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Add z-buffer mod
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@ -10,6 +10,8 @@ everywhere, made for the benefit of all living beings*
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![](media/3screens.png)
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**NOTE: for a more consoomerist experience there are now mods in the mod directory with which you may rice the game.**
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This game got some attention on 4chan: [1](https://archive.li/Yzcwt), [2](https://archive.li/xY4ia), [3](https://archive.li/tFWrL).
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- [why this game is special](#why-this-game-is-special)
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78
mods/full_zbuffer.diff
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78
mods/full_zbuffer.diff
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@ -0,0 +1,78 @@
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This mod adds full z-buffer that mostly fixes the incorrect sprite visibility,
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however RAM consumption increases quite a bit. Note that visiblity inaccuracies
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may still occur as e.g. floor depth is not accurate and isn't used, but the game
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generally looks much better. By drummyfish, released under CC0 1.0, public
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domain.
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diff --git a/constants.h b/constants.h
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index 956baa0..da72f24 100644
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--- a/constants.h
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+++ b/constants.h
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@@ -352,7 +352,7 @@
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#define SFG_FONT_SIZE_BIG 1
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#endif
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-#define SFG_Z_BUFFER_SIZE SFG_GAME_RESOLUTION_X
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+#define SFG_Z_BUFFER_SIZE (SFG_GAME_RESOLUTION_X * SFG_GAME_RESOLUTION_Y)
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/**
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Step in which walls get higher, in raycastlib units.
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diff --git a/game.h b/game.h
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index 24285cb..f8ef257 100755
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--- a/game.h
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+++ b/game.h
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@@ -951,6 +951,14 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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:
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SFG_TRANSPARENT_COLOR;
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+ uint8_t *zValue = SFG_game.zBuffer +
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+ pixel->position.y * SFG_GAME_RESOLUTION_X + pixel->position.x;
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+
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+ uint8_t zDistance = SFG_RCLUnitToZBuffer(pixel->depth);
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+
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+ if (*zValue >= zDistance)
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+ *zValue = zDistance;
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+
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shadow = pixel->hit.direction >> 1;
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}
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else // floor/ceiling
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@@ -1216,29 +1224,25 @@ void SFG_drawScaledSprite(
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for (int16_t x = x0, u = u0; x <= x1; ++x, ++u)
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{
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- if (SFG_game.zBuffer[x] >= zDistance)
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+ for (int16_t y = y0, v = v0; y <= y1; ++y, ++v)
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{
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- int8_t columnTransparent = 1;
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+ uint8_t color =
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+ SFG_getTexel(image,SFG_game.spriteSamplingPoints[u],
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+ SFG_game.spriteSamplingPoints[v]);
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- for (int16_t y = y0, v = v0; y <= y1; ++y, ++v)
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+ if (color != SFG_TRANSPARENT_COLOR)
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{
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- uint8_t color =
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- SFG_getTexel(image,SFG_game.spriteSamplingPoints[u],
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- SFG_game.spriteSamplingPoints[v]);
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-
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- if (color != SFG_TRANSPARENT_COLOR)
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- {
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#if SFG_DIMINISH_SPRITES
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- color = palette_minusValue(color,minusValue);
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+ color = palette_minusValue(color,minusValue);
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#endif
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- columnTransparent = 0;
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+ uint8_t *zValue = SFG_game.zBuffer + y * SFG_GAME_RESOLUTION_X + x;
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+ if (*zValue >= zDistance)
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+ {
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SFG_setGamePixel(x,y,color);
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+ *zValue = zDistance;
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}
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}
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-
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- if (!columnTransparent)
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- SFG_game.zBuffer[x] = zDistance;
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}
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}
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}
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