Wolfenstein 3D for Nintendo 64

Discussion in 'Nintendo Game Development' started by jnmartin84, Nov 11, 2013.

  1. jnmartin84

    jnmartin84 Spirited Member

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    I wouldn't know. The port I based mine off of uses the PC data files and those are the only ones I have legal access to for development and testing.
     
    #41
  2. jnmartin84

    jnmartin84 Spirited Member

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    Still plenty of issues to deal with in the mean time, like figuring out the random freezes.
     
    #42
  3. MasterOfPuppets

    MasterOfPuppets Site Supporter 2013

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    Works on real hardware, one problem is some minor overscan on the controller mapping screen. Also, it might make more sense to say what the action is, instead of the key in the mapping screen.
     
    #43
  4. jnmartin84

    jnmartin84 Spirited Member

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    Any chance you could take a photo of the controller screen on hardware/a real TV for me?

    I could change my string table to be descriptions instead of just the keyboard keys, I was just trying to get it done quickly (also, I went through some sort of "Groundhog Day"-esque debugging nightmare last night when implementing it and didn't care much by the time I finally got everything working correctly enough).

    Always interested in suggestions and polite criticisms so please let me know what you think.
     
    #44
  5. jnmartin84

    jnmartin84 Spirited Member

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    One of the next improvements I need to make is adding input code to allow switching weapons forward or backward instead of having to use the number keys to do it.
     
    #45
  6. sanni

    sanni Enthusiastic Member

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    [​IMG]
    [​IMG]
    [​IMG]
     
    #46
  7. jnmartin84

    jnmartin84 Spirited Member

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    Thanks much. I will work on the control screen some more tonight.
     
    #47
  8. nesworld

    nesworld Gutsy Member

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    hmm looks like the guy has vanished sadly :-(
     
    #48
  9. MottZilla

    MottZilla Guardian of the Forum

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    Maybe something came up. Lots of things can put personal projects on the sideline. Hopefully he'll be back.
     
    #49
  10. tharo

    tharo Member

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    Yeah. He would be an big loos :/
    Awesome progress he did in such less time
     
    #50
  11. Goemon

    Goemon Enthusiastic Member

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    oh i hope he will be back, this is a cool project!
     
    #51
  12. zouzzz

    zouzzz <B>Site Supporter 2013</B>

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    hi,
    Doesn't work with Project64 ?
     
    #52
  13. MottZilla

    MottZilla Guardian of the Forum

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    It might not work on any emulator. It's intended to be played on a real N64 using a device like a Flash Cart or Copier.
     
    #53
  14. zouzzz

    zouzzz <B>Site Supporter 2013</B>

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    Ok, i'll test with my Mr Backup.
    Can we have a completely source code ? Please.
     
    Last edited: Feb 11, 2014
    #54
  15. Zoinkity

    Zoinkity Site Supporter 2015

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    Like many PD projects, this uses the TRAP opcodes to implement events. Popular HLE emulators (such as Project64) didn't bother to support them because they aren't used by any commercial games. Silly emu developers ;*)
    So, in order to use this ROM with those emulators, you'd have to alter the trap events into suitable branches or write comparable code.
     
    #55
  16. zouzzz

    zouzzz <B>Site Supporter 2013</B>

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    Silly emu ^^
     
    #56
  17. danhans115

    danhans115 Spirited Member

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    Great work one of my favourite games, would love to see a PS1 port of it.
     
    #57
  18. Billy

    Billy Member

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    Great work I always loved this game!
     
    #58
  19. lolzvid

    lolzvid Peppy Member

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    I wanted to see more homebrew N64 games, principally that i got a N64 recently :)
    Anyways, nice work!
     
    Last edited: Mar 8, 2014
    #59
  20. MadBullBunny

    MadBullBunny Newly Registered

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    I'm using a new everdrive 64 from krikzz himself. Downloaded the rom from OP's link and it keeps locking up for me after a minute of gameplay.
     
    #60

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