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About Linguica

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  1. Linguica

    Post Your Doom Picture (Part 2)

    This is basically just a fancy way of hex editing the original EXE.
  2. Linguica

    Post Your Doom Picture (Part 2)

    Since no one knew what to make of my proof of concept, here's another so that instead of doing 5*(P_Random ()%3+1), the player's pistol does 5*(P_Random ()%255+1). The important thing here is that I can disassemble a function from the original DOS EXE with a single (well, stretching the definitions of that) command, edit the assembly code, and then successfully reassemble it into a genetically modified exe.
  3. Linguica

    The Definitive Guide to Visplanes

    Have you seen this thread @anotak made last week?
  4. Linguica

    Post Your Doom Picture (Part 2)

    Using simple tools to disassemble, edit, and reassemble the DOS exe. Here I am changing the max visplanes from 128 to 16, so Map01 exits with a no more visplanes error immediately.
  5. Linguica

    Things about Doom you just found out

    doom / doom2.exe have a qwerty layout hardcoded into them for some reason. Is this some DOS / Watcom thing?
  6. I'm happy you shut down that bump fest known as agree or disagree.

    1. bzzrak


      dIsAgReE, it was a fun thread


      The master/slave concept in programming stuff shouldn't be offensive

    2. Ex Oblivione

      Ex Oblivione

      Good work Linguine!

  7. I cloned the Github and tried running it but I can't figure out how to turn on wide mode or how to tell if it's working properly.
  8. Hex editing the DOS EXE continues to elude me, so instead here's a graph showing the number of visplanes rendered in 30nm2154 with normal visplane search (green) versus a reversed search (blue). So any green you see is savings you achieve from doing it from the rear end oh uh wai and for completeness, here is the reverse view, showing normal nodes in blue and reversed nodes in green, so any green you see is times when the reverse search generated MORE visplanes: As you can see, it appears that a reverse node search works especially well in scenes that would otherwise see a big visplane spike, and otherwise only helps a little if at all. I assume the big green spikes are some sort of degenerate case where a whole bunch of new visplanes are generated that reverse search manages to merge together.
  9. Linguica

    Where is Dr. Sleep?

    For a little time capsule, this is still online: https://www.doomworld.com/drsleep/
  10. This thread is just getting worse and worse.
  11. Another dramatic example of visplane shrinking (lower left corner again).
  12. Because this involves one of Carmack's algorithms, and it turns out he reversed the order of the loop from the way that would work better, this bug should be called "Carmack's Reverse." I foresee no possible problems with this name. I was hoping to produce a hex-edited doom2.exe that implements this change to accompany its, uh, announcement, but I got jammed up when I realized I might have to do more heavy duty hex editing than I first hoped.
  13. Linguica

    Post Your Doom Picture (Part 2)

    Change like three lines of code in the vanilla renderer and you can dramatically lower visplane counts:
  14. Linguica

    Where is Dr. Sleep?

    I exercised a little due diligence and @Fraulein appears to be a real person. I would rate the chance of this being a mean-spirited troll as pretty low.