![]() |
|
|
|
Thread Tools | Display Modes |
|
(#1)
|
|
|
Posts: n/a
|
Porting Wolfenstein 3D to Mac OS X -
2005.11.01, 01:19 PM
Why isn't anyone interested in porting the Macintosh version of Wolfenstein 3D to Mac OS X? We already have Doom, Marathon and Duke Nukem.
Why not Wolfenstein? |
|
|
|
|
(#3)
|
|
|
Editor-in-Chief
Posts: 1,253
Join Date: 2002.04
Location: Windsor Locks, CT, USA
|
2005.11.01, 07:21 PM
>Why isn't anyone interested in porting the Macintosh version of Wolfenstein 3D to Mac OS X
Daniel's idea is good. I'll take a wack at why no one is interested in porting the game.. 1) If I recall, there is a great deal of ASM, whereas recent id code that was released is in C (or variant) 2) The 3d engine (which is really 2d) is pretty primitive for today. Considering that devs can use dim3, Unity or OpenGL to make their own FPS, I can't see a reason to revisit the game. Perhaps you should grab such dev tools and make an all new game that is set in the WW2 era? Cheers, "One Editor to Rule Them All" iDevGames Store | Donate to iDevGames |
|
|
|
|
(#4)
|
|
|
Moderator
Posts: 670
Join Date: 2003.03
Location: Clifton, NJ
|
2005.11.01, 07:39 PM
I *think* Bill Heinman released the mac source code to Wolfenstein. Not 100% on that. Its probably 68k assembly though.
|
|
|
|
|
(#5)
|
||
|
Posts: n/a
|
2005.11.02, 10:29 AM
Quote:
It's really all C, except for a 16 KB PPC assembly document. ... ... ... Just to confirm what I said, I remember that Axel Wefers (Fruitz of Dojo) once told me that porting that specific version of Wolfenstein to Mac OS X would be a half-a-day long work for a good coder. If you want, I can put the source online somewhere, since it isn't available anymore from Contrabandent's Hotline server. ![]() |
|
|
|
|
|
(#6)
|
|
|
Über Member
Posts: 370
Join Date: 2004.06
Location: Behind the Orange Curtain
|
2005.11.05, 12:13 PM
We're all in the middle of a 6-week programming contest plus the holidays (for the US residents, at least) are coming up so it's probably more likely that no one has the time right now.
If you want, post it, and I'll take a look at it but don't expect anything for a while. ![]() |
|
|
|
|
(#7)
|
||
|
Posts: n/a
|
2005.11.07, 11:32 AM
Quote:
As I said before, only a 12 KB .ppc file actually contains assembly code. Shouldn't be a hard work for a talented programmer. Have a nice day, sixtyfive |
|
|
|
|
|
(#8)
|
|
|
Moderator
Posts: 1,597
Join Date: 2005.07
Location: Moon
|
2005.11.14, 08:04 AM
This is the origional wolf3d, I want this on x
![]() Do you have xcode? If not install it you will need it later, this is all the files added to a project and it gets two errors (and a lot more if you comment out those lines) the error is deferencing pointer to incomplete type PalHand = (Handle) (**(*GameGWorld).portPixMap).pmTable; update: PalHand = (Handle)(**GetPortPixMap(GameGWorld)).pmTable; seems to fix it another update: fixed one file, out of I dont know how many will cause problems but basically the problems are things like UpdateDialog(theDialog, theDialog->visRgn); needs to be changed to RgnHandle theDialog_visRgn; GetPortVisibleRegion(theDialog, &theDialog_visRgn); UpdateDialog(theDialog, theDialog_visRgn); because of this being carbon and not mac os |
|
|
|
|
(#9)
|
|
|
Posts: n/a
|
2005.11.14, 09:00 AM
My problem is, I'm not really used to working on other people's code. Also, my knowledge of C isn't that good, and is even worse when applied to the Macintosh environment.
By the way, I was formely known on these forums as SixtySoftWorks. ![]() |
|
|
|
|
(#10)
|
|
|
Moderator
Posts: 1,597
Join Date: 2005.07
Location: Moon
|
2005.11.14, 09:05 AM
get xcode and try and compile this.
Im just uploading what ive done so far version, search for EDEDED to see the changes, theres some errors there just now I dont understand yet, if someone with some experience with Quickdraw could take a look would be very useful, www.geocities.com/ed72678954/Wolf3D.zip |
|
|
|
|
(#11)
|
|
|
Posts: n/a
|
2005.11.14, 09:12 AM
Just installed Xcode, now looking. Thanks for your prompt replies, mine will follow soon.
|
|
|
|
|
(#12)
|
|
|
Posts: n/a
|
2005.11.14, 09:16 AM
I'm actually getting erros on PrefsFile.c. It actually refers to Mac OS Classic directory structures (Macintosh HD:System Folder:Preferences), so that should be changed.
Also, I think file I/O routines changed with the newer systems. ![]() |
|
|
|
|
(#13)
|
|
|
Moderator
Posts: 1,597
Join Date: 2005.07
Location: Moon
|
2005.11.14, 09:20 AM
Thats odd, it must be compiling in a order for you, I get errors in Mac.c, but im sure ill get errors in PrefsFile.c later
![]() Much of the code will still work, but yeah filesystem things can cause problems, that was the problem getting music in the candy crisis game. Its just a matter of updating the some parts of the code for the altered carbon API, so hopefully it shouldnt be too much trouble. I am stuck with the setPort thing just now.. |
|
|
|
|
(#14)
|
|
|
Posts: n/a
|
2005.11.14, 09:22 AM
You are doing a good job I think. Any chances to continue this talk on AIM or MSN?
|
|
|
|
|
(#15)
|
|
|
Posts: n/a
|
2005.11.14, 11:59 AM
We are stuck on the ASM code for the rendering engine. Could someone join us?
![]() |
|
|
|
| Thread Tools | |
| Display Modes | |
|
|