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Solution for texture memory issue in DOS version?
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Barry
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PostPosted: Tue Jun 21, 2016 5:54 pm
   Subject: Solution for texture memory issue in DOS version?
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Is there a solution out there in the DOS version for the issue where too many wall graphics in one level causes textures to default to dark gray stone?

Thanks for any replies!
Chris
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PostPosted: Tue Jun 21, 2016 6:04 pm
   Subject: Re: Solution for texture memory issue in DOS version?
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Hi Barry. You might find this thread helpful: http://diehardwolfers.areyep.com/viewtopic.php?t=2888

Cheers! Very Happy
Barry
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PostPosted: Tue Jun 21, 2016 6:04 pm
   Subject: Re: Solution for texture memory issue in DOS version?
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Nevermind, I think I'll try this and post back if it doesn't work.

http://diehardwolfers.areyep.com/viewtopic.php?t=2888

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Barry
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PostPosted: Tue Jun 21, 2016 6:26 pm
   Subject: Re: Solution for texture memory issue in DOS version?
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Haha we both posted at the same time. I have implemented your fix.

One question.

Should I do this?

unsigned area1,area2,move;

OR

unsigned area1,area2;
int move;

?

Or does it matter? Your tutorial doesn't include the "move" integer but my code does, so I am wondering if there will be any side effects by unsigning move?


Last edited by Barry on Tue Jun 21, 2016 6:27 pm; edited 1 time in total
Chris
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PostPosted: Tue Jun 21, 2016 6:27 pm
   Subject: Re: Solution for texture memory issue in DOS version?
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This bug can be replicated in the original wolf3d and Spear as well I've noticed, because of a bug with pushwalls and saved games: If you load a saved game that has any pushwall already pushed, landing on it's original tile while a door is opening or closing then shooting will cause a different wall to turn to Gray Stone 1. I was able to create at least 10 saved games where the effect was apparent on the same episode, and made a table so I could know exactly which pushed wall will affect which texture.

Dark shade affected (vertwall)

01 Gray Stone 1 -> 47 Gold Shine w/Banner
02 Gray Stone 2 -> 48 Wood 'n Nails
03 Grey w/flag -> 49 White w/hitler


Light shade affected (horizwall)

19 Purple Stone -> 01 Gray Stone 1
20 Red w/eagle -> 02 Grey Stone 2
23 Wood w/Iron Cross -> 05 Cell
24 Gray w/slime goo -> 06 Gray w/eagle
25 Purple w/blood -> 07 Cell w/skeleton
26 Grey w/slime bits -> 08 Blue Stone 1
27 Grey Stone 3 -> 09 Blue Stone 2
28 Grey w/danger -> 10 Wood w/eagle
29 Tan Stone Strips -> 11 Wood w/hitler
30 Tan w/blood 1 -> 12 Wood panelling
31 Tan w/blood 2 -> 13 Entrance to level
32 Tan w/blood 3 -> 14 Steel w/signs
33 Stained glass -> 15 Steel plate
34 Lgt. Blue w/skull -> 16 Landscape
35 White Brick -> 17 Red brick
36 Lgt. Blue w/nazi -> 18 Red w/wreath
37 White w/vent -> 19 Purple Stone
38 Multicolor Brick -> 20 Red w/eagle
39 White w/crack -> 21 Elevator
41 Blue w/danger -> 23 Wood w/Iron Cross
42 Gold Shine -> 24 Gray w/slime goo
43 White w/map -> 25 Purple w/blood
44 Brown Marble 1 -> 26 Grey w/slime bits
45 Brown Marble 2 -> 27 Grey Stone 3
46 Gold Shine 2 -> 28 Grey w/danger
47 Gold Shine w/Banner -> 29 Tan Stone Strips
48 Wood 'n Nails -> 30 Tan w/blood 1
49 White w/hitler -> 31 Tan w/blood 2


SPEAR

Dark Shade Affected (vertwall)

0001 Grey stone 1 -> 002f Brown marble w/flag
0002 Grey stone 2 -> 0030 Wood panel
0003 Grey w/banner -> 0031 Grey w/hitler
0004 Grey w/hitler -> 0032 Stone Wall #1 (SOD)
0005 Cell -> 0033 Stone Wall #2 (SOD)
0006 Grey w/eagle -> 0034 Stone W/Flag (SOD)
0007 Cell w/skeleton -> 0035 Stone W/Wreath (SOD)
0008 Blue stone 1 -> 0036 Grey Concrete(light)
0009 Blue stone 2 -> 0037 Grey Concrete(dark)
000a Wood w/eagle -> 0038 Blood Wall (SOD)
000b Wood w/hitler -> 0039 Concrete (SOD)
000c Wood panelling -> 003a BR Stone 1 (SOD)
000d Entrance to level -> 003b BR Stone 2 (SOD)
000e Steel w/signs -> 003c Elevator Wall (SOD)
000f Steel plate -> 003d White panel (SOD)
0010 Landscape -> 003e Brn Concrete (SOD)
0011 Red brick -> 003f Purple Brick (SOD)

Light Shade Affected (horizwall)

0013 Purple w/slime -> 0001 Grey stone 1
0014 Red w/shield -> 0002 Grey stone 2
0015 Elevator -> 0003 Grey w/banner
0016 Dead Elevator -> 0004 Grey w/hitler
0017 Wood w/Iron Cross -> 0005 Cell
0018 Grey w/slime -> 0006 Grey w/eagle
0019 Purple w/blood -> 0007 Cell w/skeleton
001a Grey w/slime -> 0008 Blue stone 1
001b Grey stone 3 -> 0009 Blue stone 2
001c Grey w/signs -> 000a Wood w/eagle
001d Brown Weave -> 000b Wood w/hitler
001e Brn weave/blood1 -> 000c Wood panelling
001f Brn weave/blood2 -> 000d Entrance to level
0020 Brn weave/blood3 -> 000e Steel w/signs
0021 Stained glass -> 000f Steel plate
0022 Blue skull -> 0010 Landscape
0023 Grey brick 1 -> 0011 Red brick
0024 Blue swastika -> 0012 Red w/wreath
0025 Grey w/vent -> 0013 Purple w/slime
0026 Multicolor brick -> 0014 Red w/shield
0027 Grey brick 2 -> 0015 Elevator
0028 Blue Wall -> 0016 Dead Elevator
0029 Blue w/sign -> 0017 Wood w/Iron Cross
002a Brown marble 1 -> 0018 Grey w/slime
002b Grey w/map -> 0019 Purple w/blood
002c Brown stone 1 -> 001a Grey w/slime
002d Brown stone 2 -> 001b Grey stone 3
002e Brown marble 2 -> 001c Grey w/signs
002f Brown marble w/flag -> 001d Brown Weave
0030 Wood panel -> 001e Brn weave/blood1
0031 Grey w/hitler -> 001f Brn weave/blood2
0032 Stone Wall #1 (SOD) -> 0020 Brn weave/blood3
0033 Stone Wall #2 (SOD) -> 0021 Stained glass
0034 Stone W/Flag (SOD) -> 0022 Blue skull
0035 Stone W/Wreath (SOD) -> 0023 Grey brick 1
0036 Grey Concrete(light) -> 0024 Blue swastika
0037 Grey Concrete(dark) -> 0025 Grey w/vent
0038 Blood Wall (SOD) -> 0026 Multicolor brick
0039 Concrete (SOD) -> 0027 Grey brick 2
003a BR Stone 1 (SOD) -> 0028 Blue Wall
003b BR Stone 2 (SOD) -> 0029 Blue w/sign
003c Elevator Wall (SOD) -> 002a Brown marble 1
003d White panel (SOD) -> 002b Grey w/map
003e Brn Concrete (SOD) -> 002c Brown stone 1
003f Purple Brick (SOD) -> 002d Brown stone 2


Wolf3d WL6 V1.1 Apogee:

37FF:45CE _areabyplayer
37FF:4618 _pwallstate
37FF:461A _doorposition
37FF:469A _pwallpos
37FF:469C _vertwall (+206 = areabyplayer[103], Tile 210)
37FF:471C _horizwall (+334 = areabyplayer[167], Tile 18)
37FF:479C _viewsize (+462 = areabyplayer[231], Tile 82)
37FF:479E _joystickport
37FF:47A0 _joystickprogressive
37FF:47A2 _joypadenabled
37FF:47A4 _joystickenabled
37FF:47A6 _mouseenabled
37FF:47A8 _update (+474, 47CA = areabyplayer[255], Tile 106 - Deaf Guard)
37FF:48AC _actorat

Wolf3d WL6 v1.4 Source Code:

3A39:52DC _areabyplayer
3A39:5326 _pwallstate
3A39:5328 _doorposition
3A39:53A8 _pwallpos
3A39:53AA _vertwall (+206)
3A39:542A _horizwall (+334)
3A39:54AA _viewsize
3A39:54AC _joystickport
3A39:54AE _joystickprogressive
3A39:54B0 _joypadenabled
3A39:54B2 _joystickenabled
3A39:54B4 _mouseenabled
3A39:54B6 _update (+474)
3A39:55BA _actorat

Spear of Destiny v1.4 Activision:

3A81:4EDC _areabyplayer
3A81:4F26 _pwallstate
3A81:4F28 _doorposition
3A81:4FA8 _pwallpos
3A81:4FAA _vertwall (+206)
3A81:502A _horizwall (+334)
3A81:50AA _viewsize
3A81:50AC _joystickport
3A81:50AE _joystickprogressive
3A81:50B0 _joypadenabled
3A81:50B2 _joystickenabled
3A81:50B4 _mouseenabled
3A81:50B6 _update (+474)
3A81:51BA _actorat
It also makes a few appearances in some of ellaguro's wolf3d videos:

Episode 2 - https://youtu.be/otYWaqZpnOk?t=3965
Episode 3 - https://youtu.be/WIVUAi3nFX8?t=2070
Barry
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Last Visit: 01 May 2018

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Posts: 566

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PostPosted: Tue Jun 21, 2016 6:41 pm
   Subject: Re: Solution for texture memory issue in DOS version?
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I went ahead and commented out the "move" declaration completely. Everything seems to be working. Thanks!!!

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