https://gitlab.synchro.net/main/sbbs/-/commit/3b0b920ea7c788f30505e65c
Modified Files:
src/doors/syncdoom/hu_stuff.c syncdoom.c
Log Message:
syncdoom: legible text-tier HUD -- message line + chat as real characters
In the text tier Doom's HUD text (pickup messages, chat) was rasterized into the
320x200 framebuffer and then downsampled with the rest of the image to half/ sextant blocks -> illegible mush. Render it as actual terminal characters instead.
- hu_stuff.c: HU_message_text()/HU_chat_text() expose the current message-line and
chat strings; sd_text_hud (set by the door in text mode) suppresses Doom's own
framebuffer draw of them so only the crisp terminal-character version shows. - syncdoom.c (text path only): fetch the strings, register their cell rectangles as
cell-diff exclusions (so the game never repaints under them -- no flicker, same as
the stats overlay), then draw them on top -- the message top-left (white-on-black,
capped to stay clear of the right-side stats overlay), chat one row below
(yellow-on-blue). sd_text_hud is 0 in the graphics tiers, where Doom draws the HUD
into the image as before.
Validated: the attract demo's pickups now render as readable text ("Got the pump-action shotgun!", "Picked up some bullets.", ...) rather than blocks. Chat is
wired the same way; needs a live multiplayer game to confirm. Text tiers only.
Co-Authored-By: Claude Opus 4.8 <
noreply@anthropic.com>
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