DOOM/Wolfenstein for 8-bit/16-bit comps?

category: offtopic [glöplog]
Actually I do wonder, are there many methods for wolf3d engines? Is the usual approach the best choice for 8bits or could there be different techniques more suitable and easy to optimize on old hardware? (Like the different approach he describes on MSX)
added on the 2009-03-20 18:43:37 by Optimonk Optimonk
It's not texturemapped. But it's first person, it's networkable up to 16 persons on stock ST hardware and it's from 1987 :-)


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Probably the most fun I ever had with a game..
added on the 2009-03-20 20:06:49 by evil evil
the best tut on raycasting imho:

added on the 2009-03-20 20:13:33 by Oswald Oswald
Here's another one, some sort of blitter shading on the walls instead of texture mapping. Four player network game on plain STe together with "3D" sound and decent framerate. Of course not nearly as impressive as Rays Wold3D on the ST, but for it's day it was quite good.


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added on the 2009-03-20 20:29:52 by evil evil

the article of the MSX guy is weird. not a word about calculating where and how to put wall column, how to get texture coord, etc.

sample code tells this much about the key problems:

draw wall of type room.ROOMSIDES[i-1].type
draw sprites
added on the 2009-03-20 20:35:11 by Oswald Oswald
Also, while searching for Substation I found this

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added on the 2009-03-20 22:31:00 by Optimonk Optimonk
Xeron: erm... I wasn't talkin' to You at all, man. You didn't understand me. I'm very sorry. My response wasn't to You at all. Sorry once again.
Good one Optimus, I had forgot about Destruction Imminent :-)

And here's another for the ST.

Kill Things

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added on the 2009-03-21 08:49:45 by evil evil
@Optimus: oh, no way. I love you man. You have a doom monster in your avatar, not any fox or fenek or whatever it is. :-)
added on the 2009-03-21 09:13:59 by abscess abscess
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Citadel, playable on an amiga 500 when using the smallest screen size
added on the 2009-03-21 09:20:13 by hollowman hollowman
Yep Hollowman, quite nice game.

I remember days when Kane/Suspect was coding that first Amiga doom clone.
I remember, once, when it was finished, I visited the author and to my surprise, he offered me as a gift one of the first public-released original (which btw I have till today =).

There is a Polish devoted team, who ported and improved the game onto PC and MAC machines.
Check it out here. It is worth of it.
added on the 2009-03-21 09:38:14 by sim sim
:: GLOOM (deluxe)

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:: Alien Breed 3D

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:: Fears

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:: Behind The Iron Gate

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:: Alien Breed 3D II: The Killing Grounds

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added on the 2009-03-21 10:25:40 by sim sim
Wow i first tought foxy "O" was directed at MrDoomMonster to, till i took a closer look ;)


Project Battlefield
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Played it on ECS amiga, but i gues it runs on OCS to.
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Zero Tolerance on the Mega Drive aka Sega Genesis. (gameplay video)
added on the 2009-03-21 12:17:12 by tomaes tomaes
Sim: Only "Behind The Iron Gate" is for 16bit, the rest is AGA/CD32 if LemonAmiga is to be trusted :)
added on the 2009-03-21 12:50:33 by evil evil
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Duke Nukem 3D on Genesis
added on the 2009-03-21 13:00:28 by the_Ye-Ti the_Ye-Ti
I played a whole bunch of Bloodshot on megadrive.
added on the 2009-03-21 15:22:33 by linde linde
...is anyone coding one of this for Breakpoint's 96kb? :D
added on the 2009-03-21 16:03:56 by xernobyl xernobyl
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One level in Toy Story on Genesis, it's not shooter but still worth mentioning.
Hmm, the toy story genesis wolfenstein has better resolution/size/speed than the others. Very nice.
added on the 2009-03-22 10:26:45 by Optimonk Optimonk
Trick or Treat for the Amiga. PD game.


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added on the 2009-03-22 13:06:32 by Kodoichi Kodoichi
I suspect the toy story cart had some extra horsepower on board of some kind.
added on the 2009-03-22 14:30:45 by xeron xeron
Yeah, I don't know all that much about the Sega Genesis/Megadrive hardware, but that Toy-Story wolf-engine seems to runs a bit too fast and covers a large screen area compared to what you would excpect out of a 7MHz 68000...
added on the 2009-03-22 15:35:35 by Sdw Sdw
Didn't it need the 32X thingy? I know the SNES toy story game had one of those special chips. Anyway the game doesn't seem to have sprites, just the walls. Maybe it's just a labirinth.
added on the 2009-03-22 16:08:32 by xernobyl xernobyl
I'm pretty sure Toy Story was a regular Megadrive game (not 32X). Also I'm not aware of any special chips used in Megadrive carts like they had on the SNES (SuperFX, DSP, C4 etc).
Toy Story on the Megadrive actually contained a 4-channel .mod player (not used during gameplay, as I'm assuming it ran on the 68000 - not on the Z80 which normally handles audio). As for the raycaster, it's obviously not fullscreen. And it may be that they're rendering at 2x2 pixel resolution - it's a bit hard to tell from the youtube video. But it's a pretty impressive game technically, along with Red Zone.
added on the 2009-03-22 16:21:20 by mic mic