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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 | ============================================================================= | ||
4 | |||
5 | Wolf4SDL is an open-source port of id Software's classic first-person shooter | ||
6 | Wolfenstein 3D to the cross-plattform multimedia library "Simple DirectMedia | ||
7 | Layer (SDL)" (http://www.libsdl.org). It is meant to keep the original feel | ||
8 | while taking advantage of some improvements mentioned in the list below. | ||
9 | |||
10 | |||
11 | Main features: | ||
12 | -------------- | ||
13 | |||
14 | - Cross-plattform: | ||
15 | Supported operating systems are at least: | ||
16 | - Windows 98, Windows ME, Windows 2000, Windows XP, Windows Vista | ||
17 | (32 and 64 bit), Windows 7 (32 and 64 bit) | ||
18 | - Linux | ||
19 | - BSD variants | ||
20 | - Mac OS X (x86) | ||
21 | - KallistiOS (used for Dreamcast) | ||
22 | Only little endian platforms like x86, ARM and SH-4 are supported, yet. | ||
23 | |||
24 | - AdLib sounds and music: | ||
25 | This port includes the OPL2 emulator from MAME, so you can not only | ||
26 | hear the AdLib sounds but also music without any AdLib-compatible | ||
27 | soundcard in near to perfect quality! | ||
28 | |||
29 | - Multichannel digitized sounds: | ||
30 | Digitized sounds play on 8 channels! So in a fire fight you will | ||
31 | always hear, when a guard opens the door behind you ;) | ||
32 | |||
33 | - Higher screen resolutions: | ||
34 | Aside from the original 320x200 resolution, Wolf4SDL currently | ||
35 | supports any resolutions being multiples of 320x200 or 320x240, | ||
36 | the default being 640x400. | ||
37 | Unlike some other ports, Wolf4SDL does NOT apply any bilinear | ||
38 | or similar filtering, so the graphics are NOT blurred but | ||
39 | pixelated just as we love it. | ||
40 | |||
41 | - Fully playable with only a game controller: | ||
42 | Wolf4SDL can be played completely without a keyboard. At least two | ||
43 | buttons are required (shoot/YES and open door/NO), but five or more | ||
44 | are recommended (run, strafe, ESC). | ||
45 | |||
46 | Additional features: | ||
47 | -------------------- | ||
48 | |||
49 | - Two additional view sizes: | ||
50 | Wolf4SDL supports one view size using the full width of the screen | ||
51 | and showing the status bar, like in Mac-enstein, and one view size | ||
52 | filling the whole screen (press TAB to see the status bar). | ||
53 | |||
54 | - (Nearly) unlimited sound and song lengths: | ||
55 | Mod developers are not restricted to 64kB for digitized sounds and | ||
56 | IMF songs anymore, so longer songs and digitized sounds with better | ||
57 | quality are possible. | ||
58 | |||
59 | - Resuming ingame music: | ||
60 | When you come back to the game from the menu or load a save game, the | ||
61 | music will be resumed where it was suspended rather than started from | ||
62 | the beginning. | ||
63 | |||
64 | - Freely movable pushwalls: | ||
65 | Moving pushwalls can be viewed from all sides, allowing mod developers | ||
66 | to place them with fewer restrictions. The player can also follow the | ||
67 | pushwall directly instead of having to wait until the pushwall has left | ||
68 | a whole tile. | ||
69 | |||
70 | - Optional integrated features for mod developers: | ||
71 | Wolf4SDL already contains the shading, directional 3D sprites, | ||
72 | floor and ceiling textures, high resolution textures/sprites, | ||
73 | parallax sky, cloud sky and outside atmosphere features, which | ||
74 | can be easily activated in version.h. | ||
75 | |||
76 | |||
77 | The following versions of Wolfenstein 3D data files are currently supported | ||
78 | by the source code (choose the version by commenting/uncommenting lines in | ||
79 | version.h as described in that file): | ||
80 | |||
81 | - Wolfenstein 3D v1.1 full Apogee | ||
82 | - Wolfenstein 3D v1.4 full Apogee (not tested) | ||
83 | - Wolfenstein 3D v1.4 full GT/ID/Activision | ||
84 | - Wolfenstein 3D v1.0 shareware Apogee | ||
85 | - Wolfenstein 3D v1.1 shareware Apogee | ||
86 | - Wolfenstein 3D v1.2 shareware Apogee | ||
87 | - Wolfenstein 3D v1.4 shareware | ||
88 | - Spear of Destiny full | ||
89 | - Spear of Destiny demo | ||
90 | - Spear of Destiny - Mission 2: Return to Danger (not tested) | ||
91 | - Spear of Destiny - Mission 3: Ultimate Challenge (not tested) | ||
92 | |||
93 | |||
94 | How to play: | ||
95 | ------------ | ||
96 | |||
97 | To play Wolfenstein 3D with Wolf4SDL, you just have to copy the original data | ||
98 | files (e.g. *.WL6) into the same directory as the Wolf4SDL executable. | ||
99 | Please make sure, that you use the correct version of the executable with the | ||
100 | according data files version as the differences are hardcoded into the binary! | ||
101 | |||
102 | On Windows SDL.dll and SDL_mixer.dll must also be copied into this directory. | ||
103 | They are also available at http://www.chaos-software.de.vu | ||
104 | |||
105 | If you play in windowed mode (--windowed parameter), press SCROLLLOCK or F12 | ||
106 | to grab the mouse. Press it again to release the mouse. | ||
107 | |||
108 | |||
109 | Usage: | ||
110 | ------ | ||
111 | |||
112 | Wolf4SDL supports the following command line options: | ||
113 | --help This help page | ||
114 | --tedlevel <level> Starts the game in the given level | ||
115 | --baby Sets the difficulty to baby for tedlevel | ||
116 | --easy Sets the difficulty to easy for tedlevel | ||
117 | --normal Sets the difficulty to normal for tedlevel | ||
118 | --hard Sets the difficulty to hard for tedlevel | ||
119 | --nowait Skips intro screens | ||
120 | --windowed[-mouse] Starts the game in a window [and grabs mouse] | ||
121 | --res <width> <height> Sets the screen resolution | ||
122 | (must be multiple of 320x200 or 320x240) | ||
123 | --resf <w> <h> Sets any screen resolution >= 320x200 | ||
124 | (which may result in graphic errors) | ||
125 | --bits <b> Sets the screen color depth | ||
126 | (Use this when you have palette/fading problem | ||
127 | or perhaps to optimize speed on old systems. | ||
128 | Allowed: 8, 16, 24, 32, default: "best" depth) | ||
129 | --nodblbuf Don't use SDL's double buffering | ||
130 | --extravbls <vbls> Sets a delay after each frame, which may help to | ||
131 | reduce flickering (SDL does not support vsync...) | ||
132 | (unit is currently 8 ms, default: 0) | ||
133 | --joystick <index> Use the index-th joystick if available | ||
134 | --joystickhat <index> Enables movement with the given coolie hat | ||
135 | --samplerate <rate> Sets the sound sample rate (given in Hz) | ||
136 | --audiobuffer <size> Sets the size of the audio buffer (-> sound latency) | ||
137 | (given in bytes) | ||
138 | --ignorenumchunks Ignores the number of chunks in VGAHEAD.* | ||
139 | (may be useful for some broken mods) | ||
140 | --configdir <dir> Directory where config file and save games are stored | ||
141 | (Windows default: current directory, | ||
142 | others: $HOME/.wolf4sdl) | ||
143 | |||
144 | For Spear of Destiny the following additional options are available: | ||
145 | --mission <mission> Mission number to play (1-3) | ||
146 | --goodtimes Disable copy protection quiz | ||
147 | |||
148 | |||
149 | Compiling from source code: | ||
150 | --------------------------- | ||
151 | |||
152 | The current version of the source code is available in the svn repository at: | ||
153 | svn://tron.homeunix.org:3690/wolf3d/trunk | ||
154 | |||
155 | The following ways of compiling the source code are supported: | ||
156 | - Makefile (for Linux, BSD variants and MinGW/MSYS) | ||
157 | - Visual C++ 2008 (Wolf4SDL.VC9.sln and Wolf4SDL.VC9.vcproj) | ||
158 | - Visual C++ 2005 (Wolf4SDL.sln and Wolf4SDL.vcproj) | ||
159 | - Visual C++ 6 (Wolf4SDL.dsw and Wolf4SDL.dsp) | ||
160 | - Code::Blocks 8.02 (Wolf4SDL.cbp) | ||
161 | - Dev-C++ 5.0 Beta 9.2 (4.9.9.2) (Wolf4SDL.dev) (see README-devcpp.txt) | ||
162 | - Xcode (for Mac OS X, macosx/Wolf4SDL.xcodeproj/project.pbxproj) | ||
163 | - Special compiling for Dreamcast (see README-dc.txt) | ||
164 | - Special compiling for GP2X (see README-GP2X.txt) | ||
165 | |||
166 | To compile the source code you need the development libraries of | ||
167 | - SDL (http://www.libsdl.org/download-1.2.php) and | ||
168 | - SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/) | ||
169 | and have to adjust the include and library paths in the projects accordingly. | ||
170 | |||
171 | Please note, that there is no official SDL_mixer development pack for MinGW, | ||
172 | yet, but you can get the needed files from a Dev-C++ package here: | ||
173 | http://sourceforge.net/project/showfiles.php?group_id=94270&package_id=151751 | ||
174 | Just rename the file extension from ".devpack" to ".tar.bz2" and unpack it | ||
175 | with for example WinRAR. Then add the directories include/SDL and lib to the | ||
176 | according search paths in your project. | ||
177 | |||
178 | IMPORTANT: Do not forget to take care of version.h! | ||
179 | By default it compiles for "Wolfenstein 3D v1.4 full GT/ID/Activision"! | ||
180 | |||
181 | |||
182 | TODOs: | ||
183 | ------ | ||
184 | |||
185 | - Add PC speaker emulation | ||
186 | - Center non-ingame screens for resolutions being a multiple of 320x240 | ||
187 | - Add support for any graphic resolution >= 320x200 | ||
188 | |||
189 | |||
190 | Known bugs: | ||
191 | ----------- | ||
192 | |||
193 | - None! ;D | ||
194 | |||
195 | |||
196 | Troubleshooting: | ||
197 | ---------------- | ||
198 | |||
199 | - If your frame rate is low, consider using the original screen resolution | ||
200 | (--res 320 200) or lowering the sound quality (--samplerate 22050) | ||
201 | |||
202 | |||
203 | Credits: | ||
204 | -------- | ||
205 | |||
206 | - Special thanks to id Software! Without the source code we would still have | ||
207 | to pelt Wolfenstein 3D with hex editors and disassemblers ;D | ||
208 | - Special thanks to the MAME developer team for providing the source code | ||
209 | of the OPL2 emulator! | ||
210 | - Many thanks to "Der Tron" for hosting the svn repository, making Wolf4SDL | ||
211 | FreeBSD compatible, testing, bugfixing and cleaning up the code! | ||
212 | - Thanks to Chris for his improvements on Wolf4GW, on which Wolf4SDL bases. | ||
213 | - Thanks to Pickle for the GP2X support and help on 320x240 support | ||
214 | - Thanks to fackue for the Dreamcast support | ||
215 | - Thanks to Chris Ballinger for the Mac OS X support | ||
216 | - Thanks to Xilinx, Inc. for providing a list of maximum-length LFSR counters | ||
217 | used for higher resolutions of fizzle fade | ||
218 | |||
219 | |||
220 | Licenses: | ||
221 | --------- | ||
222 | |||
223 | - The original source code of Wolfenstein 3D: license-id.txt | ||
224 | - The OPL2 emulator (fmopl.cpp): license-mame.txt | ||