Colour Maximite 2 - Wolfenstein 3D v0.7a

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  • Опубликовано: 12 сен 2024
  • Wolfenstein 3D version from scratch for Colour Maximite 2
    - Requires firmware 5.05.06 or up
    - General optimizations in raycaster to use the optimizations of the new firmware
    - Implemented perspective correction on the textures
    - Now players move at the same speed using frame time, independently of how much CPU the raycast engine is using
    - Implemented z-buffer
    - Fixed weapon rendering
    There are many bugs that you will see in this video, I hope you enjoy it ;)
    Source code:
    github.com/mau...
    PS: You will see some video artefacts and some VSYNC issues because of my crap USB capture card. In the real hardware, you see none of this.

Комментарии • 25

  • @LordmonkeyTRM
    @LordmonkeyTRM 3 года назад +4

    I love the audio squeals between loading sounds legit and the port is superb.

  • @frankvanriet2963
    @frankvanriet2963 3 года назад +6

    This is indeed really, really good! who would have though to see this done with a Basic interpreter !!

    • @MXRetroDev
      @MXRetroDev  3 года назад

      So many friends of mine said it would be impossible to make it work in a 400 Mhz machine using interpreted language, but as the CMM2 have some hard optimized commands for image processing, it turned the task easier to the interpreter.

  • @georgewarren8814
    @georgewarren8814 3 года назад +3

    Amazing Mauro! Where can we get a copy?

    • @MXRetroDev
      @MXRetroDev  3 года назад +2

      Thanks!
      is the source code:
      github.com/mauroxavierneto/wolf3d_cmm2

  • @garthhowe297
    @garthhowe297 3 года назад +2

    That looks really good. Congrats.

  • @kellymountain
    @kellymountain 3 года назад +1

    is good

  • @StuartCGadgetRev
    @StuartCGadgetRev 3 года назад +1

    Superb!

  • @rinner2801
    @rinner2801 3 года назад

    Crazy it's in BASIC.

    • @MXRetroDev
      @MXRetroDev  3 года назад +1

      I must confess that at the beginning of this development I almost thought it wouldn't be possible, but with a few tricks here and there (and some persistence), and especially by Peter Mather's highly optimized firmware, a 100% Wolf3D made in MMBasic has become a reality.

    • @rinner2801
      @rinner2801 3 года назад +2

      @@MXRetroDev you have really got me considering getting one of these. I used to program speccy and C64 machine code graphics/music demos 30+ years ago In Z80/6502, and to think I could do more than that with BASIC .. sweaty palms.

  • @duncangarnett1976
    @duncangarnett1976 3 года назад +1

    Just a couple of questions (1) Do you know why the audio is noisy before the game? and (2) What version of Wolfenstein 3D does that music come from?

    • @MXRetroDev
      @MXRetroDev  3 года назад +2

      1 - The CMM2 can reproduce some noises related to the CPU processing when the board isn't grounded correctly or have some ground loop issue. I have both the cases as my house don't have real GND in the power plug (very common in Brazil).
      2 - It's not from any Wolfenstein game, I got the music from MOD Archive site, using freely distributable musics for non profit projects. In the next version I intend to insert the credit to the authors, as I did the same in Gauntlet and Demo X.
      Feel free to make any questions.

  • @basicforge
    @basicforge 3 года назад +1

    Slightly lo-res but very nice work! Do you think DOOM is possible?

    • @MXRetroDev
      @MXRetroDev  3 года назад +2

      The lo-res for Wolf3D was necessary as a raycast engine is a bit intensive to an interpreted language.
      In the case of Doom, if implemented a BSP algorithm in a good optimized way, the CMM2 can receive a total reimplementation, not a direct port from the original source code, and in any case at best would be like the version from Jaguar or 32x, not much beyond this.
      In the future, I will try it for sure, if anyone doesn't try before me.

    • @basicforge
      @basicforge 3 года назад

      @@MXRetroDev Neat. Does the CMM2's BASIC include texture mapping commands or anything specifically for 3D rendering?

    • @MXRetroDev
      @MXRetroDev  3 года назад

      @@basicforge Not exactly commands totally dedicated to 3d mapping. It has some commands that help you:
      - Total 3D support (X, Y, Z, camera, z-buffering, flat lightning, etc) for flat polygons.
      - Commands to apply perspective (warp) in the horizontal or vertical axis in images, and if you unite both the axis then you can make a full textured mapping, but the 3D part is up to you (calculations and z-buffering, for example).
      - Commands for zoom and rotate images (something as a SNES).