Well, yes, that video shows the game running on an emulated Pentagon machine, but without the additional CPU cycles attached; yet I've also tested it on the non-clone 48K mode and it runs as smoothly. By the way, Moroz1999 says that if you run this from a Penteva machine with turbo mode on, the engine gives about ~40FPS. :)
Well, yes, that video shows the game running on an emulated Pentagon machine, but without the additional CPU cycles attached; yet I've also tested it on the non-clone 48K mode and it runs as smoothly. By the way, Moroz1999 says that if you run this from a Penteva machine with turbo mode on, the engine gives about ~40FPS. :)
blimey - someone wing me a linkypoo to this coding tour de force
Oh righty, that's rather interesting. Odd (Unexpected,) but interesting! :D
I put the Amstrad Speccy hack of this version to tape a while back and played that - so I missed that intro. Thanks for the linketty-link. I'm glad it's a different story, cuz I'm a funny ol' sod (Geez, y don't say!)and I really wanna play a 1st person shooter that has more of an original flair. That new 48k vid looks brilliant, and I'm not adversed to more undead Nazi blasting... (unless it has Wolfenstein in the title. ;) )
There are any number of generic Zombie Nazi scenarios to play on and still be original. It's all the rage y'know!
it would still be pretty awesome if we had something new, even if they were just new maps.
In fact, I've made a couple of maps (with one still being untested) for the original Wolf2004, in hope that I will make a separate mission pack. But I didn't make it further on, sadly. Well, maybe I *can* finish it one day.
Here it is. Just for your information, the maps are chilly sauce hard.
The author made a lot of improvement since his game Wolf 2004. It runs 2-3 times faster than that game and while the snapshot is saved in Pentagon mode, the code is really supposed to run on Zx 48Kb.
They write that memory may be a problem - of 40 kB available the engine occupies over 30. But still some game, if carefully designed, would be possible.
Actually, Wolfenstein 2004 in fact has a storyline, but it's not the same you'd see in the original DOS version... It's actually based off an old movie called "Seventeen Moments of Spring".
Actually I'd say that this game has a more interesting story than original Wolfenstein. Okay, it's kill Hitler stuff but the levels are really diverse. You fight in the castle, some dungeons, sewers, even outdoor. The original Wolfenstein took place all in the castle. There is also more monsters in the Spectrum version.
In my opinion it is however spoilt by digitalised pictures presented between levels which not only flicker a lot but have no relationship to the game at all.
In my opinion it is however spoilt by digitalised pictures presented between levels which not only flicker a lot but have no relationship to the game at all.
I dunno, maybe Dmitry (AlCo's real name, at that) didn't really considered the pre-level screens as a storyline device but rather as an addition for a tech demo. Not to mention that Black Raven also (pseudo-)randomly switches between the pics that have to do something with the game's setting and something completely different (like Alf or "Black Raven is tough enough to be a child's game" :-D).
Actually I'd say that this game has a more interesting story than original Wolfenstein. Okay, it's kill Hitler stuff but the levels are really diverse. You fight in the castle, some dungeons, sewers, even outdoor. The original Wolfenstein took place all in the castle. There is also more monsters in the Spectrum version.
I still feel like they all are underground levels, though, considering this game has no so-called skybox, which the 48K engine actually has, even if it's a mere horizon which separates the game to colored sky and black floor.
I still feel like they all are underground levels, though, considering this game has no so-called skybox, which the 48K engine actually has, even if it's a mere horizon which separates the game to colored sky and black floor.
Well, I believe this part was supposed to happen outdoor.
I guess we have a sky and a building here although due to the used dithering it's often hard to say what we are looking at, no mention of spotting the enemy :)
Well, I believe this part was supposed to happen outdoor.
I guess we have a sky and a building here although due to the used dithering it's often hard to say what we are looking at, no mention of spotting the enemy :)
Not to mention the roof blown off the house, too. :)
Okay, what I meant by my previous post is that while such levels in Wolf2004 doesn't actually have the COMPLETE feeling of that you're outdoors, the Wolf48K demo level, despite it has invisible walls, actually beared this kind of illusion. Doesn't mean that the Wolf2004 outdoor levels are poor, though, every level in here is designed brilliantly.
OH FFS we have 48k to play with, what do you expect an exact pixel to pixel repro of the original it's nice just see someone actually updating an explaining an already excellent piece of software.
OH FFS we have 48k to play with, what do you expect an exact pixel to pixel repro of the original it's nice just see someone actually updating an explaining an already excellent piece of software.
I would suck at explaining how it works as such, but...
Uh, I guess you guys are interested in how to create custom levels for Wolf2004/48K all by yourself, right? I sure can make a mini-tutorial, if you are aware of how to use TR-DOS disk images... ;-)
I would suck at explaining how it works as such, but...
Uh, I guess you guys are interested in how to create custom levels for Wolf2004/48K all by yourself, right? I sure can make a mini-tutorial, if you are aware of how to use TR-DOS disk images... ;-)
YES! It could be something that Martijn might archive for everyone in the future to use??
YES! It could be something that Martijn might archive for everyone in the future to use??
Okay, so here how it goes...
For the original Wolfenstein 2004 (in 128K)
The level editor is available on the second disc as WolfEd.
Nautrally, the files on the game disc are placed as such: MUS*.C (packed ProTracker 3 file, probably crammed in with Hrust 2.0.), WSF*.C (gigascreen pictures, probably unpacked) and LEV*.C (the level file, the one we need to edit). The star sign points at the number of the level, from A to Q.
The notes on the top of the screen tell you what keys you need to press to load and save levels on the disk. Pretty much, Extended Shift (Ext) is Symbol Shift+Caps Shift combined, so if you need to load anything up, press SS+CS+L. In the same vein, to save, press SS+CS+S and to clear the map, SS+CS+N.
Everything should be self-explanatory, discounting a couple of things. The first one is that the map cannot be any bigger than 32X32, the second one is that the direction you see at the very beginning can be changed with the "5" button.
And let the might of Cursor joystick and Kempston mouse be with you.
The wall textures list, from the left to the right, top to bottom:
FIRST ROW:
Null
Earth/Forest
Gray Brick Wall
Regular Door (opens and closes)
Locked Door (requires Skull Key, opens permamently)
White Brick Wall
Tiled Wall
Blocks And Two Pillars
SECOND ROW:
Hitler's Portrait
Flagged Wall
Power Door (opens permamently)
Bright Stones
Eagle Flag
Eagle Flag 2 (used for secret rooms, opens and closes)
Gray Stones
Gray Stones With Waterfall
The entities list, from the left to the right, top to bottom:
Now, to be exact, you also need to load WolfEd here, but this time, throw a map called "map48" in, cos' it's that one level that will be thrown during the assembly process.
Here are some things you might consider while "hacking" the engine demo: the level grid is now 30X27 (at least for the demo map), you always start at 15X14,the sprites are, again, hardcoded, doors are not implemented, neither are doors.
Now here's the new texture list:
Null
Skull Walls
Rect. Brick Walls
"Verboten!" Sign
Eagle Coat-of-Arms
Tiled Brick Walls
Locked Skeleton (to blend with Rect. Brick Walls)
Cross Sign
Zilog Inside
Castle Walls
Skybox (every other texture)
Now, after you save your new map48 file, it's time to roam it inside out. :grin:
Here's how to run the executable (not compile it right away, though) of this engine:
Reset to TR-DOS (make sure you save before that).
Run "alasm64".
Type "W W48". The command line should say "WORK W48". Enter.
When the source is loaded, press "A" so "ASSEMBLE" would pop up. Enter again.
Wait.
When it's done, press "R" so "RUN" would be shown. Enter.
Voila!
So, I guess that's all, folks! One remark, though: the 48K version, while playable, is actually a demo, not bearing any gameplay at all, obviously, so... Why won't you experiment at making maps in the original 128K version? Yes, I know it has poor visibilty, but hey, with some imagination, you can make a pretty brilliant map, can't you? :)
Thats great! I'd suggest you send it directly to Martijn so he can archive it for you.
Fine, although how should I PM that? By saying something like "Dear Martijin, I'd like you to archive this and that for the future exploitation by mapmakers, thanks a lot"?
OK peeps, I've sweated over this for 4 or 5 days, but here it is! the full TRDOS version of wolfenstein converted to a TAP version. And it runs great on +2A/+3. Notes are included. Zetro I'll race you to the the IDEDOS version! :p
I remember some misinformed people claiming there Wolfenstein for original Spectrum doesn't exist, it is just for "some" Pentagon. Now we can show them the proof :)
Thanks for the efforts!! Now we can play in eastern european Spectrums too.
There are many excellent russian games which I would love to play in real machines ;)
And here are the notes on converting this bad boy!!!!
Update V2....
Both the Tape and Disk versions now play Digital Music and the player code has been moved to Uncontended RAM for less muddy sound.
The Digital AY sound is turned on by default and X-colour is set to Waves by default, and the suggested poke (see below) has been implemented for a better gigascreen experience.
The Firstrun and Intro sections have been implemented and tested.
Disk Version Only....
There is a cheat menu to allow infinite bullets, energy, and ingame keys to skip to the next level. This is done by pressing keys N, U, and G simultaneously (Nugget, Get it?)
I havent tested it on IDEDOS but as the loader is a fairly simple IM1 loader i can't forsee any problems. The partition containing the game in the IDEDOS filesystem must be called "Wolfenstein2004"
Enjoy!
Notes on Making Wolfenstein 2004 ZX TAP Version.....
1st.... Important multiface pokes for Playtesting & Optimum results on ZX
in options I preferred BIG video Size
The Digital Music using AY does work but is very muddy on ZX due to the core loop running in contended RAM. I will try to copy this to uncontended RAM on my +3 Disk version and if successful will port it to the TAP version as well.
for [X]-color type the pics look much nicer using waves setting. When the 1st pic appears (stargazer, before level 1) you can multiface poke 37889,3 to make it look really nice on regular speccies, I found this figure by experimentation. Go ahead, it doesn't hurt. I also liked 8,10 and 13 (the value on TRDOS is 29)
in the game,
POKE 31300,X (1-250) is the number of bullets you start with
POKE 28180,X is the in game counter for bullets (again 1-250)
POKE 28179,X is the ingame counter for bullets for a different gun. I made do with these two, but i'm sure there's more (for rockets for example)
POKE 33781,0 will give infinite energy
Jumping to address 33519 will advance to the next level (this doesn't even matter where the stack is at the time)
2nd..... Game files
WOLFSET.C is the loader, 128K paging, On Screen Printing handler, but actual tape loader is in 1st basic file (W). The W file also puts the speccy in USR0 mode (so no need to do it yourself).
UNILD.C contains the on-screen print routine and character set.
WOLFMENU.C is the menu, options and settings. This is where you will always need to rewind to after losing a game, or viewing author or Info, or setting Digital Audio On. (Indeed the music playes while menu is showing if Option is enabled)
WOLFAUT.C is author info, in russian. Has funky Digital Audio if turned on.
WOLFINFO.C is game info, in russian. Has funky Digital Audio if turned on.
FILE1-8.C is Digital Audio files. Ignored unless DA is turned on in options.
WOLFSYS.C and WOLFGFX.C are the game core and graphics core. (pokes can be entered after these have loaded)
WSFA-R.C are the multicolour pictures
LEVA-Q.E are the level layout files
GFX0-4.S are the level graphics files. Note the file GFX0.S is used and repeated 12 times (for 12 different levels) in the tap file. These are all the same, but duplicated for sequential game play (ie no rewinding / fastforwarding) as with the 2 occurances of GFX4.S.
MUZA-Q.C are the level music files
WOLFDATA.C and DATA1-6.C are the end sequence
DATA9.C is the ending text, in russian. Has funky Digital Audio if turned on.
WOLF2004 Basic file will load the intro sequence, WINTRO.C
FIRSTRUN.C, poor.i, medium.i and hi-end.i are for the firstrun setup. Not sure if these work. I think they can be loaded from the EXIT section of the menu. Didnt spend too much time on it as its easy to specify options on the Main Menu.
3rd..... Notes
Most of the individual files were easy to rip off the TRDOS disk, but I spent a long time trying to understand the routines to load the compressed files in the 300K-odd file "WOLF2004.r" - so after a day or so of trying with multiple crashes, imagine my surprise when I saw the word "Rar!" in my monitor program. so I opened the TRD in a hex editor, searched for "Rar!" and deleted everything before and saved the result. WINRAR was able to then dump out all the missing uncompressed files!!!!!!!!!! I just tried loading without the decompression routines and it worked. I couldn't believe my luck, or the fact i'd found a RAR file on a Speccy!!!
Ivanzx, making a tape of this game seems to be more than average for me. However, it's TOO BIG to fill a simple tape... It lengths almost 2 hours... :o
Ivanzx, making a tape of this game seems to be more than average for me. However, it's TOO BIG to fill a simple tape... It lengths almost 2 hours... :o
WoW! Now we know the russian?s trick! :) Filling in cassettes with a game!
How many +3 disks would it need?
I will play in emulator then, to enjoy this awesome effort in the Spectrum.
Comments
Well, yes, that video shows the game running on an emulated Pentagon machine, but without the additional CPU cycles attached; yet I've also tested it on the non-clone 48K mode and it runs as smoothly. By the way, Moroz1999 says that if you run this from a Penteva machine with turbo mode on, the engine gives about ~40FPS. :)
blimey - someone wing me a linkypoo to this coding tour de force
I put the Amstrad Speccy hack of this version to tape a while back and played that - so I missed that intro. Thanks for the linketty-link. I'm glad it's a different story, cuz I'm a funny ol' sod (Geez, y don't say!)and I really wanna play a 1st person shooter that has more of an original flair. That new 48k vid looks brilliant, and I'm not adversed to more undead Nazi blasting... (unless it has Wolfenstein in the title. ;) )
There are any number of generic Zombie Nazi scenarios to play on and still be original. It's all the rage y'know!
Keep up the fantastic work. Wanna see more!
In fact, I've made a couple of maps (with one still being untested) for the original Wolf2004, in hope that I will make a separate mission pack. But I didn't make it further on, sadly. Well, maybe I *can* finish it one day.
Here it is. Just for your information, the maps are chilly sauce hard.
My only wish... a Binary so I can make a +IDEDOS loader for it.
And how big is the display window?
- IONIAN-GAMES.com -
People, maybe just try this snapshot :)
http://zx.pk.ru/showpost.php?p=526230&postcount=6
The author made a lot of improvement since his game Wolf 2004. It runs 2-3 times faster than that game and while the snapshot is saved in Pentagon mode, the code is really supposed to run on Zx 48Kb.
They write that memory may be a problem - of 40 kB available the engine occupies over 30. But still some game, if carefully designed, would be possible.
Actually I'd say that this game has a more interesting story than original Wolfenstein. Okay, it's kill Hitler stuff but the levels are really diverse. You fight in the castle, some dungeons, sewers, even outdoor. The original Wolfenstein took place all in the castle. There is also more monsters in the Spectrum version.
In my opinion it is however spoilt by digitalised pictures presented between levels which not only flicker a lot but have no relationship to the game at all.
well the screen is 16x24, but I'd love to see a tap file so I can try it on a 48k
1) I don't remember how they were drawn exactly, I guess I need to reread the threads on ZX-PK.RU. :-D
2) Smaller than in Critical Error.
I dunno, maybe Dmitry (AlCo's real name, at that) didn't really considered the pre-level screens as a storyline device but rather as an addition for a tech demo. Not to mention that Black Raven also (pseudo-)randomly switches between the pics that have to do something with the game's setting and something completely different (like Alf or "Black Raven is tough enough to be a child's game" :-D).
I still feel like they all are underground levels, though, considering this game has no so-called skybox, which the 48K engine actually has, even if it's a mere horizon which separates the game to colored sky and black floor.
Well, I believe this part was supposed to happen outdoor.
I guess we have a sky and a building here although due to the used dithering it's often hard to say what we are looking at, no mention of spotting the enemy :)
Not to mention the roof blown off the house, too. :)
Okay, what I meant by my previous post is that while such levels in Wolf2004 doesn't actually have the COMPLETE feeling of that you're outdoors, the Wolf48K demo level, despite it has invisible walls, actually beared this kind of illusion. Doesn't mean that the Wolf2004 outdoor levels are poor, though, every level in here is designed brilliantly.
I would suck at explaining how it works as such, but...
Uh, I guess you guys are interested in how to create custom levels for Wolf2004/48K all by yourself, right? I sure can make a mini-tutorial, if you are aware of how to use TR-DOS disk images... ;-)
YES! It could be something that Martijn might archive for everyone in the future to use??
For the original Wolfenstein 2004 (in 128K)
The level editor is available on the second disc as WolfEd.
Nautrally, the files on the game disc are placed as such: MUS*.C (packed ProTracker 3 file, probably crammed in with Hrust 2.0.), WSF*.C (gigascreen pictures, probably unpacked) and LEV*.C (the level file, the one we need to edit). The star sign points at the number of the level, from A to Q.
The notes on the top of the screen tell you what keys you need to press to load and save levels on the disk. Pretty much, Extended Shift (Ext) is Symbol Shift+Caps Shift combined, so if you need to load anything up, press SS+CS+L. In the same vein, to save, press SS+CS+S and to clear the map, SS+CS+N.
Everything should be self-explanatory, discounting a couple of things. The first one is that the map cannot be any bigger than 32X32, the second one is that the direction you see at the very beginning can be changed with the "5" button.
And let the might of Cursor joystick and Kempston mouse be with you.
The wall textures list, from the left to the right, top to bottom:
FIRST ROW:
SECOND ROW:
The entities list, from the left to the right, top to bottom:
FIRST ROW:
SECOND ROW:
For the ported Wolfenstein (in 48K)
Download the source code from here.
Now, to be exact, you also need to load WolfEd here, but this time, throw a map called "map48" in, cos' it's that one level that will be thrown during the assembly process.
Here are some things you might consider while "hacking" the engine demo: the level grid is now 30X27 (at least for the demo map), you always start at 15X14,the sprites are, again, hardcoded, doors are not implemented, neither are doors.
Now here's the new texture list:
Now, after you save your new map48 file, it's time to roam it inside out. :grin:
Here's how to run the executable (not compile it right away, though) of this engine:
So, I guess that's all, folks! One remark, though: the 48K version, while playable, is actually a demo, not bearing any gameplay at all, obviously, so... Why won't you experiment at making maps in the original 128K version? Yes, I know it has poor visibilty, but hey, with some imagination, you can make a pretty brilliant map, can't you? :)
Fine, although how should I PM that? By saying something like "Dear Martijin, I'd like you to archive this and that for the future exploitation by mapmakers, thanks a lot"?
Uhm, kay. :)
http://nugget.no-ip.biz/spectrum/wolf2004.rar
Thank You A LOT for Your great work!
I remember some misinformed people claiming there Wolfenstein for original Spectrum doesn't exist, it is just for "some" Pentagon. Now we can show them the proof :)
Don't forget to upload your work to the archive.
There are many excellent russian games which I would love to play in real machines ;)
I've also made the IDEDOS / +3 disk version which includes a cheat menu and in-game level skip keys.
get it here -> http://nugget.no-ip.biz/wolfenstein2004v2_Tap_Dsk.rar <-
:p:p:p:p
And here are the notes on converting this bad boy!!!!
Update V2....
Both the Tape and Disk versions now play Digital Music and the player code has been moved to Uncontended RAM for less muddy sound.
The Digital AY sound is turned on by default and X-colour is set to Waves by default, and the suggested poke (see below) has been implemented for a better gigascreen experience.
The Firstrun and Intro sections have been implemented and tested.
Disk Version Only....
There is a cheat menu to allow infinite bullets, energy, and ingame keys to skip to the next level. This is done by pressing keys N, U, and G simultaneously (Nugget, Get it?)
I havent tested it on IDEDOS but as the loader is a fairly simple IM1 loader i can't forsee any problems. The partition containing the game in the IDEDOS filesystem must be called "Wolfenstein2004"
Enjoy!
Notes on Making Wolfenstein 2004 ZX TAP Version.....
1st.... Important multiface pokes for Playtesting & Optimum results on ZX
in options I preferred BIG video Size
The Digital Music using AY does work but is very muddy on ZX due to the core loop running in contended RAM. I will try to copy this to uncontended RAM on my +3 Disk version and if successful will port it to the TAP version as well.
for [X]-color type the pics look much nicer using waves setting. When the 1st pic appears (stargazer, before level 1) you can multiface poke 37889,3 to make it look really nice on regular speccies, I found this figure by experimentation. Go ahead, it doesn't hurt. I also liked 8,10 and 13 (the value on TRDOS is 29)
in the game,
POKE 31300,X (1-250) is the number of bullets you start with
POKE 28180,X is the in game counter for bullets (again 1-250)
POKE 28179,X is the ingame counter for bullets for a different gun. I made do with these two, but i'm sure there's more (for rockets for example)
POKE 33781,0 will give infinite energy
Jumping to address 33519 will advance to the next level (this doesn't even matter where the stack is at the time)
2nd..... Game files
WOLFSET.C is the loader, 128K paging, On Screen Printing handler, but actual tape loader is in 1st basic file (W). The W file also puts the speccy in USR0 mode (so no need to do it yourself).
UNILD.C contains the on-screen print routine and character set.
WOLFMENU.C is the menu, options and settings. This is where you will always need to rewind to after losing a game, or viewing author or Info, or setting Digital Audio On. (Indeed the music playes while menu is showing if Option is enabled)
WOLFAUT.C is author info, in russian. Has funky Digital Audio if turned on.
WOLFINFO.C is game info, in russian. Has funky Digital Audio if turned on.
FILE1-8.C is Digital Audio files. Ignored unless DA is turned on in options.
WOLFSYS.C and WOLFGFX.C are the game core and graphics core. (pokes can be entered after these have loaded)
WSFA-R.C are the multicolour pictures
LEVA-Q.E are the level layout files
GFX0-4.S are the level graphics files. Note the file GFX0.S is used and repeated 12 times (for 12 different levels) in the tap file. These are all the same, but duplicated for sequential game play (ie no rewinding / fastforwarding) as with the 2 occurances of GFX4.S.
MUZA-Q.C are the level music files
WOLFDATA.C and DATA1-6.C are the end sequence
DATA9.C is the ending text, in russian. Has funky Digital Audio if turned on.
WOLF2004 Basic file will load the intro sequence, WINTRO.C
FIRSTRUN.C, poor.i, medium.i and hi-end.i are for the firstrun setup. Not sure if these work. I think they can be loaded from the EXIT section of the menu. Didnt spend too much time on it as its easy to specify options on the Main Menu.
3rd..... Notes
Most of the individual files were easy to rip off the TRDOS disk, but I spent a long time trying to understand the routines to load the compressed files in the 300K-odd file "WOLF2004.r" - so after a day or so of trying with multiple crashes, imagine my surprise when I saw the word "Rar!" in my monitor program. so I opened the TRD in a hex editor, searched for "Rar!" and deleted everything before and saved the result. WINRAR was able to then dump out all the missing uncompressed files!!!!!!!!!! I just tried loading without the decompression routines and it worked. I couldn't believe my luck, or the fact i'd found a RAR file on a Speccy!!!
Enjoy, everyone!
leeching failed: 404!
at least i know somebody tried!
so here we go:-
get it here -> http://nugget.no-ip.biz/spectrum/wolfenstein2004v2_Tap_Dsk.rar <-
Ivanzx, making a tape of this game seems to be more than average for me. However, it's TOO BIG to fill a simple tape... It lengths almost 2 hours... :o
WoW! Now we know the russian?s trick! :) Filling in cassettes with a game!
How many +3 disks would it need?
I will play in emulator then, to enjoy this awesome effort in the Spectrum.