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Makefile.mingw
README.md
audiosod.h
audiowl6.h
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crt.cpp
crt.h
f_spear.h
fmopl.cpp
fmopl.h
foreign.h
gfxv_apo.h
gfxv_sod.h
gfxv_wl6.h
id_ca.cpp
id_ca.h
id_in.cpp
id_in.h
id_pm.cpp
id_pm.h
id_sd.cpp
id_sd.h
id_us.h
id_us_1.cpp
id_vh.cpp
id_vh.h
id_vl.cpp
id_vl.h
signon.cpp
sodpal.inc
version.h
wl_act1.cpp
wl_act2.cpp
wl_agent.cpp
wl_debug.cpp
wl_def.h
wl_draw.cpp
wl_game.cpp
wl_inter.cpp
wl_main.cpp
wl_menu.cpp
wl_menu.h
wl_play.cpp
wl_state.cpp
wl_text.cpp
wolfpal.inc

README.md

Chocolate-Wolfenstein-3D

Based on Wolf4SDL by Moritz "Ripper" Kroll (http://www.chaos-software.de.vu).

Original Wolfenstein 3D by id Software (http://www.idsoftware.com)

Chocolate Wolf3D removes all the crap that was added over the years (snow, rain ...) in order to recreate the experience from 1993.

All other port display the framebuffer as 320x200 without accounting for the CRT 4:3 distortion. Chocolate Wolfenstein 3D has a CRT emulator based on OpenGL:

Direct framebuffer to window (resulting in compressed image):

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CRT 4:3 aspect ratio emulated to match what gamer saw on their screen in 1993. Image is streched to 320x240 just like the CRT did :

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Tested on Windows, Linux and Mac OS X

Step by Step Mac OS X setup here: http://clubctrl.com/org/prog/wolf.html

Windows Visual Studio 2013 setup here: http://richardssoftware.net/Home/Post/64

Fabien Sanglard