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CoTeCiO

How does Vanilla Doom handle player translations?

Question

I've been playing around with vanilla Doom and I was wondering how the game defines the translation values for the extra players when playing in multiplayer. I assumed it just picked an index from the palette and swapped all 16 shades of green for that palette index and whatever 15 colors that followed, which is defined as a hex value in the executable. Well, I found something interesting, in DOOM.EXE 1.9, at address 9BF0C there's the following data: 

70 00 00 00 60 00 00 00 40 00 00 00 B0 00 00 00

Which actually match the first palette index for green, grey and brown, but I'm almost sure that player 4 in Doom actually uses index 32, not 176. Unfortunately, changing those values have no effect on the colors of the other players.

 

I know this isn't such an interesting topic to look into, but anybody knows how the game change the player color to another in vanilla?

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Here's something from my old doom 2 notes.

Player 2: 76DDE (Default 60h)
Player 3: 76DE6 (Default 40h)
Player 4: 76DE9 (Default 20h)
Start range to translate: 76DCB (Default 70h)
End range to translate: 76DD0 (Default 7Fh)

I can get doom addresses if you need them.

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8 minutes ago, Randy87 said:

Here's something from my old doom 2 notes.

Player 2: 76DDE (Default 60h)
Player 3: 76DE6 (Default 40h)
Player 4: 76DE9 (Default 20h)
Start range to translate: 76DCB (Default 70h)
End range to translate: 76DD0 (Default 7Fh)

I can get doom addresses if you need them.

That did it! Thanks a lot!

 

With that information it was very easy to find the addresses on doom.exe.

 

Now that poses the question, what are those values from my post for, then? They have to do with colors too or they're just a very big coincidence?

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This is just a guess but perhaps it has to do with the color of the background behind doomguy's head in the HUD?

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