Fix level end screen

This was using screens[1] which I had deallocated when fixing the status
bar (I incorrectly assumed it was used only for that).

While the CGDOOM technique to share screens[1] to avoid allocating the
320x20 buffer for the status bar makes clear sense with that new
information, I think I'll keep this 6.4 kB buffer there and rather
search for ways to use more memory zones.
This commit is contained in:
Lephenixnoir 2021-07-29 09:58:23 +02:00
parent bba94dcc32
commit dc7519fe3e
Signed by: Lephenixnoir
GPG Key ID: 1BBA026E13FC0495
2 changed files with 6 additions and 1 deletions

1
README
View File

@ -7,7 +7,6 @@ Credit goes to:
* Lephenixnoir for the final fixes and fx-CG 50 version.
TODO:
-> Fix level recap texture
-> Fix screen not cleared when changing resolution, add larger resolutions
-> Try and support more WADs
-> Reenable LTO if possible

View File

@ -354,7 +354,13 @@ void V_Init (void)
/*int i;
for (i=0 ; i< SCREEN_COUNT; i++)
screens[i] = CGDMalloc(SCREENWIDTH*SCREENHEIGHT);*/
/* screens[0] is the main screen */
screens[0] = SaveVRAMBuffer;
/* screens[1] is used for the level end sequence (intermission) */
screens[1] = SaveVRAMBuffer + SCREENWIDTH*SCREENHEIGHT;
/* screens[2] and screens[3] are used for wipe effects (disabled here) */
/* screens[4] is used for the status bar (allocated by st_stuff.c) */
//Blank the screen, to indicate on real hardware that SOMETHING is going on
//Done since loading on real hardware takes so damn long