Is your raycasting pixel-based? (Did you use the 2d map as the data for the rays cast?)
Yeah, I did. It cut out the need for another block of memory to hold map data, and since the map was block-based rather than wall-based, the program does only half as much parsing as it normally would. There was no need to make it wall-based anyway since all "textures" were just black
Glad you resumed this.
Thanks, but I think this is all I'm going to do. I've uploaded the ZIP to ticalc.org already, so I'll put it on Omni too as soon as I get the chance. I came up with this idea partly as a joke anyway. Turned out better than I expected.