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1994-07-08
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New Features since TextDemo 4:
- 20-30% faster than TextDemo 4
- Walls no longer need to be at 90 degrees of each other
- Real light-sourced (better than DOOM) shading, with multiple
(fixed or moving) lightsources
- Multiple pixel resolutions available (1x1, 2x1, 1x2 or 2x2)
- Uses a very big maze with multiple textures (map included)
Note: - This demo requires a 68020 or better to work, otherwise it happily
crashes your machine :-)
TextDemo5-OCS : For use on machines with only a 0.5 MB of ChipRAM (normal
Agnus chip) -- no BlitterC2P supported
TextDemo5-ECS : For use on machines with more than 0.5 MB of ChipRAM
-- about 10% faster than the OCS version.
TextDemo5-AGA : For use on AGA machines (what else?)
Feel free to contact me. I'll be happy to read your comments, suggestions
and answer your questions. Contact me at one of the addresses at the end
of this text.
The Demo starts using a 256x192 (2x2 pixels) screen.
============================================================================
Move through the maze using the numeric keypad or the Cursor keys:
7 or Cursor left = Turn left
8 or Cursor up = Move forwards
9 or Cursor right = Turn right
5 or Cursor down = Move backwards
4 = Move left
6 = Move right
You can choose the screen size using the F-keys:
F1 = 96x72 F5 = 224x168
F2 = 128x96 F6 = 256x192
F3 = 160x120 F7 = 288x216
F4 = 192x144 F8 = 320x240
Change pixel-resolution using the keys 1-4 (not on numeric keypad!!):
1 = 1x1 pixels
2 = 2x1 pixels
3 = 1x2 pixels
4 = 2x2 pixels
Press Left mouse button to exit demo.
============================================================================
Some details:
- This demo now uses a completely different method of drawing the walls
then previous TextDemos. It now uses Raycasting to draw the view.
- The ECS demo runs in EHB 6 bitplanes mode (sorry it looks a bit ugly
but it is the best possible using 64 colors)
- The AGA demo runs in 8 bitplanes mode ($dff1fc set to $0001 because of
bitmap-width problems when using $0003 -- this should not cause any
slow down)
- The source walls are still 64x64 pixels but I will change this to
(at least) 128x128 in a next release (if I don't get some sort of
game-contract or something before that time -- hint, hint ;-))
- All walls are drawn in full detail, no 'blocky' edges, unless ofcourse
you're using 2x1, 1x2 or 2x2 pixels modes :-)
- The C2P conversion has been completely rewritten. Normally a 16-pixel
C2P conversion needs 5 passes (8,4,2,1 bit switching and 2 bytes to
word conversion). These five passes have been split up over three
different routines. The first and the last pass is handled by the
Texture-mapping routine itself (takes no time at all (!!)). The 2nd
and 3rd pass is done using the CPU, and the 4th pass is done using
the blitter while the CPU is working on the next frame.
- Lightsources are handled in a way so that adding more light-sources will
only result in a very minor slowdown.
- The collision detection is a bit bumpy -- this still needs some work.
Some people I wish to thank:
- Hans-Joerg Frieden, for giving me lots of hints and UUEncoded mail :-)
- Paul Hamer, for testing the AGA version of TextDemo 5
- Kees Huizer, for putting this demo (and the previous one) on Aminet
- Mr Dl Jarvis, for giving me some graphics for TextDemo 5
and all the other people who gave me comments on TextDemo!!
--------------------------------------------------------------------------
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