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+Wolf4SDL by Moritz "Ripper" Kroll (http://www.chaos-software.de.vu)
+Original Wolfenstein 3D by id Software (http://www.idsoftware.com)
+Wolf4SDL is an open-source port of id Software's classic first-person shooter
+Wolfenstein 3D to the cross-plattform multimedia library "Simple DirectMedia
+Layer (SDL)" (http://www.libsdl.org). It is meant to keep the original feel
+while taking advantage of some improvements mentioned in the list below.
+ - Cross-plattform:
+ Supported operating systems are at least:
+ - Windows 98, Windows ME, Windows 2000, Windows XP, Windows Vista
+ (32 and 64 bit), Windows 7 (32 and 64 bit)
+ - Linux
+ - BSD variants
+ - Mac OS X (x86)
+ - KallistiOS (used for Dreamcast)
+ Only little endian platforms like x86, ARM and SH-4 are supported, yet.
+ - AdLib sounds and music:
+ This port includes the OPL2 emulator from MAME, so you can not only
+ hear the AdLib sounds but also music without any AdLib-compatible
+ soundcard in near to perfect quality!
+ - Multichannel digitized sounds:
+ Digitized sounds play on 8 channels! So in a fire fight you will
+ always hear, when a guard opens the door behind you ;)
+ - Higher screen resolutions:
+ Aside from the original 320x200 resolution, Wolf4SDL currently
+ supports any resolutions being multiples of 320x200 or 320x240,
+ the default being 640x400.
+ Unlike some other ports, Wolf4SDL does NOT apply any bilinear
+ or similar filtering, so the graphics are NOT blurred but
+ pixelated just as we love it.
+ - Fully playable with only a game controller:
+ Wolf4SDL can be played completely without a keyboard. At least two
+ buttons are required (shoot/YES and open door/NO), but five or more
+ are recommended (run, strafe, ESC).
+ - Two additional view sizes:
+ Wolf4SDL supports one view size using the full width of the screen
+ and showing the status bar, like in Mac-enstein, and one view size
+ filling the whole screen (press TAB to see the status bar).
+ - (Nearly) unlimited sound and song lengths:
+ Mod developers are not restricted to 64kB for digitized sounds and
+ IMF songs anymore, so longer songs and digitized sounds with better
+ quality are possible.
+ - Resuming ingame music:
+ When you come back to the game from the menu or load a save game, the
+ music will be resumed where it was suspended rather than started from
+ the beginning.
+ - Freely movable pushwalls:
+ Moving pushwalls can be viewed from all sides, allowing mod developers
+ to place them with fewer restrictions. The player can also follow the
+ pushwall directly instead of having to wait until the pushwall has left
+ a whole tile.
+ - Optional integrated features for mod developers:
+ Wolf4SDL already contains the shading, directional 3D sprites,
+ floor and ceiling textures, high resolution textures/sprites,
+ parallax sky, cloud sky and outside atmosphere features, which
+ can be easily activated in version.h.
+The following versions of Wolfenstein 3D data files are currently supported
+by the source code (choose the version by commenting/uncommenting lines in
+version.h as described in that file):
+ - Wolfenstein 3D v1.1 full Apogee
+ - Wolfenstein 3D v1.4 full Apogee (not tested)
+ - Wolfenstein 3D v1.4 full GT/ID/Activision
+ - Wolfenstein 3D v1.0 shareware Apogee
+ - Wolfenstein 3D v1.1 shareware Apogee
+ - Wolfenstein 3D v1.2 shareware Apogee
+ - Wolfenstein 3D v1.4 shareware
+ - Spear of Destiny full
+ - Spear of Destiny demo
+ - Spear of Destiny - Mission 2: Return to Danger (not tested)
+ - Spear of Destiny - Mission 3: Ultimate Challenge (not tested)
+How to play:
+To play Wolfenstein 3D with Wolf4SDL, you just have to copy the original data
+files (e.g. *.WL6) into the same directory as the Wolf4SDL executable.
+Please make sure, that you use the correct version of the executable with the
+according data files version as the differences are hardcoded into the binary!
+On Windows SDL.dll and SDL_mixer.dll must also be copied into this directory.
+They are also available at http://www.chaos-software.de.vu
+If you play in windowed mode (--windowed parameter), press SCROLLLOCK or F12
+to grab the mouse. Press it again to release the mouse.
+Wolf4SDL supports the following command line options:
+ --help This help page
+ --tedlevel <level> Starts the game in the given level
+ --baby Sets the difficulty to baby for tedlevel
+ --easy Sets the difficulty to easy for tedlevel
+ --normal Sets the difficulty to normal for tedlevel
+ --hard Sets the difficulty to hard for tedlevel
+ --nowait Skips intro screens
+ --windowed[-mouse] Starts the game in a window [and grabs mouse]
+ --res <width> <height> Sets the screen resolution
+ (must be multiple of 320x200 or 320x240)
+ --resf <w> <h> Sets any screen resolution >= 320x200
+ (which may result in graphic errors)
+ --bits <b> Sets the screen color depth
+ (Use this when you have palette/fading problem
+ or perhaps to optimize speed on old systems.
+ Allowed: 8, 16, 24, 32, default: "best" depth)
+ --nodblbuf Don't use SDL's double buffering
+ --extravbls <vbls> Sets a delay after each frame, which may help to
+ reduce flickering (SDL does not support vsync...)
+ (unit is currently 8 ms, default: 0)
+ --joystick <index> Use the index-th joystick if available
+ --joystickhat <index> Enables movement with the given coolie hat
+ --samplerate <rate> Sets the sound sample rate (given in Hz)
+ --audiobuffer <size> Sets the size of the audio buffer (-> sound latency)
+ (given in bytes)
+ --ignorenumchunks Ignores the number of chunks in VGAHEAD.*
+ (may be useful for some broken mods)
+ --configdir <dir> Directory where config file and save games are stored
+ (Windows default: current directory,
+ others: $HOME/.wolf4sdl)
+For Spear of Destiny the following additional options are available:
+ --mission <mission> Mission number to play (1-3)
+ --goodtimes Disable copy protection quiz
+Compiling from source code:
+The current version of the source code is available in the svn repository at:
+The following ways of compiling the source code are supported:
+ - Makefile (for Linux, BSD variants and MinGW/MSYS)
+ - Visual C++ 2008 (Wolf4SDL.VC9.sln and Wolf4SDL.VC9.vcproj)
+ - Visual C++ 2005 (Wolf4SDL.sln and Wolf4SDL.vcproj)
+ - Visual C++ 6 (Wolf4SDL.dsw and Wolf4SDL.dsp)
+ - Code::Blocks 8.02 (Wolf4SDL.cbp)
+ - Dev-C++ 5.0 Beta 9.2 (22.214.171.124) (Wolf4SDL.dev) (see README-devcpp.txt)
+ - Xcode (for Mac OS X, macosx/Wolf4SDL.xcodeproj/project.pbxproj)
+ - Special compiling for Dreamcast (see README-dc.txt)
+ - Special compiling for GP2X (see README-GP2X.txt)
+To compile the source code you need the development libraries of
+ - SDL (http://www.libsdl.org/download-1.2.php) and
+ - SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/)
+and have to adjust the include and library paths in the projects accordingly.
+Please note, that there is no official SDL_mixer development pack for MinGW,
+yet, but you can get the needed files from a Dev-C++ package here:
+Just rename the file extension from ".devpack" to ".tar.bz2" and unpack it
+with for example WinRAR. Then add the directories include/SDL and lib to the
+according search paths in your project.
+IMPORTANT: Do not forget to take care of version.h!
+ By default it compiles for "Wolfenstein 3D v1.4 full GT/ID/Activision"!
+ - Add PC speaker emulation
+ - Center non-ingame screens for resolutions being a multiple of 320x240
+ - Add support for any graphic resolution >= 320x200
+ - None! ;D
+ - If your frame rate is low, consider using the original screen resolution
+ (--res 320 200) or lowering the sound quality (--samplerate 22050)
+ - Special thanks to id Software! Without the source code we would still have
+ to pelt Wolfenstein 3D with hex editors and disassemblers ;D
+ - Special thanks to the MAME developer team for providing the source code
+ of the OPL2 emulator!
+ - Many thanks to "Der Tron" for hosting the svn repository, making Wolf4SDL
+ FreeBSD compatible, testing, bugfixing and cleaning up the code!
+ - Thanks to Chris for his improvements on Wolf4GW, on which Wolf4SDL bases.
+ - Thanks to Pickle for the GP2X support and help on 320x240 support
+ - Thanks to fackue for the Dreamcast support
+ - Thanks to Chris Ballinger for the Mac OS X support
+ - Thanks to Xilinx, Inc. for providing a list of maximum-length LFSR counters
+ used for higher resolutions of fizzle fade
+ - The original source code of Wolfenstein 3D: license-id.txt
+ - The OPL2 emulator (fmopl.cpp): license-mame.txt