
|
- I bought UNIVBE by credit card for $28! When you buy UNIVBE,
|
|
you don't have to struggle with beeps or date changing - and
|
|
it loads instantly. I try not to use TSR's whenever possible,
|
|
but I found that UNIVBE is worth wasting 8K. I don't think my
|
|
computer has ever crashed due to something related to UNIVBE.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/17/95 - Found an easy way to interpolate everything for faketimerhandler
|
|
in my game, including swinging doors, revolving doors, and
|
|
other moving sectors. My doanimations interpolation now uses
|
|
these functions instead. Check them out in my GAME:
|
|
|
|
setinterpolation(long *posptr); //Call when door starts
|
|
stopinterpolation(long *posptr); //Call when door stops
|
|
updateinterpolations(); //Call at start of domovethings
|
|
dointerpolations() //Call at start of drawscreen
|
|
restoreinterpolations() //Call at end of drawscreen
|
|
|
|
Call setinterpolation with a pointer to the long variable
|
|
being interpolated. If an object stops moving, you can
|
|
speed things up by calling stopinterpolation. For things
|
|
that always move, you can call setinterpolation in pre-map
|
|
and don't stopinterpolation for those things. Don't forget
|
|
to set numinterpolations to 0 in premap whenever changing
|
|
levels in the game.
|
|
|
|
- Optimized lava. You can re-copy my code if you want.
|
|
|
|
- Added auto screen-buffering mode for linear VESA modes. (In
|
|
case you didn't know, reading video memory can be 10 times
|
|
slower than reading non-video memory.) Auto-buffering
|
|
means that if the engine detects that more than 1/8th of the
|
|
screen has transluscence or mirrors, then it will switch into
|
|
a screen-buffering mode. Screen-buffer mode in linear VESA
|
|
not only will still have smooth page flipping, but will be
|
|
faster than standard screen buffer mode on some video cards
|
|
just because it's linear memory. (That's a good thing)
|
|
|
|
- Optimized screen buffer modes so they copy only the viewing
|
|
window instead of the whole screen from non-video memory to
|
|
video memory. If a permanent sprite is written, as a special
|
|
case, it will copy the whole screen - but this doesn't affect
|
|
you. Me and my engine babble.
|
|
|
|
- Moved the printext function out of the engine and into my game.
|
|
Use printext16/printext256 instead.
|
|
|
|
- I tried removing chain mode twice and it didn't improve the frame
|
|
rates of the other modes at all. So it stays! If you don't
|
|
like it, then don't include it in your setup program.
|
|
|
|
- Made allocatepermanenttile return 0 instead of -1 if something
|
|
bad happens. My GAME.C was crashing in windows with a memory
|
|
error because I was assuming all memory pointers were
|
|
positive. Please make sure your code will work if an
|
|
allocation function returns a negative pointer (Windows often
|
|
returns negative pointers).
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/19/95 - Tried to make pushmove work with face sprites, but it kept making
|
|
the player die too much. Also it presented some interesting
|
|
new problems, such as: You get pushed by your own bullets
|
|
that you just shot - and get this - if you don't temporarily
|
|
set yourself to non-blocking you kill yourself because you're
|
|
inside you're own sprite! So I have decided to comment out
|
|
this code for now.
|
|
|
|
- Fixed hitscan bug with ceiling slopes.
|
|
|
|
- ATTENTION PROGRAMMERS!!! PERMANENTWRITESPRITE was removed from
|
|
the engine and be put into my game as an emulated function.
|
|
If you still use permanentwritesprite, get the emulated
|
|
function out of my GAME.C.
|
|
|
|
Drawing permanent areas is now easier than ever!!! Simply
|
|
call rotatesprite with bit 3 (&8) set or the
|
|
permanentwritesprite stub call, and the engine now
|
|
automatically takes care of copying the permanent region
|
|
to all necessary pages in the future. It even keeps track
|
|
of whether the call was before or after drawrooms!
|
|
I am using an internal fifo to back up the parameters for each
|
|
rotatesprite call. It can support up to 512 calls per
|
|
page right now. This number can get reached quicker than
|
|
you think, especially if you use fonts with shadows behind
|
|
each character. Permanentwritespritetile could also go
|
|
over the limit in hi-res modes since each tile is considered
|
|
a separate call.
|
|
I optimized out the case where an older rotatesprite region gets
|
|
completely covered by a newer rotatesprite region with bit 6
|
|
(&64 for non-masking) set. Currently this has a few
|
|
limitations - such as the x, y, zoom, and ang must be the same
|
|
right now to knock out an older rotatesprite.
|
|
|
|
- I corrected an off-by 1 error in my GAME.C for window size
|
|
calculations. I simply used more precision. Ex:
|
|
* changing (xdim>>1)-(screensize>>1) to ((xdim-screensize)>>1)
|
|
* using the scale function instead of a separate mul & div.
|
|
By the way, if you haven't already, please stick your screen
|
|
re-sizing code BEFORE drawrooms. It will make the screen
|
|
re-size update more responsively and you're less likely to get
|
|
drawing bugs.
|
|
|
|
- Future plans for possible rotatesprite optimizations:
|
|
1. Angle is 0, 512, 1024, 1536
|
|
2. Bit 6 (&64) is set for non-masking mode
|
|
3. tilesizy[tilenum] is a power of 2
|
|
4. If coincidentally, x=34562, y=34682, and zoom=67275
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/20/95 - Fixed vertical line shading bugs when looking at walls at harsh
|
|
angles.
|
|
|
|
- Made masked walls clip to slopes properly. TRY IT!
|
|
(hope you didn't "BUILD" on this bug!)
|
|
|
|
- Fixed overflow and precision bugs with extremely long walls.
|
|
I even got the chance to optimize out a multiply in the
|
|
wallmost clipping code!
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/25/95 - Now absolutely everything in my game is being interpolated
|
|
for smooth play - including subways! No interpolation
|
|
disable variable exists any more. The setinterpolation
|
|
function is really easy to use. Try it!
|
|
|
|
- Programmed VISIBILITY for slopes!!!!! On my P-100, the slopes
|
|
are almost as fast as they used to be. You can now start
|
|
adjusting the shades of slopes.
|
|
|
|
- The shading lines on ceilings and floors now match to the shading
|
|
lines on walls. Before they didn't match. (oops).
|
|
|
|
|
|
- For those of you who want to program their own palette functions,
|
|
using my gamma correction lookup table, here's the code:
|
|
|
|
extern char britable[16][64];
|
|
|
|
koutp(0x3c8,0);
|
|
for(i=0;i<768;i++)
|
|
koutp(0x3c9,britable[curbrightness][palette[i]]);
|
|
|
|
If you use this code, don't bother calling setbrightness any
|
|
more. The only bad thing about programming this yourself
|
|
is that you lose support for red-blue glasses mode.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/26/95 - Added support for VESA 2.0 protected mode extensions. With the
|
|
protected mode extensions, the page-flipping is less likely to
|
|
flicker, if at all. This is because the retrace timing isn't
|
|
screwed up as badly as if it had to switch to real mode.
|
|
|
|
- Fixed a weird buffer bug in my GAME.C. I was using tempbuf in
|
|
faketimerhandler/getpackets for sending packets. I was also
|
|
using tempbuf in many other places, such as my printext
|
|
function. Unfortunately, since rotatesprite is now called
|
|
for each character, faketimerhandler would sometimes get
|
|
called and the rest of the word got screwed up. Please make
|
|
sure you are not sharing any buffers in faketimerhandler /
|
|
getpackets with the rest of your code.
|
|
|
|
- Fixed a bug for linear VESA modes. Now, the screen will update
|
|
properly when calling rotatesprite and nextpage for the first
|
|
time before any drawrooms calls. This used to not work right
|
|
at my "waiting for other players" code in this mode.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/27/95 - Did you notice I fixed some of the weird cases with slope drawing
|
|
in the last upload? I fixed things like when a ceiling of
|
|
one sector is partially below the floor of another, etc.
|
|
|
|
- Fixed precision of shading lines on slopes.
|
|
|
|
- Fixed visibility overflow when slopes are near horizons. This
|
|
means you won't see ugly bright pixels any more when you're
|
|
looking at a slope at an extremely sharp angle.
|
|
|
|
- Fixed a bug in BUILD 3D EDIT MODE with slopes. Now when you
|
|
press '/' on a ceiling or floor slope, it stays straight
|
|
until you press [ or ] on it again. Before, sometimes the
|
|
ceiling would stupidly get sloped again if you pressed [ or ]
|
|
on the floor and vice versa.
|
|
|
|
- Removed some unnecessary sounds from my game. This doesn't
|
|
really affect you people out there.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/30/95 - Fixed recently screwed up p-sky tiling.
|
|
|
|
- Made Editart work with map version 7 for tile sorting and the
|
|
Alt-R command. Alt-R does not scan the heinum's of sectors
|
|
any more, and only adds in the overpicnum if a masked or
|
|
1-way wall is actually defined on the map.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/31/95 - Fixed a bug with my slopalookup array. It was sometimes writing
|
|
up to 3 bytes after the end of the array.
|
|
|
|
- Fixed recently screwed up p-sky tiling for real this time.
|
|
|
|
- Permanentwritesprite is out of my game. Here it is just in case
|
|
I will need it again for future reference.
|
|
|
|
permanentwritesprite (long thex, long they, short tilenum,
|
|
signed char shade, long cx1, long cy1,
|
|
long cx2, long cy2, char dapalnum)
|
|
{
|
|
rotatesprite(thex<<16,they<<16,65536L,0,tilenum,shade,
|
|
dapalnum,8+16,cx1,cy1,cx2,cy2);
|
|
}
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
11/1/95 - Guess what? I turned 20 today. This means I'm no longer a
|
|
teenage programming genius. Doesn't that just suck. If you
|
|
guys don't get a game out by the next time my age plus
|
|
plusses, I'm going to get really p-skied off and kill some
|
|
people. That would be bad. (When I say killing, I mean
|
|
virtual killing in the entertaining game of Ken-Build
|
|
in which a fun time is always had by all.) So put on your
|
|
happy fun smiles and work out all those rotatesprites,
|
|
fsyncsyncvel.bits, and interpolation fifos before it's
|
|
ototalclock!
|
|
|
|
- Optimized the NON-MASKING cases of rotatesprite for
|
|
NON-(un)CHAINED modes. This means that low detail modes,
|
|
status bars, and permanent background tiles are now drawn
|
|
about as fast as they're ever going to be drawn! Try the
|
|
F5 key in my game to compare frame rates if you want. I have
|
|
not optimized guns and stuff yet. That's next on my list.
|
|
|
|
- Made the engine call new internal functions, kmalloc and kfree,
|
|
instead of malloc or free. Unless you're a hacker and wrote
|
|
your own memory manager (like N&P/Qs) you can just ignore
|
|
this message.
|
|
void *kmalloc(size_t size) { return(malloc(size)); }
|
|
void kfree(void *buffer) { free(buffer); }
|
|
|
|
- Supposedly fixed the new rotatesprite and linear vesa crashing
|
|
bugs. Since I'm not totally sure that I fixed the problems,
|
|
all I can do is hope that I don't get too many phone calls!
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
11/4/95 - Did some neat optimizations that will make the drawing code
|
|
faster, especially in hi-res modes, but I'm sure nobody cares.
|
|
Instead I'm probably just going to get 10 totally different
|
|
bug report stories. So I'll be talking to you soon!
|
|
|
|
- Fixed stupid bugs in cansee. If the 2 objects were in the same
|
|
place, sometimes it returned 1 even if it couldn't see you.
|
|
I made 2 fixes:
|
|
This one to fix overlapping:
|
|
|
|
if ((xs == xe) && (ys == ye)) return(sects == secte);
|
|
|
|
And I removed the early out return(1) optimization - I
|
|
put this after the big loop instead:
|
|
|
|
for(i=danum-1;i>=0;i--)
|
|
if (clipsectorlist[i] == secte) return(1);
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
11/7/95 - Optimized the awful shld's out of my divscale's in pragmas.h.
|
|
You can update to the new pragmas.h if you actually use it.
|
|
|
|
- Remember the lovely horizontal lines on top of face sprites.
|
|
Well you won't be seeing them any more. At least the case
|
|
I trapped works better than before.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
11/8/95 - Made krand generate better random seeds.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
11/9/95 - ATTENTION PROGRAMMERS! Moved part of stat bit 3 of rotatesprite
|
|
to bit 7. Have you noticed that your menu code was kind of
|
|
screwy in modes where numpages > 1? This is because I made
|
|
rotatesprite automatically copy to all pages whenever the
|
|
"don't clip to startmost's bit" (bit 3 or +8) was set in
|
|
the stat bit of rotatesprite. To give you more control, I
|
|
moved the auto copy to all pages bit to bit 7 and left bit 3
|
|
as the don't clip to startmosts bit. If you want your code
|
|
to work the same as the last update of BUILD, simply go
|
|
through all your rotatesprite calls and add 128 in addition
|
|
to the stat bit whenever you were adding 8 before. See the
|
|
revised rotatesprite documentation:
|
|
|
|
rotatesprite (long sx, long sy, long z, short a, short picnum,
|
|
signed char dashade, char dapalnum, char dastat,
|
|
long cx1, long cy1, long cx2, long cy2)
|
|
|
|
(sx, sy) is the center of the sprite to draw defined as screen coordinates
|
|
shifted up by 16. In auto-scale mode, be sure that (sx, sy) is using
|
|
a 320*200 size screen even though the real resolution may be different.
|
|
(z) is the zoom. Normal zoom is 65536. > is zoomed in, < is zoomed out.
|
|
(a) is the angle (0 is straight up)
|
|
(picnum) is the tile number
|
|
(dashade) is shade number
|
|
(dapalnum) is the palookup number
|
|
|
|
if ((dastat&1) != 0) - transluscence
|
|
if ((dastat&2) != 0) - auto-scale mode
|
|
Auto-scale mode will automatically scale from 320*200 resolution
|
|
coordinates to the clipping window passed (cx1, cy1, cx2, cy2). In
|
|
auto-scale mode, don't pre-scale the (sx, sy) coordinates. Simply pass
|
|
(sx, sy) as if the resolution was 320*200 even though it may be
|
|
different. This means that you shouldn't use xdim or ydim to get
|
|
(sx, sy).
|
|
if ((dastat&4) != 0) - y-flip image
|
|
if ((dastat&8) != 0) - don't clip to startumost/startdmost
|
|
if ((dastat&16) == 0) - use Editart center as point passed
|
|
if ((dastat&16) != 0) - force point passed to be top-left corner
|
|
if ((dastat&32) != 0) - use reverse transluscence
|
|
if ((dastat&64) == 0) - masked drawing (check 255's) (slower)
|
|
if ((dastat&64) != 0) - draw everything (don't check 255's) (faster)
|
|
if ((dastat&128) != 0) - automatically draws to all pages as they come
|
|
|
|
(cx1, cy1, cx2, cy2) - The clipping window. These coordinates are never
|
|
scaled, not even in auto-scale mode. Usually you should pass them as
|
|
(windowx1,windowy1,windowx2,windowy2) for things scaled to the viewing
|
|
window or (0L,0L,xdim-1L,ydim-1L) for things scaled to full screen.
|
|
Probably the only time you wouldn't follow this rule is if you program
|
|
a non-scaled tiled background function.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
11/21/95 - Optimized cansee - before it was checking each red wall 2 times
|
|
as much as it needed to. Now it only checks the side facing
|
|
the first object passed to cansee. Since this optimization
|
|
is only 1 line, I don't think I messed anything up this time.
|
|
|
|
- Made cansee not pass through 1-way walls. This means that the
|
|
order of points passed to cansee could give you different
|
|
results, but only for 1-way walls.
|
|
|
|
- FIXED CRASHING AND PRECISION ON HIGH SLOPES!!! Try it for the
|
|
first time again! The bug was: In wallmost, if a slope's
|
|
line was getting clipped by both the top and bottom of the
|
|
screen, the x-intercept of the bottom was calculated wrong.
|
|
And if you were real lucky, if the x-intercept could have been
|
|
so wrong that a loop would happily overwrite random chunks of
|
|
memory.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
12/1/95 - In my GAME.C, made tilting zoom in smoothly as it rotates to
|
|
hide the ugly corners.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
12/4/95 - Made some more optimizations to rotatesprite - added more cases
|
|
for removing things from the permanent list early, such as:
|
|
any full screen rotatesprite with 64 knocks everything else
|
|
off the list, and any rotatesprites with zoom=65536,ang=0,
|
|
stat&64 will knock out anything totally under its rectangle.
|
|
These optimizations seemed to actually fix some bugs.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
12/10/95 - Well, well, well. It has now been 2 years since you know what
|
|
was released and Apogee still hasn't put out a (real) Build
|
|
game. Trivia of the year: Did you know that the first Build
|
|
game was originally scheduled to be released a month before
|
|
Doom was to be released? Maybe I should rename the "Build"
|
|
engine to the "ROTTT" engine because it's probably just going
|
|
to rot on my hard drive for another year until all the games
|
|
just get cancelled. PROVE ME WRONG!
|
|
|
|
- Added selectable viewing angles - not locked at 90ø anymore!
|
|
Try playing around with the ( ) - = keys on the main keyboard
|
|
in my new BSTUB.C. See the example code in BSTUB for setaspect.
|
|
Use the setaspect function to control both the viewing range
|
|
angle and the y/x aspect ratio.
|
|
|
|
setaspect(long daxrange, long daaspect)
|
|
|
|
For a standard 90ø 320*200 screen, daxrange and daaspect are
|
|
65536. For square aspect ratio at 320*400, set daaspect
|
|
to 131072. Since daxrange is actually zoom, you must
|
|
modify the aspect ratio inversely if you only want to
|
|
change the viewing angle.
|
|
|
|
ATTENTION EVERYONE! To make parallaxing skies work with larger
|
|
than 90ø viewing ranges, I had to change some things around
|
|
in TABLES.DAT. Don't forget to update to the new one! The
|
|
new one is smaller because I removed a useless array.
|
|
|
|
- Improved red-blue glasses mode by fixing some palette problems
|
|
and removing the overlap problem on the right side of the
|
|
screen. It still has some things wrong with it though.
|
|
|
|
- Perfected screen tilting by using the new setaspect function. It
|
|
now tilts all 360ø smoothly with no zoom change and with no
|
|
ugly corners. This is possible only because you can now set
|
|
the viewing angle higher than 90ø.
|
|
|
|
- Fixed a flicker bug with permanent rotatesprites in multi-page
|
|
modes. When rotatesprite was called because drawrooms in a
|
|
multipage mode, the rotatesprites were being called in the
|
|
wrong order from the fifo for the first page. Note that
|
|
before, the auto-knock out feature sometimes hid the problem.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
12/11/95 - Made EDITART work with the new TABLES.DAT.
|
|
|
|
- Upgraded to Watcom 10.5. The engine is now about 1K larger,
|
|
and 0.0000001% faster.
|
|
|
|
- Added some interesting compression routines to cache1d.obj,
|
|
dfread and dfwrite. These functions take the same parameters
|
|
as fread and fwrite respectively. These functions are useful
|
|
for loading/saving games or for recording demos.
|
|
|
|
Note: Since these functions need to allocate 118K off of my LRU
|
|
cacheing system, you must not call them before
|
|
initcache(loadpics) is called.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
12/18/95 - Made rotatesprite use getpalookup to get the palette shade.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
12/31/95 - Cleaned up KGROUP.EXE and wrote a KEXTRACT.EXE utility. With
|
|
KEXTRACT, you can extract any files from a group file.
|
|
Note that in KGROUP, DOS handles the ? and * wildcards whereas
|
|
in KEXTRACT, I had to program the wildcards myself for finding
|
|
files inside the group file. The following combinations
|
|
should work: *.*, *.map, game.*, tiles???.art, *.k??
|
|
|
|
- NEW NETWORK METHODS! TRY MY GAME IN MULTIPLAYER MODE! MODEM!
|
|
|
|
SUMMARY: Lag Time: ZERO! That's right Z.E.R.O. (0)
|
|
Smoothness: Perfect on ALL computers!
|
|
|
|
My new network code builds upon everything you've already
|
|
programed with faketimerhandler, getpackets, movethings, and
|
|
domovethings, so you don't need to throw away any of that
|
|
great stuff. There are actually 2 totally separate things I
|
|
did to improve the multiplayer performance. First I added a
|
|
new network mode which sends packets in a different way (this
|
|
is way Doom actually does it) Then I found a way to reduce
|
|
lag-time to 0 with perfect smoothness. (Doom does NOT do
|
|
this, but G&S like it anyway for some reason.) I will first
|
|
describe the new network mode:
|
|
|
|
-------------------------------------------------------------
|
|
1. First, let me describe the new network mode. Instead of
|
|
a master/slave system, every computer sends its own controls
|
|
to every other. You are currently using the master/slave
|
|
system which sends 2(n-1) packets per frame where n is the
|
|
number of players. My new network mode sends n(n-1) packets
|
|
per frame and treats every player evenly. See the chart
|
|
below of packets per frame:
|
|
|
|
2(n-1) method: n(n-1) method:
|
|
2 players 2 2
|
|
3 players 4 6
|
|
4 players 6 12
|
|
5 players 8 20 (OUCH!)
|
|
6 players 10 30 (OUCH!)
|
|
7 players 12 42 (OUCH!)
|
|
8 players 14 56 (OUCH!)
|
|
|
|
|
|
You may be asking why I am bothering you with this new
|
|
network method if it sends more packets then the old one?
|
|
I'll explain: With the old network method, slaves had to
|
|
wait for their packets to take 2 trips before they could move,
|
|
whereas with the new method the packets need to take only 1
|
|
trip. Also with the new method the players are treated
|
|
evenly. For 2 players, the new network method is definitly
|
|
the mode of choice since it sends the same number of packets
|
|
AND the packets can be smaller since each computer only needs
|
|
to send its own controls to the other computer, not everyone's
|
|
controls (good for modem play). It's up to you what your
|
|
break even point is before you switch into the old network
|
|
method. I recommend: 1-4 New, 5+ Old.
|
|
Now let me explain how the new method REALLY works. Since
|
|
every computer must call the movement code in the same order
|
|
to stay in sync, all computers must wait until every packet
|
|
is received for that frame before it can actually go into
|
|
the movement code. You could say that all the computers are
|
|
half-slaves. Your computer should always be ahead of the
|
|
other computers. If you are player 0, the packets you
|
|
currently have might look like this:
|
|
|
|
Chart for Player 0:
|
|
|
|
Player 0 Player 1 Player 2
|
|
Tic 0: GOTMINE------GOT--------GOT------> MOVE!
|
|
Tic 1: GOTMINE------GOT--------GOT------> MOVE!
|
|
Tic 2: GOTMINE--X WAITING... GOT CAN'T MOVE!
|
|
Tic 3: GOTMINE WAITING... WAITING... CAN'T MOVE!
|
|
Tic 4: GOTMINE WAITING... WAITING... CAN'T MOVE!
|
|
|
|
As soon as player 0 receives player 1's next packet,
|
|
player 0 can call domovethings for tic 2.
|
|
One interesting complication of the new network method is
|
|
the timing. If for some reason player 0 sends packets faster
|
|
than player 1, then player 1 will have no lag and player 0
|
|
will start with twice the normal lag which will increase
|
|
until bad things happen. See this chart:
|
|
|
|
Player 0's side: | Player 1's side:
|
|
Player 0: Player 1: | Player 0: Player 1:
|
|
Tic 5: GOTMINE GOT (MOVE) | GOT GOTMINE (MOVE)
|
|
Tic 6: GOTMINE WAITING | GOT GOTMINE (MOVE)
|
|
Tic 7: GOTMINE WAITING | GOT GOTMINE (MOVE)
|
|
Tic 8: GOTMINE WAITING | GOT GOTMINE (MOVE)
|
|
Tic 9: GOTMINE WAITING | GOT GOTMINE (MOVE)
|
|
| GOT
|
|
| GOT
|
|
| GOT
|
|
|
|
This can be corrected by sending a byte which tells the
|
|
other computer how many packets behind it is. You want the
|
|
other computer to be a little behind. Player 0's packet
|
|
delta in this case would be 4. Player 1's would be -3.
|
|
|
|
Another interesting thing about this network method is
|
|
that a slave's packet cannot be skipped like in the
|
|
master/slave system.
|
|
|
|
The actual code for everything described above is already
|
|
in my GAME.C and working perfectly. Go through the file
|
|
searching for the keyword, "networkmode". If it is non-zero,
|
|
that's the new mode. Look mainly at the section inside
|
|
faketimerhandler and case 17 of getpackets.
|
|
|
|
(I've talked about "2(n-1)" and "n(n-1)" networking modes.
|
|
Believe it or not, it's possible to do a network mode as
|
|
low as an "n" mode. I haven't done it due to some
|
|
inherent problems. I'd be impressed if you can figure out
|
|
how this one works)
|
|
-------------------------------------------------------------
|
|
2. Now I'll type about the "KLAG-0 Technology" I promised you.
|
|
|
|
The secret to life is, "
|
|
NO CARRIER
|
|
|
|
Why do you have to wait for another computer to tell you
|
|
when to move when you already know where you want to go?
|
|
So I added a fake set of variables that simulate
|
|
where the player's x, y, z, and ang variables will be after
|
|
it does sync crap with other computers. I added a function
|
|
called fakedomovethings which is called in the same fashion
|
|
that domovethings would be called in a 1-player game.
|
|
Fakedomovethings modifies ONLY the fake x, y, z, and ang
|
|
variables. It is a shadow of the processinput function. It
|
|
only needs the parts of processinput that modify the position
|
|
of player[myconnectindex]. If it modifies real variables,
|
|
the game will get out of sync.
|
|
Sometimes the fake variables can get out of sync with the
|
|
real variables. This can happen if you walk into another
|
|
player or anything else that moves. This doesn't happen too
|
|
often though and when it does, there are things that you can
|
|
do to smooth out the jump to the right position. This brings
|
|
me to my other new function: fakedomovethingscorrect.
|
|
The easy way to correct the player's position in a smooth
|
|
way is to say something like: fakex += ((realx-fakex)>>3);
|
|
This would effectively move the player 1/8th of the way closer
|
|
to the real position. The problem with this method is that
|
|
the realx and fakex are not sampled at the same time,
|
|
therefore creating more error than isn't any.
|
|
So instead of comparing your fake position with where the
|
|
real position was a few tics ago, I chose to compare both
|
|
of them a few tics ago. FIFO time! To do this, I am keeping
|
|
a fifo of the new fake positions and comparing the positions
|
|
as the real positions come. Now that they're being compared
|
|
at the same tic, correction will only occur when you've truly
|
|
run into a moving object.
|
|
-------------------------------------------------------------
|
|
I hope all this was as much fun for you to read as it was for
|
|
me to type. If you don't understand it, then I was probably
|
|
just trying to confuse you with all the possible word
|
|
combinations I could come up with that contain the letters in:
|
|
"fake", "sync", and "fifo".
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
1/6/96 - Made RT.SHIFT highlighting in build.obj not pick up non-existent
|
|
sprites in the selection rectangle.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
1/9/96 - Fixed a rare hitscan overflow bug for sectors that had a
|
|
ceiling&floor z-difference of more than 400000 z-units.
|
|
(About 20 stories tall)
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
1/15/96 - Changed something in rotatesprite so that status bars could be
|
|
clipped easily by using the clipping parameters. (I never
|
|
knew this didn't work until now) This change will only affect
|
|
your code if you were using bits 2+8 and the clipping window
|
|
was something other than the standard (0,0,xdim-1,ydim-1).
|
|
|
|
- Improved fakedomovethingscorrect. Before when there was an
|
|
error, I was adding the difference into the current
|
|
position. This method conflicted with pushmove - where
|
|
sometimes it never fully corrected the position leaving you
|
|
stuck behind a wall. Now I make your position the position
|
|
it would have been if it had predicted the right position
|
|
several ticks ago. In other words, I set the my... variables
|
|
to the real, older position then call fakedomovethings for
|
|
every tic from the time of the real, older position up to
|
|
the current time.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
1/19/96 - Added snow reduction code to setpalette. It takes about 4 ms
|
|
to set a full palette. I write during the horizontal retrace
|
|
period to save time.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
1/23/96 - Added hack to loadboard to make it load a board only from the
|
|
group file if the last character of the filename is a 255.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
1/25/96 - Fixed a stupid bug in UNIVBE segmented modes so it doesn't
|
|
flicker anymore. Why didn't you guys tell me about this
|
|
sooner!
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
2/1/96 - Optimized cansee according to Peter's suggestions.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
2/2/96 - Made setview calls not mess up the stereo vision variables.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
2/5/96 - ATTENTIONS ALL PROGRAMMERS!!! If you use use any VGA registers
|
|
(such as 0x3da, or 0x3c6 - 0x3c9), you will need to re-code
|
|
those sections of code. Please make your BSTUB's work with
|
|
this too!
|
|
|
|
1. If you use register 0x3da, limitrate, or qlimitrate, you
|
|
will need to do a special check to see whether or not the
|
|
video mode is VGA register compatible. If you do not
|
|
check this, then the computer may lock up because register
|
|
0x3da simply doesn't change on certain video cards.
|
|
Unless you know the code won't be called in VESA mode, you
|
|
need to perform this check. Here's an example of how you
|
|
can do this check:
|
|
|
|
Instead of calling limitrate (or your own 0x3da function):
|
|
limitrate();
|
|
Do this:
|
|
//extern char vgacompatible;
|
|
if ((vidoption != 1) || (vgacompatible == 1)) limitrate();
|
|
|
|
2. You must now use my function to set or get any palette
|
|
registers. This means that the keywords "3c7", "3c8",
|
|
and "3c9" should not even exist in your code. I really
|
|
didn't want to force you to use my palette functions, but
|
|
since VESA 2.0 supports non VGA compatible cards, you must
|
|
do it this way. If you use setbrightness for all of your
|
|
palette setting, then you can ignore this. Note that the
|
|
palette format here is VESA's palette format, which is
|
|
different than my other palette control functions. It's
|
|
4 bytes and RGB are backwards. Here are the function
|
|
prototypes:
|
|
|
|
VBE_setPalette(long palstart, long palnum, char *dapal);
|
|
VBE_getPalette(long palstart, long palnum, char *dapal);
|
|
palstart is the offset of the first palette to set
|
|
palnum is the number of the palette entries to set
|
|
dapal is a pointer to the palette buffer. The palette
|
|
buffer must be in this format:
|
|
char Blue, Green, Red, reserved;
|
|
I think this format stinks, but since VESA 2.0 uses
|
|
it, the code will run fastest if the buffer is not
|
|
copied. You can make your own cover up function if
|
|
you don't like this format.
|
|
|
|
This example sets up a wasteful gray scale palette:
|
|
|
|
char mypalette[1024];
|
|
for(i=0;i<256;i++)
|
|
{
|
|
mypalette[i*4+0] = (i>>2); //Blue
|
|
mypalette[i*4+1] = (i>>2); //Green
|
|
mypalette[i*4+2] = (i>>2); //Red
|
|
mypalette[i*4+3] = 0; //reserved
|
|
}
|
|
VBE_setPalette(0,256,mypalette);
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
2/7/96 - Did some minor optimizations to functions that use cliptype.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
2/9/96 - ATTENTION PROGRAMMERS!!! There is no such thing as a cliptype
|
|
anymore! Instead you use clipmasks. Clipmasks are much better
|
|
because it gives you full control of which bits are used to
|
|
test whether or not a sprite or wall will block things.
|
|
|
|
Let me refresh your memory on how cliptypes used to work:
|
|
For CLIPMOVE, PUSHMOVE, and GETZRANGE:
|
|
If (cliptype == 0) these bits were the blocking bits:
|
|
(wall[].cstat&1), (sprite[].cstat&1)
|
|
If (cliptype == 1) these bits were the blocking bits:
|
|
(wall[].cstat&64), (sprite[].cstat&256)
|
|
For HITSCAN, cliptype was not passed and assumed to be 1:
|
|
(wall[].cstat&64), (sprite[].cstat&256)
|
|
|
|
Note that I added these 2 defines in BUILD.H:
|
|
#define CLIPMASK0 (((1L)<<16)+1L)
|
|
#define CLIPMASK1 (((256L)<<16)+64L)
|
|
|
|
In order to make clipmasks work, I had to change the parameters
|
|
to these 4 important functions. CLIPMOVE, PUSHMOVE, GETZRANGE,
|
|
and HITSCAN. For CLIPMOVE, PUSHMOVE, and GETZRANGE, I simply
|
|
made the cliptype from a char to a long. For HITSCAN, I had to
|
|
add the clipmask parameter at the end. Here are the new function
|
|
prototypes:
|
|
|
|
clipmove (long *x, long *y, long *z, short *sectnum, long xvect, long yvect,
|
|
long walldist, long ceildist, long flordist, unsigned long clipmask)
|
|
|
|
pushmove (long *x, long *y, long *z, short *sectnum,
|
|
long walldist, long ceildist, long flordist, unsigned long clipmask)
|
|
|
|
getzrange (long x, long y, long z, short sectnum,
|
|
long *ceilz, long *ceilhit, long *florz, long *florhit,
|
|
long walldist, unsigned long clipmask)
|
|
|
|
hitscan (long xs, long ys, long zs, short sectnum, long vx, long vy, long vz,
|
|
short *hitsect, short *hitwall, short *hitsprite,
|
|
long *hitx, long *hity, long *hitz, unsigned long clipmask)
|
|
|
|
You should convert your source code using these rules:
|
|
* For CLIPMOVE, PUSHMOVE, and GETZRANGE, look at the last
|
|
parameter. If it is a 0, then change it to say CLIPMASK0.
|
|
If it is a 1, then change it to say CLIPMASK1.
|
|
|
|
* For HITSCAN, add a new parameter that says CLIPMASK1.
|
|
|
|
* If you have your own movesprite function, then you will
|
|
need to make the cliptype parameter into a long variable.
|
|
|
|
- If you want to set a range for hitscan, or optimize its
|
|
performance, you can now extern these 2 variables from
|
|
the engine. You can set them just before you call hitscan.
|
|
If you DO choose to screw around with these variables, then
|
|
you must set them before EVERY hitscan in your code.
|
|
I have them defaulting to a really high number, totally out
|
|
of range of the map, but not high enough for a subtraction
|
|
to overflow it. These variables are used in hitscan only
|
|
to compare whether the new hit is closer then the last one.
|
|
|
|
long hitscangoalx = (1<<29)-1, hitscangoaly = (1<<29)-1;
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
2/13/96 - Fixed a bug in clipmove that showed up in the latest upload
|
|
related to sector searching.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
2/18/96 - Re-wrote waitforeverybody / case 250 of getpackets, so the slave
|
|
sends acknowledge packets in a better way. Before there was
|
|
a possibility of a slave sending an invalid acknowledge
|
|
packet if the last packet received was not 250.
|
|
|
|
- ATTENTION PROGRAMMERS! Setgamemode now returns -1 if the mode
|
|
is invalid or 0 if it is valid. Since the engine no longer
|
|
quits to DOS from an invalid video mode, you must program the
|
|
-1 case or else the computer will probably lock up!
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
3/5/96 - Solved tile index corruption bug in EDITART. After looking at
|
|
the latest art files I have from you, It looks like SW has
|
|
this problem, but DUKE and BLOOD seem ok. Let me explain:
|
|
In Editart 'V' mode (with no tile report), when you use
|
|
INSERT or DELETE, it very quickly moves all tiles after the
|
|
cursor forward or back 1. With multiple art files, this
|
|
operation would be very slow, since I'd have to load and
|
|
save every art file after the current one. But I figured
|
|
out a way to still keep it fast - instead of reading and
|
|
writing all the later art files, I instead changed just the
|
|
headers that tell which tile indeces the art files start and
|
|
end with. This works nice when you have 1 big art file, or
|
|
only 1 person using EDITART to change stuff.
|
|
Unfortunately, some of you have been passing around
|
|
individual art files and this is where the problem comes in.
|
|
If either person used INSERT of DELETE in 'V' mode and passed
|
|
an individual art file to another person, the headers could
|
|
possibly conflict and cause strange lockups or crashes in
|
|
EDITART, BUILD, or GAME.
|
|
So I fixed the problem by making EDITART only change the
|
|
CURRENT art file. Insert mode will now delete the last
|
|
tile in the CURRENT art file, so be careful that the last
|
|
tile in the CURRENT art file is blank. Delete will now
|
|
insert a blank tile at the end of the CURRENT art file.
|
|
If your ART files are already corrupt, you can run
|
|
RSIZEART.EXE and agree on a number of tiles per file.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
4/27/96 - Fixed a bug where rotatesprite seemed to clip the tile
|
|
to the viewing window even though stat&8 (don't clip
|
|
to startumosts/startdmosts) was set. The problem was
|
|
actually related to an optimization in the VESA blitting
|
|
code that copies only the screen if it thinks nothing
|
|
was drawn outside of the viewing window.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
6/15/96 - I must have added a whole bunch of unnoticable optimizations
|
|
since the last time I typed stuff into this file, but since
|
|
I didn't keeping track of it, I couldn't tell you what they
|
|
were off hand.
|
|
|
|
- I added support for the 'new' Crystal Eyes in such a way where
|
|
you don't have to mess with the timer. I use the real-time
|
|
clock (IRQ8) in order to avoid conflicts. Crystal Eyes mode
|
|
works only in VESA 2.0 modes with at least 4 pages. The nice
|
|
thing about this mode is that you can switch in and out of
|
|
it easily during the game. There are 2 very simple functions
|
|
and 3 variables you can extern. To use Crystal Eyes mode,
|
|
simply call initstereo(). Initstereo should be called after
|
|
setgamemode and the palette is loaded into the VGA. To
|
|
return back to normal mode, simply call uninitstereo().
|
|
Here's what the code would look like:
|
|
|
|
extern long stereomode, stereowidth, stereopixelwidth;
|
|
|
|
if (KEYTOTOGGLESTEREOMODE)
|
|
{
|
|
KEYTOTOGGLESTEREOMODE = 0;
|
|
if (stereomode == 0)
|
|
initstereo();
|
|
else
|
|
uninitstereo();
|
|
}
|
|
|
|
Notes:
|
|
* The following 2 variables can be changed any time, and
|
|
should always be >= 0.
|
|
|
|
stereowidth: distance between left and right eyes
|
|
stereopixelwidth: parallax - pan offset in pixels between
|
|
left & right screens
|
|
|
|
* initstereo automatically sets stereomode to nonzero and
|
|
uninitstereo automatically sets stereomode to 0.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
7/5/96 - Made cache1d.obj support up to 4 group files at the same time.
|
|
To use multiple group files, simply call initgroupfile again.
|
|
You need to uninitgroupfile only once. This is useful if
|
|
users want to add their own .ART, .VOC, or other files and
|
|
distribute it all in one file without telling people they
|
|
need to back up stuff. For example:
|
|
|
|
Beginning of program:
|
|
initgroupfile("duke3d.grp");
|
|
if (usergroupfile)
|
|
initgroupfile(usergroufile);
|
|
|
|
End of program:
|
|
uninitgroupfile();
|
|
|
|
Here's the order cache1d will search for a file when
|
|
kopen4load is called. Remember that the second parameter
|
|
to kopen4load is the searchfirst parameter. If you set
|
|
this variable to non-zero, you can tell kopen4load to search
|
|
the main group file only. This is useful if invalid user
|
|
files are detected.
|
|
|
|
if (searchfirst == 0)
|
|
{
|
|
1. Look for it as a stand-alone file
|
|
2. Look for it in the 4th group file (user group file)
|
|
3. Look for it in the 3rd group file (user group file)
|
|
4. Look for it in the 2nd group file (user group file)
|
|
}
|
|
5. Look for it in the 1st groupfile ("duke3d.grp")
|
|
6. If file still not found, return -1
|
|
|
|
- Fixed a stupid bug with choosing the side of a red line in BUILD
|
|
2D edit mode.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
7/24/96 - Increased MAXTILES to 6144. Fixed some scrolling errors related
|
|
to MAXTILES in 'V' mode of EDITART and BUILD.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
8/20/96 - Made it possible to safely default to NORMAL mode 320*200 when
|
|
VESA is not supported or found. Check out the beginning of
|
|
my setup3dscreen function. It shows how you can offer the
|
|
player a choice of quitting to DOS or continuing in NORMAL
|
|
mode. It is very annoying when setting up multiplayer games
|
|
when the game always quits to DOS because somebody forgot
|
|
to load their VESA driver.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
9/6/96 - Moved internal function, setfirstwall, in BUILD.OBJ into
|
|
ENGINE.OBJ because it can be useful to game programmers.
|
|
This function sets the first wall of a sector to be the
|
|
wall index passed. This function is useful for setting
|
|
the hinge wall for slopes or relative alignment. (ALT-F
|
|
uses this function) Here's the function:
|
|
|
|
setfirstwall(short sectnum, short newfirstwall)
|
|
|
|
- Added a variable, clipmoveboxtracenum, to ENGINE.OBJ which can
|
|
be externed. As a special case, if you set it to 1 just
|
|
before calling clipmove, then clipmove will return when it
|
|
first hits a wall - in other words, the (x,y,z) that clipmove
|
|
returns will be before any sliding calculations occur. Be
|
|
sure to set clipmoveboxtracenum back to 3 after calling
|
|
clipmove.
|
|
|
|
This is how it is defined in ENGINE.OBJ:
|
|
long clipmoveboxtracenum = 3;
|
|
|
|
Example of calling clipmove with no sliding:
|
|
clipmoveboxtracenum = 1;
|
|
i = clipmove(...);
|
|
clipmoveboxtracenum = 3;
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
9/25/96 - Removed support for specially optimized TSENG, Paradise, and S3
|
|
modes. If you want the engine to run as fast on these cards,
|
|
get Scitech Software's latest Vesa 2.0 driver.
|
|
|
|
- ATTENTION PROGRAMMERS! Added video mode changing during the game.
|
|
I moved the option, xdim, and ydim parameters from initengine
|
|
into the setgamemode function.
|
|
|
|
Here are the updated prototypes for the 2 functions:
|
|
initengine();
|
|
setgamemode(char newvidoption, long newxdim, long newydim);
|
|
|
|
You are free to call setgamemode as often as you like. If you
|
|
have very low memory, it's possible that the call will fail
|
|
and quit to DOS with one of those awful CACHE SPACE ALL LOCKED
|
|
UP messages.
|
|
|
|
Note: When updating your code, be careful to not rely on
|
|
vidoption, xdim, of ydim being valid until your first
|
|
setgamemode call. If you're not careful with this, you may
|
|
get a divide by zero or something. I had a bug in my GAME.C
|
|
where I was calling setview between initengine and
|
|
setgamemode. I had to move setview after setgamemode.
|
|
|
|
- Added function to the engine that returns all valid VESA modes.
|
|
|
|
getvalidvesamodes();
|
|
|
|
This function prepares the list of valid VESA modes in these
|
|
new variables which I put in BUILD.H. This function needs to
|
|
only be called once, but it doesn't hurt to call it multiple
|
|
times since I have a flag that checks if it has already been
|
|
called.
|
|
|
|
EXTERN long validmodecnt;
|
|
EXTERN short validmode[256];
|
|
EXTERN long validmodexdim[256], validmodeydim[256];
|
|
|
|
validmodecnt - number of available 256 color VESA modes.
|
|
validmode[] - array of vesa mode numbers (640*480 is 0x101, etc.)
|
|
validmodexdim[] - array of x dimensions for each mode
|
|
validmodeydim[] - array of y dimensions for each mode
|
|
|
|
In my GAME.C, I have code that cycles through all VESA modes
|
|
and screen buffer mode when you press F4. Search for the
|
|
keyword "//F4" to find it.
|
|
|
|
Note: Be careful when you call setgamemode! Be sure that it
|
|
is not called inside any function of sub-function of
|
|
faketimerhandler because this would be in the middle of the
|
|
drawing code. Actually, the safest place to call setgamemode is
|
|
right after nextpage in your main drawing loop.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
12/13/96 - Fixed the nasty caching bug first found in the Plutonium version
|
|
of Duke3D. I was using copybuf when I should have been using
|
|
copybufbyte.
|
|
|
|
- Made the '>' key in 3D EDIT MODE not lock up any more for
|
|
textures that have non power of 2 tilesizy's.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
2/12/97 - Optimized mirror code so it x-flips only the bounding rectangle
|
|
(x AND y). Actually calculates left & right boundaries instead
|
|
of using the horizontal line checking stuff which didn't really
|
|
work all the time anyway.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
5/22/97 - Frank noticed a divide overflow in clippoly when drawmapview was
|
|
in hi-res mode. -fixed by lowered precision from 16 to 12
|
|
bits.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
6/2/97 - Added support for the Nuvision 3D-Spex stereo glasses. I renamed
|
|
initstereo to setstereo and got rid of uninitstereo. Here's
|
|
complete documentation for all of the new stereo glasses stuff:
|
|
|
|
setstereo(0); //Set to default normal non-stereo mode
|
|
setstereo(1); //Use Stereographics Simuleyes (white line code)
|
|
setstereo(2); //Use Nuvision 3-D Spex stereo (uses LPT1)
|
|
|
|
//You can extern these 2 variables from the engine to add
|
|
//your own stereo adjustment code
|
|
extern long stereowidth = 23040;
|
|
extern long stereopixelwidth = 28;
|
|
|
|
It would be nice to allow the adjustment of these variables
|
|
inside the game, but if you're too lazy, it would be nice to
|
|
have some way of modifying it.
|
|
Please do not extern stereomode any more since I use it now
|
|
to uninit the old mode automatically. Use your own current
|
|
stereo mode variable.
|
|
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
|
|
10/4/97 - I have upgraded to Watcom 11.0. The only changes I had to make
|
|
in the engine were some "#pragma push" and "#pragma pop"
|
|
calls in BUILD.H since the default structure packing alignment
|
|
was moved from 1 to 8. The sector, wall, and sprite structures
|
|
are already aligned well and must remain the same for .MAP
|
|
files to remain compatible.
|
|
|
|
- Increase MAXTILES for all utilities (EDITART,BUILD,GAME,etc.) to
|
|
9216 for Xatrix.
|
|
|
|
You may have some initial bugs with EDITART when you add new
|
|
tiles for the first time. I haven't touched the code in years
|
|
and I'm afraid if I did, I'd mess it up more. One bug I know
|
|
of is this: Let's say you have 256 tiles per art file, and
|
|
then you add 1 silly tile way up at picnum=8500. When you
|
|
save and quit, your directory may look like this:
|
|
|
|
TILES000.ART
|
|
TILES001.ART
|
|
TILES002.ART
|
|
TILES029.ART
|
|
|
|
When you load EDITART again, that 1 tile will not appear unless
|
|
you kind of mess with it and scroll around for a while. This
|
|
is because EDITART loads TILES###.ART files until 1 is not
|
|
found, meaning that it will stop when it doesn't find
|
|
TILES003.ART. There are probably some other nasty bugs like
|
|
this. To get around it, you could add 1 tile to the next file,
|
|
save and quit. Or you could use RSIZEART.EXE to make 1 huge
|
|
ART file, add 1 tile way up high (if you have enough memory),
|
|
and then run RSIZEART.EXE again to 256 tiles per file or
|
|
whatever you like. Remember that the ART files need to be split
|
|
in such a way that each individual .ART file must fit in
|
|
memory, or else EDITART will crash.
|
|
|
|
- It's time I document how you can add voxels to the Build engine.
|
|
The code is not the cleanest, but at least it works. First
|
|
you must load each voxel into memory using the qloadkvx
|
|
function. You specify the filename of the .KVX file and an
|
|
index that you want to use to reference the voxel. You can
|
|
pack .KVX files in a .GRP file if you want. The index must
|
|
be in this range: 0 <= index < MAXVOXELS where MAXVOXELS is
|
|
currently 512. This index works sort of like a picnum, but I
|
|
have a totally separate array for these indeces so you don't
|
|
need to mess with your art file at all. Since qloadkvx
|
|
allocates memory off of my cacheing system, you must call it
|
|
after loadpics which allocates all memory.
|
|
|
|
Function parameters:
|
|
void qloadkvx(long voxindex, char *filename)
|
|
|
|
loadpics("tiles000.art");
|
|
qloadkvx(0L,"voxel000.kvx");
|
|
qloadkvx(1L,"voxel001.kvx");
|
|
|
|
Now to actually display the voxel, you need to set the
|
|
(sprite[?].cstat&48) to equal 48 like this:
|
|
sprite[?].cstat |= 48;
|
|
I have no special collision code for voxels. They are simply
|
|
treated as face sprites.
|
|
|
|
If ((sprite[?].cstat&48) == 48)
|
|
You should set the sprite[?].picnum to equal the VOXEL
|
|
index of the voxel that you passed to qloadkvx. If you don't
|
|
do this you will see nothing. To handle this index remapping
|
|
it is a good idea to make some array like this:
|
|
short picnumtovox[MAXTILES];
|
|
and save the array in some file (or in the .GRP file)
|
|
|
|
Many other fields of the sprite structure also affect voxels,
|
|
such as: ang, shade, pal, xrepeat, yrepeat.
|
|
|
|
Note: To view voxels in the Build editor, you will need to do
|
|
the same qloadkvx calls in your BSTUB.C.
|
|
|
|
And now a warning: Voxels tend to draw the fastest when
|
|
they are tall and thin. For example, a telephone poll
|
|
would work just great. They slow down very quickly as
|
|
you add detail. This is why you don't see any large
|
|
voxels in SW and Blood.
|
|
|
|
- Something you should know about this version of the engine:
|
|
Over the summer, I got a lot of pressure from GT to add
|
|
MMX support to the Build engine, so I bought a Pentium II.
|
|
I messed around with the code quite a bit and discovered
|
|
that MMX really didn't help at all. In fact, in some ways
|
|
it made the code slower. The problem is that the inner
|
|
loops of Build are already optimized really well. I have
|
|
found that MMX is useful only because it gives you extra
|
|
registers. Unfortunately, the Build loops don't need extra
|
|
registers since they aren't very complex.
|
|
Now there are 2 major differences between an old Pentium and
|
|
a Pentium II. A Pentium II is like a Pentium PRO with MMX.
|
|
So I tried to optimize Build for Pentium PRO's. I was
|
|
actually able to get about a 50% speed increase mostly due
|
|
to avoiding those awful partial stalls. But there are
|
|
SEVERAL catches:
|
|
|
|
1. First of all, you need to enable WRITE-COMBINING for
|
|
video memory to get all this extra speed. One popular
|
|
program which does this is FASTVID. You should be able
|
|
to find it easily on the net. If you do not enable
|
|
WRITE-COMBINING, the engine actually runs SLOWER than
|
|
the original version! Unfortunately, neither DOS nor
|
|
WINDOWS 95 enable WRITE-COMBINING by default, so you need to
|
|
load a driver. Even worse, if you're in WINDOWS 95, the
|
|
program which enables WRITE-COMBINING will crash because
|
|
you can only set the PPRO registers in Priviledge Level 0.
|
|
You can still enable WRITE-COMBINING in WINDOWS 95, but you
|
|
have to run the program in your AUTOEXEC.BAT file. I wish
|
|
you all good luck on getting the average user to be able
|
|
to accomplish this feat. Quake has the same problem.
|
|
You'll find the same thing in their documentation.
|
|
|
|
2. The second catch is that my code tries to auto-detect
|
|
whether you have a Pentium, Pentium MMX, Pentium PRO, of
|
|
Pentium II. Of course this means, that if you don't have
|
|
an Intel processor, it's possible that the auto-detect code
|
|
may crash. I haven't had the opportunity to test this
|
|
myself. And since I can never guarantee it will always work
|
|
I made a way for you to disable the new code altogether
|
|
should this happen. Here's how you disable the new code
|
|
in the Build engine:
|
|
|
|
extern long dommxoverlay; //(from engine.obj)
|
|
|
|
Before you first call initengine, set dommxoverlay = 0;
|
|
|
|
The default is dommxoverlay = 1 and it will run the code.
|