3-D Dungeon I

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Screenshots - 3-D Dungeon I

3-D Dungeon I atari screenshot
3-D Dungeon I atari screenshot

Information - 3-D Dungeon I

GenreShoot'em Up! - 3-DYear1994
LanguageMachine LanguagePublisher[no publisher]
ControlsKeyboardDistributor-
Players1DeveloperNew Power Generation
ResolutionVGA / RGBLicensed from-
Programmer(s)

Spatzenegger, Roland [Apollo]

CountryGermany
Graphic Artist(s)

[unknown]

SoftwareEnglish
Game design

Spatzenegger, Roland [Apollo]

Box / InstructionsEnglish
Musician(s)

[n/a]

LicensePD / Freeware / Shareware
Sound FX

[n/a]

Serial
Cover Artist(s)ST Type? / 1MB
MIDIVersion0.6 [preview]
Dumpdownload atari 3-D Dungeon I Download / Zip-packed folderNumber of Disks? / ?
Protection

Instructions - 3-D Dungeon I

  !!!!!!!!! RTFM !!!!!!!!!
  ------------------------
           26.04.94

APOLLO OF THE NEW POWER GENERATION
----------------------------------
READ ME (3D Dungeon I)
This is the first Version of my 3D engine.

Control:
Cursor  | Mouse |Action
left    | left  |turn left
right   | right |turn right
up      | for.  |move forward
down    | back. |move back
ESC     |       |leave it
+(KEYPAD|       |Increase Screen Size
-(KEYPAD|       |Decrease Screen Size

MultiTos: 
- doesn't work with MultiTos 

HELP.PRG:
If WOLF3D.PRG bombs or produces weird output, press RESET and
start HELP.PRG, now you get some values, please send me them via email !
(With the values I can get the last postion before the breakdown)

SPECIAL FALCON HARDWARE:
If someone has a 32Mhz Falcon, or any other speed up, please email
me your experience !(How fast it is, does it bombs (eg 68040),...)

GFX:
- Mode:320x240 TrueColor (2^15)
- World View: 170x128-320x240, max. 7936 Colors (256*31)
- With the white dots at the right side, you can calculate the frame rate:

       vertical freq. (e.q. 50hz (TV) or 60hz(VGA),..)
  fps=------------------------------------------------
           number of white dots

- the WallTextures are 128x128 256Color Windows :( - BMP Files
  (You can include your own gfx, the files have numbers from 00 to 12,
  The palette is read from 00.bmp, all pics must have the same colors !)
- no sprites
- no floor and ceiling

Sound:
-no sound (wait for V0.9)

DSP:
- The DSP makes the rotating and intersection calculation of the walls and screenvector.
- The DSP Code is fucking lame (but the 68030 speed is even lamer..., so the DSP is still
  to fast ;)

68030:
- receives the position in the texture, the brightness of the vertical line and the height
- paints the vertical lines

Email:
spatzene@informatik.tu-muenchen.de

Requests:
- if you want the dsp-code email me, perhaps i will send you it. ;)

Versions:
V0.1:	Dsp-Code for rotating walls, C-BGI-Output
V0.2:	DSP-Texture Code made
V0.3:	68030-Code made
V0.5:	Texture-Mapping works !
V0.6:	-Try to optimize 68030-Code (now 10% faster)
		-New Transfer Protocol for 68030<->DSP

futur versions:
V0.7:	-include sprites
V0.8:	-VBL-Interrupt dsp<->68030 interface (for sound)
V0.9:	-sound (real 3D sound)
V1.0a:	-new dsp code (a=alpha)
V1.0b:	-bug fixes (b=beta)
V1.0:	-full working Wolfenstein Clone

Special Versions:
1.	no light effects (should speed up the whole about 30%)

(Ever tried it with a TV/RGB ?? It's fucking fast ;)
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