Hey it's Dakota here, and I do have something on my mind. How was Macenstein 3D all encounters made on Windows? This interests me because the all three encounters were on Mac and I just like to know how was it possible? It's just so interesting.
2 posters
A coding question.
Dakota Hedgepeth- Don't Hurt Me!
Number of posts : 61
Age : 26
Registration date : 2014-10-22
- Post n°1
A coding question.
Andy- Seasoned Wolfer
- Number of posts : 280
Registration date : 2007-12-22
- Post n°2
Re: A coding question.
Thanks for your interest!
First off, this was a project that was developed over several years:
Mac-enstein 3D released 03-05-07
Mac-enstein Second Encounter released 06-01-07
Triumph of the Will released 08-30-07
Mac-enstein Second Encounter SDL released 06-07-08
Mac-enstein First Encounter SDL 2 released 11-20-10
Mac-enstein Second Encounter SDL 2 released 12-15-10
Mac-enstein Third Encounter SDL 2 released 02-01-12
The first 3 releases were DOS / Borland projects, the last 4 used the Wolf4SDL engine by Ripper. The SDL 2 ones added AlumiuN's Advanced Sound Manager code to allow use of OGG files of the actual Mac Wolfenstein music. Every project built upon the previous one.
Each release has a detailed text file with it that has many credits, tools used, tutorials used, other coding details, and some other goodies, none of which I will rehash here.
I'm not a programmer, so this was stitched together using existing tutorials, help from fellow wolfers, and lots of trial and error. The first SDL version was made during Wolf4SDL development, so Ripper was an active, helpful beta tester, and added some functionality to the Wolf4SDL source code to accomodate Mac-enstein, such as the size 20 screen.
Emulating the Mac with Basilisk II so the Mac Wolfenstein game could be played for comparison and for recording the sounds and music, and for running WolfEdit to examine the maps was really the key to making the project happen. The rest was really just regular Wolf3d modding.
First off, this was a project that was developed over several years:
Mac-enstein 3D released 03-05-07
Mac-enstein Second Encounter released 06-01-07
Triumph of the Will released 08-30-07
Mac-enstein Second Encounter SDL released 06-07-08
Mac-enstein First Encounter SDL 2 released 11-20-10
Mac-enstein Second Encounter SDL 2 released 12-15-10
Mac-enstein Third Encounter SDL 2 released 02-01-12
The first 3 releases were DOS / Borland projects, the last 4 used the Wolf4SDL engine by Ripper. The SDL 2 ones added AlumiuN's Advanced Sound Manager code to allow use of OGG files of the actual Mac Wolfenstein music. Every project built upon the previous one.
Each release has a detailed text file with it that has many credits, tools used, tutorials used, other coding details, and some other goodies, none of which I will rehash here.
I'm not a programmer, so this was stitched together using existing tutorials, help from fellow wolfers, and lots of trial and error. The first SDL version was made during Wolf4SDL development, so Ripper was an active, helpful beta tester, and added some functionality to the Wolf4SDL source code to accomodate Mac-enstein, such as the size 20 screen.
Emulating the Mac with Basilisk II so the Mac Wolfenstein game could be played for comparison and for recording the sounds and music, and for running WolfEdit to examine the maps was really the key to making the project happen. The rest was really just regular Wolf3d modding.
Dakota Hedgepeth- Don't Hurt Me!
Number of posts : 61
Age : 26
Registration date : 2014-10-22
- Post n°3
Re: A coding question.
Wow, that's a great history of how Mac-enstein was created, maybe one day I could make games based on the Mac formula, maybe even including textured floors/ceilings, multiplayer, and even add new weapons and much more. I'm actually inspired by this and probably might use Wolf4SDL to make the total conversions and later on port it to Dreamcast and Windows. Thank you for inspiring me.