Maes
I like big butts!

Posts: 10176
Registered: 07-06 |
OK, some might argue that it IS broken by default, due to what it does to the Doom palette... but I discovered it's broken in another way: the palette tables don't go all the way (check the filesize: under 7 KB, while each palette needs 768 bytes and there are 14 of them), so palettes beyond palette #10 (greens) are left undefined and will contain whatever random garbage your memory happens to contain right there and then.
The result? Try picking a bonus or a radsuit. The colors will be different for these palette states depending on which source port you're using and/or the state of the memory at that time.
Cgadoom is broken in a similar way, so no two source ports and/or game instances will look exactly the same, as the green/yellow palettes will simply be left undefined.
P.S.: Even EGADoom II has the same problem, but it actually has everything all-black. This makes it unplayable when e.g. you pick the radsuit or any bonus.
P.S.: I only now saw this much better EGADOOM 2.0 attempt by SigVart. It looks better, but while all palettes are defined, the greens/yellow pickup one are not different than palette 0. At least they are not blank/random....
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