0,0 → 1,1079 |
; |
; Fisheye Raycasting Engine Etc. FREE3D for MENUETOS by Dieter Marfurt |
; Version 0.4 (requires some texture-files to compile (see Data Section)) |
; dietermarfurt@angelfire.com - www.melog.ch/mos_pub/ |
; Don't hit me - I'm an ASM-Newbie... since years :) |
; |
; Compile with FASM for Menuet (requires .INC files - see DATA Section) |
; |
; Willow - greatly srinked code size by using GIF texture and FPU to calculate sine table |
; |
; !!!! Don't use GIF.INC in your apps - it's modified for FREE3D !!!! |
|
TEX_SIZE equ 64*64*4 |
ceil = sinus+16*1024 |
wall = ceil+TEX_SIZE*1 |
wall2 = ceil+TEX_SIZE*2 |
wall3 = ceil+TEX_SIZE*3 |
wall4 = ceil+TEX_SIZE*4 |
wall5 = ceil+TEX_SIZE*5 |
wall6 = ceil+TEX_SIZE*6 |
wall7 = ceil+TEX_SIZE*7 |
APP_MEM equ 0x200000 |
|
use32 |
|
org 0x0 |
|
db 'MENUET01' ; 8 byte id |
dd 0x01 ; header version |
dd START ; start of code |
dd I_END ; size of image |
dd APP_MEM;0x300000 ; memory for app |
dd APP_MEM;0x300000 ; esp |
dd 0x0 , 0x0 ; I_Param , I_Icon |
include 'lang.inc' |
include 'macros.inc' |
COLOR_ORDER equ OTHER |
include 'gif.inc' |
|
START: ; start of execution |
mov esi,textures |
mov edi,ceil |
mov eax,sinus |
call ReadGIF |
mov esi,sinus |
mov ecx,360*10 |
fninit |
fld [sindegree] |
.sinlp: |
fst st1 |
fsin |
fmul [sindiv] |
fistp dword[esi] |
add esi,4 |
fadd [sininc] |
loop .sinlp |
call draw_window ; at first, draw the window |
call draw_stuff |
|
gamestart: |
; ******* MOUSE CHECK ******* |
; mov eax,37 ; check mouse (use mouse over window to navigate) |
; mov ebx,2 ; check mousebuttons |
; int 0x40 |
; cmp eax,0 ; only use mouse when button down |
; je noneed ; deactivated cause of disappear-bug etc. |
mov eax,37 |
mov ebx,1 ; check mouseposition |
int 0x40 |
|
mov ebx,eax |
shr eax,16 |
and eax,0x0000FFFF ; mousex |
and ebx,0x0000FFFF ; mousey |
|
cmp eax,5 ; mouse out of window ? |
jb check_refresh ; it will prevent an app-crash |
cmp ebx,22 |
jb check_refresh |
cmp eax, 640 |
jg check_refresh |
cmp ebx,501 |
jg check_refresh |
|
cmp eax,315 ; navigating? |
jb m_left |
cmp eax,325 ; |
jg m_right |
continue: |
cmp ebx,220 ; |
jb s_up |
cmp ebx,260 ; |
jg s_down |
; ******* END OF MOUSE CHECK ******* |
check_refresh: |
|
; mov eax,23 ; wait for system event with 10 ms timeout |
; mov ebx,1 ; thats max 100 FPS |
mov eax,11 ; ask no wait for full speed |
int 0x40 |
|
cmp eax,1 ; window redraw request ? |
je red2 |
cmp eax,2 ; key in buffer ? |
je key2 |
cmp eax,3 ; button in buffer ? |
je button2 |
|
mov edi,[mouseya] ; check flag if a refresh has to be done |
cmp edi,1 |
jne gamestart |
mov [mouseya],dword 0 |
call draw_stuff |
|
|
jmp gamestart |
|
; END OF MAINLOOP |
|
red2: ; redraw |
call draw_window |
call draw_stuff |
jmp gamestart |
|
key2: ; key |
mov eax,2 |
int 0x40 |
cmp al,1 |
je gamestart ; keybuffer empty |
|
cmp ah,27 ; esc=End App |
je finish |
|
cmp ah,178 ; up |
je s_up |
cmp ah,177 ; down |
je s_down |
cmp ah,176 ; left |
je s_left |
cmp ah,179 ; right |
je s_right |
|
jmp gamestart ; was any other key |
|
|
s_up: ; walk forward (key or mouse) |
mov eax,[vpx] |
mov ebx,[vpy] |
|
|
mov ecx,[vheading] |
imul ecx,4 |
add ecx,sinus |
mov edi,[ecx] |
|
mov edx,[vheading] |
imul edx,4 |
add edx,sinus |
add edx,3600 |
cmp edx,eosinus ;cosinus taken from (sinus plus 900) mod 3600 |
jb ok200 |
sub edx,14400 |
ok200: |
mov esi,[edx] |
; sal esi,1 ; edit walking speed here |
; sal edi,1 |
|
add eax,edi ; newPx |
add ebx,esi ; newPy |
mov edi,eax ; newPx / ffff |
mov esi,ebx ; newPy / ffff |
sar edi,16 |
sar esi,16 |
mov ecx,esi |
sal ecx,5 ; equal *32 |
add ecx,edi |
add ecx,grid |
cmp [ecx],byte 0 ; collision check |
jne cannotwalk0 |
mov [vpx],eax |
mov [vpy],ebx |
mov [mouseya],dword 1 ; set refresh flag |
cannotwalk0: |
jmp check_refresh |
|
s_down: ; walk backward |
mov eax,[vpx] |
mov ebx,[vpy] |
|
mov ecx,[vheading] |
imul ecx,4 |
add ecx,sinus |
mov edi,[ecx] |
|
mov edx,[vheading] |
imul edx,4 |
add edx,sinus |
add edx,3600 |
cmp edx,eosinus ;cosinus taken from (sinus plus 900) mod 3600 |
jb ok201 |
sub edx,14400 |
ok201: |
|
mov esi,[edx] |
; sal esi,1 ; edit walking speed here |
; sal edi,1 |
|
sub eax,edi ; newPx |
sub ebx,esi ; newPy |
mov edi,eax ; newPx / ffff |
mov esi,ebx ; newPy / ffff |
sar edi,16 |
sar esi,16 |
mov ecx,esi |
sal ecx,5 |
add ecx,edi |
add ecx,grid |
cmp [ecx],byte 0 |
jne cannotwalk1 |
mov [vpx],eax |
mov [vpy],ebx |
mov [mouseya],dword 1 |
cannotwalk1: |
jmp check_refresh |
|
s_left: ; turn left (key) |
mov edi,[vheading] ; heading |
add edi,50 |
cmp edi,3600 |
jb ok_heading0 |
sub edi,3600 |
ok_heading0: |
mov [vheading],edi |
mov [mouseya],dword 1 |
jmp check_refresh |
|
s_right: ; turn right |
mov edi,[vheading] |
sub edi,50 |
cmp edi,-1 |
jg ok_heading1 |
add edi,3600 |
ok_heading1: |
mov [vheading],edi |
mov [mouseya],dword 1 |
jmp check_refresh |
|
m_left: ; turn left (mouse) |
mov edi,[vheading] ; heading |
mov ecx,315 |
sub ecx,eax |
sar ecx,2 |
add edi,ecx |
cmp edi,3600 |
jb ok_heading2 |
sub edi,3600 |
ok_heading2: |
mov [vheading],edi |
mov [mouseya],dword 1 |
jmp continue ; allow both: walk and rotate |
|
m_right: ; turn right |
mov edi,[vheading] |
sub eax,325 |
sar eax,2 |
sub edi,eax |
cmp edi,-1 |
jg ok_heading3 |
add edi,3600 |
ok_heading3: |
mov [vheading],edi |
mov [mouseya],dword 1 |
jmp continue |
|
|
|
button2: ; button |
mov eax,17 ; get id |
int 0x40 |
cmp ah,1 ; button id=1 ? |
jne gamestart |
|
; eo GAME mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm |
finish: |
mov eax,-1 ; close this program |
int 0x40 |
|
|
; ********************************************* |
; ******* WINDOW DEFINITIONS AND DRAW ******** |
; ********************************************* |
|
|
draw_window: |
|
mov eax,12 ; function 12:tell os about windowdraw |
mov ebx,1 ; 1, start of draw |
int 0x40 |
|
; DRAW WINDOW |
mov eax,0 ; function 0 : define and draw window |
mov ebx,50*65536+649 ; [x start] *65536 + [x size] |
mov ecx,50*65536+504 ; [y start] *65536 + [y size] |
mov edx,0x02ffffff ; color of work area RRGGBB,8->color gl |
mov esi,0x80777777 ; color of grab bar RRGGBB,8->color gl |
mov edi,0x00777777 ; color of frames RRGGBB |
int 0x40 |
|
; WINDOW LABEL |
mov eax,4 ; function 4 : write text to window |
mov ebx,8*65536+8 ; [x start] *65536 + [y start] |
mov ecx,0x00ddeeff ; color of text RRGGBB |
mov edx,labelt ; pointer to text beginning |
mov esi,labellen-labelt ; text length |
int 0x40 |
|
; CLOSE BUTTON |
mov eax,8 ; function 8 : define and draw button |
mov ebx,(649-19)*65536+12 ; [x start] *65536 + [x size] |
mov ecx,5*65536+12 ; [y start] *65536 + [y size] |
mov edx,1 ; button id |
mov esi,0x777777 ; button color RRGGBB |
int 0x40 |
|
|
mov eax,12 ; function 12:tell os about windowdraw |
mov ebx,2 ; 2, end of draw |
int 0x40 |
|
ret |
|
; ********************************************* |
; ******* COMPUTE 3D-VIEW ******** |
; ********************************************* |
draw_stuff: |
|
|
mov [step1],dword 1 |
;mov [step64],dword 64 |
mov esi,[vheading] |
add esi,320 |
mov [va],esi |
mov eax,[vheading] |
sub eax,320 |
mov [vacompare],eax |
;------------------------------------ CAST 640 PIXEL COLUMNS --------------- |
; FOR A=320+heading to -319+heading step -1 (a is stored in [va]) |
;--------------------------------------------------------------------------- |
; mov edx,5 |
mov [vx1],dword 0 ;5 ;edx ; init x1 ... pixelcolumn |
for_a: |
mov edx,[vx1] |
mov [vx1b],edx |
sub [vx1b],dword 320 |
mov edx,[va] ; a2 |
cmp edx,-1 ; a2 is a mod 3600 |
jg ok1 |
add edx,3600 |
ok1: |
cmp edx,3600 |
jb ok2 |
sub edx,3600 |
ok2: |
|
; get stepx and stepy |
mov ecx,edx |
imul ecx,4 |
add ecx,sinus ; pointer to stepx |
mov esi,[ecx] |
sar esi,4 ; accuracy |
mov [vstepx],esi ; store stepx |
|
mov esi,edx |
imul esi,4 |
add esi,sinus ; pointer to stepy |
add esi,3600 |
cmp esi,eosinus ;cosinus taken from ((sinus plus 900) mod 3600) |
jb ok202 |
sub esi,14400 |
ok202: |
|
mov ecx,[esi] |
sar ecx,4 |
mov [vstepy],ecx ; store stepy |
|
|
mov eax,[vpx] ; get Camera Position |
mov ebx,[vpy] |
mov [vxx],eax ; init caster position |
mov [vyy],ebx |
|
mov edi,0 ; init L (number of raycsting-steps) |
mov [step1],dword 1 ; init Caster stepwidth for L |
|
; raycast a pixel column................................. |
raycast: |
add edi,[step1] ; count caster steps |
;jmp nodouble ; use this to prevent blinking/wobbling textures: much slower! |
|
cmp edi,32 |
je double |
cmp edi,512 |
je double |
cmp edi,1024 |
je double |
jmp nodouble |
|
double: |
mov edx,[step1] |
sal edx,1 |
mov [step1],edx |
|
mov edx,[vstepx] |
sal edx,1 |
mov [vstepx],edx |
|
mov edx,[vstepy] |
sal edx,1 |
mov [vstepy],edx |
|
nodouble: |
|
mov eax,32000 ; 3600 ; determine Floors Height based on distance |
mov edx,0 |
mov ebx,edi |
|
div ebx |
mov esi,eax |
mov [vdd],esi |
mov edx,260 |
sub edx,esi |
mov [vh],edx |
|
cmp edx,22 |
jb no_nu_pixel |
cmp edx,259 |
jg no_nu_pixel ; draw only new pixels |
cmp edx,[h_old] |
je no_nu_pixel |
|
mov eax,[vxx] ; calc floor pixel |
mov ebx,[vyy] |
|
and eax,0x0000FFFF |
and ebx,0x0000FFFF |
|
shr eax,10 |
shr ebx,10 ; pixel coords inside Texture x,y 64*64 |
mov [xfrac],eax |
mov [yfrac],ebx |
|
|
|
; plot floor pixel !!!! |
mov [vl],edi ; save L |
mov [ytemp],esi ; remember L bzw. H |
|
mov edi,[yfrac] ; get pixel color of this floor pixel |
sal edi,8 |
mov esi,[xfrac] |
sal esi,2 |
add edi,esi |
add edi,wall ; in fact its floor, just using the wall texture :) |
mov edx,[edi] |
mov [remesi],esi |
|
;**** calculate pixel adress:**** |
mov esi,[ytemp] |
add esi,240 |
imul esi,1920 |
add esi,[vx1] |
add esi,[vx1] |
add esi,[vx1] |
add esi,0x80000 |
|
cmp esi,0x80000+1920*480 |
jg foff0 |
cmp esi,0x80000 |
jb foff0 |
; now we have the adress of the floor-pixel color in edi |
; and the adress of the pixel in the image in esi |
|
mov edx,[edi] |
;******************** custom distance DARKEN Floor |
|
mov eax,[vdd] |
|
; jmp nodark0 ; use this to deactivate darkening floor (a bit faster) |
|
cmp eax,80 |
jg nodark0 |
; split rgb |
|
mov [blue],edx |
and [blue],dword 255 |
|
shr edx,8 |
mov [green],edx |
and [green],dword 255 |
|
shr edx,8 |
mov [red],edx |
and [red],dword 255 |
|
mov eax,81 ; darkness parameter |
sub eax,[vdd] |
sal eax,1 |
|
; reduce rgb |
sub [red],eax |
cmp [red], dword 0 |
jg notblack10 |
mov [red],dword 0 |
notblack10: |
|
sub [green],eax |
cmp [green],dword 0 |
jg notblack20 |
mov [green],dword 0 |
notblack20: |
|
mov edx,[blue] |
sub [blue],eax |
cmp [blue],dword 0 |
jg notblack30 |
mov [blue],dword 0 |
notblack30: |
|
shl dword [red],16 ; reassemble rgb |
shl dword [green],8 |
mov edx,[red] |
or edx,[green] |
or edx,[blue] |
|
nodark0: |
; eo custom darken floor |
|
|
mov eax,edx |
mov [esi],eax ; actually draw the floor pixel |
|
; paint "forgotten" pixels |
|
mov edx,[lasty] |
sub edx,1920 |
cmp esi,edx |
je foff0 |
mov [esi+1920],eax |
|
sub edx,1920 |
cmp esi,edx |
je foff0 |
mov [edx+1920],eax |
|
sub edx,1920 |
cmp esi,edx |
je foff0 |
mov [edx+1920],eax |
|
foff0: |
mov [lasty],esi |
;**** end of draw floor pixel **** |
|
mov esi,[remesi] |
mov edi,[vl] ; restore L |
|
no_nu_pixel: |
|
|
mov esi,[vh] |
mov [h_old],esi |
|
mov eax,[vxx] |
mov ebx,[vyy] |
|
add eax,[vstepx] ; casting... |
add ebx,[vstepy] |
|
mov [vxx],eax |
mov [vyy],ebx |
|
sar eax,16 |
sar ebx,16 |
|
mov [vpxi],eax ; casters position in Map Grid |
mov [vpyi],ebx |
|
mov edx,ebx |
; imul edx,32 |
shl edx,5 |
add edx,grid |
add edx,eax |
cmp [edx],byte 0 ; raycaster reached a wall? (0=no) |
jne getout |
cmp edi,10000 ; limit view range |
jb raycast |
;................................................ |
getout: |
mov eax,[edx] ; store Grid Wall Value for Texture Selection |
mov [vk],eax |
|
call blur ; deactivate this (blurs the near floor) : a bit faster |
|
; simply copy floor to ceil pixel column here |
;jmp nocopy ; use this for test purposes |
|
pusha |
mov eax,0x80000+1920*240 |
mov ebx,0x80000+1920*240 |
|
copyfloor: |
sub eax,1920 |
add ebx,1920 |
|
mov ecx,0 |
add ecx,[vx1] |
add ecx,[vx1] |
add ecx,[vx1] |
|
mov edx,ecx |
add ecx,eax |
add edx,ebx |
|
mov esi,[edx] |
mov [ecx],esi |
|
cmp eax,0x80000 |
jg copyfloor |
|
popa |
; *** end of copy floor to ceil |
;nocopy: |
;__________________________________________________________________________ |
|
|
; draw this pixelrows wall |
mov [vl],edi |
|
mov edi,260 |
sub edi,[vdd] |
cmp edi,0 |
jg ok3 |
xor edi,edi |
ok3: |
mov [vbottom],edi ; end wall ceil (or window top) |
|
mov esi,262 |
add esi,[vdd] ; start wall floor |
|
xor edi,edi |
|
; somethin is wrong with xfrac,so recalc... |
|
mov eax,[vxx] |
and eax,0x0000FFFF |
shr eax,10 |
mov [xfrac],eax |
|
mov eax,[vyy] |
and eax,0x0000FFFF |
shr eax,10 |
mov [yfrac],eax |
|
pixelrow: |
|
; find each pixels color: |
|
add edi,64 |
sub esi,1 |
cmp esi, 502 ; dont calc offscreen-pixels |
jg speedup |
|
xor edx,edx |
mov eax, edi |
mov ebx,[vdd] |
add ebx,[vdd] |
div ebx |
and eax,63 |
mov [ytemp],eax ; get y of texture for wall |
|
mov eax,[xfrac] |
add eax,[yfrac] |
|
and eax,63 |
mov [xtemp],eax ; get x of texture for wall |
|
; now prepare to plot that wall-pixel... |
mov [remedi],edi |
|
mov edi,[ytemp] |
sal edi,8 |
mov edx,[xtemp] |
sal edx,2 |
add edi,edx |
|
mov eax,[vk] ; determine which texture should be used |
and eax,255 |
|
cmp eax,1 |
jne checkmore1 |
add edi,ceil |
jmp foundtex |
checkmore1: |
|
cmp eax,2 |
jne checkmore2 |
add edi,wall |
jmp foundtex |
checkmore2: |
|
cmp eax,3 |
jne checkmore3 |
add edi,wall2 |
jmp foundtex |
checkmore3: |
|
cmp eax,4 |
jne checkmore4 |
add edi,wall3 |
jmp foundtex |
checkmore4: |
|
cmp eax,5 |
jne checkmore5 |
add edi,wall4 |
jmp foundtex |
checkmore5: |
|
cmp eax,6 |
jne checkmore6 |
add edi,wall5 |
jmp foundtex |
checkmore6: |
|
cmp eax,7 |
jne checkmore7 |
add edi,wall6 |
jmp foundtex |
checkmore7: |
|
cmp eax,8 |
jne checkmore8 |
add edi,wall7 |
jmp foundtex |
checkmore8: |
|
foundtex: |
|
mov edx,[edi] ; get pixel color inside texture |
|
; ***pseudoshade south-west |
jmp east ; activate this for southwest pseudoshade : a bit slower + blink-bug |
mov edi,[yfrac] |
mov [pseudo],dword 0 ; store flag for custom distance darkening |
cmp edi,[xfrac] |
jge east |
and edx,0x00FEFEFE |
shr edx,1 |
mov [pseudo],dword 1 |
east: |
|
call dark_distance ; deactivate wall distance darkening: a bit faster |
|
; ******* DRAW WALL PIXEL ******* |
mov eax,esi |
sub eax,22 |
imul eax,1920 |
add eax,[vx1] |
add eax,[vx1] |
add eax,[vx1] |
add eax,0x80000 |
|
cmp eax,0x80000+1920*480 |
jg dont_draw |
cmp eax,0x80000 |
jb dont_draw |
mov [eax],edx ; actually set the pixel in the image |
; *** eo draw wall pixel |
dont_draw: |
mov edi,[remedi] |
speedup: |
cmp esi,[vbottom] ; end of this column? |
jg pixelrow |
|
mov edi,[vl] ; restoring |
mov eax,[vx1] ; inc X1 |
add eax,1 |
mov [vx1],eax |
|
;*** NEXT A *** |
mov esi,[va] |
sub esi,1 |
mov [va],esi |
cmp esi,[vacompare] |
jg for_a |
;*** EO NEXT A *** |
;--------------------------------------------------------------------------- |
|
|
; **** put image !!!!!**** |
; *********************** |
mov eax,7 |
mov ebx,0x80000 |
mov ecx,640*65536+480 |
mov edx,5*65536+20 |
int 0x40 |
|
ret |
|
blur: |
|
pusha |
mov eax,0x080000+360*1920 |
|
copyfloor2: |
add eax,1920 |
mov ebx,eax |
add ebx,[vx1] |
add ebx,[vx1] |
add ebx,[vx1] |
|
mov ecx,[ebx-15] |
and ecx,0x00FEFEFE |
shr ecx,1 |
mov edx,[ebx-12] |
and edx,0x00FEFEFE |
shr edx,1 |
add edx,ecx |
and edx,0x00FEFEFE |
shr edx,1 |
|
mov ecx,[ebx-9] |
and ecx,0x00FEFEFE |
shr ecx,1 |
add edx,ecx |
|
and edx,0x00FEFEFE |
shr edx,1 |
|
mov ecx,[ebx-6] |
and ecx,0x00FEFEFE |
shr ecx,1 |
add edx,ecx |
|
and edx,0x00FEFEFE |
shr edx,1 |
|
mov ecx,[ebx-3] |
and ecx,0x00FEFEFE |
shr ecx,1 |
add edx,ecx |
|
and edx,0x00FEFEFE |
shr edx,1 |
|
mov ecx,[ebx] |
and ecx,0x00FEFEFE |
shr ecx,1 |
add edx,ecx |
|
mov [ebx],edx |
|
cmp eax,0x80000+478*1920 |
jb copyfloor2 |
|
popa |
|
ret |
|
|
|
; ******* Darken by Distance ******* |
dark_distance: |
|
; color must be in edx, wall height in [vdd] |
|
mov eax,[vdd] |
cmp eax,50 |
jg nodark |
; split rgb |
|
mov [blue],edx |
and [blue],dword 255 |
|
shr edx,8 |
mov [green],edx |
and [green],dword 255 |
|
shr edx,8 |
mov [red],edx |
and [red],dword 255 |
|
mov eax,51 ; darkness parameter |
sub eax,[vdd] |
cmp [pseudo],dword 1 |
je isdarkside |
sal eax,2 |
isdarkside: |
|
; reduce rgb |
sub [red],eax |
cmp [red], dword 0 |
jg notblack10b |
mov [red],dword 0 |
notblack10b: |
|
sub [green],eax |
cmp [green],dword 0 |
jg notblack20b |
mov [green],dword 0 |
notblack20b: |
|
mov edx,[blue] |
sub [blue],eax |
cmp [blue],dword 0 |
jg notblack30b |
mov [blue],dword 0 |
notblack30b: |
|
shl dword [red],16 ; reassemble rgb |
shl dword [green],8 |
mov edx,[red] |
or edx,[green] |
or edx,[blue] |
mov eax,edx |
|
nodark: |
|
ret |
|
|
; DATA AREA |
|
;ceil=ceil |
;wall=wall floor |
;2 corner stone |
;3 leaf mosaic |
;4 closed window |
;5 greek mosaic |
;6 old street stones |
;7 maya wall |
|
grid: ; 32*32 Blocks, Map: 0 = Air, 1 to 8 = Wall |
db 2,1,2,1,2,1,2,1,2,1,2,1,1,1,1,1,1,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8 |
db 1,0,0,0,1,0,0,0,0,0,0,3,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8 |
db 5,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8 |
db 1,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,1,0,0,0,0,3,3,3,3,0,0,0,0,0,0,8 |
db 5,0,1,2,3,4,5,6,7,8,2,1,3,3,3,0,5,0,2,1,2,3,0,0,0,0,0,0,0,0,0,8 |
db 1,0,0,0,0,0,0,0,0,0,2,3,0,0,0,0,5,0,0,0,0,3,0,0,0,0,0,0,0,0,0,8 |
db 5,0,0,0,1,0,0,4,0,0,0,1,0,0,0,0,5,0,0,0,0,3,3,0,3,3,0,0,0,0,0,8 |
db 1,1,0,1,1,1,1,4,1,0,1,3,0,0,0,0,5,2,1,2,0,3,0,0,0,3,0,0,0,0,0,8 |
db 5,0,0,0,1,0,0,0,0,0,0,1,0,3,3,3,5,0,0,0,0,3,0,0,0,3,0,0,0,0,0,8 |
db 1,0,0,0,1,0,0,5,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,3,0,0,0,0,0,8 |
db 5,0,0,0,0,0,0,5,0,0,0,1,0,0,0,0,5,0,0,0,0,3,0,0,0,0,0,0,0,0,0,8 |
db 1,4,4,4,4,4,4,4,4,4,4,3,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,8,8 |
db 2,2,2,2,2,2,8,8,8,8,8,8,8,8,8,0,0,0,6,6,0,7,7,7,7,7,7,7,7,7,8,8 |
db 1,0,0,0,1,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,1 |
db 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,2,2,2,2,0,0,0,0,3,3,3,3,3,1 |
db 1,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,6,0,0,0,0,2,0,0,0,0,3,0,0,0,0,1 |
db 5,0,2,3,2,3,2,3,2,3,2,1,0,0,0,0,6,0,2,2,0,2,0,0,0,0,3,0,5,5,0,1 |
db 1,0,0,0,0,0,0,4,0,0,0,3,0,0,0,0,6,0,0,2,0,2,0,2,0,0,3,0,0,0,0,1 |
db 5,0,0,0,1,0,0,4,0,0,0,1,0,0,0,0,6,0,0,2,2,2,0,2,0,0,3,3,3,3,0,1 |
db 1,1,0,1,1,1,1,4,1,0,1,3,7,7,7,0,6,0,0,0,0,0,0,2,0,0,0,0,0,3,0,1 |
db 5,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,6,0,0,0,0,2,2,2,0,0,0,0,0,3,0,1 |
db 1,0,0,0,1,0,0,5,0,0,0,3,0,0,0,0,6,0,0,0,0,2,0,0,0,0,0,0,0,0,0,1 |
db 5,0,0,0,0,0,0,5,0,0,0,1,0,0,0,0,6,0,5,1,0,2,0,0,4,4,0,4,4,0,0,1 |
db 1,4,1,4,1,4,1,4,1,4,1,3,0,0,0,0,6,0,0,5,0,2,0,0,0,4,0,4,0,0,0,1 |
db 1,0,0,0,0,0,0,4,0,0,0,3,0,3,3,3,6,0,0,1,0,1,0,0,4,4,0,4,4,0,0,1 |
db 5,0,0,0,1,0,0,4,0,0,0,1,0,0,0,0,6,0,0,5,0,1,0,4,4,0,0,0,4,4,0,1 |
db 1,1,0,1,1,1,1,4,1,0,1,3,0,0,0,0,6,0,0,1,0,1,0,4,0,0,0,0,0,4,0,1 |
db 5,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,6,0,0,5,0,1,0,4,0,0,0,0,0,4,0,1 |
db 1,0,0,0,1,0,0,5,0,0,0,3,0,0,0,0,6,1,5,1,0,1,0,4,4,0,0,0,4,4,0,1 |
db 5,0,0,0,0,0,0,5,0,0,0,0,0,0,1,1,0,0,0,0,0,1,0,0,4,4,4,4,4,0,0,1 |
db 1,4,1,4,1,4,1,4,1,4,1,3,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1 |
db 2,1,2,1,2,1,2,1,2,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 |
|
vpx: |
dd 0x0001FFFF ; initial player position * 0xFFFF |
vpy: |
dd 0x0001FFFF |
|
labelt: |
db 'FISHEYE RAYCASTING ENGINE ETC. FREE3D' |
|
labellen: |
sindegree dd 0.0 |
sininc dd 0.0017453292519943295769236907684886 |
sindiv dd 6553.5 |
textures: |
file 'texture.gif' |
I_END: |
|
col1: |
dd ?;- |
; misc raycaster vars: |
vxx: |
dd ?;- |
vyy: |
dd ?;- |
vl: |
dd ?;- |
vstepx: |
dd ?;- |
vstepy: |
dd ?;- |
vxxint: |
dd ?;- |
vyyint: |
dd ?;- |
vk: |
dd ?;- |
va: |
dd ?;- |
va2: |
dd ?;- |
vdd: |
dd ?;- |
vx1: |
dd ?;- |
vx1b: |
dd ?;- |
vh: |
dd ?;- |
vdt: |
dd ?;- |
vheading: ; initial heading: 0 to 3599 |
dd ?;- |
vacompare: |
dd ?;- |
vpxi: |
dd ?;- |
vpyi: |
dd ?;- |
wtolong: |
dw ?,?;-,?;- |
|
xtemp: |
dd ?;- |
ytemp: |
dd ?;- |
xfrac: |
dd ?;- |
yfrac: |
dd ?;- |
h_old: |
dd ?;- |
vbottom: |
dd ?;- |
mouseya: |
dd ?;- |
remeax: |
dd ?;- |
remebx: |
dd ?;- |
remecx: |
dd ?;- |
remedx: |
dd ?;- |
remedi: |
dd ?;- |
remesi: |
dd ?;- |
red: |
dd ?;- |
green: |
dd ?;- |
blue: |
dd ?;- |
pseudo: |
dd ?;- |
step1: |
dd ?;- |
step64: |
dd ?;- |
lasty: |
dd ?;- |
|
sinus rd 360*10 |
eosinus: |
Property changes: |
Added: svn:eol-style |
+native |
\ No newline at end of property |