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Demo

944 bytes added, 06:47, 14 June 2015
Technical information
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Immediately after this header is a series of player actions for each [[tic]] encoded in 4 bytes. There are 35 tics in a second. The first 3 bytes encode movement including speed, strafing and turning. The last byte encodes other actions such as using/opening, shooting, and changing weaponin a special format.  For this last byte, game events - namely, saving the game and pausing - are signalled when the highest bit, bit 7, is set to <tt>1</tt>. If so, the lowest two bits are then checked. If the value is <tt>01</tt>, the game issues a pause or unpause command. If the value is <tt>10</tt>, the game saves to the slot encoded in bits 2, 3, and 4, which is treated as a three-bit value from <tt>000</tt> to <tt>101</tt>. If there is a game event, the game does not check for any other button presses. If the highest bit is not set, the game next looks to see if bit 2 is set. If so, the game executes a weapon change, using the values in bits 3, 4, and 5, treating the value like a 3-bit number, from <tt>000</tt> to <tt>111</tt>, and activating a change to the weapon number key corresponding to one greater than the value, namely, from 1 to 8. Finally, the game checks for a use command on bit 1, and a fire command on bit 0. This structure is repeated for every player in the game.
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