Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
  You are not logged in - nap
Wolf3D   [2017]

Wolf3D Released by :
AmiDog

Release Date :
24 May 2017

Type :
SuperCPU Release

AKA :
Wolfenstein 3-D

Website :
http://scpu.amidog.se/doku.php?id=scpu:wolf3d

User rating:**********  10/10 (10 votes)   See votestatistics

Credits :
Code .... AmiDog

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by AmiDog on 29 May 2017
With the SCPU one can force color data onto the databus by writing to I/O during the three FLI-bug cycles. That didn't work in VICE the last time I tested it (VICE 3.0 probably). See C=Hacking issue 21 for a detailed explanation.
User Comment
Submitted by chatGPZ on 26 May 2017
"the code is very well written, with a lot of comments and more importantly - it is full platform-friendly, ie total abstraction of functionality from the operating system layer, so it is easy to port it to any platform from outer space"
are you sure you have looked at the original DOS source - and not some revisited SDL thingy? i remember looking at the original DooM code - it was full of weird things :)
User Comment
Submitted by Slajerek on 26 May 2017
@Jammer I'm referring to the README inside zip file which states that:

NOTES:
. The 16-color FLI mode is fullscreen on real hardware but VICE doesn't currently support the method used to create a fullscreen FLI display.
User Comment
Submitted by Jammer on 25 May 2017
@Slajerek: I was running the game in Vice 3.1 and could normally use 16col mode.
User Comment
Submitted by Oswald on 25 May 2017
I am disappointed, expected a better framerate, but probably its just me not having an understanding of the power / what has to be done, ratio. great to see wolf on c64 tho :)
User Comment
Submitted by Slajerek on 25 May 2017
The Wolfenstein, Doom and Quake code is IMHO a compulsory reading for everyone who would like to learn how to make game development, or just any programming in general. Even nowadays, the code readability and general organization is really outstanding.

There are 3 things that make this:
A) at the time when the game was published, everyone was shocked mainly because of something that was almost impossible was included in the game
B) a couple of years later there was always a source code release - everybody was shocked the second time mostly due to "ah! so that's how they did these optimizations", and the world used the ideas from released code in their games
C) the code is very well written, with a lot of comments and more importantly - it is full platform-friendly, ie total abstraction of functionality from the operating system layer, so it is easy to port it to any platform from outer space

Nice work really to have it on Commodore platform! Cool!

Anyway, just curious question - what is this 16-color fullscreen FLI method which is not currently supported in VICE exactly?
User Comment
Submitted by Compyx on 24 May 2017
Very nice indeed. Get someone to do proper fonts/logo's etc for the HUD and menu's and this would really kick ass.
User Comment
Submitted by iAN CooG on 24 May 2017
I'm speechless, it's wonderful.
User Comment
Submitted by soci on 24 May 2017
Really cool ;) Unfortunately I don't have a memory board and can't try it on real hardware, but it worked nicely on 2.4.

If there's a small test case runnable on an unexpanded v2 then I could have a look on the timing next month or so.
User Comment
Submitted by Majikeyric on 24 May 2017
Tested on real hardware with an IDE64. Really impressive! Thumbs up ! :)
User Comment
Submitted by AlexC on 24 May 2017
Agree with TWW. Maybe this will bring a new wave of SCPU releases. BTW you need Vice 3.x - I was unable to run it on 2.x
User Comment
Submitted by TWW on 24 May 2017
I think this is fucking awesome! Good job and cool to see what can be done with a SCPU.
Search CSDb
Advanced
Navigate
Prev - Random - Next
Detailed Info
· Summaries (1)
· User Comments (12)
· Production Notes
Fun Stuff
· Goofs
· Hidden Parts
· Trivia
Forum
· Discuss this release
Support CSDb
Help keep CSDb running:



Funding status:




About this site:
CSDb (Commodore 64 Scene Database) is a website which goal is to gather as much information and material about the scene around the commodore 64 computer - the worlds most popular home computer throughout time. Here you can find almost anything which was ever made for the commodore 64, and more is being added every day. As this website is scene related, you can mostly find demos, music and graphics made by the people who made the scene (the sceners), but you can also find a lot of the old classic games here. Try out the search box in the top right corner, or check out the CSDb main page for the latest additions.
Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.1 sec.