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- Last Saturday, I played around a bit with the BAD MOOD sources and
- realized something:
-
- We _still_ have no way to run it in different resolutions!
-
- Too see if there was any major problem with getting that to work, I spent
- some time trying to do it myself.
-
- Sure, it took a while to get everything working reasonably well since the
- current code is hardwired for 320 pixel wide screens in some places and
- there are at least two different variables/constants that are used as
- screen width.
-
- Eventually I managed to get both a 204 and a 160 pixel wide screen version
- running rather well. The only problems are that the floor/ceiling textures
- are still scaled wrong and move about when you turn and that a few walls
- move up and down and are visible when they should not be.
- That scaling should be fixable by changing the aspect setting, I believe,
- but I didn't bother to try to figure them out. I have no idea about what
- might cause the other problem, though. It only happened for three walls
- in DOOM1.WAD E1M1 as far as I could see.
-
- My changes to the code are static and you have to reassemble (and patch the
- DSP code) to get a new resolution, but it shows that there's no real
- problem doing this.
-
- Could whoever was going to implement the resolution changes, please, do it?
- We don't need any fancy menu stuff at the moment. Another command line
- switch would be quite fine.
-
-
- I also tried turning off the floor/ceiling textures and I believe that
- may be a good option for slower machines. IIRC Doom on the SNES does that.
-
-
- Now to something completely different.
- I also did some more work on speeding up GEM-DEU drawing during the weekend.
-
- All coordinates are now precalculated when anything changes and the drawing
- is done by a home made assembly routine (clipping borrowed from BAD MOOD ;-).
-
- My assembly routine only works in 16 colour bit plane mode, but it would of
- course be easy to add a VDI drawing option.
-
- With this new code, the drawing speed is now yet another 2-3 times faster!
- (If you don't have NVDI, the difference could be much larger.)
- Actually, I don't believe there's much point in optimizing this further now.
- (Well, perhaps I should do something about those circles...)
- Once Anthony changes the scrolling code so that only the previously
- invisible parts of the map needs to be redrawn, scrolling will be _fast_.
-
- My new test version will be available tomorrow (I hope) as testdeu2.lzh.
- As before, this is not a working version of GEM-DEU.
-
- --
- Chalmers University | Why are these | e-mail: rand@cd.chalmers.se
- of Technology | .signatures | johan@rand.thn.htu.se
- | so hard to do | WWW/ftp: rand.thn.htu.se
- Gothenburg, Sweden | well? | (MGIFv5, QLem, BAD MOOD)
-
-