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It brought me a lot of joy and I've learned a thing or two in the process.
The only thing that was bothering me was this section:
Note: Posts are described by 3 values but the signification of the central one remains a mystery. All sources that I found (see that) concur that it is probably some kind of offset to a segment of the pixel pool but none fully understands it. It is possible to ignore this value when decoding sprites if all posts of all columns are decoded sequentially from the first (in that case values are read from the pixel pool in order from the start). However, when doing so there is no need to read the offsets to the first post of each column. The fact that these offsets are in the file shows that the developers wanted a way to decode the posts of a given column without decoding the previous ones, and they most likely use the mystery value to jump to the corresponding position in the pixel pool.
I think I've figured it out.
I think to get an offset into sprite chunk buffer you need to add: mysterious central value + post start (first value / 2)
This seemingly gives correct color index.
As I was retracing your steps I've made this crude sprite/texture extractor:
I've found your amazing article on Wolfenstein 3D game file specifications
It brought me a lot of joy and I've learned a thing or two in the process.
The only thing that was bothering me was this section:
I think I've figured it out.
I think to get an offset into sprite chunk buffer you need to add: mysterious central value + post start (first value / 2)
This seemingly gives correct color index.
As I was retracing your steps I've made this crude sprite/texture extractor:
Thank you for your amazing article!
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