I cancelled mine this year too after having the subscription for maybe 10 years (and using dodgy copies previously for many many years). I used it mostly because it's the only professional tool remaining that can handle palettised formats and can reduce colours with a bunch of dithering options (I do a lot of retro computing projects and sometimes need/want to manage palettes in there). But it was just infuriating. It was getting slower and slower with every release. Constants updates with AI features I didn't want or need. Etc etc. None of the alternatives do what I want, and I don't want something like Asesprite or GrafX2. I want something like Photoshop. I know the shortcuts and it's professional looking.
I was thinking of building my own clone that suited my needs and attempting to sell it, although I recently found https://github.com/SethRobinson/Patchy which seems to do everything I want. My only complaint is that it's vibe coded, but maybe I should just suck it down and use it. Incidentally Seth Robinson was the author of the BBS door game Legend of the Red Dragon (aka LORD).
My friends and I made a game for Ludum Dare 36 called No Mario's Sky years ago and received a DMCA take down notice. We weren't selling it, but we still had to remove it. Maybe because Mario is 100% a Nintendo property but Pokemon and Advance Wars are co-owned with other companies.
I've been using p4 daily for about 21 years at various game studios (with a small break of around 5 years in the middle, where I used it only sporadically) and I think I can count the number of times I've used "reconcile offline work" on one hand. I think the only time my workspace has gotten into some kind of corrupted state was because of a crash that left it half-synced. If that ever happens I usually just blow it away and force sync the entire repo again rather than use reconcile (because it's so slow).
Harry was written by an Australia, John Passfield, on his own and published by apogee (I forget but apogee might have provided some art support). John is still making games today!
Yes, I played it at the time on both a 286 and a 386. You might be right, although you're describing an algorithm more like what Duke3d used rather than raycasting in that case. I was talking purely about raycasting. So it sounds like a misunderstanding on my part.
It's true that Carmack has said several times, including in the readme to the source release of Wolf3d [0], that a BSP-based renderer might be faster than raycasting. He used a BSP tree based renderer for the SNES port of Wolf3d because the CPU was even slower, so I suppose that answers it! There's also a note in the GEBB page 164 from Carmack where he says it was slower than "looping through a few long wall segments". [1]
Early alpha versions of DOOM used a sector-based rendering technique, maybe like what you're describing, which ultimately was too slow [2]][3]. Then Carmack switched to BSP trees after doing the Wolf3d SNES port.
I think it would be pretty interesting to implement the same game with both a raycasting approach and a BSP or Build-style portal/sector approach and compare performance on a 386. DOOM ran terribly on a 386 but it did a lot more than Wolf3d, so it's not a great comparison. Catacomb 3D didn't use raycasting (it used a wall span rendering techniqe) and ran better than Wolf3d on similar hardware, but it had a bunch of glitches. But Carmack says they were due to lack of experience rather than the technique itself.
Anyway thanks for challenging my assumptions. This'll go on my todo list!
I was thinking of building my own clone that suited my needs and attempting to sell it, although I recently found https://github.com/SethRobinson/Patchy which seems to do everything I want. My only complaint is that it's vibe coded, but maybe I should just suck it down and use it. Incidentally Seth Robinson was the author of the BBS door game Legend of the Red Dragon (aka LORD).