It uses track numbers. You can use any tracks you like. The readme lists the tracks the game expects to find, and you can substitute anything you want for any track.
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Nice (not the N-Sync stuff, obviously!), just what I was hoping for! I'm trying to future proof my collection, and emulation is probably the ultimate end to this so being able to play this on KEGA with music is a big improvement.
Thanks Chilly and gasega68k.
Great to see that you put the music. :D
About the Spear of Destiny, yes, maybe I will do so in the MD/Genesis after Wolf3D, as it uses the same engine, same graphics, enemies, walls, objects, but some new ones are added.
And on the music of SOD, I noticed that they are 24 (in Wolf3D are 27) and 11 of them are new and others are from Wolf3D, so at this point, I have yet to do 16 music files for Wolf3D, and when making the music of SOD, only would have to do 11 more. :)
Yeah, I noticed that you had 11 music tracks so far. I just use "Get Them" for the rest at the moment. :D It's fairly easy to add music in Wolf32X. SoD reuses some of the W3D music, so that's at least a little less work to do.
Chilly Willy, awesome job on this new version. I like that the music now plays without the audio CD. However, no matter what difficulty I use, whenever I try to save the game it hangs. I haven't tried SoD yet so I can't confirm it for that.
It's not hung, it's compressing. You need to wait... and wait... and then wait some more. People with their 3GHz 64-bit processors have forgotten how long it took zip and the like on 386 and 68030 systems. :)
Like I said in my post, I really should add a ticker driven by the 68K side to let people know it's working and not hung. It might help to also check out something faster... maybe RLE would compress the save enough...
Definitely a great job there Chilly Willy. About the only thing I seen was a slight slowdown when there's a lot of sprites (treasure, pickups, enemies, or vines in the first lvl in SoD) on the screen, but I guess that is to be expected, it still maintains a smooth pace though, and is quite enjoyable to play.
Keep up the great work, you are one of the few that gives us stuff for our beloved 32x. Definitely have to thank you for all the time and effort you spend on doing this.
Okay, I lied, one more update. :)
I've lowered the quality of the compression to make it reasonable in terms of time spent compressing. It's now about 15 seconds to compress instead of a minute. After checking the size of a few compressed saves, I've added support for two save slots. I could have made it three, but I wanted to error on the side of caution as far as space for compressed saves go.
New archive in the OP.
Not really. It's just that compression is one of those things that takes a LONG time. Think about it a moment - your 3.5GHz 64-bit quad-core AMD64 system may take less than a second to compress a small file, but it's also almost 1000 times as fast as the SH2 in the 32X. Like I said before, try to remember (if you're old enough) zip speeds on those old 286/386/020/030 based computers.
The limited ram does affect the compression, but not the speed. It limits the dictionary/sliding window size, which limits the amount of compression you can achieve. The current lz77 algorithm with the window set to 2KB gives between 3:1 and 4:1 compression on the raw Wolf3D save.
You can tell I haven't gotten my TV yet - here's another update. This is a really minor update, but should help make the speed more consistent. If you remember, I started updating the frame buffer via DMA. Well, I noticed I was just using LONG size DMA transfers. So what? So the SDRAM is HARDWIRED for burst reads. That means that any time you ask for ANY amount of data, it reads 8 words in 12 cycles. Ask for a byte, it reads 8 words. Ask for a word, it reads 8 words. Ask for a long, it reads 8 words. You get the idea. Anywho, that's fine with the CPU as 8 words is a cache line, and that is indeed what burst reading is doing - it's giving you the entire cache line that would cover the data you asked for.
The problem is when you read uncached memory, or use the DMA. In those cases, the cache is not involved. However, you STILL have to put up with the SDRAM reading 8 words. It's HARDWIRED to ALWAYS do burst reads. So if you read a byte/word/long from uncached ram, or DMA a byte/word/long from the ram, the ram still fetches 8 words, tossing the others in the trash, as it were. So using the DMA with byte, word, or long size units causes extra bus activity. It's no big deal for audio as you're asking for one long each sample. The other six words fetched are wasted, but at audio sample rates, that's no big deal. It IS a big deal when you're DMAing 16000 longs every frame!
There's one last transfer size the DMA can use... can you guess what it is? How about 16 byte units? If you DMA data on 16 byte alignments in 16 byte units, the DMA unit can use burst reads to fetch all 16 bytes at once. So I just make sure the screen buffer is 16 byte aligned, set the DMA to 16 byte size, and PRESTO! One fourth as much bus activity. That leaves more time for the CPU to read/write data from/to sdram, or read instructions from sdram.
Archive is in the OP... new bins and code, as usual.
Just tried this out. Pretty awesome playing to music from Ecco Tides of Time! About the only thing I can see wrong are the sound effects. For example it's a very loud buzz whenever you pick up ammo. Making selections in the menu before the game also sound weird.
The FM sound effects were generated by the PC using an emulated FM chip routine. Some folks have mentioned they sound off, but that was the best emulation available at the time. I'll either update the FM emulation used, or replace the FM sounds altogether for the core update to Wolf4SDL v1.8.
And yes, Ecco:ToT music would be pretty awesome there. :D
Chilly Willy, how do I add the full version of Wolfenstein 3D to your port? Your port is freaggin awesome now and sorry I criticized it before. Or is that information not yet allowed to be disclosed or something since it's still in beta?
The current version is based on Wolf3D for PSP (which I had a hand in) which is in turn based off Wolf4SDL v1.5. Due to a lack of ram, Wolf32X currently used an unpacked version of the graphics file (vswap). However, the full version graphics file is too big when unpacked.
The latest version of Wolf4SDL has the ability to draw straight from the packed graphics, so there's no need to unpack the file. I am updating Wolf32X to the new version which will allow running the full versions of W3D and SOD. I'll also make it so you can use TCs as well. That should be out sometime this month.
In the meantime, if you learn how to build the shareware version as it is now, you could actually use this for a few TCs that are based on the shareware version of W3D. In Windows, you need CygWin or MinGW. That gives the compiler necessary to make everything in Windows. There are a couple tools in the root dir that unpack files that you would need to compile in CygWin and run on the TC to unpack the files. Then you'd make the project (make -f Makefile-wdw).
Note, you'll need to make my toolchain for the 32X as well. There's a thread on that in this forum. Once you've got the toolchain built and successfully made the examples, you're probably ready to mess with Wolf32X. :)
Don't think I've replied in awhile, but thank you Chilly for fixing that audio buzzing sound! Working great on my 32X.
I decided to try this out on NeoGenesis v25 on my hacked Original Xbox (which plays 32X games) and it doesn't work. It shows a black screen with the first second of the title screen music repeating over and over infinitely like a broken record.
Ah ok thanks. I'll check out that emulator with your 32X patches. I still think this is best played on real hardware of course, but was just curious about how it would run on my Xbox. NeoGenesis v25 hasn't been updated in forever so I wasn't surprised that it couldn't play it.
Hi! Tried (at last!) the 32x version of Wolfstein. So far is great. But I have some sound issues with it. The menu sound is very loud, and some items when you pick them sounds, or too high, or not the complete sound (mainly ammo from enemies and gold points)
Tried with the last version. :(
Also, hoping for a full game to finish Wolf32x!!
Greg2600, do you had the same issues Im trying to describe? Was totally fixed when picking some bonus items?
Edit: Played with a Model 1 Megadrive, Mega32x PAL. (ow man, sucks to play at 50hz :( )
Edit 2: What I really hope a buil.bat version, to be able to make changes to it, also with Rick32x! :)
I have the same issue here, Chilly.
Everdrive MD rev 2.4, JP MD 1 VA5, JP Super 32X.
The problem is with the digitized sfx (I think that's the name in the options menu), the ones for item pickup and etc. They're too loud and sound garbled.
With them set "off" there's nothing else which sounds wrong or weird.
By the way, I *really* enjoyed Spear of Destiny's demo. Any plans for a full release in near future?
i have 2 questions: what mean shareware version? is only a demo? i cannot finish the game? and how i have to do to make a complete game rom? i can't compile.
how work the audio cd? what i have to do to make a working sound cd for wolfenstein? thanks
I just tried to make an audio cd with UltraISO and it complained that the files weren't in the wav/mp3 format. I tried twice with ISOBurn with mode 2 and mode 1 using ISO9660+UDF as the file system and both resulted in mute audio until I restarted the system .without the cd.
Signed,
Scorpion Illuminati