EarthQuake
9.5 on the Richter!

Posts: 2710
Registered: 05-03 |
Well, I figured such. Never hurt anyone to ask. :)
So, the only thing left to do is get ahold of the ZDaemon demo specs and write a program that can read, copy, cut, paste, patch together, and save a demo. I might be up to the challenge of doing such a thing, but ZDoom-based demos are pretty sizable do to all of the data stored, so I'm not sure how feasible it would be to write such a program.
Generally speaking, how do demos store instructions? I take it that only the players' keystrokes are stored and the game itself will responsible for triggering sector movements and processing enemy AI? Also, how does the demo store data on a basis of elapsed time? Like, does each instruction have a duration in tics, and what if two events occur on the same tic?
Perhaps I'm getting ahead of myself. The demo specification would probably answer most of that kind of stuff, but I want to know what I'm getting myself into before I actually get myself into anything. :P
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