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. :pQuote:
Originally Posted by TheLazy1
Well, I saw it in the Porting Ideas forum in this thread 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.