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Old 13 September 2013, 03:51   #1
NovaCoder
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AmiWolf - new 68k Wolfenstein 3D port

Hiya,

As some of you guys know there are a couple of existing Amiga Wolfenstein 3D ports but I thought it was about time we had one with SFX and music.

This port started off as a quick test of the new AGA SDL but then I decided to turn it into a proper 030 targeted (non-SDL) release. It looks like it's playable on an 030 so mission accomplished

Features:
  • OCS/ECS/AGA/RTG
  • SFX
  • MIDI music playback using the DOOM Sound Engine
  • 256 color double buffered graphics (AGA/RTG).
  • Auto strafe
  • PAL/NTSC support

It's a complete hack really, the best Wolfenstein port is called Wolf4SDL but that port doesn't support Big Endian so I had to base this port on about 3 different ports and it also includes code from DOOM, Quake and even Quake 2

This port only supports the full retail version of Wolfenstein, it proved too complicated to include support for the shareware release.


[ Show youtube player ]


http://aminet.net/package/game/shoot/AmiWolf_ECS

http://aminet.net/package/game/shoot/AmiWolf_AGA

http://aminet.net/package/game/shoot/AmiWolf_RTG

And...

http://aminet.net/package/game/shoot/AmiSpear_ECS

http://aminet.net/package/game/shoot/AmiSpear_AGA

http://aminet.net/package/game/shoot/AmiSpear_RTG
Attached Thumbnails
Click image for larger version

Name:	AmiWolf game data.jpg
Views:	413
Size:	42.0 KB
ID:	62263   Click image for larger version

Name:	AmiSpear game data.jpg
Views:	375
Size:	36.7 KB
ID:	62264  
Attached Files
File Type: zip AmiWolf_MUS_pack.zip (714.3 KB, 727 views)
File Type: zip AmiSpear_MUS_pack.zip (619.1 KB, 545 views)

Last edited by NovaCoder; 11 March 2019 at 14:02.
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Old 13 September 2013, 09:27   #2
Viserion
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Wow that is really cool. Looking forward to next week when it said you'd upload it to Aminet
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Old 13 September 2013, 11:19   #3
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Epic !!
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Old 14 September 2013, 08:08   #4
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Quote:
Originally Posted by Viserion View Post
Wow that is really cool. Looking forward to next week when it said you'd upload it to Aminet
It's on AmiNet now
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Old 14 September 2013, 11:54   #5
groundplayer
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Just installed on real Amiga (1200 + 68060), converted sfx (converted sfxfiles have to be 8bit), working great, thankyou NovaCoder !!
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Old 14 September 2013, 15:14   #6
Mad-Matt
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I've got it all converted and running, and running well it does to I had to remove CGX-AGA driver also else I just got a blank or corrupted screen.

Might be worth adding midi3mus http://www..com/download/5l...oz/midi3mus.7z for those on a 64bit os as mid2mus refused to work in this environment.
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Old 14 September 2013, 16:36   #7
hansel75
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Top work Nova!

Will test this final full version out tomorrow!

Thanks for the port!
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Old 14 September 2013, 23:09   #8
Viserion
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Originally Posted by NovaCoder View Post
It's on AmiNet now
That's good news

Will try it tomorrow.
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Old 14 September 2013, 23:31   #9
vroom6sri
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Thanks very much for your work on this. Does the addition of music compromise the 3d engine speed at all? Sorry if that's a naive question to ask.
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Old 15 September 2013, 02:20   #10
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Quote:
Originally Posted by vroom6sri View Post
Thanks very much for your work on this. Does the addition of music compromise the 3d engine speed at all? Sorry if that's a naive question to ask.
Thanks guys, I am just happy to finally have a version of this game with sound on my Amiga

Yes the music will slow down the graphics a little, you can turn it off in the menu.
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Old 15 September 2013, 07:47   #11
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Which files are exactly needed to run this? Because I tried my old Wolfenstein installation containing these files (which didn't work):
Code:
AUDIOHED.WL1
AUDIOT.WL1
config.wl1
GAMEMAPS.WL1
MAPHEAD.WL1
VGADICT.WL1
VGAGRAPH.WL1
VGAHEAD.WL1
VSWAP.WL1
Another W3D port already worked by copying these files into it's folder. I assume it's not that easy with yours

Edit: Scratch that - I didn't perform the midi conversion yet...

Last edited by pintcat; 15 September 2013 at 07:54. Reason: I just RTFM
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Old 15 September 2013, 08:04   #12
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Hiya,

Those look like the shareware files, you need the retail game files for AmiWolf.

You don't need the music data to play, it should still run without sound and music data.

Check both of the log files in the AmiWolf folder if you have any issues, the log file writes a lot of information about missing SFX/music data.

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Old 15 September 2013, 14:34   #13
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Just tried this out in WinUAE and it works great. Can I be a bit cheeky and ask if somebody could stick the converted audio files in the zone?
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Old 15 September 2013, 20:04   #14
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Just a little question to NovaCoder: is there anyway to adjust the sound volume, cause my setup both sfx and music volume is very weak ? Been playing couple of episodes allready , working great ! Thanks !

Last edited by groundplayer; 15 September 2013 at 20:17.
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Old 16 September 2013, 01:20   #15
pintcat
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Quote:
Originally Posted by NovaCoder View Post
Hiya,

Those look like the shareware files, you need the retail game files for AmiWolf.

You don't need the music data to play, it should still run without sound and music data.

Check both of the log files in the AmiWolf folder if you have any issues, the log file writes a lot of information about missing SFX/music data.

You're right, it was the shareware version. I had this all the years without knowing. Seems like I didn't care much about this game in the past . I now got hold of the full version and it works like a charm. My first quick test was without sound and it ran very fluid - much better than this old W3D port! As next step I'll try the audio extraction and see how good this works.
Question: Is there a way to use cursor keys for movement? I'm unable to define these keys in the menu since they are used for menu control.
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Old 16 September 2013, 01:40   #16
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Hiya,

Glad it's working well for you

I thought you could define the cursor keys for movement, it shouldn't make any difference that they are also used to control the menu. You should be able to hit 'enter' on the key you want to define which should turn it grey with a blinking question mark, you then just select the key you want to use.

I can't do anything about the low sound volume, the easy thing to do is to just turn up your speakers

I actually found a bug myself last night, it seems on my 1260 some of the items are not drawn (you can toggle all the items on a map by going to the map screen and then holding down the space bar and the left cursor key).

Code:
if (IN_KeyDown(sc_UpArrow)) {
                Auto_Map.walls ^= 1; // C + Up = toggle walls
                while (IN_KeyDown(sc_UpArrow))
                    IN_ProcessEvents();
            }
            if (IN_KeyDown(sc_DownArrow)) {
                Auto_Map.secrets ^= 1; // C + Down = toggle secrets
                while (IN_KeyDown(sc_DownArrow))
                    IN_ProcessEvents();
            }
            if (IN_KeyDown(sc_LeftArrow)) {
                Auto_Map.items ^= 1; // C + Left = toggle items
                while (IN_KeyDown(sc_LeftArrow))
                    IN_ProcessEvents();
            }
            if (IN_KeyDown(sc_RightArrow)) {
                Auto_Map.enemies ^= 1; // C + Right = toggle enemies
                while (IN_KeyDown(sc_RightArrow))
                    IN_ProcessEvents();
            }
The bug is caused by the compiler optimizations, it might only effect 1260 users?

I'll have to do some investigation and see if I can fix it, even anyone has this bug with a 1230 then let me know
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Old 16 September 2013, 03:16   #17
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Hiya. Great work. What screen mode are you using with the Indi?
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Old 16 September 2013, 04:12   #18
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Hiya. Great work. What screen mode are you using with the Indi?
Thanks

It just uses a standard PAL/ECS screen mode.
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Old 16 September 2013, 13:28   #19
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Congrats on another great port, really enjoying playing this.
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Old 16 September 2013, 14:27   #20
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Thanx


Ok I just did a quick and dirty port to OCS/ECS 64 color EHB mode.

The first BETA (v1.01) is in the Zone

You'll need a fast 030 card to play this and it will still probably be very slow.

[ Show youtube player ]

Obviously it won't run anything like this fast on an 030 OCS/ECS machine but it's the only one I've got for testing

Looks pretty good for only 64 colors though I think.

Each frame this version has to convert each pixel from 256 colors to 64 colors and then convert it from chunky to planar.....ouch!

Last edited by NovaCoder; 16 September 2013 at 15:50.
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