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Re: ZWF/Paradox
Posted by: Christophe de Dinechin Jun,14.2004-14:52 

I'm the author of the game above. The reason you don't have the sound is probably because it was a "compilation". The music was stored on side 2 of the disk, though the disk info indicated a one-sided disk so that it would play on early 520ST machines. If you had a 2-sided drive (ie a 1040ST), it would read the second side and get the sound / music. Most compilations did a brain-damaging copy of the disk, copying only the first side, so you'd lose the music even with 2-sided drives.

There is no use of the blitter, only smart use of the CPU. At the time, I accelerated the polygon-drawing routines of Infogrames by another 20%, IIRC. If you want to see how it works inside, you can do a CVS download from http://alpha-waves.sourceforge.net. This is a C rewrite of the game for X11, though a lot is unfinished and only the first few rooms work. Basically, that was 3D computations using practically only integer additions :-)

As far as I know, this was the first 3D game with two simultaneous players on screen. I should have patented that ;-)







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Topic Posted by  Date 
ZWF/Paradox Ragstaff May,24.2004-17:40
  Ragstaff ZWF/Paradox May,26.2004-17:09
  Re: ZWF/Paradox Christophe de Dinechin Jun,14.2004-14:52
    Re: ZWF/Paradox ZWF/Paradox Jun,15.2004-23:19
      Re: ZWF/Paradox Ragstaff Jun,17.2004-09:04
    Re: ZWF/Paradox Ragstaff Jun,17.2004-09:06


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