3f59fc8b77
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
70 lines
2.9 KiB
Text
70 lines
2.9 KiB
Text
Wolf4SDL by Moritz "Ripper" Kroll (http://www.chaos-software.de.vu)
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Original Wolfenstein 3D by id Software (http://www.idsoftware.com)
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GP2X support by Pickle
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Source and Windows Binary: http://www.stud.uni-karlsruhe.de/~uvaue/chaos/downloads.html
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GP2X Binary: http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,20,2479
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SUMMARY:
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See main README.txt
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GP2X CONTROLS:
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Directional: these are mapped to the arrow keys.
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A : mapped to space, which opens doors
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B : mapped to left shift, which enables running. Also mapped
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to key n, for the NO response in the menu.
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X : mapped to left control, which enables shooting.
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Y : mapped to the number keys, to select weapons. It cycles
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through each weapon in order. Also mapped to key y, for
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the YES responses in the menu.
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** NOTE: In "enter text" mode each button sends its letter,
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for example a=a, y=y
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Select: mapped to the escape key
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Start: mapped to the enter key
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Select+Start: mapped to pause
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Shoulder Left: this is mapped in a way to strafe left
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Shoulder Right: this is mapped in a way to strafe right
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** NOTE: If you press both the left and right shoulder buttons the statusbar
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will be shown in the fullscreen mode described above.
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Volume Buttons: raise and lower the volume.
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Either Volume Button + Select: show fps
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Either Volume Button + Start: take a screenshot
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** NOTE: The directional stick is given precedence over the strafe keys.
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For example if you hold the shoulder right to strafe right and you
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then move the stick right you will stop strafing and turn. If you
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then release the stick you will resume strafing the right.
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(I've tested this and it seems to work fairly well)
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INSTALL:
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Pick your Wolf4SDL binary and copy the files at the root of the zip to any
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folder together with the data files of the according game (e.g. *.WL6 for
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Wolfenstein 3D or *.SOD for Spear of Destiny).
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The binaries do not restart the GP2X menu application.
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If you use GMenu2x, select the wrapper option for your icon.
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If you use the GPH menu, you will have to create your own script to restart it.
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Compiling from source code:
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I used the Code::Blocks dev kit. (http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,14,2295)
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You can use the template example. Add all of the source files to the project.
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Under build options (pick your GP2X compilier) and under "Compilier Settings"
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-> "Defines" add GP2X. Just press the build button.
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The Makefile should also work for linux type environments, although I have
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not tried it this way. If you use it, the GP2X define should be added to the
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Makefile using CFLAGS += -DGP2X.
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I also added the compiler flags
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"-fmerge-all-constants -ffast-math -funswitch-loops"
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which give a good performance increase.
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For Code::Blocks put this line in "Compiler Settings" - "Other Options".
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PERFORMANCE:
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The game runs good at 200 Mhz.
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