Wolfenstein 3D - NES Tech Demo

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This took a lot of tweaking, hardware hacks, and plays great overall for a 1985 console. I'm glad to finally have a demake/port Wolf3D for the Nintendo Entertainment System. I'll add a clean code commit when I have the time, but for now it's playable on emulators and FPGAs.

https://github.com/ronaldstoner/wolf3d-nes

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That is as absurd as it's amazing, very good. I hope and wonder if I will see this grow out perhaps to at least cover the shareware series of 10 levels. Even if not that, as a tech demo of the first stage is a hell of an accomplishment.

I just tried it out, and I'm surprised how smoothly it plays, a little jarring on the visuals until you get used to it in how it displays pickups and seeing the color variance for openings in walls like for corners and stuff, but it does work. The sampled audio is pretty on point with hertzog! and dog barks and what not.
 
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That is as absurd as it's amazing, very good. I hope and wonder if I will see this grow out perhaps to at least cover the shareware series of 10 levels. Even if not that, as a tech demo of the first stage is a hell of an accomplishment.

I just tried it out, and I'm surprised how smoothly it plays, a little jarring on the visuals until you get used to it in how it displays pickups and seeing the color variance for openings in walls like for corners and stuff, but it does work. The sampled audio is pretty on point with hertzog! and dog barks and what not.
Thanks! I'm working on refining the visuals, how many sprites are on screen at once, and some other enhancements for a new version.
 
Thanks! I'm working on refining the visuals, how many sprites are on screen at once, and some other enhancements for a new version.
Sounds great. I'm curious to see what NES limitations could be worked around. The first thing that comes to mind to me actually would be the sprites and that's not because it's obvious how the rounds/treasure/health don't scale as you move, I've had it since the era but what comes to mind as a unique NES game in the era was Rare's work for Konami(Ultra) doing SILENT SERVICE. Chunky as all get out the closer to the screen you get, but they scaled up these sprite boxes that represented ships that scaled larger as they closed on your sub. I wonder if something similar could be used to scale the items, perhaps soldiers too? They'd look pretty nasty up close, so maybe not the guys, but the items as small as they are may not suffer too hard for it.
 
Does it work on real hardware (flash carts etc)?
I tested it on my own emulator and Mesen with success. For hardware the MisterFPGA NES core worked great on a CRT TV.

I need to get an original NES and flash cart still!
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Sounds great. I'm curious to see what NES limitations could be worked around. The first thing that comes to mind to me actually would be the sprites and that's not because it's obvious how the rounds/treasure/health don't scale as you move, I've had it since the era but what comes to mind as a unique NES game in the era was Rare's work for Konami(Ultra) doing SILENT SERVICE. Chunky as all get out the closer to the screen you get, but they scaled up these sprite boxes that represented ships that scaled larger as they closed on your sub. I wonder if something similar could be used to scale the items, perhaps soldiers too? They'd look pretty nasty up close, so maybe not the guys, but the items as small as they are may not suffer too hard for it.
I actually had this implemented in one version, funny enough. Part of the problem was close up sprites looked bad and the transition from far away to extremely close didn't blend well with the rest of the environment tiles. It's doable, but a big push with multiple view for tiles needing art and processing. Keeping it simple made the world feel more seamless during A/B testing.
 

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