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1 | Wolf4SDL by Moritz "Ripper" Kroll (http://www.chaos-software.de.vu) | ||
2 | Original Wolfenstein 3D by id Software (http://www.idsoftware.com) | ||
3 | GP2X support by Pickle | ||
4 | |||
5 | Source and Windows Binary: http://www.stud.uni-karlsruhe.de/~uvaue/chaos/downloads.html | ||
6 | GP2X Binary: http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,20,2479 | ||
7 | |||
8 | SUMMARY: | ||
9 | See main README.txt | ||
10 | |||
11 | |||
12 | GP2X CONTROLS: | ||
13 | Directional: these are mapped to the arrow keys. | ||
14 | A : mapped to space, which opens doors | ||
15 | B : mapped to left shift, which enables running. Also mapped | ||
16 | to key n, for the NO response in the menu. | ||
17 | X : mapped to left control, which enables shooting. | ||
18 | Y : mapped to the number keys, to select weapons. It cycles | ||
19 | through each weapon in order. Also mapped to key y, for | ||
20 | the YES responses in the menu. | ||
21 | ** NOTE: In "enter text" mode each button sends its letter, | ||
22 | for example a=a, y=y | ||
23 | |||
24 | Select: mapped to the escape key | ||
25 | Start: mapped to the enter key | ||
26 | Select+Start: mapped to pause | ||
27 | |||
28 | Shoulder Left: this is mapped in a way to strafe left | ||
29 | Shoulder Right: this is mapped in a way to strafe right | ||
30 | ** NOTE: If you press both the left and right shoulder buttons the statusbar | ||
31 | will be shown in the fullscreen mode described above. | ||
32 | |||
33 | Volume Buttons: raise and lower the volume. | ||
34 | |||
35 | Either Volume Button + Select: show fps | ||
36 | Either Volume Button + Start: take a screenshot | ||
37 | |||
38 | |||
39 | ** NOTE: The directional stick is given precedence over the strafe keys. | ||
40 | For example if you hold the shoulder right to strafe right and you | ||
41 | then move the stick right you will stop strafing and turn. If you | ||
42 | then release the stick you will resume strafing the right. | ||
43 | (I've tested this and it seems to work fairly well) | ||
44 | |||
45 | |||
46 | INSTALL: | ||
47 | Pick your Wolf4SDL binary and copy the files at the root of the zip to any | ||
48 | folder together with the data files of the according game (e.g. *.WL6 for | ||
49 | Wolfenstein 3D or *.SOD for Spear of Destiny). | ||
50 | The binaries do not restart the GP2X menu application. | ||
51 | If you use GMenu2x, select the wrapper option for your icon. | ||
52 | If you use the GPH menu, you will have to create your own script to restart it. | ||
53 | |||
54 | |||
55 | Compiling from source code: | ||
56 | I used the Code::Blocks dev kit. (http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,14,2295) | ||
57 | You can use the template example. Add all of the source files to the project. | ||
58 | Under build options (pick your GP2X compilier) and under "Compilier Settings" | ||
59 | -> "Defines" add GP2X. Just press the build button. | ||
60 | The Makefile should also work for linux type environments, although I have | ||
61 | not tried it this way. If you use it, the GP2X define should be added to the | ||
62 | Makefile using CFLAGS += -DGP2X. | ||
63 | |||
64 | I also added the compiler flags | ||
65 | "-fmerge-all-constants -ffast-math -funswitch-loops" | ||
66 | which give a good performance increase. | ||
67 | For Code::Blocks put this line in "Compiler Settings" - "Other Options". | ||
68 | |||
69 | PERFORMANCE: | ||
70 | The game runs good at 200 Mhz. | ||