know the atari code does this.. I meant *YOUR* code.. Sorry for the confusion
Well, there is no Atari code in this program. Except as comments.
What is there is my code which is designed to accomplish exactly
the same thing that the Atari code accomplished. And in the same
way for the most part. The algorithms used are the same algorithms
used by the Atari program (again, for the most part).
I have added a layer between the internal screen representation
created by the original algorithms and the PC screen. The reasons
I did this:
1) The internal video data is in a different format. Actually,
not too different from the 16-color 4-plane format of the VGA.
2) I was not about to try and change the algorithms that created
that internal format. They were simply too complex and tied
up with the internal workings of the program as a whole.
So I added the layer that takes pixels from the internal screen
and moves them to the external screen. Your questions appear
to be asking about that piece of my program. The one that moves
the pixels from the internal to the external representation.
That layer of 'code' can certainly look into any of the data
in the program. Right now it looks at very little. The current
palette to be used is one thing it must know. If you wanted a
different palette to be used depending on the party's level then
we could do that. In fact, I offered to do that, people thought it
was a good idea, and I have started implementation.
you could record all information from keys and screen while the player is playing
I could do this. In fact it is very common. It is the 'Misc/Record'
menu option. It records everything so perfectly that the
game can be replayed in its entirety with the 'Misc/Playback' option.
Changing the palette when a spell is cast? And then slowly
backing it off. Are you talking about making the dungeon brighter
when Lord Chaos casts a particular spell? Or are you
talking about the ordinary 'light level' that is already implemented
in three or four steps and making it less 'quantized'. Both these
things could be done with a lot of work. But the price/benefit
ratio is much too low IMHO. The current light level is in a variable
and it has many more than the three or four values that actually
get displayed. We could make the dungeon get dimmer in very
small increments by doing the dimming at the time the pixels are
being moved from the internal screen to the external screen
instead of at the time the internal screen is being drawn. It could
be less quantized because at that point we have 5 bits per color
component instead of 3. But why? Who cares?