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Correction: Hacker Olav
Sergey Novikov
∙ D00M on the Spectrum: Myth or Reality? ∙
Today I will try to clarify this issue. Thus,
poprobyem remember what DOOM and what it eats. Any
man, once seated at a computer, srazy answer: it is
krytaya three-dimensional shooter with monsters and kychey
oryzhiya. In Basically, it's true, but we must not forget that
this is THREE-DIMENSIONAL igryshka.
Poprobyem figure out whether it is possible to realize
trehmernyyu grafiky in Specchia. The answer is simple: of
course you can, but what is bydet schedule? Quite simply, this
is implemented as a vector filled, but we nyzhna
tekstyrirovanaya schedule. Poetomy must zadymatsya: Is it
possible to implement ety grafiky and how? The answer again is
simple. Necessary to implement the method Trace lycha. At first
glance, what tyt complex: take lych, lead him on the map to da
track kyda it gets. But the reality is much more difficult. In
pure form, the method of tracing apply does not make sense. The
thing is that it is very slow the calculations, and,
respectively, and speed program. But it can significantly
yprostit, vykinyv third measurement (vysoty), and completing 20
kilobytes of memory table. Then our method will quickly build a
wall maze, but with one limitation - it is necessary to abandon
stairs, doors, windows, slopes, arches, and everything else that
distinguishes DOOM on WOLF. Thus, we do not even polychim WOLF,
as y us bydet doors.
Something like this and realize its project team Digital
Reality (DR), and problemy doors, they decided very original.
But back to the topic. To construct maps of the game we
need a lot of memory. You reasonably ask: why? And then,
to do karty multilayer. Each layer is responsible for bydet
a few pixels high, so we can
specify objects of different sizes and at different heights.
Poprobyem Now calculate how much memory nyzhno a karty (based on
128 KB).
By primery, the game screen bydet 64 at 128 pixels
hence we can confine ourselves to a maximum of 6-th layers of
the card. One page of upper memory - one layer cards, two more
pages allot for storing tables, but for simplicity you can use
and four pages to store the layers, even under this condition,
we be able to do anything and miserable, but the similarity
DOOM'a. You can bydet do stypenki, vedyschie the ceiling. With
the rise of such stypenkam can get to the second floor. But the
transition process can be implemented as DR did door.
With this organization has finally arrived maps can be
realized yezzhayuschie up doors. Such a map will provide us
with 128x128x4 gaming cage. You can move bydet precisely on
these cells. When you exit such a card would have to be
podgryzit sledyyuschuyu (as done at IBM). Although it is bydet
brake, but his own, spekovsky! ;) For such a card in DOOM'e
necessary as minimym 4 megabytes of memory, and it finally
arrived it will be possible thanks to the emergence new version
of the Spectrum-compatible computer - SPRINTER'97!
Now let's see what did DR. And they did not doom and
Woolf, but with monsters and oryzhiem of the Duma. But even
then, they did kryto finally arrived, he tried, and almost
polychilos ... :)
But do not despair bydem, let's consider what has finally
arrived have. And we have:
∙ 3 video modes
∙ Turbo save / load
∙ Rapid engine
∙ Bolshyyu karty
When using the color mode lychshe push into the meter
half of the monitor, then from IBM'ovskogo DOOM'a not
difference! Engine can be done faster, and they (DR) is
promise! A map just kryteyshaya, though not enough monsters and
So why are some quick ymirayut. :) Despite a marked contrast to
the IBM'ovskogo DOOM'a, our home, spekovsky, takes longer.
You'll see, soon IBM'schiki are played to move to Speccy, so
enough of a DOOM:)
Once in post, I found a letter on temy monsters. Someone
said that they are played transparent. We will understand and,
to this problem. Under transparency, he understood that through
them you can bydet pass. If we trassiryem karty when drawing
walls, do not perceive monsters as pregrady and lych're on, but
When looking for a place to sledyyuschego step, the monster is
seen as a wall, and through it you can not take place. Hence
the problem Transparency is really a problem and is not!
But progress does not stand still, and that it is impossible
today, will actually tomorrow! So who knows, maybe in the full
version DOOM'a bydet else that nibyd new.
Well, sort of, and everything that I wanted to say. On this,
let you say goodbye. (Poydy wait a full DOOM:)
SEM from Coders' Academy Creative Group