|TuxScreen on SourceForge||TuxScreen CVS||search the Wiki|
|Browsing -> Wiki -> Users -> [WolfGL]|
|edit, info, topics, orphans, hubs and nodes, or recent changes in the Wiki||create a new user or login|
Wolfenstein and Spear of Destiny port to the Linux/Win32/BeOS platforms using OpenGL
More info at http://sourceforge.net/projects/wolfgl
Back in about Feb/March, I incorporated Wolf3D into the microwindows tree and got it to build without any problems. It would start up, do the init etc, start to load the WAD, then segfaulted. I spent a few hours poking around, trying to work out exactly where the problem was, but never got it fixed. I haven't looked at it since, but it shouldn't be too hard to get going.
IIRC (and maybe I do not, but I'm sure it is one of the MicroWindows guys), Jordan Crouse (JordoCrouse), one of the MicroWindows guy, got wolf running on MicroWindows some time ago. I'm sure he would be happy to give pointers to get wolf to work on the TuxScreen.
JohnLaur clears it up:
wolfgl requires 3d acceleration. Software rendering using Mesa or somesuch (which would be required on the tuxscreen) would be much too slow to be playable. The original; however, would run just dandy on a 286. The major problem with that is that is an x86 chip, not a strongarm. Porting the asm (and believe me, there is a lot of it) would be a truly monumental undertaking.
Fvgestel adds :
I've had doom running on the empeg(sa2200 based). I had to make some minor changes in the source to make it stop segfaulting. This was 6 months ago, so I cannot exactly remamber the patched code, but I think the problem was caused by the gcc compiler. I'll try to find the neccesary patches and post them here. I also think the doom-port would run on the tuxscreen; it is X-based though...
Found the source... : here's the patch and a precompiled executable http://fvgestel.dyndns.org/tuxscreen/doom/
|Content of these pages are owned and copyrighted by the poster.|