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Disabling the Demo player
Disabling the Demo player
Wolfenstein 3D EXE writers most of the time get irritated of the demos Wolfenstein starts to play each time you've seen the entire title sequence. Most of the time, the levels they have in that slot are empty or have another start position. Today, you'll be able to put in a code that makes the game "loop" the title sequences forever, and no demos will be played. That's a lot better, right?
Step 1. Open WL_MAIN.C and go to line 1551. Now you should see this:
//
// demo
//
#ifdef SPEAR
PlayDemo (LastDemo++%4);
#else
PlayDemo (0);
#endif
Step 2. Replace that with :
#ifdef SPEAR
PlayDemo (LastDemo++%4);
#else
VW_FadeOut();
#endif
Step 3. Now, do a search for "// demo". You should see this:
//
// demo
//
#ifndef SPEARDEMO
PlayDemo (LastDemo++%4);
#else
PlayDemo (0);
#endif
if (playstate == ex_abort)
break;
StartCPMusic(INTROSONG);
}
Change that to:
//
// demo
//
#ifdef SPEAR
VW_FadeOut ();
#else
VW_FadeOut ();
#endif
if (playstate == ex_abort)
break;
// StartCPMusic(INTROSONG);
}
As you see, STARTCPMUSIC is commented out. This is done because if we keep this line intact, the music will re-start with a pop after the high scores screen is displayed and the row of images restarts. Now the song will keep playing. Good eh?
Step 4. Save the file and compile it. Now, after the high scores screen you'll see the title screen again, and so it continues forever.