home *** CD-ROM | disk | FTP | other *** search
- Doom Picture Viewer
- (and eventually extractor/replacer/editor)
- Revision History
-
-
- *******
- 1/12/94
- *******
-
-
- v.001
-
- Loads first wall and displays it with default system palette.
- Waits for keypress and exits.
-
-
- v.002
-
- Loads walls one at a time every time you press a key.
- Still had default system palette.
- ESC exits. (Doesn't check to see if you are through with
- pictures! Oops!)
-
-
- v.003
- Loads first PLAYPAL palette first.
- P and O can change between the 14 PLAYPAL palettes.
- Obviously, this isn't going to work. Either the palettes aren't
- loaded in a standard way or they are entirely somewhere else.
- (Still doesn't check for last picture)
-
-
- *******
- 1/14/94
- *******
-
- v.004
- T for toggle now works. This will copy the piece across the
- entire screen. 5x3.
-
-
- v.005
- Q and A move forward and back one picture. It >STILL< doesn't
- check to see if there's really a picture or not, so go and look
- at random data. See if I care! Also reduced some clock cycles
- on my keyboard input. :)
-
-
- v.006
- Now that we can see (haphazardly) the floors and ceilings - lets
- move on to ALL the rest of the graphics. A first attempt. You
- can clearly see bottom square panels like the 'Ammo' box but the
- rest are jumbled. This uses only about 1/2 of the same code as
- v.005 and doesn't view the floor and ceilings anymore. When I
- finish this part, I will re-incorporate that back into the code.
-
-
- *******
- 1/18/94
- *******
-
- Since The Pilferer has told the world that my BBS is "Doom
- Utility HQ" and I got 4 new users yesterday looking for Doom
- stuff, I better work a little faster on this! :)
-
- v.007
- The graphics are sideways! Those goofy iD people! The program
- is at the point where you can tell what some of the pictures are
- supposed to be, but most are still screwy. The first graphics
- says "THE END" (END0). How ironic. :-0
-
-
- v.008
- Sweet jesus! It works! Most of the graphics are now completely
- viewable. Unfortunately, the palette is still screwed so most
- things look like crap, but everything seems to be there: all the
- monsters, all your guns. Between 95-99% of the graphics view
- properly, the rest are screwed up for some reason.
- Also.....THIS PROGRAM WILL CRASH!!! v.005 was nice and stable
- but this one isn't. I have no idea why, but I wouldn't suggest
- running important things in the background (You are running
- OS/2, aren't you? You are an intelligent computer user, aren't
- you?) cause the first time I ran this, after looking at a few
- hundred graphics, it hung REAL GOOD. But since I probably won't
- have time to fix it tonight, I'll just release it and you can
- use it at your own risk.
-
-
- v.009
- Never mind! Fixed the major crashing bug. Also, I finally
- added checking so it won't go past the first and last pictures.
-
- Oops. Those tricky file pointers! One of the reason why the
- palettes were screwed was because...I wasn't loading them
- correctly! They are still wrong, but the first one makes a lot
- of pictures look a lot better than before...and still others are
- junk! But that gives me encouragement that I can fix it!
-
-
- *******
- 1/20/94
- *******
-
- v.010 (or should it be v.00a HEX! nahhhh)
- Another two lines of code and all the screwed up pictures are
- fixed. Now only the 10 or so huge pictures don't display
- properly. And that's low on my priority list for this program.
-
-
- v.011
- Cleaned up some code. (Well, barely, but that's a good Revision
- History kinda thing to say!) Started messing with the palette
- again.
-
-
- v.012
- YOWZA! This is it! It's not cause I'm so good, I should have
- had it to begin with. The palette was there all along. I
- wasn't loading it right. SMACK! Ooo, I deserved that. All the
- pictures use just one palette. No need for the goofy "switch
- palette" keys. I think the COLORMAP part is for the "light
- effect" of Doom, where things get darker as you move away.
- Maybe. Maybe not. That's not my concern. Let's spruce things
- up a bit and put the floors/ceilings back in.
-
-
- v.90
- Got rid of all that palette changing code.
-
-
- v.91
- Put the floors/ceilings back into the main code. Same as before
- - T toggles the 3x5 tiling on. This only works when you are in
- the floors section.
-
-
- v.92
- Changed keys - people (The Pilferer) complained that they were
- too confusing. Hey, I thought Q and A were naturals for up and
- down. Didn't you ever play Apple II games on the keyboard? So
- now it's up and down arrow, with HOME and END for first and last
- picture.
-
- v.93
- Hack, hack, debug, debug. Trying to get those big pictures to
- load.
-
-
- *******
- 1/21/94
- *******
-
- v.94
- Groovy. Got the big pictures to load. And it shows everything.
- I thought the pictures were larger than 320x200 but they're not.
- So that's everything. I just have to put a opening text screen
- on this and then it's 1.0
-
-
- *******
- 1/28/94
- *******
-
- v.95
- Wait a minute! Wasn't 1.0 supposed to be a week ago? Oh well.
- What do numbers mean anyway. Thanks to Jeff Miller (WAD Tools)
- and the guys at "The Unofficial DOOM specs" for showing me the
- errors in my program. Now all the pictures display properly
- (but that's what I thought before so....). You couldn't tell if
- you weren't looking for errors in the medium and big pictures.
- The small numbers were obviously screwed. And a thumbs down to
- the arrogance of the "Unofficial WAD specs" guys, laying down
- all the rules and regulations and ways you can use THEIR
- specs?!?! Hey guys, iD made the game, not you. Get off your
- high horse.
-
-
- v.96
- Ok, just one more. I forgot I had to make those changes in two
- spots.
-
-
-
- ********
- ********
- DOOMEdit
- ********
- ********
-
-
-
- *******
- 1/31/94
- *******
-
- v.10
- Attempt at export to BMP. It exported something, but it aint' a
- BMP! :(
-
-
- v.11
- Finally got an exported BMP. The picture is crooked and the
- palette is goofy.
-
-
- v.12
- Nope
-
-
- v.13
- Argh!
-
-
- v.14
- Sheist!!!
-
- I give up. I don't know the BMP header format and I can't
- figure it out myself. I've just looked over the PCX format and
- it's a lot easier than I thought it would be. I'll start over
- with that tomorrow.
-