Inferno #06
03 декабря 2004 |
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Gamedev - the assembly of the game Wolfenstein 2004. Part 2.
Wolfenstein 2004 after IG # 5 23v Pokazyvalka IMG: compromise between GIGASCREEN and "sloughing" (Idea, probably, (c) Baze). Another Level 1 - COMPANY. How do that monsters do not run away from their seats? 1vi Another Level 1 (SPIRAL). It should be in the editor hotkeys 1-0 ss1-0, erasing the same things as you paint ... 13vi Level REACTOR. Tremens 1-4 to scroll through things ([WED] tst11). All [do] have John'a. 21vi Why does not the network WOLF? Error in obmen3 [module exchange procedures]?? Must avtoopr. MASTER / SLAVE, and regardless of the beginning. state AY. 23vi Does not work MIGAME4 (5), more precisely, is unstable. Definition MASTER / SLAVE did. 24vi When you disconnect [from the LAN cable] GND effect is the same! Cut wire udvinul lower. PC - works without interference! (Although it must find out what would happen if the monitor will begin to shoot). But burned Cache :(((( (neck [Authorit] time PSU [power supply] for some reason gave 6.5V). Made avtoopr. MASTER / SLAVE in the WOLF. Kernal call Exchanges: OBMini JP ... OBMgo JP ... OBMend ... 13vii Drew level in droves. It's 9 levels, designed the 11 th account (1 no). How to make the neck [which matured] Monsters go when they do not see the player? (Or should not?) 14vii How to reduce 8col: arrow without a mask, to delve into CONV6912; partially into the page. It must be remembered pos. cursor in the file menu. Leave to help 8col, that <+> - a way of gluing pictures. In exchanging [in a networked WOLF] button "R" [(artificial interrupt sharing) should be triggered] but only after a heap of cycles. Can be a player to make ON-INT interrupt finding check box, and the transition will happen after the loop. You can just patch JP loop. The sound will be better than the OFF-INT, if the OFF-INT does not contain SP too! But in the CHIP player'e yuzaetsya SP ... [You can allocate a buffer for negative SP and store the samples backwards] [Number on the left of the table made later, they mean the color of earth and set number of graphics] E7, 0 LEVA: GO, MAXIE, GO!!! - LEVO: ENTERING THE CASTLE - LEVG: / INTRODUCING LORD SHIRU / FOOTBALL FIELD - LEVB: THE COMPANY - LEVC: SPIRAL - LEVD: REACTOR - LEVE: CROSSES - need to somehow ... DIE REICHSCHAETZE [Treasure Reich] - LEVF: DER WUERFEL [cell] - LEVH: DER KATER [a cat, not a boat:) see map level] DB-12, 2 LEVI: CLOSED VILLAGE | E7, a LEVJ: DIE KANALISATION-related. ([Painted walls:] 1,2,5 - kinds of pipes, 6 - Stairs, 7 - deadlock 9 - a special tunnel) E7, 0 LEVK: GET OUT! DB-12, 3 LEVL: DAS GEHOELZ [Forest] - had to increase the buffer monsters by 256 bytes (= # 500) E7, 0 LEVM: A CROSSROAD - LEVN: SECRET TUNNEL E7, 4 LEVP: ALLES KAPUTT - LEVQ: Mota! Do I need a loading WOLFed of RAR? Necessary after assembly all redistribute the source code for the function and severely to comment out the following improvements. Called Shurik. Draw the remaining levels. Fixed bug [in WOLFed] stack at interrupt entry-level name. It is necessary to trace. times have opportunity to set the map corpses, monsters def. energy weapon with def. number of rounds would be nice to Extended Features-st at least for a few items to set the exact X, Y. [P.8] Y for the monster is usually on the lips. bit7, if not, the monster is dead. 15vii Came to Shurik. 16vii Wrote in Shurik Intelligence, glitches naplodil ... to night. Monster I saw - the timer is stored, if it is not in timer - if the monster is in phase 0, and if the timer <> 0 then move - if timer ticks was 40 and in phase 0, phase 9, and a new time - if the phase is 9, then move all the time? and if expired 20 ticks, then shot and go: Phase = 0, timer = 0. Finds that hit, if seen a player when aiming (and the player could escape) FIXED. [Monster object described by 8 bytes:] x X y Y (in the chart, ie,> = # A0) fase ID (multiples of 3) ener (<= 255) time (State Globe [exponentially] Decrem [orientable] timer on some time of origin, or 0.) supported Claudia SCORP. /------/ / | Address = koord1 / |----/ | | Koord1 | / | <E = koord1 128 / Hitler - Dep. character or based on some sort? 17vii Shiru promised to flick OUTRO, gave pictures of Hitler. Promised to schedule for levels: forest and sewerage, and a couple of posters [textures for premises] CURTIME should not flow through 1 / 50! and for games. Cycles! 19vii Did s / n MOVEU - movement not only vertoram Table. DOOM +256 (dx, dy + -11 [not 11 bits, namely, + -11]). Made variable kr6 - record size of the circles. INVISIBILITY (with 16-bit time, in exc. from QD and 666) now have. Until CACODEMON'a shot of the player, rather than from CACO:) time has been increased reaction monsters. Items and monsters are now fat (under whatever sauce to the setting? EASY / HARD?). trehbaytnye shots. 20vii Error in INI: was KRUGOW + _1_. Added to the Table. state CURTIM. FIXED: all the monsters were killed with 1 shot. In INI random Level:) SCALTAB = # 6E00: 2 * 32 * 4 = d, x, ID, pg SCRWD = (16-BRIM {= 4}) * 2 = 24 Mid = (16-BRIM) * 8 {= SCRWD * 4} + SCALTAB = # 6E60 |----------------|----------------| | |---------|---------| | | | | | | <-Brim-> =======> | | | | | | | | | | | | | |---------|---------| | <------ 16 ------> | |----------------|----------------| | <- SCRWD * 8 bytes -> | ^ SCALTAB Fixed a display of community (after the increase I SCALTAB with 3b/stolb to 4b/stolb they were incorrectly ordered by Z). Again, do not CROSS worked in the cache. Allocated is displayed in a separate Source. Monster sees now is not to + -6, and at + -4 [otherwise it can be to shoot from a distance, but he would not resist]. CURTIM now in the game cycles, rather than 1 / 50. Fixed boundary texture RL. At zero Dist. before the monster could get stuck FIXED. T10ANG [Table of current directions of movement for monsters in the square visibility] moved to the shipping for predictability. Unarmed run over (with ver-Stu 50%) of the player. Machine gun at the LORD SHIRU work. Fixed power shots at me and enemies. Works Table delays in front of the attack and before the shot at monster. [There were 10 Mouzon. In parentheses after the above, in which levels they were] MUZJ - Doom (B) MUZA - Zhara (H) MUZB - Troopz3D (A) MUZC - Optimize (O) MUZD - Eversmok (# 273d) - ClosedVill (I), AllesKaputt (P) MUZE - ElemMod (L) - MUZF - AcidChik (J) envelope of A MUZG - Nali (C) (# 2f39) - / MUZH - Rain (D) MUZI - Life (K) epil. - Metallica intro - alone select comp - alone (Guardian (G) Tears_of (F) KoRRo3uR (E) H2SO4 (M) Etuurnal (Q) Alone's var (N)) In DIE KANALISATION slipped glyuchok: at me as if hit through the wall. But only once was. 21vii Conversion (DBS) in a vertical format - indeed, win. Familiarity (left to right, top to bottom, 1 st, 2 nd - after all this attribute 768 768) Fixed AYPLAY (4) - can select a channel A / B for a shot (for cry now defaults to C, not B, ie vice versa). [P.9] Hitler does not go (determined by Xia N level). Otkonvertil all schedule, to weed out worthless. Balls of different colors and energy (8 bytes on the ball). Shot of the RL - the big brake: (. If you remove the bust ball-monster, the brakes do not. The strength of the ball 2 times larger than it was. QD affects the energy of a ball player. 22vii Wrote "Do not think of seconds down on the 5 patterns for the intro (on M. Tariverdiyeva, I think). Accelerated collision detection of the ball-monster no longer inhibits. Made 3 Initialization: to start _igry_ (Lev1, total counters are all 0), to run _zhizni_ (cartridges, weapons, etc.) and to start the level. After winning the boot seq. level (as long as no pictures). 60 bytes free: ( Shiru sent textures sewer + fence. 23vii _Nado Podschet_ SAVES (increment to SAVE) and LOADS of lines passage (the increment after FLOADOK) [n / n, caused by confirmation number Enter'om shipment LOAD. Ship shipping, map and data-level] (25vii) make the boot IMG between levels skonvertil schedule for INTRO (all climbs in 48k). Out of memory, had to return to the homepage T10ANG (It was in shipping). 24vii Collected WOLFINTRO (works on 48k). Hitler DRUM'BASS part :) - Written under mulem. Shiru, in addition to yesterday sent the texture of the forest + stones. _Nado Vyvod_ stats after level (OK 25vii). IV, QD and star saved and a new level. We should not be considered ONLY FIRE KEY PRESSED excuse to paint the screen in interscan = 1. 25vii Fixed music in the intro and just changed the delay. Made the calculation SAVES / LOADS. At the end of level stats, KILLED / GOLD / TIME. Kakodemon explode on their own balls. Gaming cycles are as follows: 1,2,1,2,2, and are as follows: 0,1,1,1,1. For motion of a player, I doubled the speed [of the table. DOOM +256]. Now kakodemon should get more (and the balls of his will slower). When you start the level is cleared T10ANG regardless of where it stored (_no_ # XX00) Sometimes the monsters come in Downey and not shoot, while you will not leave / come. For some reason, the balls are not kakodemona explode on a player (before exploding? not like before test was not). My balls do not explode on me, did check. Why is the time of death on the screen can be porridge? POP AF: OUTME not at the end of IMER. FIXED. With a gun you can go against the gun - it's bad. Wrong number of monsters [shown at the end of the level of]: a Editor does not reset to zero (by the way, wonder why? there LDIR) Monster hears at + -2, and not to + -1. It is necessary to limit the time 2:00:00 (Observe (add) right on the fly). [Painted] GFX1.S. [Shows drawings and GFX0.S GFX1.S] Inserted schedule sanitation [GFX1.S] and table graphics (17 bytes) [any level - with some graphics] Time Limit 2:00:00 "Stirlitz did not have time ..." 26vii Put the rest of the schedule (total 5 GFX *. S) [shows picture "Forest" graphics]. Christmas tree fun merge in the forest:) In table schedules had to add color to the floor (0 / 3) [that is encoded as # C9 / # E7 according to the placement of tables chunks]. [P.10] 28vii CACO and SHIRU ready to attack after being hit by them [the protection of murder of a gun]. In the shipment did not save the contents of the cell door - FIXED. If you SAVE a glitch on the screen (IY) - FIXED. Glasses are not taken at full power FIXED like. Dimensions sprite fixes. Must Globe. Variables: 1. Type X-Color'a 2. Interscan mode 3. Correct Y / N interscan 4. Game speed 5. Video size 6. Memory available for demorec (to 128k - a buffer PGMUZ # 1000 upload to disc) (1.load level; 2. "Insert demo disk empty "; 3.record demo; 4.kakaya a button = stop demo.) (Demo save as a file, even _nepustoy_ drive? or. TRD? Instead of DEMOLENGTH possible frame-end. Writable Sequential Stay levels?) 7. Difficulty 8. Hard mouse OFF 9. Hard cache OFF {10.} Have a driver over. memory log. pages? or rather OUTME 11. Digital device 12. Troops OFF? just skip the [dead]. Keep [the corpses] always. 13. Handmove Y / N [14.] Headmove Y / N 31vii Does not show protection after falling star?? / Like it should work! / FIXED checked by TYPARMR, and then 0 for GREEN. Verified by NARMOR! LEVB pass Pts. difficult without 666/IV not do? Added Megahealth, although the Red armor + Rifle missing. FIXED keydoors Did not take the weapon (or rather, not see what was taking), if the total stock of rounds FIXED. Removed 2-3 trees in LEVL. 1viii [Heading level:] level * gfxnr * muznr * pol * potolok color * levname 23 [bytes] 0 monstrs prizes DW EXITx EXITy yx DW YX DW angle DW * * Raised his right in the levels. In WOLFed only visible level, gfxnr, muznr and angle (you can turn the book. "5"). Several global settings # 5D3B. At 75fps in Unreal [Speccy] img seen in the frame shot:) And CITdemo - impassable. There is no way out and no Bonus ... Working color. Envelopes cartoon with Shiru. 2viii Envelopes with cartoon Alone. 3viii At KSA-7G corrected: color is switched on only after the change of color (GET, HARM ...); made different complexity = power shots (except RL). Improved compression cartoons (reduced accuracy at the periphery + RLE attributes), both cartoons fit in memory and still a lot of places. Pictures Moran'a - it's not a cartoon, and 2 photos: ( 1. Packing the columns, not rows. 2. Instead of conventional codes of pairs of bytes 0 .. 245, in Dimon128. 3. 246 .. 252 - default familiarity (7 pc). 253 .. 255 =? Reducing the maximum threshold (?) = 4. 4. Bitstream not put in the attributes skips + $ BB (to 68) 5. Rather than repeat the attribute attribute is placed, reps + $ 77 (to 68) 6. At the periphery reduces the frequency of updates. [P.11] 4viii Video player works. Compression (Huffman, LZ) unavailable. But for 3 frame has time. 5viii Texts for Help and Authors. WON and TRUP tested to interrupt. When winning LEVQ level is not incremented, it is proposed save. [Alleged frame demos and exchange:] x y X + 7 IV, 6 QD, 5666 (X = 0 .. # 1f + bits) Y + 7 shot, 6 shot, 5 attacks (Y = / # a0 .. # bf / 0 .. # 1f + bits) my angle <my HIT DEFECT (> 255 => 255) than RL> Why? HITS to enemy (to 255) than RL Nr take object (delyet per unit, 0 = no) Nr + volume (4 +4) new soundCURMON (N / ADRs. Monster at gunpoint), Mid - the distance to it} preferably 1 byte CRC8, if not matched - we take the old data. Partially realized, but the shot needed after the exchange. [Sub] IM1, IM2, cacheon, cacheoff, KX0, NOKEY, WAITKEY [Now] in UNILD. 6viii watersun - menu topo + + - text or outro, or menu abcyss - text? outro? Gently, but the transition from entry to topic modern - text (help) 8viii abcyss not fit. Instead tatatara (authors). All notes with glitches [sample offset'y more length samples] rectified. 9viii Put in the DIGI-listalku colors and sprites. The order of output lines almost incidental. 10viii Fixed text HELP, new pictures. Wrote. Diz to ascii Nikphe. 11viii Published 8 stickers, signs. On a black background makes the HP LJ 1200 random white dots. In WOLF now all calls OUTME account A damage and flags (for future SCORP / PROFI memory support). Speeded up the main menu. Zadizaynil OPTIONS. Slightly reduced topo + +. CHI. Now music ON / OFF = M, and precision = R (was T and I). 12viii Painted a congratulatory text. Listalka when drawing pages For some reason greatly distorts the music. topo ++<-> watersun? SETUP displayed according to the settings. Music itself is included (maybe too setting? A mouse over <K>?) 13viii complex is removed from the setup to the shipment. fatmons left. complex at start the game, taken from 23,670 = 0 .. 2 (easy, norm, hard). Editing the SETUP. Where to save? 14viii Divided Eversmoke. We ought to cancel it when you change the FPS counter regime. Fixed the width of the attacking dog. FINALCUT loaded from WOLFDATA.C to URL. # 6000. OUTME SETUP and now is not BASIC, but # 5B00. UNILD make room ... Must maintain a file. Download through the buffer (1 st time - through BASIC). Run the BASIC menu, setup there (without Save-me?). For some reason, [when they run out system variable is read] incorrect START LINE, although copied from ACE. PAGELD = # 11. The game itself unloaded in 2 files: WOLFMAIN.C and WOLFGFX.C. WOLFDATA.C = finalcut, else he preload. WOLFMENU.C = menu, reloaded from SETUP, if replaced SOUNDDEVICE. Now 15 stickers. [P.12] 15viii Counter hits. SETUP in the file WOLFSET.C: POOR. A copy of the file may be in the game (1 sector only). Although it is more convenient to download from BASIC. tatatara = # 1E00 + ... (FILE1 + FILE2) topo + + = # 3000 + ... (FILE3 + FILE4) watersun = # 1E00 + ... (FILE5 + FILE6) modern = # 2200 + ... (FILE7 + FILE8) {Abcyss = # 3C00 + # B500} Now all we need, will ship everything you need. BASIC loader work. Continue your digital music in SETUP difficult (try, did not liked it), we will not. Collected all 17 tracks. 16viii WOLFDATA # 6000 max # E000? and DATA1 ...? DATA9 # 7300 (overwrites starting with # 6F00. GAMEDATA = # 6E00) For some reason it works LOAD unstable - it UNILD in IM1 incorrectly identifies the cache with yesterday. FIXED. At Last. the level of "transparent" wall slightly above the horizon line (you can leave). Not at all Victorious Georgia WOLFDATA (FIXED CP "Q"). And the right-hand column in quadscan drawn from the left texture - reluctant to inflate program. Is only noticeable on transparent walls. FIXED. Protection departure from the current tex [ture]. Need / csE / 1 +3 +5 (did E, hold, then the CS or any extreme. But only in the splash image!), All set for DEMOS (STORE, RESTORE); Loading FINALCUT after pictures! At the end of level is NOKEY, and after the interruption FSAVE = IM 2. Corrected for IM 1. Collected all the first time. Had to re-paint the w3dgold [img finalcut'om before. For the first time and skonverchennaya erased disappeared somewhere], washed background ura33 [picture with rejoicing player. Background was in outer spirit]. Not everything works from the archive. MENU does not want to run BASIC. Inhibits the archive scary! Help Georgia 12 seconds. - There is 55k (4.5k / s), the menu - 9 - where 53k (6k / s). Double trbufsz [buffer for reading before unpacking. Was 4-sector]? Made [was 9 sectors]. 17viii SAVE IN should be used not UNILDBUF [table found on disk and archive files], and trbuf (= min.9 sectors (now 4). ICOADR = # DD00 (max = # DE00 on outro)), can then be shipped to et al disc. But then he will not see shipments created, only overwritten. Check theEnd [check the end of the cycle unpack rar-block] should be Z, otherwise decompress files are very close to the end of memory (. S). And why does not unpack WSF? What if swapping depaker with # 5B00-# 5CXX? DI, naturally, at podgruzki {and constructed. Trees?} - swap back. Or without podgruzok, with a shift, if possible (forward before the specified MAX length). In CRCAT be more complicated condition end of archive. Must not account files, except. r,. C,. E,. S,. _ (shipping is also done . C?),. I, and some 30 outside + 82 = already inside the 112 (MAX = 127). OK Write about it. Diz (CR + LF!), And about "the only store in native disk ". OK 6850 rows in the main compilation (UNILD = 850) 3100 MENU 600 INTRO 1300 OUTRO without UNILD 2600 listalka with / Digital (3 pieces is counted as one) 800 FIRSTRUN / ? trivia ------- 15250 rows + trivia 55k unpack. ~ 30k pack. = 30 podgruzok to 1k, at each lose 1 / 10 sec. In total, 3. At 9 sect win ~ 2 with ~ 20%. At least 1.5 or 2 seconds is justified - it is read from disk. Remains 5.8 sec. even at 2-fold speed-up win will be no more than 3 ~ 30%. And for separate reading and unpacking to 3 times disperse the disc instead of 1 times - will be a loss of 0.5-1. Not working it is the last level (Q) - visy boot. DAS GEHO: LZ (L), too. GET OUT (K). Bungle music: J, K, L, M, N, O, P, Q. UNRAR curve removes? Moved between sectors of Old ... Player not a "rose from his chair" [to him, he is a pass:)]. OK To print PLEASE WAIT before FINALCUT. OK. Diz. OK After the SAVE drive not rescans (When creating. A new file it placed at the end of the table). Put out WOLFMENU, WOLFSYS, WOLFGFX - for speed. HELP too? [P.13] FIRSTRUN: music howls during NOKEY. FIXED Shipping finalkuta not loaded (level 1 more than necessary) FIXED In the SAVE cancel = CAPS, but must SPACE. No place: Beta build. Gave John'u with Basil'om (+ collected their signatures) and sent Shiru [later turned out that did not make it]. Clean KMT discs. 18viii ! Too many rounds for machine guns everywhere. Do they BASIL'a only 1 time ended. ! It should be [the abolition of SAVE =] Space. OK ! Need to write [in Authors] not only Hrust by Hrumer, but still LC4.0. OK ! Replace the track in the intro ! To SECRET TUNNEL was traversed without weapons? ! Protection from BREAK. OK ! Menu and listalki with CS - must be loaded without DIGITAL! OK ! It should be less than the limit of ammunition for PERFORATOR'a (not 250, and 100) OK (in 2 places) Need [to the party] to show all items, all kinds of weapons - J? (E? but invis .- SAVE5), Mouzon ElemMod (L - SAVE3), Optim. (O - SAVE4? - A demo), Nali (C - SAVE2 - invis.), ABOUT, SAVE9 = CLOSED VILL. Almost finished tying for demos, but only _pochti_. Double take the subject - no rulez ... But for 2 players need more 'passive' take ... How to reduce the number of files in the archive? If the 10 most downtrodden WSF unpack, lose <30k. (WSFA, WSFE, WSFN, WSFP, WSFR packaged.) If the 1917 cards, <26k. If Mouzon, then 75k (now You can Hrust) - 262s against 57,755 bytes (rar), 58395 B (zxrar) = 229s (loss = 33s). In LEVB not start resp. end LEVA. FIXED In LEVQ corridor at the end should be longer. FIXED Commander reacts too slowly - he was killed with a gun. Slightly accelerated reactime: 10 / 5 instead of 65 / 5. RL does not harm the? FIXED (shifted address of the monster) ? When booting sometimes appears simultaneously. SHOTGUN and RIFLE. But this impossible! PRSPR invoked only in 1 spot. At boot. the level of shoots, using the old kbuf? In the beginning. level or at LOAD - FIXED. The point ARMVIEN [current address in the table motion weapons]. Now there when LOAD put TARMV1E (0, -1) and more is the previous sound. FIXED ([new n / n] NOSOUNDS [in AYPLAY *. H]) At the end of the level necessary to clear the screen. OK At all levels are calculated incorrectly treasures (FIXED WEDtst15) 19viii KoRRo3uR - heats up (bug in PT369 loading CF ... C0 -> CF ... F0. Pochemk my Mouzon not it? I have not shipped in PT369? Because there was no extra patterns? Must sm.RAIN! See all unloaded in GCEAMUZ [. TRD]: Another EVERSMOK? - Pat 6. Error and was. DOOM? OK. Guardian? OK? Etuurnal? OK. Alone's var? OK. H2SO4? To everyone. sl. [Recompiled] # 3237. Nearly wiped GCEAMUZ.TRD. Tears_of? like, OK. All FIXED) and down (Pat. # 1B, 1C, 1E, 1F, p. 2,62; Pat 1D, p. 2 = C-8 (+12). Must Orn. MUZE.) In id.diz 'e was (c) - were killed. Today EASY: (120%) TIME = 00:53:49, KILL 169 MONS, 1171 shots, 60.2% direct, 14.4% mortal, $ 12,150, 11 loads, 4 saves. Recorded 15 + 1 (3.5) + 1 (John) copies. Overwrite music (randomly commented out oMAIN [LD A, PGMAIN: CALL OUTME], together with exchanges [That are removed, because not finish]). [P.14] 25viii Began to pick up this notebook with comments 26viii FIXED: "July" instead of "June" is heard the sound of weapons to-eye you killed; delay to leave. Keys to the IMG; seen 0% heal after death. 30viii SCMONS0 monitor counters monsters _vne_ interruption - this is incompatible with the demos! Get up to page 5. 1ix Get up to page 14 (the end).
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