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From: | "Richard Mitton" <richard AT farout DOT demon DOT co DOT uk> |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Re: Wolfenstein 3d |
Date: | Sat, 04 Apr 1998 11:25:10 GMT |
Organization: | 3 Amis Avenue |
Message-ID: | <01bd5fbc$3dd4f9a0$7734989e@farout.demon.co.uk> |
References: | <352024BF DOT 6B8B AT manistee-isd DOT k12 DOT mi DOT us> |
NNTP-Posting-Host: | farout.demon.co.uk |
Lines: | 13 |
To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Gosack <dannyg AT manistee-isd DOT k12 DOT mi DOT us> wrote in article <352024BF DOT 6B8B AT manistee-isd DOT k12 DOT mi DOT us>... > How do I port the Wolfenstein 16 bit borland code to djgpp? ` Gosack Don't even bother. The Wolf3D code contains too much 16-bit assembler which would be a mammoth task to port to 32-bit DJGPP. You'd be a lot better off trying to find a 32-bit game similiar to Wolf3D, or maybe look at the DOOM source code instead. Try ftp://x2ftp.oulu.fi/pub/msdos/ for source code to Wolf3D-type games. Richard Mitton, richard AT farout DOT demon DOT co DOT uk
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