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include Start making Wolf3D code endian-safe - start with wl_draw.c 2015-03-27 14:00:23 +01:00
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sdl Add initial SDL threading ports 2016-04-06 03:26:52 +02:00
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id_ca.c Change enums to all-caps 2016-03-24 00:34:13 +01:00
id_ca.h Removed things like snow and sky and parallax. 2014-07-12 21:22:36 -07:00
id_in.c Move function IN_MouseButton 2016-03-19 03:25:11 +01:00
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id_sd.c Change enums to all-caps 2016-03-24 00:34:13 +01:00
id_sd.h Change enums to uppercase 2016-03-24 00:43:25 +01:00
id_us_1.c Replace SDL_GetTicks 2015-09-10 03:47:14 +02:00
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README.md Update README.md 2014-11-23 18:36:18 -08:00
signon.c Convert codebase back to C 2015-03-24 18:46:48 +01:00
sodpal.inc Fresh sources from http://www.chaos-software.de.vu/ 2012-12-24 12:14:43 -06:00
surface.c Use LRSDL_SetPalette 2016-03-23 20:32:13 +01:00
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wl_act2.c Change enums to all-caps 2016-03-24 00:34:13 +01:00
wl_agent.c Turn enums into upper case 2016-03-24 00:55:30 +01:00
wl_debug.c Turn enums uppercase 2015-03-28 13:27:05 +01:00
wl_def.h Turn enums into upper case 2016-03-24 00:55:30 +01:00
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wl_game.c Turn enums into upper case 2016-03-24 00:55:30 +01:00
wl_inter.c Turn enums into upper case 2016-03-24 00:55:30 +01:00
wl_main.c Revert "Refactor DemoLoop" 2016-03-24 00:55:47 +01:00
wl_menu.c Add initial SDL threading ports 2016-04-06 03:26:52 +02:00
wl_menu.h Change enums to uppercase 2016-03-24 00:43:25 +01:00
wl_play.c Add initial SDL threading ports 2016-04-06 03:26:52 +02:00
wl_state.c Add initial SDL threading ports 2016-04-06 03:26:52 +02:00
wl_text.c Remove ClearMemory macro 2015-03-26 13:05:12 +01:00
wolfpal.inc Fresh sources from http://www.chaos-software.de.vu/ 2012-12-24 12:14:43 -06:00

Chocolate-Wolfenstein-3D

Based on Wolf4SDL by Moritz "Ripper" Kroll (http://www.chaos-software.de.vu).

Original Wolfenstein 3D by id Software (http://www.idsoftware.com)

Chocolate Wolf3D removes all the crap that was added over the years (snow, rain ...) in order to recreate the experience from 1993.

All other port display the framebuffer as 320x200 without accounting for the CRT 4:3 distortion. Chocolate Wolfenstien 3D has a CRT emulator based on OpenGL:

Direct framebuffer to window (resulting in compressed image):

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CRT 4:3 aspect ratio emulated to match what gamer saw on their screen in 1993. Image is streched to 320x240 just like the CRT did :

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Tested on Windows, Linux and Mac OS X

Step by Step Mac OS X setup here: http://clubctrl.com/org/prog/wolf.html

Fabien Sanglard