Hey Chilly, what's the latest status on the CD Port anyway? Just asking because I am still interested obviously.
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Hey Chilly, what's the latest status on the CD Port anyway? Just asking because I am still interested obviously.
Still working on it.
But is that in full screen?
Hmm, if the IIgs used any 12-bit RGB specific colors, they'd need to adjust for that, it wouldn't be all that noticeable though. (of course, if the IIgs version used colors that fell within 9-bit RGB, that wouldn't matter anyway) Unless we're talking STe, which uses a 12-bit RGB palette.Quote:
[*] graphics from the apple IIgs version of wolfenstein 3d
How did they manage that? Does that include the status bar or something? (it might make sense to swap palettes for that portion, but more than 16 colors per line wouldn't make much sense -it's possible, but very CPU intensive to do)Quote:
[*] 32 on-screen colors
Would "low detial" mode refer to 1/2 horizontal resolution, like Doom?Quote:
[*] high detail mode for faster machines
Did he allow for BLiTTER support as well, to allow that to help speed up rendering?
Using the STe's DMA sound channels or via the YM2149 sound chip of standard STs and MEGA STs? (given the CPU resourse required, I think it'd make more sense to use PC speaker style sound effects with the 2149 only -otherwise the game would probably halt every time a sound played)Quote:
[*] 4 digital sampled sound voices, true mixing, no oversampling
BTW is there any music?
Hmm, so might take a bit of work to make do with the Sega CD's 512 kB (well, 768 kB, but that last 256 kB is used for word RAM between the CD and Genesis and can be configured in different ways and th eASIC also renders into that block of memory)Quote:
wolf3d should run on any 16/32bit ATARI with 2MB of RAM or more
THe original Wolf3D had a minimum requirement of 512 kB (at least for one, optimized release, I seem to recall 640 kB as a more common quote), it would take a bit of work to pare down, but it could still be a good starting point.
Wait, so is it supposed to be 16 or 32, see above? (32 makes perfect sense for Amiga, though I'd think halfbrite would make for a nicer looking conversion)Quote:
oh hang about thats 32 colors not 16! DOH
True, 256 wide makes for a lower resolution to work with at similar screen size, or larger screen at similar resolution. (going for low detail 1/2 horizontal res might be advantageous in 320 wide mode though)
The other thing is pixel aspect ratio: I much prefer a horizontal boarder to a stretched immage due to simple use of square pixels for art, not takign the final PAR into account (as apreas to occur very often), 320 wide gives almost square pixels, so much less of a problem. (a lot of SNES games are like that, in spite of it being the sole resolution on the console, most FMV on the Sega CD also suffers there -but not on 32x due to the 320 pixel width and not on SOnic CD for the same reason) Virtua Racing seems to be one fo the few cases to correct for the non square PAR.
In the context of VDP update limitations however, 320 wide would be no more limiting than 256 wide. 320 pixels means more data to update per line (for a bitmapped display), but as I recall mode h40 provides approximately 166 bytes per vblank line compared to ~133 bytes per line for h32, so it's proportional, thus making the framerate limitations nearly identical.
As for clipping in general, due to overscan, you can clip a fair bit without much notice; at 224 lines vertical overscan is already at the edge though, but you can clip 320 (or 256) back a bit without it being visible on most TVs. How noticeable is the horizontal clipping of Shadow Squadron on a regual SDTV? (an intersting example as they chose to go with around th enormal 224 vertical lines and clip horizontally to fit into the 128 kB framebuffer space in direct 15-bit color mode, rather than clipping to 204 lines like VR Deluxe does)
VR doesn't use paired pixels for all its rendering, does it? I thought it just solid shaded objects with whatever color or 2-color dithered patter was applied. (things that use a single, solid color don't seem to have double pixel wide edges, but perhaps I'm not looking close enough)Quote:
It would mean raycasting half as many lines, and since you write two pixels (horizontally) at once, you just write out a byte at a time. The pixels could be identical, like Doom, or "dithered" like VR.
Would it be practical to use sprites to build the enemies as well as the items/objects too? (unless you hit the sprite/scanline limit, which might happen as you could end up using several 32x32 sprite tiles per object, but probably only a problem with a whole lot of things on-screen)Quote:
I don't think there's a need for sprites, but if you REALLY wanted to optimize the game, you could make game items sprites so that they used a completely different set of colors than the walls or anything else.
The status bar thing made the most sense to me, but what do you mean by using 2 layers on the ST?Quote:
Well, we don't know how those 32 colors are done. It could be 16 for the game display and 16 for the status bar. It's also possible to split the colors over 2 layers, but then we'd have to limit the display area.
Hmm, emulation of that via the 2149 would be pretty impressive if it sounded at least half decent and didn't halt the game on a standard 8 MHz ST. (although EPIC does stream a fairly decent digitized recording of Holst's Mars while rendering a polygonal space fleet in the opening cutscene and we're talking straight playback, not synthesis)
However, having 4 voices seems a bit much for SFX, I think the original only supported a single channel (no SB-Pro stereo support, I'm not even sure if doom had any -I'm sure it didn't use the added FM channels of the pro/16 as adlib sounds identical). So that could imply that tose channels are contributing to music as well.
Will Wolf 3D & the new version of Doom have Keyboard support..like the Xband Keyboard??
I don't have a Genesis keyboard, so no, it won't.
Is there like a Key Sheme for the Xband Keyboard or you need it on hand
Well, if I knew how it worked, I could probably add support without having one, but that's a little harder to debug as you rely on someone else for feedback on how it's working.
I did a quick check a week ago, and I can't even find a review of one, much less one for sale. Must not have sold more than a handful.
Well, my Birthday is at the end of the month and it would be cool as Hell to be able to play this by then. News at all on progress?:confused:
Yeah. This has been what, your 3rd time you asked? Good things take time TK2. Bet it'll be well worth the wait regardless. I got plenty of CD-Rs ready to burn, but I got a special one waiting for Wolf3D32x. ;)