I can't believe I didn't think of this before: Use horizontally-oriented chars for all floors and/or floor textures, vertically-oriented chars for all walls and/or wall textures, and shaded characters for sprites. That will really make everything stand out in ways that will make sense for the player.
Love the toxic waste barrel and armor sprites' dithering. You might want to use them as a reference to make other sprites looking good. Btw, preprocessing most common sprites offline using best ASCII art tools available, then importing the result back might be a good idea.
We are getting there. Now try to make picture more consistent - do experiments with disabling pulsing lighting fluctuations on the floor and ceiling - this will eliminate constant charset changing even when player stands still and reduce disorienting on turnarounds. If it will look good - apply this to the walls as well. Might be a good idea to make a toggle in the options menu.
That does make everything more readable. Could a COLORMAP of characters convey different hues and lighting levels? I guess lighting would still scale with distance, rather than reflecting sector brightness alone.
Goddamn, I'd love a game made for exactly this kind of graphics. Flatly minimalistic. The closest thing I can find is "miniwad". Maybe a wad with just alternating colors for flats and a certain kind of pattern for doors and lifts and an "animated/flashing" texture for switches so you know. Maybe the game can show characters as white for pickups/enemies/barrels. (I am not a coder. 😔)
Interesting ... I'm not sure it's quite working for my eyes, but that may well be the youtube compression. Feels like maybe the source imagery needs a little simplification or exaggerated and clipped contrast to make things a bit plainer and less confusingly noisy. I do wonder if the actual MDA would update fast enough for this, too? (If even the system it was installed into could render the virtual display well enough, but then I have had a Hercules card in a 486 before...) Also what the effect of running on a real greenscreen monitor with long-persistence phosphor would be... BTW have you considered writing to the attribute bits and gain extra contrast by using some high-intensity characters? I think the extra brightness may help things stand out in some places, particularly if used for enemy or item sprites, or maybe the edges of certain polygon / where walls meet the floor, if the processing in use is sophisticated enough to do that. Also if running on CGA/EGA (& VGA?)... well, colour is an option of course, but if we assume perhaps a monochrome monitor and only those same on/off plus intensity levels... make use of the extra memory and the CRTC hackability to run 50 rows of 4-pixel lines for everything above the status bar (so I guess probably more like 40 rows)? Or even 100 (80?) rows of 2-pixel lines? 160 pixel equivalent horizontal resolution should be possible if not greater, and the scene may be a good bit more readable as a 160x80 window.
I did consider using high-intensity characters. I don't use it because it requires writing more data to video memory and this port is targeting very slow machines. If the target machine is fast enough, FastDoom is a better choice.
High intensity requires writing extra data to video memory. This port targets very slow machines. So writing less data is good for performance. FastDoom also supports MDA and targets faster machines.
@@DookNookimso, in this port you are not writing the attributes byte into the framebuffer at all? Just clearing whole FB at the beginning and then writing only character bytes with 2 bytes increment?
Where do the sounds come from? Was it a PC speaker option in original Doom? I took a trip down the memory lane and I recalled playing Wolfenstein 3D on 386 with PC speaker sound and it sounded similarly.
so, in this port you are not writing the char attributes byte into the framebuffer at all? You just clearing whole FB at the beginning and then writing only character bytes in 2 bytes increment?
User: uploads a gameplay of Doom in text mode
UA-cam's vídeo compression algorithm: why do I hear boss music?
I can't believe I didn't think of this before: Use horizontally-oriented chars for all floors and/or floor textures, vertically-oriented chars for all walls and/or wall textures, and shaded characters for sprites. That will really make everything stand out in ways that will make sense for the player.
Yep, looks really good
Inside the Matrix…
Just some fantastic work this
At first it didn't work for me, then i finally realized i had to put the screen further from my eyes, and then it did
I’m very, very impressed. Well done. Very interested in seeing your improvements.
Truly, DooM runs on everything!
Neo vision
Love the toxic waste barrel and armor sprites' dithering. You might want to use them as a reference to make other sprites looking good. Btw, preprocessing most common sprites offline using best ASCII art tools available, then importing the result back might be a good idea.
It definitely looks better, but I'd go a step further and remove the texturemapping entirely, keeping only the "diminishing lighting" shading.
We are getting there.
Now try to make picture more consistent - do experiments with disabling pulsing lighting fluctuations on the floor and ceiling - this will eliminate constant charset changing even when player stands still and reduce disorienting on turnarounds. If it will look good - apply this to the walls as well. Might be a good idea to make a toggle in the options menu.
Needs a matrix printer for the music.
That does make everything more readable. Could a COLORMAP of characters convey different hues and lighting levels? I guess lighting would still scale with distance, rather than reflecting sector brightness alone.
That's how I see original DOOM
Maybe substitute different (simpler) textures/sprites that look better in this mode?
Sweet audio
That's a nice improvement! :)
Goddamn, I'd love a game made for exactly this kind of graphics. Flatly minimalistic. The closest thing I can find is "miniwad". Maybe a wad with just alternating colors for flats and a certain kind of pattern for doors and lifts and an "animated/flashing" texture for switches so you know. Maybe the game can show characters as white for pickups/enemies/barrels. (I am not a coder. 😔)
Ha! Make the different enemies all one letter character, Rogue-style.
Interesting ... I'm not sure it's quite working for my eyes, but that may well be the youtube compression. Feels like maybe the source imagery needs a little simplification or exaggerated and clipped contrast to make things a bit plainer and less confusingly noisy.
I do wonder if the actual MDA would update fast enough for this, too? (If even the system it was installed into could render the virtual display well enough, but then I have had a Hercules card in a 486 before...)
Also what the effect of running on a real greenscreen monitor with long-persistence phosphor would be...
BTW have you considered writing to the attribute bits and gain extra contrast by using some high-intensity characters? I think the extra brightness may help things stand out in some places, particularly if used for enemy or item sprites, or maybe the edges of certain polygon / where walls meet the floor, if the processing in use is sophisticated enough to do that.
Also if running on CGA/EGA (& VGA?)... well, colour is an option of course, but if we assume perhaps a monochrome monitor and only those same on/off plus intensity levels... make use of the extra memory and the CRTC hackability to run 50 rows of 4-pixel lines for everything above the status bar (so I guess probably more like 40 rows)? Or even 100 (80?) rows of 2-pixel lines? 160 pixel equivalent horizontal resolution should be possible if not greater, and the scene may be a good bit more readable as a 160x80 window.
I did consider using high-intensity characters. I don't use it because it requires writing more data to video memory and this port is targeting very slow machines. If the target machine is fast enough, FastDoom is a better choice.
As someone above suggested, walk about 6 feet away from your monitor and watch it. It's like magic!
Control panel goes "boop"
Impressive.
Excellent, you evil coder!
Now run this through an AI filter that is trained on Doom and see if we come back full circle. 😆
MDA supports high intensity, why not use it?
High intensity requires writing extra data to video memory. This port targets very slow machines. So writing less data is good for performance.
FastDoom also supports MDA and targets faster machines.
@@DookNookimso, in this port you are not writing the attributes byte into the framebuffer at all? Just clearing whole FB at the beginning and then writing only character bytes with 2 bytes increment?
Where do the sounds come from? Was it a PC speaker option in original Doom? I took a trip down the memory lane and I recalled playing Wolfenstein 3D on 386 with PC speaker sound and it sounded similarly.
Original Doom came with the same PC speaker sound effects.
so, in this port you are not writing the char attributes byte into the framebuffer at all? You just clearing whole FB at the beginning and then writing only character bytes in 2 bytes increment?
Works best if you squint...
There’s way too much information to decode Doom. You get used to it. I don’t even see the code. All I see is shotgun, pinky, cacodemon.
feels like I got needles stuck in my eyes.
It seems like based on original Doom code
ua-cam.com/video/tpVMyO4F36Y/v-deo.htmlfeature=shared
no
While impressive I can't make out much of anything. Seems unplayable to me, and I could do without the annoying pc-speaker sounds.
worthy effort, but much too late, RPi pico can run doom with ease.
you're missing the point
lol fake
There's a download link in the description.
@@DookNookim Amazing, I will download it
@@SamSam-zn4ymlol dumb
@@SamSam-zn4ym ІоІ о|uмЬ