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EnigmA Amiga Run 1996 March
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EnigmA AMIGA RUN 05 (1996)(G.R. Edizioni)(IT)[!][issue 1996-03][Skylink CD IV].iso
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Wolf3D-Info.txt
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1980-01-01
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Wolf3D - Amiga
Codex: STL/Damage(SF)
C2P combination of c2p_020_fastram and c2p4.a
Gfx: STL
Quality Assurance and High Depressing: Friends :)
V1.0 16..17.12.94, (pre)^n release and obsolete as well as V1.1.
V1.1 followed some days later as a quick re-release after improvements.
Changes after V1.1:
· Game engine optimized and lots of shit kicked out from the ray routines.
· Document mistakes corrected.
V1.2 release date 26.12.94. Changes after V1.2:
· Doors (basically pretty ready, but yet disabled for unsubdividional reasons)
· Real dithering (or actually not, but should fool you :)
· EHB/OCS and 256/AGA colour modes.
· The usage of blitter added to the C2P routine.
· Faster, optimized etc...
V1.3 released? Dunno... :)
· Anyway, even more optimizations, HD crashes (not caused by the Wolf though :)
and other nice surprises (My HD's PSU blew up... Sigh)...
V1.4 release: this hopefully also spread...
*** V1.5 ***
What's new:
Floor/Ceiling texture mapping
Bigger screen
MAIL: andezl@kastelli.otol.fi
IRC: Check out STL!andezl* on #amiga or #amigascne
This demo is made for an interest in coding a FAST similar 3D routine that is
used in Wolfenstein (or why not better while on it :) For a long time, that was
not possible due to the lack of algorithms required to the rendering of a 3D
screen from a simple 2D map. The last kick needed came from the documents
written by Brian Marshall.
Without him, this demo would not exist. Also extra thanks to Count Zero for
supplying me with those documents. And most thanks to Peter McGavin for his
fine Chunky sources.
The hardware requirements are kept to minimum in order to make this accessible
for everyone. The only limit is the EHB mode, which (as I recall) limits out
the A1000 machines, which don't have it.
Features:
· Two screen sizes, 128x96 and 192x160.
· Two colour modes, 64-EHB and 256-AGA.
· Floor, ceiling and wall Texture mapping.
· Depth cueing with realtime texture dithering.
· Sprites.
***
Here are the keyboard controls for the game. Mitsumis are welcome and others
are not. A1200 is especially unstabile. Key detection fails, key releases may
be left undetected, matrix fails and other general shit. Well, not fatal
though. Most of the time it works (= at least 50% of cases).
ESC/LMB=quit
Joystick Fire/R-ALT=fire current weapon. N/A
R-Amiga=modify turn left/right keys to do sidewalk. N/A
Space=open door. N/A
Shift=running mode, also available on numeric.
Numeric keyboard controls:
[ ] / *
sidewalk left move forwards sidewalk right
7 8 9 -
turn left move forwards turn right
4 5 6 +
turn left move backwards turn right fire weapon N/A
1 2 3 E
turn left move backwards turn right open doors N/A
0 .
running mode
Another method for primary controlling, although more limited, is to use arrow
keys. This helps with the A1200's keyboard.
The Engine
----------
What's new? (Again)
The view is completely texture mapped, in contrary to the previous version that
had only the walls texture mapped. Now mapping includes walls, floors,
ceilings, sprites and doors (that are faked yet!). All the walls, ceilings and
floors are faded and dithered according the depth and the type of the texture
block (floor is the darkest, ceiling little lighter and wall receives the
maximum light) to accomplish the view perfection to the eye.
The floor/ceiling routine was started from scratch and has reached the current
form after 9 hours of optimizing/developing. This routine is the thirth one I
have made for such purpose. It is at least the fastest I have seen anywhere so
far. Sorry for not having an actual floor/ceiling texture selection map. Will
be done some day.
Here's a little comparision that I have made to the leading Wolf Clone (in my
opinion), that is yet very similar to my own: Nearest match is POOM, and I
talk about the version demonstarted in Parallax's demo Drool This.
What makes DamageWolf better than POOM?
- Soft fading, lots of entirely differing colours and only 64 colours used
(AGA uses full 256 colour palette, of course).
- Ceiling and floor are independent in both the lighting level and texture.
Any texture could be selected, but this is yet limited. (I think POOM
mirrors ceiling to floor (or the other way), fast and simple solution)
- Smaller memory usage (this means worse textures, though)
- Texture Dithering (gives more than 100 rastered colours)
- Very long distance view (one ray is traced at least 40 squares of map before
it is assumed never to hit anything), I believe the farthest on Amiga.
- Faster/Equal speed (Actually I don't know, Drool This run on 68030/50
without any framerate information except the one given by analog measuring
equipment, ie. my eyes and the size of the view wasn't mentioned (or I
didn't catch it))
What DMGWolf misses compared to POOM?
- Doors (although POOM's doors can be easily managed)
- Nice textures, animation, 128x128 blocks etc... (I am NOT a GFXian.)
- POOM has larger screen.
- POOM's sprites are faded
Of course I have seen some other Wolfs, too, but they hardly match with mine's.
I'm waiting for TextDemo5, which should have all kinds of neat stuff, and I
want to see Alien Breed 3D as well... And of course the next release of POOM
:)
General info
------------
Firstly, the AGA versions of the routine may not work. I have had no
possibilities of testing this demo on AGA systems (or higher processors than
the 68000, but shouldn't matter). I'm almost sure that this works, but then
again, if there is any static then please mail me and tell me what goes wrong
and mention the system you are running the demo on as well. You may also
politely express that I'm a complete idiot for failing in such a pathetic
manner :)
Secondly, the OCS/ECS versions of this demo should run perfectly well :)
Another note here is the doors, or the wannabe-just-testing -doors. They seem
to curve and bulge interestingly. The thing that goes wrong is the linear
interpolation used, which leads to all these false results. I haven't had time
to develope a hyperbolic or any other proper texture interpolation system. Oh
yeah, the texture selected for the doors is just some garbage I found on my HD,
and NOT the final (as you can guess :) ...
Some more words about those dull sprites. That lamp thingie for example is
there for testing purposes and doesn't even deserve to be thought as a joke :)
.. Besides, as mentioned, I'm not a gfxian. Well, hell. Also the lighting
level of the sprites fails. This is for the fact that the sprites are not
faded at all. Sorry. This can be fixed very easily, but whattafuck, I'll do
that the other day :)
And the last note is that the Texture Dithering process has bugs. This appears
as sudden hiliting of some colours/dithering componenets. Don't know what
causes this. Anyway, all this little finishnessless is due to the fact that I
haven't yet cared about them too much. Well, there will be re-releases in case
this version turns out to have more bugs than advantages :)
The precalculating sequence at the start takes a while. It is not that the
Wolf calculates a lot - it is that there are some pretty complex things to do.
If I precalculated somewhat 20KB and included that into the .exe, the demo
would start about instantly.
***
Enough. N-joy, have fun, explore. If you have comments, suggestions or
questions, just mail me. Any mail would be most welcome.
* STL / Damage --- Antti Lankila --- andezl@kastelli.otol.fi *
* ^^^ = IRC - - MAIL *