![]() ![]() ![]() The powerpc version originally had this method as well but the performance sucked. The source file SetupScalers68k.c creates the 68000 code and then issues calls to it via a little 68000 assembly glue code. In the 68000 version, 68000 code is generated at runtime to draw the vertical lines very quickly. The mac version also has two modes of drawing. (8 bits of integer and 8 bits of fraction) The fixed point number system was 8.8 format so that it could fit in a 65816 register for the SNES and Apple IIgs version of Wolf 3D. This version of the game differs greatly from the PC version since it used BSP trees to help determine which walls were to be drawn instead of the ray-casting method. ![]() The code was based not on the PC version but of a Super NES version that was done at id software. Wolfenstein 3D for MacOS was released on October 1st, 1994 by Interplay Productions under license from id software. Programming and Project Lead: Bill Heineman History of Wolfenstein 3D: First & Second Encounter ![]()
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