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Posted: Sun Nov 17, 2013 10:37 am
by Stef
There is an official port of Wolf3D for the SNES which do not use any assistance DSP and the port is really good for a SNES ! But it can't compete to what the genesis can do here (the resolution is far better in the gasega68k port) :p
Posted: Mon Nov 18, 2013 9:12 pm
by gasega68k
Nemesis wrote:Wow, this is really impressive. Looks like you've nearly got the game fully up and running!
Actually I could say that it is almost done

. Right now I'm doing everything related to obj. guard, ie movements, AI, etc, so when finished, for all other objects will become easier. Although I have yet to do more musics (fortunately most are relatively simple and will not take me so long to do it), also I have to draw more sprites and walls.
For almost three months since I posted this demo, I've done a lot more than I did in about a year, because I received so much support and good comments, which motivated me to do my best and complete this game.
Stef wrote:There is an official port of Wolf3D for the SNES which do not use any assistance DSP and the port is really good for a SNES ! But it can't compete to what the genesis can do here (the resolution is far better in the gasega68k port) :p
I agree that the SNES version was a good port. I have seen that to draw walls and sprites, they make use of a special register ($2180) on the SNES to write faster to the WRAM (all accesses to this RAM is limited to 2.6MHZ, regardless of the ROM is set to 3.5MHZ mode), reading or writing sequentially through $2180 is 3.5MHz, and also has autoincrement. I think they did it the best way they could have done without the use of any special chip.
Posted: Mon Nov 25, 2013 8:51 pm
by Sheshbazzar
Registered mainly to compliment the author: your work is remarkable. A question: did you own a Sega console in the early '90s?
Posted: Wed Nov 27, 2013 4:43 am
by gasega68k
Sheshbazzar wrote: A question: did you own a Sega console in the early '90s?
The first Sega console I had was the Sega Genesis (model 1), which I bought in 1997, and after about 16 years, I still have it.

Posted: Sat Nov 30, 2013 3:32 am
by gasega68k
New version available. I have already drawn textures necessary walls for the first 10 levels, and now the first episode is complete (although you can choose any level, but with a little trick), plus I have added selection of difficulty, because depending on the difficulty, level will have more or less enemies.
Now you can kill the guards, even though they do not walk, it seems that someone shot him with a sort of stun ray that caused ....

no, the truth is that it still needs a bit of code so they can walk.
Although it seems that has not advanced much, but believe me it was a good amount of code I've added.
Here is the link to download it:
http://www.mediafire.com/download/x097z ... mo_b4e.rar
Posted: Sat Nov 30, 2013 4:36 am
by TmEE co.(TM)
Very very exciting

Posted: Sat Nov 30, 2013 11:58 pm
by Stef
It seems you tweak it a bit in each new version ! You add new stuffs but the game does not become any slower. It seems even faster :
15 FPS in almost case, 12 FPS in worst (which is really impressive) !!
Keep up the awesome work

Posted: Sun Dec 15, 2013 9:40 pm
by gasega68k
Here I am again with a new update of Wolf3D.

In this version I added the guard on patrol mode, I've also fixed some minor bugs, for example, sometimes you could not grab the items when you were running.
Now I just need the guard in chase mode, and will be finished (the obj. Guard).
I have not done some optimizations already had in mind, because first I want to make the code for the enemies, and then when I already have all the enemies (at least for the first episode), then I'll do it.
I do not know if anyone has found this little trick, but if you want to choose any level, you just have to keep the START button while pressing A, in the "options" screen in "new game" option.
Here is the link to download it:
http://www.mediafire.com/download/ch7j4 ... emo_b5.rar
Posted: Tue Dec 17, 2013 8:27 pm
by gasega68k
There is a small mistake in the design of Level 7, and because of this, in two sectors, the guards who are patrolling, get stuck and do not walk (this also happens in the PC game).
I'll make a video showing where this error occurs (in this demo and also in the PC version).
Posted: Wed Dec 18, 2013 1:51 am
by djcouchycouch
You should make a video of the general current state of the game.
Also, I think someone should poke John Carmack. I think he'd get a kick out of it.

Posted: Wed Dec 18, 2013 2:32 pm
by inu
Awesome update as usual. Think I've been playing around more with this demo, than with all the games I got from the Steam sale. It's just so damn cool to see this done on the Mega Drive! And since the soldiers don't attack us at the moment, it's easy to explore and check the whole levels.
By reading "little trick" I thought of the "Konami code" or "Sonic code", not something as simple as holding start. Now everything's explained!
I've noticed that even tho you've added 9 more levels and a lot of other resources and code, the game only became around ~300KB bigger.
Think all 6 episodes will fit in under 2MB?
This now makes me wonder how much space it would require to fit Spear of Destiny and W3D 3rd Encounter. Spear of Destiny has 63 levels, but 3rd Encounter, not only has different textures and 2 new weapons, but 90 levels; even tho 60 of those, are just simplified versions of the original W3D levels.
I seem to recall W3D got a few updates, like the little "boxed" doors, however, I can't seem to find a change log for those, or how many there were, to even check if I remember correctly or not.
Are you planing on including any of that?
And regarding the level 7 bug, did it ever got fixed? On iOS, or PS3, or the free browser edition? (If you know. xD) Or everything will it remain like that for accuracy sake with the main release?
djcouchycouch wrote:You should make a video of the general current state of the game.
Also, I think someone should poke John Carmack. I think he'd get a kick out of it.

Far too early, but got to agree it would actually be pretty interesting if it was already complete and as bug free as possible.
Shame he's no longer with id, and that id is now part of Beth3sda tho.
With id I could see gasega69k have a slight chance of actually making a deal with them to make this an actual product, but not so much with Bethes.
Posted: Thu Dec 19, 2013 10:00 pm
by gasega68k
Here are the videos of the error in the level 7 which had promised:
This is the sega genesis version:
https://www.youtube.com/watch?v=DW7cL8upBtk
And this is the PC version:
https://www.youtube.com/watch?v=ESm5JG0ekpk
About the size of the rom, I think the 1 episode version will be below 1MB, and version with 6 episodes will be between 2MB and 3MB (I do not think that arrives to 3MB).
Add Spear of Destiny will be easy, because they share the same graphics and a few more enemies are added, maybe I could do both on the same rom, but still do not know, so we'll see.

Posted: Tue Jan 07, 2014 8:42 am
by inu
gasega68k wrote:About the size of the rom, I think the episode will be version 1 below 1MB, and version 6 will be episodes between 2MB and 3MB (I do not think that arrives to 3MB).
Add Spear of Destiny will be easy, because they share the same graphics and a few more enemies are added, maybe I could do both on the same rom, but still do not know, so we'll see.

Even if it's just a huge maybe right now, to include both in the same rom, it's already really exciting.
That would be a total of 123 levels in just 2-4MB of Mega Drive\Sega Genesis awesomeness. But even 2 separate roms would be simply mind blowing.
Also according to Wikipedia, this would be the first console version of Spear of Destiny!
As a curiosity does the rom, as it is, run ~17% slower on PAL Mega Drives, or only the music is slower? Or both run at exactly the same speed, except the PAL version gets more FPS? And is it technically possible for the game to detect the difference and adapt the music speed?
This is slightly unrelated, but ever considered someday actually creating a perfect 32X conversion of the game? Maybe when Exodus supports the 32X and has a lot more development friendly tools. Heh. Or maybe help to significantly improve the one Chilly Willy already started with all the experience you're getting on optimizing the MD version.
Oh, and thank you for keeping the "SEGA" logo and the troll rating blue screen out of it, and skipping right to the main screen! Gotta love just jumping right to the main menu without waiting around!

Posted: Tue Jan 07, 2014 9:48 pm
by Chilly Willy
I've already done a 32X version of Wolf3D and SoD. You can get the shareware versions from a number of boards. I need to update the core sometime so people can use the full versions of the games, plus some other enhancements.
Posted: Tue Jan 07, 2014 11:19 pm
by inu
I've got to play quite a bit with it before. But seems to suffer from quite a bit of slowdown, more precisely when the enemies try to shoot, or die, or similar; when it needs to load all those transitions from the cart.
Is that all the 32X can do?