Amiga.org

Amiga computer related discussion => Amiga Gaming => Topic started by: Xanxi on December 11, 2010, 07:11:03 PM

Title: Amiga port of Wolfenstein 3D
Post by: Xanxi on December 11, 2010, 07:11:03 PM
Hello.

There is a port of Wolfenstein 3D on aminet, that i have never been able to play.

I have installed all Wolfenstein files in the directory (Wolf.dat, Wolf.1, DEICE.EXE) but nothing happens when i double click the icon (have tried different tooltypes and 2 CPU 030/060).

SnoopDos does not give any clue about the problem.

Does someone have seen this port actually work yet?
Title: Re: Amiga port of Wolfenstein 3D
Post by: Christian Johansson on December 11, 2010, 07:53:30 PM
I got a Wolf3d port working on my A1200 030/50 it was dead slow though. Way slower than the Doom ports.
Title: Re: Amiga port of Wolfenstein 3D
Post by: Xanxi on December 11, 2010, 09:10:07 PM
Quote from: fryguy;598191
I got a Wolf3d port working on my A1200 030/50 it was dead slow though. Way slower than the Doom ports.


Well, it may be good enough for my 060.
Is it the same version as on aminet? Any clue on how to use it?
Title: Re: Amiga port of Wolfenstein 3D
Post by: fitzsteve on December 11, 2010, 09:44:56 PM
If you don't get that goinf and want to enjoy this game on the Amiga check out the Mac version via Shapeshifter - its foot king awesome :)
Title: Re: Amiga port of Wolfenstein 3D
Post by: Xanxi on December 11, 2010, 09:59:00 PM
Quote from: fitzsteve;598210
If you don't get that goinf and want to enjoy this game on the Amiga check out the Mac version via Shapeshifter - its foot king awesome :)


Yeah, indeed, i have Spears of Destiny on the Shapeshifter side and it runs fine :)

However, i am still curious about this amiga port with a really nice icon. :P
Title: Re: Amiga port of Wolfenstein 3D
Post by: DBAlex on December 12, 2010, 12:10:10 PM
Quote from: Xanxi;598189
Hello.

There is a port of Wolfenstein 3D on aminet, that i have never been able to play.

I have installed all Wolfenstein files in the directory (Wolf.dat, Wolf.1, DEICE.EXE) but nothing happens when i double click the icon (have tried different tooltypes and 2 CPU 030/060).

SnoopDos does not give any clue about the problem.

Does someone have seen this port actually work yet?
Sounds obvious but have you tried increasing the stack size?

I remember you have to do that for the Doom ports... just thought it might be the same for Wolf3D too.
Title: Re: Amiga port of Wolfenstein 3D
Post by: Xanxi on December 12, 2010, 06:06:32 PM
Yes i have set the stack to up to 200000 but no success :(
Title: Re: Amiga port of Wolfenstein 3D
Post by: Christian Johansson on December 12, 2010, 06:44:52 PM
Here are the files and sizes:

c2p                                Dir ----rwed Today     13:24:51
AUDIOHED.WL1                      1156 ----rwed Future    11:29:06
AUDIOT.WL1                      132613 ----rwed Future    11:29:06
CATALOG.EXE                      34101 ----rwed Future    14:23:38
GAMEMAPS.WL1                     27425 ----rwed Future    11:29:06
MAPHEAD.WL1                        402 ----rwed Future    11:29:06
ORDER.FRM                         2564 ----rwed 22-May-92 13:37:38
READ1ST.TXT                       6090 ----rwed Future    07:34:06
VGADICT.WL1                       1024 ----rwed Future    11:29:06
VGAGRAPH.WL1                    326568 ----rwed Future    11:29:06
VGAHEAD.WL1                        471 ----rwed Future    11:29:06
VSWAP.WL1                       742912 ----rwed Future    11:29:06
Wolf3D                          214712 ----rwed Future    00:04:12
Wolf3D.readme                     1999 ----rwed Future    19:43:36
config.wl1                         582 ----rwed 02-Jan-78 02:03:17
Title: Re: Amiga port of Wolfenstein 3D
Post by: Xanxi on December 13, 2010, 11:21:51 AM
Quote from: fryguy;598319
Here are the files and sizes:

c2p                                Dir ----rwed Today     13:24:51
AUDIOHED.WL1                      1156 ----rwed Future    11:29:06
AUDIOT.WL1                      132613 ----rwed Future    11:29:06
CATALOG.EXE                      34101 ----rwed Future    14:23:38
GAMEMAPS.WL1                     27425 ----rwed Future    11:29:06
MAPHEAD.WL1                        402 ----rwed Future    11:29:06
ORDER.FRM                         2564 ----rwed 22-May-92 13:37:38
READ1ST.TXT                       6090 ----rwed Future    07:34:06
VGADICT.WL1                       1024 ----rwed Future    11:29:06
VGAGRAPH.WL1                    326568 ----rwed Future    11:29:06
VGAHEAD.WL1                        471 ----rwed Future    11:29:06
VSWAP.WL1                       742912 ----rwed Future    11:29:06
Wolf3D                          214712 ----rwed Future    00:04:12
Wolf3D.readme                     1999 ----rwed Future    19:43:36
config.wl1                         582 ----rwed 02-Jan-78 02:03:17


Thanks a lot for those informations.
I have managed to get those very files and the game can lauch now (but freezes when the demo start, i am working on it) :)

However, i don't have the c2p dir after installing Wolf3D from aminet.
I guess it stands for chunky to planar driver. Where did you get it from?
Title: Re: Amiga port of Wolfenstein 3D
Post by: cv643d on December 13, 2010, 12:00:26 PM
Someone set up a bounty for Wolf3D on 68k!
Title: Re: Amiga port of Wolfenstein 3D
Post by: Xanxi on December 13, 2010, 12:37:51 PM
It's working now. I had to delete the PC config file (it's written in the manual).

About 15-25 FPS on AGA 060.

However, no sound or music.
Title: Re: Amiga port of Wolfenstein 3D
Post by: jj on December 13, 2010, 12:40:07 PM
Does it work with RTG screenmodes is it any faster then ?
Title: Re: Amiga port of Wolfenstein 3D
Post by: Xanxi on December 13, 2010, 01:09:22 PM
Quote from: JJ;598421
Does it work with RTG screenmodes is it any faster then ?

I have no RTG on this A1200 but at launch i have a requester with all modes from all my installed monitors to choose from, so it might also work RTG if RTG is installed.

On AGA it is really playable.

Pity there is no sound though.


EDIT: according to the manual, it works with CybergraphX and Picasso96.
Title: Re: Amiga port of Wolfenstein 3D
Post by: Karlos on December 13, 2010, 02:04:28 PM
Quote from: Xanxi;598420
About 15-25 FPS on AGA 060.


:roflmao:

You can get those sorts of frame-rates Quake 1 on a fast 68060.
Title: Re: Amiga port of Wolfenstein 3D
Post by: Xanxi on December 13, 2010, 02:55:35 PM
Quote from: Karlos;598427
:roflmao:

You can get those sorts of frame-rates Quake 1 on a fast 68060.


Indeed, i have almost the same results from Quake 1 and Doom :)

However, i have always prefered Wolfenstein 3D to FPS full of scary devilish monsters, because i am not afraid of germans :D
Title: Re: Amiga port of Wolfenstein 3D
Post by: jj on December 13, 2010, 02:56:51 PM
How do you manage to play without instantly surrendering :)
Title: Re: Amiga port of Wolfenstein 3D
Post by: nicholas on December 13, 2010, 03:24:52 PM
Quote from: Xanxi;598436
i am not afraid of germans :D


Not even the Frieden twins? ;)
Title: Re: Amiga port of Wolfenstein 3D
Post by: Xanxi on December 13, 2010, 04:52:14 PM
Quote from: JJ;598437
How do you manage to play without instantly surrendering :)

Well , this was mainly due to poor armored tanks in the french army back in 1939 and heavy pacifism in the heart of the french citizens between the two WW.
Now, german and french people are close friends (except for what happened during the 1982 World Cup) :) :)
Title: Re: Amiga port of Wolfenstein 3D
Post by: Xanxi on December 13, 2010, 04:54:39 PM
Quote from: nicholas;598442
Not even the Frieden twins? ;)


I do not know fo these fellows.
Title: Re: Amiga port of Wolfenstein 3D
Post by: whabang on December 13, 2010, 05:41:56 PM
Considering it ran on my old 286, and it's heavy use of sprites, a proper port should run pretty well on an unexpanded A1200.

But then I can't code, and don't own a real miggy anymore. ^^
Title: Re: Amiga port of Wolfenstein 3D
Post by: Linde on December 14, 2010, 01:47:37 AM
Quote from: whabang;598459
Considering it ran on my old 286, and it's heavy use of sprites, a proper port should run pretty well on an unexpanded A1200.

But then I can't code, and don't own a real miggy anymore. ^^


3D graphics on the Amiga chipset is a whole other business than in VGA. I think a lot of the rendering code in Wolfenstein 3D is built around the idea that the computer is using a linear frame buffer. If you take that away, there's a lot you have to change in the code (more so than in doom or quake) to make it run acceptably in planar ECS or AGA modes, and still, you'll never achieve the same performance without a much faster processor.

As for the FPS games that actually run acceptably on a stock 1200 (alien breed 3d, gloom, ..?), they similarly use platform specific tricks to pull it off.
Title: Re: Amiga port of Wolfenstein 3D
Post by: runequester on December 14, 2010, 04:21:06 AM
Quote from: JJ;598437
How do you manage to play without instantly surrendering :)


They pretend they are British running away to Dunkirk, and the Germans they see are in their path ;)
Title: Re: Amiga port of Wolfenstein 3D
Post by: whabang on December 14, 2010, 07:37:53 PM
Quote from: Linde;598537
I think a lot of the rendering code in Wolfenstein 3D is built around the idea that the computer is using a linear frame buffer.

Really? I was under the impression that Wolfenstein pre-rendered the wall tiles and then simply scaled everything. /me considers looking at the code.
Title: Re: Amiga port of Wolfenstein 3D
Post by: Christian Johansson on December 14, 2010, 07:42:53 PM
Quote from: JJ;598421
Does it work with RTG screenmodes is it any faster then ?


I tried running it on gfxcard but the gfx looked buggy (used ModePro to promote it) I also tried running it in a window but it looked weird there too, only saw the menu but didn't succeed in starting the actual game.
Title: Re: Amiga port of Wolfenstein 3D
Post by: Linde on December 14, 2010, 08:45:36 PM
Quote from: whabang;598661
Really? I was under the impression that Wolfenstein pre-rendered the wall tiles and then simply scaled everything. /me considers looking at the code.

Maybe, but even with all the precalculations, simply writing this pre-rendered and scaled data to the screen takes a lot more time in ECS/AGA. Native Amiga FPS games surely off-load some of this by using hardware sprites, less colors, hardware low-cpu use sound playback, blitter etc.
Title: Re: Amiga port of Wolfenstein 3D
Post by: Xanxi on December 14, 2010, 09:28:43 PM
Unfortunately this port has not been updated since 2006.

Anyone knows the author Christian Sauer?
Title: Re: Amiga port of Wolfenstein 3D
Post by: amyren on December 14, 2010, 10:27:07 PM
what about the wolfendoom project, will those wads work with the amiga doom engine?
Title: Re: Amiga port of Wolfenstein 3D
Post by: Xanxi on January 09, 2011, 02:17:32 PM
A new version of Wolfenstein 3D appeared on aminet 2 days ago.
I don't know what are the improvements.

http://aminet.net/game/shoot/Wolfenstein3D.lha
Title: Re: Amiga port of Wolfenstein 3D
Post by: Karlos on January 09, 2011, 02:32:31 PM
Quote from: whabang;598661
Really? I was under the impression that Wolfenstein pre-rendered the wall tiles and then simply scaled everything. /me considers looking at the code.

I think it's a pretty basic raycaster, where 1-pixel wide columns are rendered. You cast out you ray and a vertical strip of texels from the appropriate position along the first wall it hits is rendered. There's no floor or ceiling texturing so large rooms are a bonus since most of the columns are going to be far away and thus short and not have many pixels to calculate. It's a strategy that would work well* with software MIP mapping, since the far away walls will tend to skip a lot of texels on the standard sized texture and thus be cache-inefficient.

*also one which would work well if the wall textures are actually rotated 90 degrees so that the vertical scan "down" the wall texture is, in reality, a linear scan through the texels "horizontally"...

Presumably something like this is used, if it wasn't, it is a real waste, especially on any system with a data cache.
Title: Re: Amiga port of Wolfenstein 3D
Post by: Cammy on September 11, 2012, 04:47:48 AM
A new port of Wolfenstein 3D was uploaded to Aminet not long ago (not the one uploaded in 2011 mentioned in Xanxi's post) and it's much faster than any previous port! The game is totally playable in full screen on the 030/50 A1200, where as previous versions were like a slideshow in comparison.

Download it here (requires the files from PC Wolfenstein or the shareware demo): http://aminet.net/package/game/shoot/AWolf3D
Title: Re: Amiga port of Wolfenstein 3D
Post by: NovaCoder on September 11, 2012, 04:56:52 AM
Another option is to use a DOOM TC like this -> Woolfie (http://www.youtube.com/watch?v=k9KT-0oh-oI)
Title: Re: Amiga port of Wolfenstein 3D
Post by: Cammy on September 11, 2012, 08:44:59 AM
I've packed up both the previous Wolfenstein3D executable as well as the new "AWolf3D" port along with the shareware demo of Wolfenstein 3D and uploaded them for anyone who would prefer to simply download and try it without searching for the PC files and copying them over.

I did the same thing with Doom a while back, I packed the shareware demo of Doom along with ADoom and DoomAttack, the fastest Amiga Doom port.

http://home.exetel.com.au/amiga/Wolfenstein.lha
http://home.exetel.com.au/amiga/Doom.lha
Title: Re: Amiga port of Wolfenstein 3D
Post by: Bamiga2002 on September 11, 2012, 08:46:26 AM
Quote from: NovaCoder;707623
Another option is to use a DOOM TC like this -> Woolfie (http://www.youtube.com/watch?v=k9KT-0oh-oI)
Can you give instructions how to get this running on Boom?

edit: thanks Cammy, was just searching Wolf3D again to try out this new port :)
Title: Re: Amiga port of Wolfenstein 3D
Post by: Crumb on September 11, 2012, 11:23:52 AM
Quote from: Linde;598537
3D graphics on the Amiga chipset is a whole other business than in VGA. I think a lot of the rendering code in Wolfenstein 3D is built around the idea that the computer is using a linear frame buffer. If you take that away, there's a lot you have to change in the code (more so than in doom or quake) to make it run acceptably in planar ECS or AGA modes, and still, you'll never achieve the same performance without a much faster processor.

As for the FPS games that actually run acceptably on a stock 1200 (alien breed 3d, gloom, ..?), they similarly use platform specific tricks to pull it off.


I think A1200 should be quite capable, specially if you use 16 colours like unofficial Atari version done by Ray and a atari-style c2p:
http://www.pouet.net/prod.php?which=17247&howmanycomments=25&page=2
http://www.pouet.net/topic.php?which=3838&page=2
Title: Re: Amiga port of Wolfenstein 3D
Post by: NovaCoder on September 11, 2012, 11:39:47 AM
Quote from: Bamiga2002;707640
Can you give instructions how to get this running on Boom


Sorry don't know as I've never tried to get any of them working but other users have told me that they have got Wolfenstein TC working with my BOOM port.
Title: Re: Amiga port of Wolfenstein 3D
Post by: NovaCoder on September 11, 2012, 11:40:55 AM
Quote from: Cammy;707638
I've packed up both the previous Wolfenstein3D executable as well as the new "AWolf3D" port along with the shareware demo of Wolfenstein 3D and uploaded them for anyone who would prefer to simply download and try it without searching for the PC files and copying them over.

I did the same thing with Doom a while back, I packed the shareware demo of Doom along with ADoom and DoomAttack, the fastest Amiga Doom port.

http://home.exetel.com.au/amiga/Wolfenstein.lha
http://home.exetel.com.au/amiga/Doom.lha


Thanks for that Cammy, I might give it a whirl.
Title: Re: Amiga port of Wolfenstein 3D
Post by: drHirudo on September 11, 2012, 12:36:04 PM
The PC version of Wolfenstein 3D have some factual errors, which were not fixed. That's why I prefer to play the Apple IIGS version which is much more polished. You can read The Long Strange Saga of Wolfenstein 3D On The Apple IIGS (http://apple2history.org/spotlight/the-long-strange-saga-of-wolfenstein-3d-on-the-apple-iigs/) where they outline the improvements they implemented into the Apple port.

Wolfenstein 3D plays nice on the microAmigaOne with the KEGS emulator - video:

[youtube]sBQNle8JUCY[/youtube]

In fact I don't bother with the PC versions and don't have any of them installed, when I have the Apple IIGS version.
Title: Re: Amiga port of Wolfenstein 3D
Post by: desiv on September 11, 2012, 04:45:39 PM
Quote from: Cammy;707638
I've packed up both the previous Wolfenstein3D executable as well as the new "AWolf3D" port along with the shareware demo of Wolfenstein 3D and uploaded them for anyone who would prefer to simply download and try it without searching for the PC files and copying them over. (http://home.exetel.com.au/amiga/Doom.lha)

Thanx!!!
Can't wait to try it with my ACA1230/28 and see what it looks like.. ;-)

desiv
Title: Re: Amiga port of Wolfenstein 3D
Post by: jj on September 11, 2012, 05:55:03 PM
Quote from: drHirudo;707652
The PC version of Wolfenstein 3D have some factual errors, which were not fixed. That's why I prefer to play the Apple IIGS version which is much more polished. You can read The Long Strange Saga of Wolfenstein 3D On The Apple IIGS (http://apple2history.org/spotlight/the-long-strange-saga-of-wolfenstein-3d-on-the-apple-iigs/) where they outline the improvements they implemented into the Apple port.
 
Wolfenstein 3D plays nice on the microAmigaOne with the KEGS emulator - video:
 
[youtube]sBQNle8JUCY[/youtube]
 
In fact I don't bother with the PC versions and don't have any of them installed, when I have the Apple IIGS version.

Thanks for that link very interesting article,  Cant see the video in work.
Title: Re: Amiga port of Wolfenstein 3D
Post by: Cammy on September 11, 2012, 07:39:19 PM
Quote from: Crumb;707647
I think A1200 should be quite capable, specially if you use 16 colours like unofficial Atari version done by Ray and a atari-style c2p:
http://www.pouet.net/prod.php?which=17247&howmanycomments=25&page=2
http://www.pouet.net/topic.php?which=3838&page=2


I think it would be fantastic if someone could get ahold of the ST source code, but it seems to be lost in time. With the 16 colour graphics from the Apple IIGS version it would be fun to see it running on an A500.

It's not something I could code though, but I hope someone with the skills has a read through the forum thread in your link for some handy pointers on C2P.