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wolfenstein demo for sega genesis
gasega68k - Aug 23, 2013

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 vbt Oct 23, 2014

gasega68k said:

vbt said:
nearly perfect now segaga68k, just small question, could it support wolf4d mods ? for instance using a patcher.

Doing a quick search on google, wolf4d has to do with a mod of "Left 4 dead 2", so no, or you mean something else?

oops, i didn't see the mistake, i mean wolf3d mods :

http://www.moddb.com/games/wolfenstein-3d/mods

 gasega68k Oct 27, 2014

vbt said:

gasega68k said:

vbt said:
nearly perfect now segaga68k, just small question, could it support wolf4d mods ? for instance using a patcher.

Doing a quick search on google, wolf4d has to do with a mod of "Left 4 dead 2", so no, or you mean something else?

oops, i didn't see the mistake, i mean wolf3d mods :

http://www.moddb.com/games/wolfenstein-3d/mods

The "mods" easier to do would be those who have altered levels only, as I have planned to use the original files "maphead" and "gamemaps", although it would be possible to make the "mods" with modified graphics, but would need to convert the new wall graphics and/or sprites (like I did with the original graphics), but in both cases it would require recompiling the rom.

 gasega68k Dec 11, 2014
Another small update of Wolf3D.

In this version I have corrected some errors, one of which is in the animation of some enemies, the most notable was the boss of the 1st episode, when he prepared to shoot, had to raise the gun and should stay that way for a moment and then shoot, but instead he fired directly without displaying the frame when he raised the gun first.

Another "error" was in the sound (in samples), had to do with the volume level (when an enemy is far, the sample is played at a lower level), and could be the case, that when the enemy was far rather not play the sound (when it reaches a certain distance the sound is discarded because it is far and should not be heard) could play at maximum volume level.

Now in this version I'm using data compressed levels as in the original.

The rom has increased by about 400KB, because I added all the textures of the walls, I've also added new musics and samples (pcm), plus I made some changes in some parts of code as in the active objects, this is in preparation for start adding the other episodes.

Here's the new version:
http://www.mediafire.com/download/yzzxb1wfjpxbil0/wolf3d_fv11.rar

 FacundoARG Dec 12, 2014

gasega68k said:
Another small update of Wolf3D.

In this version I have corrected some errors, one of which is in the animation of some enemies, the most notable was the boss of the 1st episode, when he prepared to shoot, had to raise the gun and should stay that way for a moment and then shoot, but instead he fired directly without displaying the frame when he raised the gun first.


Thanks man, This error it's in the VBT's wolf3d too
I'll take a look.

 vbt Dec 12, 2014

FacundoARG said:

gasega68k said:
Another small update of Wolf3D.

In this version I have corrected some errors, one of which is in the animation of some enemies, the most notable was the boss of the 1st episode, when he prepared to shoot, had to raise the gun and should stay that way for a moment and then shoot, but instead he fired directly without displaying the frame when he raised the gun first.


Thanks man, This error it's in the VBT's wolf3d too
I'll take a look.

ooohhh, maybe not my fault then, how did you fix that ?

 gasega68k Dec 15, 2014

vbt said:

FacundoARG said:

gasega68k said:
Another small update of Wolf3D.

In this version I have corrected some errors, one of which is in the animation of some enemies, the most notable was the boss of the 1st episode, when he prepared to shoot, had to raise the gun and should stay that way for a moment and then shoot, but instead he fired directly without displaying the frame when he raised the gun first.


Thanks man, This error it's in the VBT's wolf3d too
I'll take a look.

ooohhh, maybe not my fault then, how did you fix that ?

Are you sure that this error is present in your Wolf3D? because the error in my port is because I code my way, ie that although based on the original sorce, is not exactly the same, I just "interpret" the code and then do it my way and in asm, and that is why some errors may occur.

 FacundoARG Dec 16, 2014
I didn't see vbt's code but I have played the game on the Saturn until the end. I can't beat the boss because of this bug( I can't see where boss is located) , maybe I'm confused

 gasega68k Feb 6, 2015
Another small update of Wolf3D.


This version is more than anything to fix a bug and change a little the color palette for the walls / sprites (actually changed a single color).

The bug was that if you pressed the Fire button at the same time with any other button, it will not shoot. It is now fixed, and because of this, I had to redo the two "demo playback" (I remember when I was doing the demos, sometimes had the shot missed, and it was because of this error :-/ ).

About the color palette I changed, I did it to improve a little color shade on enemies to make them look less "yellow" also modified some sprites and textures due to the color change and now I think they look better, some textures I changed for example was that of the "portraits of Hitler".

Download link:
http://www.mediafire.com/download/pkfod58k8gcl97k/wolf3d_fv11fix.rar

 gasega68k May 27, 2015
Hi all, I did 2 new videos of Wolf3D, showing a bit of all levels of episodes 2 and 3.


Episode 2:
https://www.youtube.com/watch?v=B_zfhrUP6BM

Episode 3:
https://www.youtube.com/watch?v=0NqjQf-xr-g

For some reason youtube reduced the quality of the videos to 144p! 

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