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Wolfenstein 3D – Could this basic first individual shooter be coming to the Sega Master System and Sega 1000?


Throughout the years we’ve featured many various kinds of information tales, from gaming updates, to music disks and even scene demos. Well right here with one other eye opening information story I feel you’ll like, as in case you have a Sega Master System or Sega 1000, then it could be value testing the newest demo of the Wolfenstein 3D sport, which is being developed by Under4MHZ for the SMS. In mild of this information there’s a brand new video posted beneath which supplies us a greater take a look at the demo which continues to be being labored on.

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Although there’s a way more detailed improvement dialogue together with how the sport got here to be which might be discovered on the discussion board linked beneath, here’s what the creator says in regards to the demo of which you’ll be able to strive proper now.

“All the collectable objects are implemented. You can collect jewels etc. Points are added for valuable items. The SG-1000 can only store 60 objects due to it’s 1K, so the objects are heavily culled for that platform. You can now shoot and kill guards and they animate when they’re hit. You can be shot, but only 1 health each time. Guards only shoot when visible to the player. This avoids any line of sight calculation from the guard. The guards are stationary. All enemies are shown as guards and take one hit to kill”.

“Sprites are at a premium, so only one sprite is shown at a time. The closest guard, then the closest object. It would be possible to show more objects when they are all further away, but this requires the sprite space to be managed depending on the sizes of the objects. For now you’ll see objects appear and disappear since there are multiple in the scene, but only one is shown. Palette size is also a limitation, since all the objects combined use over 16 colours”.

“The end of level screen is updated with the correct stats. The par value is always 1:50, I’ll have to go look at the original to see the what the actual values are. I fixed the door, so they stay open and then close when the player moves 3 spaces. This allows me to keep the simple logic of ignore all doors that close to the player when open”.

“So there’s some feedback when shot, the red channel of the palette is or’d with 1 to make it flash red. There’s a bit of an accuracy issue with shooting I have to look into. It seems to favour one side over the other. Since it’s quite jumpy, I want to make the shooting range fairly forgiving. There’s also an alignment issue with the objects where they’re sometimes in the wall”.

“It may be possible to optimize it for speed more, but probably only 1fps or so. As an aside, it’s possible to do a full rotation in 4s on the original, and that’s what I’ve used as a reference for the fps vs rotation trade off. The first long corridor (behind the door) takes 4s as well on the original”.

Below is my todo record, in no explicit order.

  • – Enemy transferring logic
  • – Enemy shoots provided that seen
  • – Damage primarily based on distance (participant and enemy)
  • – Object/wall alignment
  • – Lose a life
  • – Keys
  • – Multiple objects on display (when small)
  • – Animate stage finish numbers
  • – Animate/replace participant standing picture
  • – Stay purple on hit (reloads palette when animating)
  • – Wall rendering glitches
  • – Remove knife on gather ammo
  • – Knife when shut solely
  • – Rifle/Machine gun implement
  • – Aim accuracy/offset
  • – Key press in interrupt
  • – Dog/Officer/SS sprites
  • – Sound results
  • – Optimise velocity (rendering)
  • – Zoom sprites SG/GB
  • – Straifing
  • – End Boss
  • – Collect gadgets solely on transfer
  • – Select objects in locations with no different sprites (skeleton, lights, armour)
  • – GG/Microbee/Colecovision/MSX ports
  • – GB sprite flickering
  • – GB objects misaligned
  • – GB present weapon

Links :1) Forum  – Thanks Earok for the heads up!

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