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Fix sprite render errors.
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Doomhack committed Dec 19, 2021
1 parent 7dbafb4 commit 03d96d8
Showing 1 changed file with 10 additions and 3 deletions.
13 changes: 10 additions & 3 deletions source/r_hotpath.iwram.c
Original file line number Diff line number Diff line change
Expand Up @@ -97,6 +97,8 @@ short* floorclip = (short*)&vram3_spare[512];
//240 bytes.
short* ceilingclip = (short*)&vram3_spare[512+240];

//992 bytes used. 32 byes left.



//Stuff alloc'd in VRAM1 memory.
Expand All @@ -116,11 +118,16 @@ short* wipe_y_lookup = (short*)&vram1_spare[580+480+484];
//384 Bytes
vissprite_t** vissprite_ptrs = (vissprite_t**)&vram1_spare[580+480+484+240];

//2168 bytes used. 392 bytes left.


//Stuff alloc'd in VRAM2 memory.

//240 bytes
short* screenheightarray = (short*)&vram1_spare[580+480+484+240+384];
short* screenheightarray = (short*)&vram2_spare[0];

//240 byes
short* negonearray = (short*)&vram1_spare[580+480+484+240+384+240];
//240 bytes
short* negonearray = (short*)&vram2_spare[240];


#define yslope yslope_vram
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8 comments on commit 03d96d8

@fusermarucs
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Wow can't believe you're still working on this - fantastic! This is one of my favourite ways to play Doom believe it or not!

@doomhack
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Glad you enjoy the game! Not so many updates these days as it's about as fast and small as I can make it.

Will get around to doing depth lighting at some point.

@fusermarucs
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It's very difficult going back to the original gba versions after this one that's for sure!
Honestly I've probably played this far more than anyone should lol - Doom is my favourite game, and it's so easy to pick up, boot and play on a gba....

Would the depth lighting give a performance hit? If so could there be an on/off option like in the original gba games?

@fusermarucs
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Hiya - believe it or not I've only just updated to the latest version. The 'high' detail setting is absolutely brilliant thank you: really makes enemies and items look pin sharp.

I mainly play on an SP, but tried it on a Micro last night which leads me on to a request: would you be able to add an alternate control option in there? If you could add an option to swap the L and R commands (currently strafing) with A and B, it would make it easier to play on a micro.
Using A and B to strafe (then R to fire, L to use) would make it easier due to the finger cramping style of the micro!

I realise that is a very specific request though, and of course you may not be working on it any more!

Regardless, thank you again for your work on this
Cheers

@Kippykip
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Hiya - believe it or not I've only just updated to the latest version. The 'high' detail setting is absolutely brilliant thank you: really makes enemies and items look pin sharp.

I mainly play on an SP, but tried it on a Micro last night which leads me on to a request: would you be able to add an alternate control option in there? If you could add an option to swap the L and R commands (currently strafing) with A and B, it would make it easier to play on a micro. Using A and B to strafe (then R to fire, L to use) would make it easier due to the finger cramping style of the micro!

I realise that is a very specific request though, and of course you may not be working on it any more!

Regardless, thank you again for your work on this Cheers

I've been dying to do a control overhaul on the SVN build, I also wanted to bring back a similar control screen found in the original retail version of Doom 2 with a whole tonne of configurations submitted from the community.

@fusermarucs
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Hi KK : Sounds great! TBH the current setup is really good on a standard gba and an SP: I nearly had hand seizure trying to strafe on the micro though 😂 - obvs you have to keep your fingers on the strafe buttons all the time (well you do if you play 'fast' like I do..)

look forward to any updates!

@Kippykip
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I keep changing weapons instead of circle strafing personally hahaha

@fusermarucs
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Yes - a bit tricky when there's only a few buttons to work with!!

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