wolfenstein demo for sega genesis

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gasega68k
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Post by gasega68k » Thu Sep 12, 2013 1:59 am

I'm here again with a new update of my demo. Now pushable walls work, and I've also added some sprites (objects) to see how it looks on the screen, but this is only a test, because the way sprites are calculated to be drawn is not based on the PC source code.
Here I leave this new video (to show where are the pushable walls, the "secrets" in the game) :D:
http://www.youtube.com/watch?v=dbkxz9Kq9No

And also here I leave the rom to download:
http://www.mediafire.com/download/qfc8l ... prites.rar

TmEE co.(TM)
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Post by TmEE co.(TM) » Thu Sep 12, 2013 2:04 am

This is very awesome ! Those lamps and tables alone make things more alive ! I hoped to see bonus items behind the walls ^^
Those should not be hard to add I guess, not harder than what you already have added.

http://www.tmeeco.eu/BitShit/68Kinside.png

hehe
Mida sa loed ? Nagunii aru ei saa ;)
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen

haroldoop
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Post by haroldoop » Thu Sep 12, 2013 3:27 am

Awesome technical achievement! :D

Nemesis
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Post by Nemesis » Thu Sep 12, 2013 4:13 am

Wow, this is amazing! I never would have thought you could get this running at anywhere near this kind of framerate, or with an image that looks that good.
Using RESET on the Exodus emulator doesn't seem to help like TmEE co.(TM) did to get it working on real hardware. Which is not very surprising.
Just tested, and the reset does get it working on Exodus if you do it quick enough, you just have to use the "Soft Reset" option instead (under Settings->Mega Drive->Soft Reset). The hard reset is a full system initialization, which should produce the same result each time.

inu
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Post by inu » Thu Sep 12, 2013 4:00 pm

Nemesis wrote:Just tested, and the reset does get it working on Exodus if you do it quick enough, you just have to use the "Soft Reset" option instead (under Settings->Mega Drive->Soft Reset). The hard reset is a full system initialization, which should produce the same result each time.
Yeah... that was completely my mistake, didn't know soft-reset was hidden there.

Sprites being drawn like the original source or not, it looks seriously amazing!

Now as usual I gave this new demo a little bit too much attention and ended up finding another little bug. :P
Was able to do this several times on the 2nd pushable wall and once on 3rd pushable wall right next to the end of the level.
Basically I just had "running" + "forward" pressed and was spamming "use". Sometimes the wall simply vanished completely during the "sliding".

gasega68k
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Post by gasega68k » Thu Sep 19, 2013 1:29 am

TmEE co.(TM) wrote:This is very awesome ! Those lamps and tables alone make things more alive ! I hoped to see bonus items behind the walls ^^
Those should not be hard to add I guess, not harder than what you already have added.

http://www.tmeeco.eu/BitShit/68Kinside.png

hehe
So you find the 68000 "inside" the rom :wink: . The textures are arranged in a way to make it faster to draw, so it's hard to see where the textures are in the rom.
inu wrote:Now as usual I gave this new demo a little bit too much attention and ended up finding another little bug. Razz
Was able to do this several times on the 2nd pushable wall and once on 3rd pushable wall right next to the end of the level.
Basically I just had "running" + "forward" pressed and was spamming "use". Sometimes the wall simply vanished completely during the "sliding".
About an hour after uploading the rom, was testing the demo and this happened to me once, but however much I tried not happened again. The next day I try again and I happened several times.

Well now here's a new version of the demo, I draw all static objects (they are 48 ), the error of the pushable walls was fixed, the routine to draw the sprites is faster and also I fixed some other things.
Download the new version here: http://www.mediafire.com/download/gwtzy ... ritesb.rar

Chilly Willy
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Post by Chilly Willy » Thu Sep 19, 2013 3:08 am

Coming along rather well. About the only problem is the music... still doesn't play right.

It's amazing how good this looks and runs!

gasega68k
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Post by gasega68k » Thu Sep 19, 2013 3:53 am

Chilly Willy wrote:Coming along rather well. About the only problem is the music... still doesn't play right.
The music is made with music maker v1.52 tfm, I use the GCC source that comes with the program to make the tfc replayer in asm but with 5 channels. I do not know if I made any mistake in the code, but someone has tested whether GCC version works well on real hardware?

TmEE co.(TM)
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Post by TmEE co.(TM) » Thu Sep 19, 2013 7:21 am

This looks great and does not slow down much either with the objects !
Mida sa loed ? Nagunii aru ei saa ;)
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen

Mask of Destiny
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Post by Mask of Destiny » Thu Sep 19, 2013 4:59 pm

Haven't had a chance to run this latest version on the real deal, but looks quite good. Framerate isn't as solid as before, but still acceptable. Overall this is really impressive. I can't say I expected to see Wolfenstein 3D running at this quality and speed on a stock Genesis. Can't wait to see how it runs with enemies!

gasega68k
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Post by gasega68k » Mon Sep 30, 2013 3:34 am

Hello everyone, I'm here again with a new version of the demo, now you can grab all the items, also did the sound effects for them, and now you can change weapons with START (to make the pause menu could be with C + START). in the next version I will add more levels to try, and also I will see what happens with the music that does not work well in the real hardware.

This is the link to download:
http://www.mediafire.com/download/n1tgn ... emo_b2.rar

TmEE co.(TM)
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Post by TmEE co.(TM) » Mon Sep 30, 2013 3:51 am

This is feeling so complete already !
Mida sa loed ? Nagunii aru ei saa ;)
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen

peekpoke
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Post by peekpoke » Mon Sep 30, 2013 3:38 pm

Thats amazing! Great work, thank you, gasega68k!

gasega68k
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Post by gasega68k » Mon Sep 30, 2013 10:11 pm

Thanks for your comments. The sound effects of the items are made with PSG, but I noticed that in "FUSION" sounds different than "GENS" I do not know which one sounds like on the original hardware.
The sound of the pushable walls, if you had noticed lasts 3 seconds, but as I said before the maximum duration of the samples is 1 second, what I did was to modify a bit the code for that in this way the length of the samples may be more than one second. What I did was add a variable that indicates how many parts (of a second) has the sample, so that when one part ends immediately loads the next part of the sample, so the length of the samples no longer has that limit of a second.
This version also did some optimizations in the engine, if compared with the first version with sprites you notice the difference :).

I made a test rom with the code for the Z80 that comes with the tfm music maker with music I did for the demo to see if it works in the real hardware, can someone please tell me if it sounds good?.
Download here:
http://www.mediafire.com/download/hpbr6 ... tfmsmd.rar

Sdw
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Post by Sdw » Tue Oct 01, 2013 9:10 pm

The test version (tfmsmd.rar) plays back correctly on my PAL Megadrive with using and Everydrive MD.

The latest Wolf3D build (wol3ddemo_b2.rar) however does not, sound effects sound fine, but the music is just some isolated blips and blops, nothing at all like the test version.

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