From: sparky4 Date: Mon, 6 Jul 2015 15:58:05 +0000 (-0500) Subject: example files for sparky4 to wdit X-Git-Url: http://4ch.mooo.com/gitweb/?a=commitdiff_plain;h=b1056ac6c77287dc8c828d9ce4dccd9f9f4b520f;p=16.git example files for sparky4 to wdit new file: 0000.exp new file: no.h --- diff --git a/0000.exp b/0000.exp new file mode 100644 index 00000000..a161f91b --- /dev/null +++ b/0000.exp @@ -0,0 +1,218 @@ +Wolfenstein 3D +============== + +The original source release was made using the ``DEICE.EXE`` +installer (DeIce) in the root directory. (Basically a way to +split self-extracting zip files over multiple floppy disks.) +After execution, that installer will create the contents of +the ``WOLFSRC`` directory. In the "installed" directory, the +the ``README.TXT``, ``RELEASE.TXT``, and ``LICENCE.DOC`` reside +in the ``README`` directory. They are duplicated below. + +Travis "Ash" Bradshaw + +February 6, 2012 + +RELEASE.TXT +----------- + +:: + + We are releasing this code for the entertainment of the + user community. We don't guarentee that anything even + builds in here. Projects just seem to rot when you leave + them alone for long periods of time. + + This is all the source we have relating to the original + PC wolfenstein 3D project. We haven't looked at this + stuff in years, and I would probably be horribly embarassed + to dig through my old code, so please don't ask any questions + about it. The original project was built in borland c++ 3.0. + I think some minor changes were required for later versions. + + You will need the data from a released version of wolf or spear + to use the exe built from this code. You can just use a + shareware version if you are really cheap. + + + Some coding comments in retrospect: + + The ray casting refresh architecture is still reasonably + appropriate for the game. A BSP based texture mapper could + go faster, but ray casting was a lot simpler to do at the time. + + The dynamically compiled scaling routines are now a Bad Thing. + On uncached machines (the original target) they are the fastest + possible way to scale walls, but on modern processors you just + wind up thrashing the code cash and wrecking performance. + A simple looping texture mapper would be faster on 486+ machines. + + The whole page manager caching scheme is unecessarily complex. + + Way too many #ifdefs in the code! + + + Some project ideas with this code: + + Add new monsters or weapons. + + Add taller walls and vertical motion. This should only be + done if the texture mapper is rewritten. + + Convert to a 32 bit compiler. This would be a fair amount + of work, but I would hate to even mess with crusty old 16 + bit code. The code would get a LOT smaller. + + Make a multi-player game that runs on DOOM sersetup / ipxsetup drivers. + + + Have fun... + + John Carmack + Technical Director + Id Software + +README.TXT +---------- + +NOTES: + +This version will compile under BORLAND C++ 3.0/3.1 and compiled perfectly +before it was uploaded. + +Please do not send your questions to id Software. + +LICENCE.DOC +----------- + + :: + LIMITED USE SOFTWARE LICENSE AGREEMENT + + This Limited Use Software License Agreement (the "Agreement") + is a legal agreement between you, the end-user, and Id Software, Inc. + ("ID"). By continuing the downloading of this Wolfenstein 3D + (the "Trademark") software material, which includes source code + (the "Source Code"), artwork data, music and software tools + (collectively, the "Software"), you are agreeing to be bound by the + terms of this Agreement. If you do not agree to the terms of this + Agreement, promptly destroy the Software you may have downloaded. + + ID SOFTWARE LICENSE + + Grant of License. ID grants to you the right to use one (1) + copy of the Software on a single computer. You have no ownership or + proprietary rights in or to the Software, or the Trademark. For purposes + of this section, "use" means loading the Software into RAM, as well as + installation on a hard disk or other storage device. The Software, + together with any archive copy thereof, shall be destroyed when no longer + used in accordance with this Agreement, or when the right to use the + Software is terminated. You agree that the Software will not be shipped, + transferred or exported into any country in violation of the U.S. + Export Administration Act (or any other law governing such matters) and + that you will not utilize, in any other manner, the Software in violation + of any applicable law. + + Permitted Uses. 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If any provision is + determined to be unenforceable, you agree to a modification of such + provision to provide for enforcement of the provision's intent, to the + extent permitted by applicable law. Failure of a party to enforce any + provision of this Agreement shall not constitute or be construed as a + waiver of such provision or of the right to enforce such provision. If + you fail to comply with any terms of this Agreement, YOUR LICENSE IS + AUTOMATICALLY TERMINATED and you agree to the issuance of an injunction + against you in favor of Id. You agree that Id shall not have to post + bond or other security to obtain an injunction against you to prohibit + you from violating Id's rights. + + YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, THAT YOU + UNDERSTAND THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE + DOWNLOADING OF THE SOFTWARE, YOU AGREE TO BE BOUND BY THIS AGREEMENT'S + TERMS AND CONDITIONS. YOU FURTHER AGREE THAT, EXCEPT FOR WRITTEN SEPARATE + AGREEMENTS BETWEEN ID AND YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE + STATEMENT OF THE RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT + SUPERSEDES ALL PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND + ANY OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER + OF THIS AGREEMENT + diff --git a/no.h b/no.h new file mode 100644 index 00000000..84bcd3fb --- /dev/null +++ b/no.h @@ -0,0 +1,4 @@ +#if !defined(__LARGE__) && !defined(__COMPACT__) && +#!defined(__HUGE__) error Invalid memory model for compiling +#MEMORY.C +#endif