			Wolfenstein 3D ST (v0.1 Beta)
			-----------------------------

heya people !

 ray is proud to present you the new beta version of his wolf3d engine.
 i worked hard during the last 2 weeks so i hope you like this one.
 this version is faster, better, more complete and less buggy then the
 old alpha version.

features up till now:

	-quick nibble c2p running at a resolution of 160x80
	 (double-pixeled)
	-compiled wall-scalers (best choice for non-cache machines)
	-advanced keyboard-controls (you may move into more than one
	 direction at a time)
	-32 colors on the screen
	-wall collision-detection - you can't run through walls any more
	 gliding against them is possible as well
	-multiple textures (up to 255)

watch history for details...

remaining bugs:

	-raycaster seems to have some problem with accuracy at some
	 outer corners, which you can watch through, hence

	-keyboard handler seems to 'hang' at some points, player keeps
	 moving although a key is released yet - move into the same direc-
	 tion the player moves to, in this case

	-upon exiting: disk-copying seems to be blocked sometimes
		       keybuffer isn't empty sometimes


things to come up with one of the next betas:

	-sprites

	-door-support

	-pushable walls (secret areas)

	-"texture/map-from-file-loader" (to keep the exec-file small and
					 to make the gfx easily editable)

	-trig-table generator for lower file-size, atm. they're just
	 precalculated and included

	-resizeable gamewindow to gain more speed at slow machines - atm.
	 everything c2p/raycasting-related is dynamic yet, nevertheless you
	 can't resize the window because just like i said i'm still using a
	 fixed table

	-triple-buffer to avoid flicker on too fast machines (using a
	 vbl-unsynced doublebuffer atm.)

requirements/specs.:

	-any 1Mb+ ST/e/MST/e/Falcon/TT030 (maybe clones as well)
	-RGB/VGA
	-Fastram-support

usage:

	-start it up, wait until the game screen has faded in, move
	 around using your cursorkey-block and exit by hitting esc if
	 you're starting to get bored.


enjoy,

 ray//.tSCc.                                                         03-22-02

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history:

03-11-02        -restarted work on this project after 8 months (!),
		 decided to rewrite the whole thing to call it
		 "beta-version" :)
		-title-screen gets diplayed
		-some fading added
		-codetable-nibble c2p running in 1.6 vbls on a 8Mhz
		 ST - 50Hz (using the max. 160x80 mode) !
		 -> bug with linedoubling
		 -> flawed pixels at some places (faulty c2p-table ??)

03-12-02        * fixed: linedouble-bug

03-13-02        * fixed: flawed pixel-bug (was a problem with negative
					   offsets -> got wrong planardata)
			 c2p still runs at 1.6 vbls, phew 8)

03-14-02        -scaler setup routine added
		 -> missing clipped scalers
		 -> bug: scalers don't work at all for some reason

		* fixed: "faulty scaler-code" (was some problem with my
			  brain, actually - scalers worked fine, just got
			  the wrong jumpaddresses to call them, took me
			  a long time to notice this X) )

03-15-02        -clipped scalers being generated as well now
		-added: fast (an)+ scaler, used if sliceheight=textureheight

03-16-02        +optimized: now there are 2 sorts scalers for the even- and
			    for the odd rows each;

				move.b src_ofs(a0),dest_ofs(a1) ; even scalers

				move.b src_ofs(a0),d0    ; odd scalers
				or.b   d0,dest_ofs(a1)

		 -> bug: "even" scalers make the machine crash :/
		 -> fast move.b (a0)+,d0 scaler removed temporary

03-17-02        * fixed: even-scaler bug

		 -> bug: scaler setup routine seems to write out of table-
			 range on the ST - illegal instruction, when calling
			 scalers X(

		* fixed: scaler setup bug on the ST 
		  (yes, it was a range problem)
		
		-streamlining the scalers really seems to have improved speed
		 on the ST - time to add a fps counter :)

		-fast move.b (a0)+ scaler added again, everything works out 
		 fine now, gosh :)

		-added: distance dependant jumptable - wall scaler setup is 
		 complete, finally

		-added: mfp-init/restore crap to get rid of disturbing inter-
		 rupts

03-18-02        -rewritten: raycaster, much more streamlined and complete than 
		 the one of the previous alpha-engine - however, it's too late 
		 and i'm to tired to include and test it right now, time to 
		 sleep Zzz

03-19-02        -raycaster included
		 -> bug: raycaster displays some buggy looking walls or makes
			 the system crash at some tested map-positions and fa-
			 cings :(

		* fixed: one of raycaster's bugs (chunkycolumn-counter didn't 
		  get cleared before the loop) - nevertheless it still doesn't 
		  work correctly

03-20-02        * completely fixed: raycaster - works correctly without any 
		  noticeable bugs now, ray is damn-happy X)

		-due to the much more optimized and streamlined c2p- and sca-
		 ler-stuff it seems to gain reasonable speed even on the ST 
		 (as i said a fps-counter is still to be added) if compared 
		 to the alpha-version

		-the engine seems to run much more relieable also on 68030 
		 machines (no disappearing walls etc. like in the first 
		 alpha-release anymore)

		-added: faster clear-routine for the chunkybuffer 
		 (using movem.l's)

		-added: raster-isr to split palette for seperate floor- and 
		 ceiling-color - this is has to be done because of the nibble-
		 c2p, so don't wonder why ceiling and floor reach into the 
		 screenborder - though the statuspanel is allowed to use a 
		 seperate palette now - hence we display 32 screencolors at 
		 once - isn't this nice ? :)

		-raster-interfering mousemovement swiched off via the ikbd

03-21-02        -added: the blocks' tile numbers are being procsessed now, so 
		 there're (up to 255) diffrent textures that can be mapped on-
		 to the walls

		-added: keyboard-handler, it's possible to move the player 
		 around through that maze, finally

		-bug noticed: maybe due to imprecision or any other accuracy 
		 problem we're able to look through corners at some angles

03-22-02        -improved: keyboard-handler, you should be able to press 2 
		 keys at once to gain a more flexible player-movement
		 -> bug: player starts tilting around uncontrolled sometimes

		-added: wall collision detection, you can't run through walls 
		 any longer

		-extended number of wall-scalers to render walls that are very 
		 close to the player

03-23-02        *release*

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