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Build 3312

23 December 2012 · 3 commits by 1 author · SVN

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Original log file · 20121223-3312.txt
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r3312 | helixhorned | 2012-12-23 06:00:00 -0800 (Sun, 23 Dec 2012) | 1 line

Fix build.lua's loadarts(), add bigytiles.lua.
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r3311 | helixhorned | 2012-12-23 05:59:56 -0800 (Sun, 23 Dec 2012) | 4 lines

engine.c: remove some old "#if 1"s, add compilation switch MULTI_COLUMN_VLINE.

Unconditionally enabled, but useful for comparing the behavior of the 1-column
vline functions against the 2- or 4-column ones.
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r3310 | helixhorned | 2012-12-23 05:59:52 -0800 (Sun, 23 Dec 2012) | 17 lines

Classic: fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.

The former is really only a workaround. Walls/vertical sprites/pskies with
ysize 512 (and presumably greater, but this was not tested) are rendered
with one shade higher at the borders (1 pixel vlines) because of a certain
assumption in the ASM (see comments there). With very dark shades, the
palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the
end for each.

The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled
yet. It seems to matter only for the uncommon case where the such pskies repeat
in the height. A 1680x1050 window fully covered with such a sky is then rendered
at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline
routines), so it may be leaning a bit too much on the side of correctness.

A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for
demonstration purposes.
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Engine

engine.c: remove some old "#if 1"s, add compilation switch MULTI_COLUMN_VLINE.

Philipp Kutin (Helixhorned) 23 Dec 2012, 05:59 UTC−8 r3311

Unconditionally enabled, but useful for comparing the behavior of the 1-column vline functions against the 2- or 4-column ones.

Classic FixEngine

fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.

Philipp Kutin (Helixhorned) 23 Dec 2012, 05:59 UTC−8 r3310

The former is really only a workaround. Walls/vertical sprites/pskies with ysize 512 (and presumably greater, but this was not tested) are rendered with one shade higher at the borders (1 pixel vlines) because of a certain assumption in the ASM (see comments there). With very dark shades, the palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the end for each. The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled yet. It seems to matter only for the uncommon case where the such pskies repeat in the height. A 1680x1050 window fully covered with such a sky is then rendered at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline routines), so it may be leaning a bit too much on the side of correctness. A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for demonstration purposes.