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HardHat
September 30th, 2006, 19:03
http://www.adamcon.org/~dmwick/psp/wolf3d01a.gif (http://www.adamcon.org/~dmwick/psp/wolf3d01.gif) http://www.adamcon.org/~dmwick/psp/wolf3d03a.gif (http://www.adamcon.org/~dmwick/psp/wolf3d03.gif)
http://www.adamcon.org/~dmwick/psp/wolf3d05a.gif (http://www.adamcon.org/~dmwick/psp/wolf3d05.gif) http://www.adamcon.org/~dmwick/psp/wolf3d07a.gif (http://www.adamcon.org/~dmwick/psp/wolf3d07.gif)

Well, I'm obviously not the only one working on this. Here is the first public version of my PSP port of Wolfenstein 3D. It is a port of the SDL
wolf3d-20011028 snapshot by Steven Fuller.

You can get it at: PSP Wolf 3D site (http://www.adamcon.org/~dmwick/psp/wolf3d.html) or I've attached it below.

I was working on a FPS shooter that was like Wolf3D anyway, so I figured why not.

Here are the key bindings:

* select - escape
* start - enter
* triangle - space (opens doors)
* circle - 'Y'
* square - backspace
* cross - control (fire)
* arrows do forward, back, turn left, turn right
* ltrigger - right shift (run)
* rtrigger - alt (strafe)

It is possible to remap the keys to your liking (under control -> customize controls), and I encourage you to try that.

Still to come:
- build of Spear of Destiny
- builds of full versions of Wolfenstein and SOD
- sound (support lifted from the s60 cell phone version not yet working
for me)
- fill more of the screen with the game
- possible onscreen keyboard for game saves/loads

Thanks to all of my beta testers on DCEmu for taking the time to write to me with suggestions: Ben Slater, Acidburn, Malksta.

Download and Give Feedback Via Comments

Zion
September 30th, 2006, 19:06
nice one mate :D its a great port

the link is broken btw

HardHat
September 30th, 2006, 19:11
nice one mate :D its a great port

the link is broken btw

Silly me. I actually intended to attach it as well. Fixed.

HardHat.

blackrave
September 30th, 2006, 19:18
Another W3D port! Awesome! Gonna try it right away.

Just tried it. It's exactly like the PC version, ergo GREAT! The screen is too little, though (as you said will be fixed), and I don't think the action button should be triangle. Circle would be better. And how about some analog support? And the ability to change weapons?

Otherwise, super work! I look forward to future releases. :)

I found a bug: I quit the game by pressing select at the main menu, got a blue screen of death, pressed the home button, then my PSP shut off. Also, I wasn't able to run this from IR Shell.

porchemasi
September 30th, 2006, 19:19
Killr port i use to love this game - We need a

HUGO & Batman Returns port

JKKDARK
September 30th, 2006, 19:19
Great news! I love this game :)

stotheamuel
September 30th, 2006, 19:37
plays very well... can't wait for the full version

wolfpack
September 30th, 2006, 23:21
sweet, this is gonna rock when the full version works along with spear of destiny *patiently waits and plays with shareware version*

TheLazy1
October 1st, 2006, 01:13
Wow, really strange how close together our ports were released :)
Keep up the good work, though, I'd suggest scaling the screen to 435x272 since it would preserve the original aspect ratio and make it look alot better.

wraggster
October 1st, 2006, 01:19
yeah reminds me of when those 2 films where the meteors were falling to earth, basically 2 similiar items at the same time, Great for us fans ;)

HardHat
October 1st, 2006, 04:37
Wow, really strange how close together our ports were released :)
Keep up the good work, though, I'd suggest scaling the screen to 435x272 since it would preserve the original aspect ratio and make it look alot better.

I haven't played Wolf3d recently enough to realize that it is stretched horizontally in my version. I'll definately look into that. Thanks for pointing it out. I do say that I'd like to get the maximum render window bigger, but the code is full of implicit 320x200 and 320x160 constants hidden everywhere. Changing the wrong ones leads to head trauma. :p

Well, I saw it in the Porting Ideas forum in this thread (http://www.dcemu.co.uk/vbulletin/showthread.php?t=35151&page=2) on Monday. I was suprised that I was making a Wolf3D-like FPS for the PSP, and Wolf3D hadn't been ported. So I worked on it a bit. I see from your posts elsewhere that you were working on it from a totally different request. And since your port is quite different from mine, I guess there is room for both of them.

Anyway if I get the SDL sound working, then I'll share what I learn with you, through my included source if nothing else. My first porting try was from the Nokia s60 cell phone source code, which does sound correctly I believe (but I had no picture show up). So I'll probably continue with that code if I can get results. It seems to be taken from a slightly later snapshot than the code base I'm working with too.

HardHat.

F9zDark
October 1st, 2006, 04:41
Man this is great. I love playing the classics on PSP. Keep it up.

TheLazy1
October 1st, 2006, 04:55
Well, what I did for the Nintendo DS port was have two modes. A 320x200 scaled mode and a native 256x192 mode.
When it would be time to display a 320x200 image I would go into 320x200 mode and scale the display and put it back to 256x192 for in-game and the menus.

And your also right about 320x200 being hardcoded everywhere, it took alot of time to track those down.
There are also other constants around that size that need to be changed aswell.

You can make the render window bigger, just look for the SetDefaults() function in wl_main.c.
I believe the highest setting is 20, but I'm not 100% sure on that.

A few other things to note:
If your going to add saving/loading, keep in mind that every new release/build you do will break existing savegames.

This is because when saving the code writes pointers to objects in memory which will change whenever modifications are made to the source.

If I get around to having native 480x272 in-game I'll send the modified files your way.

CandieC
October 1st, 2006, 05:08
this is awsome thanks both of you guys!

maybe you should work together and bring us a finished duke nukem 3d with adhoc support?

thanks alot for wolf3d though!

masterpsp2.6
October 1st, 2006, 06:54
where the hell is the sound?!?!?!

TheLazy1
October 1st, 2006, 07:11
Adding sound to wolf3d for the psp is very difficult, not only do the sounds need to be resampled from 6896hz to 44100hz but you must also find cpu time to emulate the YM3812 sound chip for the music and other sfx.

Wally
October 1st, 2006, 07:27
Wow its awesome you guys both made a port almost at the same time.

I get a bit pissed off when something starts to work in a port i do and then someone already beats me to it .. Examples of this is MissDriller

kiore
October 1st, 2006, 07:34
loved this game many a year ago . good one

r00t
October 1st, 2006, 11:37
Arrgggg. Playing this game is an instant headache-fest.

D0N
October 1st, 2006, 11:50
Excellent work HardHat! Keep it up! :)

mr_nick666
October 1st, 2006, 12:03
Its like buses! - You wait for ages and then two come along at once! :rolleyes:

Great work - another fine looking homebrew beta! :D I used to love this game... :o An expanded screen would be cool and sounds always add to the experience ;)

By the way HardHat - Are you still working on updating Jump Gunnar Jump? (Im dying for a new release!) :confused:

Nikolaos
October 1st, 2006, 19:57
kools maybe its better than the other 1 =)

HardHat
October 2nd, 2006, 05:51
Its like buses! - You wait for ages and then two come along at once! :rolleyes:

Great work - another fine looking homebrew beta! :D I used to love this game... :o An expanded screen would be cool and sounds always add to the experience ;)

I have some sound going already from the Nokia s60 cellphone code-base. It is pretty crackly still. I'll be integrating it back into the code I used for this build. The maximum screen size expansion I'll be fixing with the advice posted above from TheLazy1.



By the way HardHat - Are you still working on updating Jump Gunnar Jump? (Im dying for a new release!) :confused:

I'm looking for level editors to make some new levels. My team all went back to school, so I've been working on GTA Jump which is due out in a week. It uses a variation of the 2.0 Jump Gunnar Jump game engine.

mr_nick666
October 2nd, 2006, 15:26
I have some sound going already from the Nokia s60 cellphone code-base. It is pretty crackly still. I'll be integrating it back into the code I used for this build. The maximum screen size expansion I'll be fixing with the advice posted above from TheLazy1.

/\ Great news! :p



I'm looking for level editors to make some new levels. My team all went back to school, so I've been working on GTA Jump which is due out in a week. It uses a variation of the 2.0 Jump Gunnar Jump game engine.

/\ Im on it! ;)

jurkevicz
October 3rd, 2006, 22:44
Does anybody have an icon for it yet?

woosh
December 4th, 2006, 02:30
i really love this! :-)
nice work

delayebdird
January 1st, 2007, 01:06
wow this looks pretty good and very similar to the pc version great work I'm going to try it out straight away oh and is this one like the other ones where the aimer keeps moving to the side that gets very annoying (might just be me though) anyways great work