Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: JoeyBelgier on July 27, 2009, 04:00:43 pm

Title: New levels for Wolfenstein
Post by: JoeyBelgier on July 27, 2009, 04:00:43 pm
I'm going to make a new levelpack for wolfenstein  :)
Although there was a level editor included with the game,
nobody ever published any new levels, so that's why I, Joey NecroFuckk, will make one :p

Although that's not the only reason, others are:
-I do feel like contributing something, but I don't have the skills to program something decent myself
-I'm just into WW2 Shooters ^^

I will make a new storyline (some care, others don't, but it is kinda crap to make stuff randomly, I think)
The story will be included in a stand alone program you can view on calc. It will be a bit like the briefing in other games.
I'll write the Storyprgm in basic but you'll be able to view it in MirageOS.

The levelpack itself will have at least 5 levels, in various environments.

As for now, that's all folks! 8)

Title: Re: New levels for Wolfenstein
Post by: DJ Omnimaga on July 27, 2009, 04:27:43 pm
nice, I will try them when they're out on emulator :D
Title: Re: New levels for Wolfenstein
Post by: JoeyBelgier on July 27, 2009, 04:33:25 pm
^^
note: if anyone ever messed around with the code of wolf3d, let me know
Title: Re: New levels for Wolfenstein
Post by: DJ Omnimaga on July 27, 2009, 04:39:01 pm
Question, does Wolf level editor allows you to change the wall textures?
Title: Re: New levels for Wolfenstein
Post by: JoeyBelgier on July 27, 2009, 04:44:50 pm
nope =[  only the levels theirselves
And I don't know how to edit the code <<
Title: Re: New levels for Wolfenstein
Post by: JoeyBelgier on October 24, 2009, 11:34:59 am
/bump :P
Is there anyone with sum spare time? :p
Just wondering if anyone is able to change the textures of Wolf3D =[
Title: Re: New levels for Wolfenstein
Post by: DJ Omnimaga on October 24, 2009, 01:24:22 pm
Sorrry I have no clue how to do that x.x

But is Wolf3D source code still avaliable? If sprites are stored in binary, maybe CalcGS could be helpful to replace some of the in-game content?
Title: Re: New levels for Wolfenstein
Post by: JoeyBelgier on October 24, 2009, 01:58:04 pm
he included files and even a text for modding it but idunno how to even open those files x.x
he wrote in the file he'd release the engine w/o any addidtional stuff, but apeareantly he hasn't
(If he did, It'd be called Atrav-Engine or something)
Title: Re: New levels for Wolfenstein
Post by: mapar007 on October 25, 2009, 02:31:06 am
Assuming its this you mean:

http://www.ticalc.org/archives/files/fileinfo/214/21441.html


Extract the group file, mess with the images using a hex editor to transform them into "raw" binary files, then do more messing to change the image (rule: 1 bit for 1 pixel), last step: relink the image, transfer, and you're done.

You can mod this file of mine to relink the image into 8xi.
http://www.ticalc.org/archives/files/fileinfo/417/41732.html

EDIT: just noticed source isn't included. Just drop me an email or something, I'll see what I can do.
Title: Re: New levels for Wolfenstein
Post by: DJ Omnimaga on October 25, 2009, 03:08:29 am
Nope, he means the ASM wolfeinstein raycaster, not by Coelurus but some other person who released it in 2003:

http://www.ticalc.org/archives/files/fileinfo/277/27767.html

Like my old game xLIB xLIB Revolution in 2005, that Wolfeinstein clone made it to Engadget front page as well as various other blogs. I wouldn't be surprised if it did like Desolate and my games Reuben Quest and ROL3 a few months ago and made it to GamesRadar too at one point.

Technically, if the sprites are in binary, you just need to change the 0s and 1s. 0=white pixel and 1=black pixel. Then you compile if you know how.

Back in 2002 I made a pseudo 3D BASIC FPS like the one you linked above but with inverted screen instead and it ran quite fast compared to many BASIC FPSes and was quite long too (15 stages, if I remember), but I lost it :(
Title: Re: New levels for Wolfenstein
Post by: JoeyBelgier on October 25, 2009, 08:04:55 am
D: you ever uploaded it anywhere? D:
Title: Re: New levels for Wolfenstein
Post by: DJ Omnimaga on October 25, 2009, 01:26:22 pm
nah I had it on a floppy disk along with several other games as well as my old computer, but then my old computer hard drive crashed and a few years later I checked on my floppy disk and everything vanished from it. :(
Title: Re: New levels for Wolfenstein
Post by: JoeyBelgier on October 25, 2009, 05:46:07 pm
crap :[
I <3 Basic FPS
I tested every single one on Ticalc x.x
Title: Re: New levels for Wolfenstein
Post by: DJ Omnimaga on October 25, 2009, 11:27:11 pm
I don't mind some, but a lot ran very slow for what they could do and after you tried Gemini, it's hard to enjoy a BASIC FPS again. Some are really good, tho, like Tomb Raider and Quake IV
Title: Re: New levels for Wolfenstein
Post by: JoeyBelgier on October 26, 2009, 04:27:37 pm
I know this is topic-changing but, how did you store the maps? D:
Title: Re: New levels for Wolfenstein
Post by: DJ Omnimaga on October 26, 2009, 11:15:38 pm
I used matrices, IIRC. Kinda like the Tomb Raider game on the TI-83 old edition and Quake IV on both the 83 and 83+
Title: Re: New levels for Wolfenstein
Post by: JoeyBelgier on October 27, 2009, 03:31:57 pm
I never used a matrice before ( at least not that I know)
Title: Re: New levels for Wolfenstein
Post by: JoeyBelgier on November 05, 2009, 04:58:24 pm
Anyone knows how to edit one of these?  :o
Code: [Select]
Tile 1
 .db $FF,$FF,$C0,$C0,$C0,$C0,$FF,$FF,$FF,$FF,$06,$06,$06,$06,$06,$06
 .db $FF,$FF,$FF,$FF,$C0,$C0,$C0,$C0,$C0,$C0,$FF,$FF,$FF,$FF,$06,$06
 .db $06,$06,$06,$06,$FF,$FF,$FF,$FF,$C0,$C0,$C0,$C0,$C0,$C0,$FF,$FF
It's a texture of Wolfenstein 83
Title: Re: New levels for Wolfenstein
Post by: DJ Omnimaga on November 06, 2009, 02:00:24 am
HOSHI-! Mhmm, yeah I prefer when they put it in binary, much easier to edit since black tiles are 1 and white 0. Maybe there's a binary to hex converter somewhere, though
Title: Re: New levels for Wolfenstein
Post by: JoeyBelgier on November 06, 2009, 09:46:00 am
well, the sprites for weapons, beginning screen, and some other things are in binary
but all the textures are like this x.x
Oh well, I'm going to lookk at this later. I'm just done with learning, don't want to do anything at the moment :P
Title: Re: New levels for Wolfenstein
Post by: Eeems on November 06, 2009, 09:55:11 am
Hat looks like a hex texture, I'm pretty sure there are hex image editors on ticalc
Title: Re: New levels for Wolfenstein
Post by: simplethinker on November 06, 2009, 12:38:38 pm
Anyone knows how to edit one of these?  :o
Code: [Select]
Tile 1
 .db $FF,$FF,$C0,$C0,$C0,$C0,$FF,$FF,$FF,$FF,$06,$06,$06,$06,$06,$06
 .db $FF,$FF,$FF,$FF,$C0,$C0,$C0,$C0,$C0,$C0,$FF,$FF,$FF,$FF,$06,$06
 .db $06,$06,$06,$06,$FF,$FF,$FF,$FF,$C0,$C0,$C0,$C0,$C0,$C0,$FF,$FF
It's a texture of Wolfenstein 83
You could convert each hex value to its corresponding binary value, and then edit each bit how you want (then convert back to hex).  For example, "$FF,$C0" is the same as "1111 1111 1100 0000", which is 10 filled pixels followed by 6 blank pixels.
Title: Re: New levels for Wolfenstein
Post by: DJ Omnimaga on November 07, 2009, 01:07:15 am
except that it takes very long to convert many of these x.x, especially when you don't have a converter handy and have to google for one during 15 minutes x.x
Title: Re: New levels for Wolfenstein
Post by: simplethinker on November 07, 2009, 10:16:36 am
except that it takes very long to convert many of these x.x, especially when you don't have a converter handy and have to google for one during 15 minutes x.x
Should I add a full picture editor to my sprite/tileset/tilemap editor then?  I think I would just need to reorganize the display a bit and shrink some things.
Title: Re: New levels for Wolfenstein
Post by: DJ Omnimaga on November 07, 2009, 01:27:23 pm
it might be an idea, with pic to hex conversion or even binary to hex or vice versa ^^