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This is a port of Wolf4SDL, which is derived from the original id software source release. The port runs on top of the SDL plugin runtime and is loaded as an overlay. Licensing of the game code is not an issue, as discussed below (essentially, the Debian project treats Wolf4SDL as GPLv2, with an email from John Carmack backing it up): http://forums.rockbox.org/index.php?topic=52872 Included is a copy of MAME's Yamaha OPL sound chip emulator (fmopl_gpl.c). This file was not part of the original Wolf4SDL source (which includes a non-GPL'd version), but was rather rebased from from a later MAME source which had been relicensed to GPLv2. Change-Id: I64c2ba035e0be7e2f49252f40640641416613439
85 lines
3.4 KiB
Text
85 lines
3.4 KiB
Text
Wolf4SDL\DC 1.7
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ported to Dreamcast by dcbasic
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A port of Wolf4SDL by Moritz "Ripper" Kroll.
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What's new in 1.7:
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- See Changes-dc.txt
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Instructions:
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- Extract the Wolf4SDL\DC archive to it's own folder.
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- Put your *.wl6 files inside /cd/data/wolf3d (if you have a commercial CD-ROM
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release of Wolfenstein you can skip this step).
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- If you want to use the command line, create a text file called 'args.txt'
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(without quotes) in the /cd/data/wolf3d folder and add any valid
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arguments. Please keep them on one line.
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- Download and install BootDreams (http://dchelp.dcemulation.org/?BootDreams).
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- Open the folder you extracted Wolf4SDL\DC to in BootDreams.
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- Select a task. If you'd like to burn Wolf4SDL\DC directly to a CD-R, select
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the CDRecord task and set the disc format to either Audio\Data or Data\Data
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(both do essentially the same thing).
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- Click Process.
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- If you created a CD image, burn it with the appropriate burning program
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e.g. Alcohol 120%.
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- Pop the CD-R in your Dreamcast and play.
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- If you have a commercial CD-ROM, wait until you're asked to swap in your
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copy of Wolfenstein 3D, swap your copy in, press start and play.
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Valid Arguments:
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--goobers (Wolfenstein 3D only)
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--debugkeys (Spear of Destiny only)
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--goodtimes (Spear of Destiny only)
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--nowait
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--baby
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--easy
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--normal
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--hard
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--tedlevel <level>
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--res <width> <height> (default 320x200)
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--resf <width> <height>
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--bits <screen_bits> (default 8)
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--dblbuf
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--extravbls <vbls>
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--samplerate <rate> (default 11025)
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--audiobuffer <size> (default 4096)
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Notes:
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- The --res argument will also except '640 400' but will slow rendering down
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greatly. The width must be a multiple of 320 and the height must be a
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multiple of 200 or 240.
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- The --resf argument will force the passed screen resolution but may result
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in graphic corruption.
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- The default samplerate is 11025 to keep the extra SOD missions from running
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out of memory. Wolfenstein 3D and the original SOD mission will happily run
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with the samplerate set to 22050.
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- The --dblbuf argument works but slows speed down by about 10 frames.
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Compiling:
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This port was developed under Code::Blocks 8.02 with the DC Dev ISO R4
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integrated within it. I've also included a Makefile in case you don't use
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Code::Blocks. You will need SDL and SDL mixer to compile Wolf4SDL\DC.
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DC Dev ISO can be downloaded from here:
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http://dcemulation.org/?title=DC_Dev_ISO
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It contains everything you need to compile Wolf4SDL. It includes Code::Blocks
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8.02 and a tool to integrate Code::Blocks with DC Dev ISO. It uses Cygwin as
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the terminal environment and includes the DC compilers and all the SDL
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libraries that are needed to compile Wolf4SDL.
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To compile Wolf4SDL\DC under Code::Blocks, extract the source to it's own
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folder, open 'Wolf4SDL-DC.cbp' and goto 'Build' | 'Build'.
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To compile Wolf4SDL\DC using the supplied Makefile, extract the source to it's
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own directory in C:\cygwin\usr\local\dc and type 'make -f Makefile.dc' in your
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terminal while inside the folder Wolf4SDL\DC was extracted to. By default the
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Makefile will create a scrambled 1ST_READ.BIN, unscrambled Wolf4SDL.bin and of
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course, Wolf4SDL.elf.
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Credits & Thanks:
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- OneThiryt8 for which parts of this port was based on his port, sdlWolf
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- BlueCrab who wrote parts of the swap disc menu
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- BlackAura for which I stole parts of his menu code from nxDoom
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- Ripper for such a clean and friendly Wolfenstein 3D engine
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- Bero for the Dreamcast port of SDL, which this port uses
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- Dan Potter and team for KOS, which this port uses
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