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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!
-
- Yep. :-(
-
- BTW Adding the resolution stuff fixes the problem of changing mode with
- BlowUP installed. (VSetScreen [or was it VSetMode] switches to the the
- high-rez TC mode - so I get 640x480xTC on my machine...)
-
- > Too see if there was any major problem with getting that to work, I spent
- > some time trying to do it myself.
-
- Me too, a couple of weeks ago (when BM2.14 source came out)
-
- > 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.
-
- Yep. :/
-
- > 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
-
- Yes, I managed to fix the floors - but the walls were all too short for
- some reason. :/ Maybe this is because I didn't patch the DSP code?
-
- > might cause the other problem, though. It only happened for three walls
- > in DOOM1.WAD E1M1 as far as I could see.
-
- Hmm... different problem to me. When I corrected the floor problem, it
- caused all of the walls to become to short - causing a wall of mirrors
- effect...
-
- > 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.
-
- patch the DSP code? I didn't do 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.
-
- Yep - or perhaps a .cnf [or .ini] file...
-
- > 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 that would be good...
-
- > Now to something completely different.
- > I also did some more work on speeding up GEM-DEU drawing during the weekend.
-
- Goody. :-)
-
- > 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.
-
- Good. :)
-
- > 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.
-
- Cool. Sounds good.
-
- > (Well, perhaps I should do something about those circles...)
-
- :) Actually, a square wouldn't be that bad, as PC deu uses these on a machine
- with a Cirrus Logic graphics card [due to a firmware bug in this card, it has
- problems with 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_.
-
- Good. I'll get on and do that soon then... [although there are a number of
- other things that need to be done... eg Multi-edit...]
-
- > My new test version will be available tomorrow (I hope) as testdeu2.lzh.
- > As before, this is not a working version of GEM-DEU.
-
- Could you also either send the modified files to me, or put them in the
- archive?
-
- Anthony
-
-