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committedDec 24, 2012
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‎Changes-dc.txt

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1.7 <February 01, 2009>
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- Saved game description saved to VMS header
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- Adjustments made to LCD
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- VMU loading code improved
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- Miscellaneous code clean ups
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- Work started on new disc check code
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1.6 <October 04, 2008>
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- Getting the DC port up-to-date
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1.5 <May 25, 2008>
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- Mouse support
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- Weapon switch support
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- Controllers with C & Z button support
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- Command line parameters via 'params.txt' support
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- SOD mission pack support via menu
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- Commercial CD-ROM swap support

‎Changes.txt

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Wolf4SDL v1.7 (released 2011-05-15, revision 256)
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- Added support for Mac OS X
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(thanks to Chris Ballinger)
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- Added support for .sd1 SOD game files as delivered by Steam
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by changing --mission parameter slightly
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(thanks to Pickle)
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- Added --windowed-mouse parameter to start windowed mode with grabbed mouse
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(thanks to Jared Breland)
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- Rain and snow speed fix (thanks to Tricob)
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- Floor/ceiling fix (thanks to Tricob / Adam Biser)
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- Fixed moon out of screen bug (thanks to Tricob)
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- Rain/snow leaking ceilings fix (thanks to Adam Biser / Tricob)
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- Per-user configuration/savegame directories (~/.wolf4sdl) on
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Linux like systems per default (thanks to Jared Breland)
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- Added --configdir parameter
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- Use SDL_DOUBLEBUF for vsync to avoid or at least reduce flickering
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(thanks to Greg Ayrton for the hint, use --nodblbuf to disable it)
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- Removed remainings of the frame rate counter on screen, when disabled
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- Don't quit game when using TAB+E with --tedlevel
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- Added --extravbls parameter
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- Changed default for "extra VBLs" from 1 to 0
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- Fixed missing umask parameter for open with O_CREAT
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(bug reported by Daniel Fass)
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- Fixed support for 1.0 shareware data files
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(bug reported by Marcus Naylor)
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- Fixed xtile and ytile not being valid in HitHorizWall and HitVertWall,
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respectively. This caused problems with some tutorials.
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- Removed unused HitHorizPWall and HitVertPWall.
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Wolf4SDL v1.6 (released 2008-09-01, revision 233)
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- Fixed songs not really supporting more than 64kb
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- Try to recognize whether data files don't fit to program version
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instead of just using them and probably crash
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(can be disabled with --ignorenumchunks)
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- Fizzle fade now works for resolutions up to 8191x4095
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(thanks to Xilinx, Inc. for the list of maximum-length LFSR counters)
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- Fixed demos being dependent on actual duration of GETGATLINGSND
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(fixes second demo, which even rarely worked in vanilla Wolf3D)
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- Fixed demos by disabling some bugfixes during recording and playback
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(see PLAYDEMOLIKEORIGINAL define in version.h)
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- Removed system menu on Windows in windowed mode to avoid ALT to open it
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- Fixed palette issues occurring on some Windows systems by using the
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"best" color depth reported by libSDL per default (also see --bits option)
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- Fixed directional 3d sprites on architectures only allowing aligned memory
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access (bug reported by Pickle)
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- Fixed remaining status bar after end of demo in 320x240s resolutions
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(bug reported by Pickle)
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- Removed last busy waiting (fixes very unstable framerates on machines with
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stricter schedulers like FreeBSD; thanks to Tron for making me notice)
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- Fixed compiling of SOD on case sensitive file systems
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(thanks to Michael)
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Wolf4SDL v1.5 (released 2008-05-25, revision 215)
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- Reduced minimum distance to back of moving pushwall to PLAYERSIZE
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- Fixed pushwall rendering when player's eye is in the pushwall back tile
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(bug reported by Pickle)
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- Enable 'End game' menu item also when using --tedlevel
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- Removed some unneccessary fade outs
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(DrawPlayScreen does not call VW_FadeOut anymore!!)
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- When using 'End game', 'View scores' does not directly show up anymore
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- Fixed quickload/quicksave not working when started with --tedlevel (vanilla
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bug). This now also only checks for save games once at startup (may speed
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up entering the menu on Dreamcast)
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- Fixed drawing moving pushwalls viewed at acute angles near the level border
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- Fixed vanilla bug hiding bonus items on same tile as player, when he cannot
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pick them up (e.g. medikit at 100% health) (thanks to Pickle for noticing)
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- Added GP2X specific code by Pickle
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- Reimplemented picture grabber to support all screen resolutions
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(<TAB>+P in debug mode)
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- Added --resf option to force to use unsupported resolutions >= 320x200
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- Added support for resolutions being a multiple of 320x240
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(thanks for your help, Pickle!)
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- Fixed crash when cheat-hurting oneself to death (bug reported by Tricob)
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- Cleaned up id_sd.cpp (kept PC speaker stuff for future reference)
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- Added move buttons (invalidates config file, only hardcoded yet)
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- Added joystick support to US_LineInput used for highscore names
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and save games
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- Added US_Printf and US_CPrintf (works just like printf)
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- Fixed wrong surface locks/unlocks
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- Added Visual C++ 6 support
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- Removed some useless VW_WaitVBLs (Thanks to TexZK)
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- Added some asserts in id_vl.cpp to check for screen access out of bounds
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- Fixed BJ face popping up in fullsize mode sometimes
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(Thanks to Andy_Nonymous)
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- Rewrote page manager to support page >= 64kB
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and to correctly handle sounds >= 4kB
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- Improved SOD mission packs support (Thanks to fackue)
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- Updated Code::Blocks search paths to ..\SDL-devel\
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- Added version.h to Dev-C++ and Code::Blocks project file
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- Fixed some files being read in text mode on MinGW
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Wolf4SDL v1.4 (released 2008-03-10, revision 164)
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- Added MinGW/MSYS compatibility
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- Updated Code::Blocks project
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- Updated Dev-C++ project and added a README-devcpp.txt
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- Fixed some busy waiting situations
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- Added directional 3D sprites support (USE_DIR3DSPR)
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- Added support for Spear mission packs (by fackue)
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- Added support for Wolf3D full v1.1 and shareware v1.0, v1.1 and v1.2
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- Added shading support (USE_SHADING)
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- Added object flags (see objflag_t enum in wl_def.h)
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- Reintroduced version.h
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- Increased MAXVISABLE from 50 to 250
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- Added outside atmosphere features (USE_STARSKY, USE_RAIN, USE_SNOW)
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- Added cloud sky support (USE_CLOUDSKY)
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- Added support for SoD demo
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- Fixed SoD on systems with case sensitive filenames
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- Added DarkOne's/Adam's multi-textured floors/ceiling (USE_FLOORCEILINGTEX)
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- Added parallax sky support (USE_PARALLAX define)
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- Introduced level feature flags (USE_FEATUREFLAGS define)
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- Added high resolution support (USE_HIRES define)
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- Added support for music > 64 kB as supported by WDC
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- Added --samplerate and --audiobuffer parameters
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- Added support for GP2X (ARM processor, thanks to Pickle)
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- Added support for Dreamcast (SH-4 processor, thanks to fackue)
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- Added joystick support (up to 32 buttons)
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Wolf4SDL v1.3 (released 2008-01-20, revision 113)
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- Added parameter for SOD to disable copy protection quiz
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- F12 now also grabs the mouse (for keyboards without scrolllock)
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- Fixed out of bounds array access in key processing
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Wolf4SDL v1.2 (released 2008-01-09, revision 108)
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- Fixed fading for 'End Game'
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- Corrected fading speed
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- Added Spear of Destiny compile support
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- Reimplemented palette file (Sorry...)
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- Fixed end game crash, when player did not die yet
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(Thanks to Agent87 for noticing this bug!)
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- Added full size screen feature
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- Added project files for Code::Blocks and Dev-C++
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(Thanks to Codetech84!)
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- Made it MinGW compatible
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- Fixed demo fading issues
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- Reformatted many source code files
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- Resolved all warnings reported by VC++ 8 and GCC
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- Fixed crash when starting the game with no sound >effects<
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(Thanks to Agent87 for noticing this bug!)
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- Always grab mouse when started in fullscreen
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- Map left and right alt, shift and ctrl keys to the same keys
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- Fix numpad keys with numlock off
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- Fixed a buffer overflow causing a crash
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Wolf4SDL v1.1 (released 2007-12-28, revision 70)
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- Fixed Pause
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- Fixed IN_Ack()
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- Added command line parameters for windowed mode and screen resolution
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- Reimplemented command line parameters (try --help)
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- Improved scaled "Get Psyched" progress bar graphic
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- Improved scaled screen borders
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- Fixed "Fade in black screen" bug
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- Avoid asserts when shutting down with an error
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- Use software surfaces to reduce problems with palette on Windows
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- Windows: Statically links to MSVCR80.DLL now to avoid missing files
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Wolf4SDL v1.0 (released 2007-12-26, revision 53)
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- Initial release

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