Wolfenstein 3D SDL
- emptythought
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Wolfenstein 3D SDL
Any chance of anyone trying to getting it to compile? I'm sure it could be done, especially with the fact of some of it being written in SDL.
I'm sure I am not the only one wanting a Wolfenstein 3D port, this bad boy was one of the first FPS ever made. This baby is a classic!
If I could, at the least get a reply of the portability of this version of the game, that would be great.
Source code is here: http://www.bebits.com/app/2718
I'm sure I am not the only one wanting a Wolfenstein 3D port, this bad boy was one of the first FPS ever made. This baby is a classic!
If I could, at the least get a reply of the portability of this version of the game, that would be great.
Source code is here: http://www.bebits.com/app/2718
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- emptythought
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I know, I know... I just thought I would be really cool to see a complete port. The existing port doesn't have sound or smooth controls, don't get me wrong that port is great just to play Wolfenstein 3D on my Dreamcast, but a full, complete port, now that'd just blow my mind, as I'm sure with many other people.
If you're a fan of Wolfenstein 3D, you'd have to agree, ace.
EDIT: Ian, did you try downloading it from here:
http://www.bebits.com/bob/11209/wolf3d-20011028.tar.gz
If you're a fan of Wolfenstein 3D, you'd have to agree, ace.
EDIT: Ian, did you try downloading it from here:
http://www.bebits.com/bob/11209/wolf3d-20011028.tar.gz
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Had a look at it i dont see that much problem to port it asm is removed or has an option for it and the video and controls are sdl. Take a bit of porting thou since many of the functions need converted some do just from a glance seeing the headers there using. But really some one with the time could do it over 1 week if committed.
Dreamcast forever!!!
- emptythought
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- emptythought
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Old thread, but I just bought Spear of Destiny from the ID Software website so I thought I'd take a look at this to see what could be done with it (not that I'd necessarilly be the one to do the 'doing' with it, but I was curious.) Anyway, just for fun I thought I'd see if it would compile for Windows with Dev-C++. It took me maybe an hour or two to get it to compile, which was fairly painless. It doesn't run, though. (That's ok - I can still play it on my computer.) The headers it's using seem to be easilly worked around. I don't think you need glob.h at all if you do a little bit of work.Ian Micheal wrote:Had a look at it i dont see that much problem to port it asm is removed or has an option for it and the video and controls are sdl. Take a bit of porting thou since many of the functions need converted some do just from a glance seeing the headers there using. But really some one with the time could do it over 1 week if committed.
At any rate, as Ian said it can probably be done if somebody wants to spend the time. This is the same source that the guy that did the GP32 port started with. Doesn't seem to use SDL for sound, though, so that would require some rewriting. It'd be cool to have a few Wolf3d ports like we have a few Doom and Quake ports.
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No problem. This is what I do for fun anyway.
I did get a bit further - I had noticed there were a bunch of preprocessor directives to check for different things, some of these were "am I compiling for DOS or Linux" so staying with my bad habbits, I just commented out all the Linux-specific stuff to use the DOS stuff that was there instead of doing things the 'right' way, but I forgot to take out an #ifdef, which is why it wouldn't load the game. Now, it starts to load the game data but it crashes almost immediately. I think I know why - there was some other stuff that I think is in some headers/libs that Dev-C++ doesn't use (I assume they're more Linux things) - it was one struct and one function, so I just kinda guessed at what they do and wrote my own struct and function. I should have probably researched that stuff a bit further before applying my hackish... uh... hack, but it's 5am and I have to work this afternoon. I'll probably work on this for a little while off and on while some other stuff has me stumped, but for now it's bedtime.
I did get a bit further - I had noticed there were a bunch of preprocessor directives to check for different things, some of these were "am I compiling for DOS or Linux" so staying with my bad habbits, I just commented out all the Linux-specific stuff to use the DOS stuff that was there instead of doing things the 'right' way, but I forgot to take out an #ifdef, which is why it wouldn't load the game. Now, it starts to load the game data but it crashes almost immediately. I think I know why - there was some other stuff that I think is in some headers/libs that Dev-C++ doesn't use (I assume they're more Linux things) - it was one struct and one function, so I just kinda guessed at what they do and wrote my own struct and function. I should have probably researched that stuff a bit further before applying my hackish... uh... hack, but it's 5am and I have to work this afternoon. I'll probably work on this for a little while off and on while some other stuff has me stumped, but for now it's bedtime.
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Not sure how interested most people are in this, especially since I haven't attempted to compile it for Dreamcast and there's already a Wolf3D port for DC, but here's what I've found:
In order to keep it from hanging when you use the keyboard, It appears I have to use -O2 when I compile it. That's fine, I suppose, although it does bug me a bit. So, I had the menus working but it kept hanging when I entered the game. It took me a while to figure out that it was because there was one function that was getting it caught in an endless loop. The offending code, when I looked at it, seems totally unnecessary.
So, anyway, now I have Spear of Destiny rendered at 640x480 with no sound, and playing rather slowly (probably because I did something stupid when I fixed that endless loop.) I have yet to attempt sound because I'm going to have to convert the oss sound thingy to use SDL, probably with SDL_Mixer, and that's going to take some doing. But, I'm having fun.
In order to keep it from hanging when you use the keyboard, It appears I have to use -O2 when I compile it. That's fine, I suppose, although it does bug me a bit. So, I had the menus working but it kept hanging when I entered the game. It took me a while to figure out that it was because there was one function that was getting it caught in an endless loop. The offending code, when I looked at it, seems totally unnecessary.
So, anyway, now I have Spear of Destiny rendered at 640x480 with no sound, and playing rather slowly (probably because I did something stupid when I fixed that endless loop.) I have yet to attempt sound because I'm going to have to convert the oss sound thingy to use SDL, probably with SDL_Mixer, and that's going to take some doing. But, I'm having fun.
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That last bit, about running slow, and buzzing sound, is why I never really got too much further with it. That, and I've been working full-time for a few months now (after finishing up with university finals and what not), and don't even want to see a computer after the 8 hours a day I spend in front of one, eyes bleeding.
I'll throw my source code up in here later on if and when I find it and unarchive it.
I'll throw my source code up in here later on if and when I find it and unarchive it.
R.I.P. Dimebag Darrell
Just an offtopic question.
I think I still have the DOS floppies from Blake Stone and Planet Strike somewhere, anyone knows if the wolf3d linux port supports those games?
Also I don't know if those DOS games run under actual windowzes
thnks
About wolf3D mods, i think you'll love this site
http://www.wolfenstein3d.co.uk/news.htm
I think I still have the DOS floppies from Blake Stone and Planet Strike somewhere, anyone knows if the wolf3d linux port supports those games?
Also I don't know if those DOS games run under actual windowzes
thnks
About wolf3D mods, i think you'll love this site
http://www.wolfenstein3d.co.uk/news.htm
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- Damn Dirty Ape
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The Linux port only supports Wolfenstein3D shareware, Wolfenstein3D full version, Spear of Destiny, and the Spear of Destiny demo.
If you want to just play your old DOS games, DOSBox might do the job for you. Spear of Destiny works fairly well on my WindowsXP machine with DOSBox, so the music works. Just running it normally on XP, the game works but there is no music.
If you want to just play your old DOS games, DOSBox might do the job for you. Spear of Destiny works fairly well on my WindowsXP machine with DOSBox, so the music works. Just running it normally on XP, the game works but there is no music.
That would be awesome! I'd love to take a look at your source.tr0ll wrote:That last bit, about running slow, and buzzing sound, is why I never really got too much further with it. That, and I've been working full-time for a few months now (after finishing up with university finals and what not), and don't even want to see a computer after the 8 hours a day I spend in front of one, eyes bleeding.
I'll throw my source code up in here later on if and when I find it and unarchive it.