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Mail Archives: djgpp/1998/04/02/02:47:25

Message-ID: <35234107.949@acadia.net>
Date: Thu, 02 Apr 1998 02:40:55 -0500
From: Scott Warner <swarnerx3 AT acadia DOT net>
MIME-Version: 1.0
To: Gosack <dannyg AT manistee-isd DOT k12 DOT mi DOT us>
CC: djgpp AT delorie DOT com
Subject: Re: Wolfenstein 3d
References: <352024BF DOT 6B8B AT manistee-isd DOT k12 DOT mi DOT us> <01bd5cd3$785604c0$a39175c2 AT ctx>

I haven't seen the Wolfenstein code, but there isn't anything to prevent
16 bit code from compiling with a 32-bit compiler afaik.  You may need
to rewrite code that is specific to 16-bit such as fixed number
routines, but this would be in the interest of efficiency -- the bitwise
routines should work the same.  However, I have heard that the
Wolfenstein source as released was incomplete.

Adrian Francis wrote:
> 
> With a lot of hard work!  But why bother?  It's old fashioned now.
> 
> -ADRIAN-
> 
> 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
> >

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