Re: Programming for the PCE - 3D game

From Jens Ch. Restemeier <xxxxxx@post.uni-bielefeld.de>
Date
Hi !

> @> After seeing a game that looked a bit like Doom ( 3D corridors in the game
> @>) I thought, hey I know there is a assembly language compiler for magic
> @>engine and I can easily convert the doom linux source code to dos. So why
> @>can't I just port it over to assembly language. Well it ended there when I
> @>sadly realised that I don't know anything about assembly language.
> 
> Well, it's not even as easy as that.
> Doom required a lot of horsepower and gobs of memory.  The PCE does not
> have enough of either.  Worse, the encoding for the tile-based backgrounds
> is too complex to compute on-the-fly.  I don't want to dissuade you, but I
> don't think it's a good match for the machine.

I've seen a game on C64 that implements a Wolfenstein-like engine. It
used both the C64's and the 1541's cpu to do this.
With a few tricks I got a "pixel-oriented"-like mode on gameboy, I
filled the display with the characters from 0-255 in a 16 by something
matrix, and then put my stuff into the font memory.
Maybe the adressing in VRAM is a problem, but we could prepare the
screen in RAM and use a block-transfer to get it displayed.
This is one of the things I wanted to try for some time, but I'm
terribly busy with work.

Jens

P.S.: I think the game was called "MOOD" or "M.O.O.D" or "Moods"... Try
AltaVista... I got it running on VICE, with 1541 emulation enabled.


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