Man this is great. I love playing the classics on PSP. Keep it up.
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.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.
Man this is great. I love playing the classics on PSP. Keep it up.
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.
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!
where the hell is the sound?!?!?!
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.
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
loved this game many a year ago . good one
Arrgggg. Playing this game is an instant headache-fest.
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