Open fonic opened 2 years ago
This is a known issue. The movement code in JagDoom and its derivatives isn't an exact carbon copy of that from PC Doom. If someone wants to port it over from there, they are welcome to do so :)
This is a known issue. The movement code in JagDoom and its derivatives isn't an exact carbon copy of that from PC Doom. If someone wants to port it over from there, they are welcome to do so :)
That depends - are we talking about C or about SH-2 assembly in this case? I actually know my may around the sources quite well (the original ones that is), as I created a bot for an early ZDoom version many years ago.
This is a known issue. The movement code in JagDoom and its derivatives isn't an exact carbon copy of that from PC Doom. If someone wants to port it over from there, they are welcome to do so :)
That depends - are we talking about C or about SH-2 assembly in this case? I actually know my may around the sources quite well (the original ones that is), as I created a bot for an early ZDoom version many years ago.
C. The only few pieces of code written in SH-2 assembly deal with low level drawing and sound mixing routines :)
During my playthrough, I noticed a couple of times that I tend to get stuck on corners. It is hard to describe in words, therefore I recorded some footage in area 12 to illustrate the issue.
I'm only moving forward in the clip and only get stuck the first time. On the second try, I don't get stuck. I haven't really been able to figure out what causes it and when - most likely the angle in relation to the wall I'm running into?
Playing version 2.0, created using the patch from Romhacking.net and the original 'Doom (Europe)' rom, on AYN Odin using RetroArch Plus, core PicoDrive.
https://user-images.githubusercontent.com/14027079/170695806-da2c0399-bc17-485a-a907-14485618c711.mp4