Posted Tue Jan 23, 2024 7:47 pm
So on the dark levels, you need your lantern. Your lantern throws out light in a circle around you. When you come to an obstruction (cavern levels are great for this, see the lighted vs non-lighted tiles in screenshot), the light from the latter should be blocked. On a "dungeon" level, a door would block it, or if you are in a tunnel, and the tunnel bends, you shouldn't see around it. (and any unlit square could hold a monster, a valuable artifact, money, etc.). So the way the Amiga version works is that it measures out rays (think of them as strings attached to the hero, and being drawn out every degree of a compass) that go until they hit something they aren't supposed to see through. if nothing blocks the ray, it will stop at the edge of the lantern's current radius. If something stopped the ray, anything beyond that, on that ray, will remain dark.
My memory is a bit foggy now, but I think it was too slow on C128 and B128, but I might use it on the cavern levels on the F256, which is pretty zippy. Even on F256, I was using a simpler model in the corridor, to keep up speed.
Anyway, probably more than anyone ever wanted to know, but...