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A friendly Wolfenstein 3D community, about Wolfenstein 3D, the game that gave birth to first person shooters...


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Asa

Reinstating the overhead map function in Wolf3D - Fri Jul 17, 2020 1:04 pm

AryanWolf3D wrote:Oh yeah that's right... In that case, before doing any of this, open up wolf3d_14_export.def and make it look like this:

#ModId definition file for Wolfenstein 3D, GT + Id + Activision releases, v1.4
GALAXY 
GAMEEXT wl6
GRAPHICSFORMAT VGA
GRSTARTS 3
CHUNKS 152
FONT 2 1 #num, start
FONTM 0 3
PICS 135 3 0      #num, start, tablestart
PICM 0 135 0   
SPRITES 0 135 0 
TILE8 35 138 # The EXE has a count of 72 defined
TILE8M 0 139
TILE16 0 139
TILE16M 0 139
TILE32 0 139
TILE32M 0 139
B800TEXT 139 orderscreen
B800TEXT 140 errorscreen
TEXT 141 helpart
DEMO 142 0
DEMO 143 1
DEMO 144 2
DEMO 145 3
TEXT 146 endart1
TEXT 147 endart2
TEXT 148 endart3
TEXT 149 endart4
TEXT 150 endart5
TEXT 151 endart6

Then in wolf3d_wl6_14_import.def:

#ModId definition file for Wolfenstein 3D, GT + Id + Activision releases, v1.4
GALAXY 
GAMEEXT wl6
GRAPHICSFORMAT VGA
GRSTARTS 3
CHUNKS 202
FONT 2 1 #num, start
FONTM 0 3
PICS 135 3 0      #num, start, tablestart
PICM 0 135 0   
SPRITES 0 135 0 
TILE8 35 138 # The EXE has a count of 72 defined
TILE8M 0 136
TILE16 50 139
TILE16M 0 189
TILE32 0 189
TILE32M 0 189
B800TEXT 189 orderscreen
B800TEXT 190 errorscreen
TEXT 191 helpart
DEMO 192 0
DEMO 193 1
DEMO 194 2
DEMO 195 3
TEXT 196 endart1
TEXT 197 endart2
TEXT 198 endart3
TEXT 199 endart4
TEXT 201 endart5
TEXT 202 endart6

Now it should work for your modified VGAGRAPH.


Are those last 2 numbers correct? The export has them in numerical order to the end, but in the import file it skips 200?


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