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Quake3?? Are zou insane? Q1 ftw!
Wolf3d is far superior, it automatically fixes the dretch ground headbites
Quote from: "Neo"Wolf3d is far superior, it automatically fixes the dretch ground headbites So does DOOM:)
#define VIEWWIDTH 256 // size of view window#define VIEWHEIGHT 144.../*============================================================================= GLOBAL VARIABLES=============================================================================*/... if (CheckIs386()) { IsA386 = true;...CP_itemtype far MusicMenu[]= { {1,"Get Them!",0},...#ifndef DEMOTEST #ifndef UPLOAD #ifndef GOODTIMES #ifndef SPEAR #ifndef JAPAN if (!NoWait) NonShareware();...#ifndef JAPAN if (!NoWait) PG13 ();...void main (void){ ... CheckForEpisodes(); Patch386 (); InitGame (); DemoLoop(); Quit("Demo loop exited???");}
======================= ClearScreen======================*/void ClearScreen (void){ unsigned floor=egaFloor[gamestate.episode*10+mapon], ceiling=egaCeiling[gamestate.episode*10+mapon]; // // clear the screen //asm mov dx,GC_INDEXasm mov ax,GC_MODE + 256*2 // read mode 0, write mode 2asm out dx,axasm mov ax,GC_BITMASK + 255*256asm out dx,axasm mov dx,40asm mov ax,[viewwidth]asm shr ax,3asm sub dx,ax // dx = 40-viewwidth/8asm mov bx,[viewwidth]asm shr bx,4 // bl = viewwidth/16asm mov bh,BYTE PTR [viewheight]asm shr bh,1 // half heightasm mov ax,[ceiling]asm mov es,[screenseg]asm mov di,[bufferofs]toploop:asm mov cl,blasm rep stoswasm add di,dxasm dec bhasm jnz toploopasm mov bh,BYTE PTR [viewheight]asm shr bh,1 // half heightasm mov ax,[floor]bottomloop:asm mov cl,blasm rep stoswasm add di,dxasm dec bhasm jnz bottomloopasm mov dx,GC_INDEXasm mov ax,GC_MODE + 256*10 // read mode 1, write mode 2asm out dx,axasm mov al,GC_BITMASKasm out dx,al}