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Chronogamer

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just a second . ..

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Hey, sorry, I've been remiss in my chronogaming. I started playing Morrowind which, of course, led to reinstalling Daggerfall and then restarting Arena (after reassembling the appropriate computer systems to run them on.). After playing Arena for a little bit, I got curious about other early ray-casting engines which lead to Wolfenstiend 3D and finally to an emulated copy of the original Escape from Castle Wolfenstien, which reminded me that I should really get back to playing through the home videogames of 1978.But before I do....I've got all the RCA Studio II carts, except for Bingo, right? Is there anyone out there able to dump these? I'm certain that not all of the RCA Studio II carts have been dumped and I'd be happy to loan someone the carts (or borrow your dumper) so that they could be. Attempts to reach the author of the RCA Studio II emulator have been ignored, so I'm turning to y'all.Also, in the same vein. There are NO dumps of the APF MP1000 cartridges and I'd be happy to loan out mine (or borrow a dumper) to anyone with knowledge of how to do it. PM me please if anyone is interested.The very smart person who dumped the rest of the Fairchild roms (when there had only been four floating around for a few years) made a portable dumper which he mailed to people so they could dump the carts and mail the dumper back to him. So cool.I'll get back to some chronogaming after I take a final exam this week.



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I don't think Wolf3D wasn't done with ray-casting. There's probably easier ways to map the 2D floorplan to the vertical texture drawing routine. DOOM might have used a variation of ray-casting since it didn't have a simple grid floorplan and also had height variations. Then again, I seem to recall something about a whack of stuff in the DOOM WAD being precalculations of some sort.

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I don't think Wolf3D wasn't done with ray-casting.  There's probably easier ways to map the 2D floorplan to the vertical texture drawing routine.  DOOM might have used a variation of ray-casting since it didn't have a simple grid floorplan and also had height variations.  Then again, I seem to recall something about a whack of stuff in the DOOM WAD being precalculations of some sort.

 

Hmm, I was probably mis-remembering something from "Tricks of the Doom Programmers" or whatever that title was. I know it talked about raycasting and I thought that had something to do with the 2D/3D illusion of those early games. I thought they worked by compressing the verticle lines of a texture to different scales depending on how far they were from the viewer and that that distance was determined by sending out "rays" from the line of sight. Still, I'm working from a faulty memory of a book I read almost a decade ago. This all probably applied to Doom and not Wolf3D. I would trust your knowledge of this waaay before I would trust mine. :)

 

Anyway, thanks for pointing that out. Though, I'm sure you see that my main point was that my compulsion to keep playing earlier games in a series/genre/style is still alive and well, although in this example it might have been more appropriate to have retrogamed back to Ultima Underworld from Arena, and then from Ultima Underworld, I would have eventually gotten to Aklabeth and again end up staring at an Apple ][ emulator.

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http://en.wikipedia.org/wiki/Wolfenstein_3D_engine

http://en.wikipedia.org/wiki/Doom_engine

 

Interesting reading. :-)

 

I wonder if it was thanks to you that the Studio II and the APF M1000's carts were dumped. They can be easily found today, although I think a few Studio II carts are missing. I was going to write "who cares?", but I actually do care. It's a piece of gaming history, and these games should be easy to find.

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