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Wolfenstein 3D: Mega Drive Version

#1 User is offline Black Squirrel 

Posted 24 May 2014 - 06:20 AM

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I noticed this existed


often when you get ports of Wolf3D or Doom to "lesser" systems, it never really gets past the tech demo stage. But this is a full port of episode 1, with music and Nazis and everything.


Supposedly there was an official port in the works back in the day - I don't think it got as far as this.

#2 User is offline Caniad Bach 

Posted 24 May 2014 - 07:01 AM

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That's really impressive. Do you know if it works on real hardware?

#3 User is offline winterhell 

Posted 24 May 2014 - 07:17 AM

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Wow. If only it was released 12 years ago.
Puts to shame all the mega drive FPSs.

#4 User is offline LocalH 

Posted 24 May 2014 - 11:43 AM

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View PostCaniad Bach, on 24 May 2014 - 07:01 AM, said:

That's really impressive. Do you know if it works on real hardware?

Last I tried it (around beta 6) it ran just fine in hardware.

#5 User is offline Cooljerk 

Posted 24 May 2014 - 12:01 PM

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GENESIS DOES

#6 User is offline Mecha Sally 

Posted 24 May 2014 - 12:10 PM

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Damn, that's really impressive. The voices sound real good for being on that hardware. Wonder why it was cancelled?

#7 User is offline Cooljerk 

Posted 24 May 2014 - 12:22 PM

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View PostMecha Sally, on 24 May 2014 - 12:10 PM, said:

Damn, that's really impressive. The voices sound real good for being on that hardware. Wonder why it was cancelled?


this is a homebrew port still in development, not the canceled version. Further, I'd always heard the canceled version was intended to be a Sega CD release.

#8 User is offline Felik 

Posted 24 May 2014 - 03:01 PM

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View Postwinterhell, on 24 May 2014 - 07:17 AM, said:

Wow. If only it was released 12 years ago.
Puts to shame all the mega drive FPSs.

Well excuse me! Zero Tolerance was great, I loved it.

#9 User is offline Aerosol 

Posted 24 May 2014 - 10:25 PM

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This still puts it to shame though.

#10 User is offline Ravenfreak 

Posted 24 May 2014 - 11:01 PM

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I recently saw this over at Reddit a few weeks ago, I mistakenly thought it was Chilly Willy's 32x port at first. :v: This is truly impressive, Wolfenstein is great so I need to check this port out. :)

#11 User is offline Mecha Sally 

Posted 25 May 2014 - 01:08 AM

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View PostCooljerk, on 24 May 2014 - 12:22 PM, said:

View PostMecha Sally, on 24 May 2014 - 12:10 PM, said:

Damn, that's really impressive. The voices sound real good for being on that hardware. Wonder why it was cancelled?


this is a homebrew port still in development, not the canceled version. Further, I'd always heard the canceled version was intended to be a Sega CD release.


Ah, my bad. ^_^; Still impressive either way.

A Sega CD version? I'd hate to see the load times on that. Granted it probably wouldn't have been that bad but who knows.

#12 User is offline Jean 

Posted 25 May 2014 - 01:18 AM

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Thanks for bringing my attention to this. I will have to try it out tomorrow.

#13 User is offline Cooljerk 

Posted 25 May 2014 - 03:26 PM

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Why do genesis games that do software scaling always exhibit those thin vertical bands when played on an emulator (or I'm assuming outputted via RGB)? I notice it during the ending to Super Fantasy Zone where the enemies scale towards the screen, and in the Brazillian Duke Nukem 3D release. You can see it very clearly in the video above, as well.

Obviously, thanks to NTSC Color Bleed, those bands would likely be invisible with a composite connection on a standard CRT, but I'm still curious as to why that quirk appears. Anybody know why?

#14 User is offline Jean 

Posted 25 May 2014 - 04:27 PM

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View PostCooljerk, on 25 May 2014 - 03:26 PM, said:

Why do genesis games that do software scaling always exhibit those thin vertical bands when played on an emulator (or I'm assuming outputted via RGB)? I notice it during the ending to Super Fantasy Zone where the enemies scale towards the screen, and in the Brazillian Duke Nukem 3D release. You can see it very clearly in the video above, as well.

Obviously, thanks to NTSC Color Bleed, those bands would likely be invisible with a composite connection on a standard CRT, but I'm still curious as to why that quirk appears. Anybody know why?
Occasionally when outputting through rgb a console presents jail-bars and this can be caused by a number of things. Here's a small list: The psu not being stock(over voltage can make the picture a little distorted), A lack of capacitors on the rgb lines to strip the interfering voltage, bad shielding and crappy wiring of the rgb cable. If you put capacitors on the rgb lines use 220uF capacitors.

#15 User is offline Cooljerk 

Posted 25 May 2014 - 04:46 PM

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View PostJean, on 25 May 2014 - 04:27 PM, said:

View PostCooljerk, on 25 May 2014 - 03:26 PM, said:

Why do genesis games that do software scaling always exhibit those thin vertical bands when played on an emulator (or I'm assuming outputted via RGB)? I notice it during the ending to Super Fantasy Zone where the enemies scale towards the screen, and in the Brazillian Duke Nukem 3D release. You can see it very clearly in the video above, as well.

Obviously, thanks to NTSC Color Bleed, those bands would likely be invisible with a composite connection on a standard CRT, but I'm still curious as to why that quirk appears. Anybody know why?
Occasionally when outputting through rgb a console presents jail-bars and this can be caused by a number of things. Here's a small list: The psu not being stock(over voltage can make the picture a little distorted), A lack of capacitors on the rgb lines to strip the interfering voltage, bad shielding and crappy wiring of the rgb cable. If you put capacitors on the rgb lines use 220uF capacitors.


This isn't a jailbar effect. This is alternating vertical lines of pixels missing from scaled elements, and only the scaled elements. So, for example, given a world origin of 0,0, if column 0,10 is a missing column for scaled sprite X, then column 0,10 for the background will still display.

It's a bit less obvious in stuff like wolfenstein and duke nukem 3D as the entire subscreen is built out of scaled elements, but in games like Super Fantasy Zone, it's very obvious.

To make it a bit clearer:

Posted Image

See the black vertical bands running in the subscreen? Those are obviously scaling artifacts caused by something, be it a quirk with the VDP or the scaling algorithm or whatever. The brick texture itself does not have these bands running through them, and if you can get the bricks to draw at their native resolution in these games (I.e. position the z-coordinate just right so that there is no actual scaling going on) then the black bars don't manifest.

I've drawn a yellow line over one of the bands to extend it beyond the scaled subscreen - as you can see, the background elements don't have these bands running through them. The white pixel where this band should exist on the text "score" is still visible, as is the grey/green background.

Further, you wouldn't get the jailbar effect on an emulator, which is where this video was taken from.

I'm asking why the bars manifest - what specific quirk of the VDP makes them appear, as I'm pretty certain not every game uses the exact same scaling algorithm. There are many more genesis titles that exhibit this behavior - virtually any game with a software scaling effect - but the examples I've provided are the best I can think of off-hand.

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