John Carmack, Jay Wilbur, John Romero, Brian Luzietti and my wife Lorenza. Wolfenstein 3D Classic is non-stop action and all of the memorable enemies are there for you to conquer from Hans Grosse to MechaHitler Search levels for hidden secrets that reveal stolen Nazi treasure, health packs, ammo and weapons or even short cuts. I can be found at want to thank those who helped make this project a reality. If someone makes any improvements to this code like adding Sprocket support or GL support, please send me the new source. I hope you enjoy looking over this code and making little changes for your own pleasure and learning. Over 5 years since I did the mac version of Wolf 3D.
I suggest you get WolfEdit that is available on the web from WolfAddict software instead. Yes, there is a level editor that I wrote. (Jim Nitchals sadly has passed on, may he rest in peace). Wolfenstein 3D, a really nice action game sold in 1995 for Mac, is available and ready to be played again Also available on Apple IIgs, time to play a shooter, compilation / shovelware, world war ii and fps video game title.
You cannot use the music driver in your own programs unless you get a license from Steve Hales. The sound code is copyright Steve Hales and Jim Nitchals. I've compiled, tested and ran the game and the code runs fine.
I took the code from Codewarrion DR/4 which was the development system at the time and updated the project to Codewarrior PRO 5 (Which is what I use today). This is why there is SetupScalersPPC.c and SetupScalers68k.c. So it was changed to a simple assembly loop and the game ran fine. The powerpc version originally had this method as well but the performance sucked. The source file SetupScalers68k.c creates the 68000 code and then issues calls to it via a little 68000 assembly glue code. In the 68000 version, 68000 code is generated at runtime to draw the vertical lines very quickly. The mac version also has two modes of drawing. (8 bits of integer and 8 bits of fraction) The fixed point number system was 8.8 format so that it could fit in a 65816 register for the SNES and Apple IIgs version of Wolf 3D. This version of the game differs greatly from the PC version since it used BSP trees to help determine which walls were to be drawn instead of the ray-casting method. The code was based not on the PC version but of a Super NES version that was done at id software. Wolfenstein 3D for MacOS was released on October 1st, 1994 by Interplay Productions under license from id software. Programming and Project Lead: Bill Heineman In the older (non-GTK) one that I run though, I can't change the color depth from within that emulated Mac, I have to change it using the BII prefs utility.History of Wolfenstein 3D: First & Second Encounter I simply decided to stick with the older version of BII which seems to run fairly well on my PC (short of running Wolf3D under it, that version of BII are you running? Per above, I myself had problems with the newer GTK version of the emulator. for me, no fullscreen mode, problems with GTK, etc. Had similar problems as you with the newer version of BII. The crashes seem to be random, but are inevitable nonetheless.
I had the same problem with the older version of BII. Wolfenstein 3D from id Software is an absolute classic of the genre and a title that is considered to be one of the prototypes of current FPS productions. Maybe it's been fixed, but I haven't managed to get the newer Basilisk II's working on my Windows machine due to crazy conflicts with the version of GTK that came with Pidgin.
Also, I haven't had much luck running Wolfenstein through Basilisk II - granted it was an older version of the emulator, and while the game did run, it would occasionally just crash the emulator. You can escape from Castle Wolfenstein if youre fast enough - now prove your worth, Soldier Made for Mac System 7.0+.