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    Please do not post a support request without first reading and following the advice in https://retropie.org.uk/forum/topic/3/read-this-first

    Wolfenstein3d (Wolf4sdl) remapping?

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    wolfensteinwolf3dwolf4sdlsfc30remap
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    • B
      Blackegg13 @dudleydes
      last edited by

      @dudleydes Hi
      I'm trying to follow your steps but I'm ending up with same result as OP, key mapping didn't changed. Sorry for reviving old topick. I really want to correct that as on 8bitdo sf30 pro, use function is under little home button. I followed your instructions and all worked no error but key binding didn't changed. Would you mind helping me? Thanks

      D 1 Reply Last reply Reply Quote 0
      • D
        dudleydes @Blackegg13
        last edited by

        @blackegg13 tbh I cannot recall hearing of any other user who has managed to get this remapping process for Wolf4SDL to work. I may have just been lucky with my PS3 controller.

        To remap my controller for the other ports (Doom, Duke Nukem, Quake), I use xboxdrv. I suggest you take a look at doing likewise. More info can be found at: https://retropie.org.uk/docs/Universal-Controller-Calibration-&-Mapping-Using-xboxdrv/

        If it's helpful, here is my xboxdrv config file for the Rise of the Triad port.

        B 1 Reply Last reply Reply Quote 0
        • B
          Blackegg13 @dudleydes
          last edited by

          @dudleydes ok, I will give it a try, thanks for responding!

          1 Reply Last reply Reply Quote 0
          • L
            lazd
            last edited by lazd

            I know this topic is incredibly old, but I just wanted to report back that @dudleydes's instructions do indeed work, but you must delete the ~/.wolf4sdl/config.wl* config file(s) after you rebuild for your changes to take effect. This is because as the contents of buttonjoy are read in from the config file inside of InitGame() when the game is launched.

            So the complete solution is as follows:

            cd RetroPie-Setup/
            sudo ./retropie_packages.sh wolf4sdl depends
            sudo ./retropie_packages.sh wolf4sdl sources
            

            Edit wl_play.cpp as described above to correspond to your joystick's buttons:

            sudo nano tmp/build/wolf4sdl/wl_play.cpp
            

            Then, build/install/configure and nuke the config files:

            sudo ./retropie_packages.sh wolf4sdl get_opts
            sudo ./retropie_packages.sh wolf4sdl get_bins
            sudo ./retropie_packages.sh wolf4sdl build
            sudo ./retropie_packages.sh wolf4sdl install
            sudo ./retropie_packages.sh wolf4sdl configure
            rm ~/.wolf4sdl/config.wl*
            

            On the next launch, you'll be set with the right bindings!

            1 Reply Last reply Reply Quote 0
            • L
              lazd
              last edited by lazd

              I got a bit carried away and decided to implement modern FPS-style controls for Wolfenstein, allowing you to strafe and turn with the thumbsticks on your controller instead of using buttons.

              You can give it a try by running this instead of editing wl_play.cpp:

              cd ~/RetroPie-Setup/tmp/build/wolf4sdl/
              sudo su
              git remote add lazd "https://github.com/lazd/wolf4sdl.git"
              git fetch lazd
              git checkout sdl2remap
              

              Then, continue with the rest of the instructions.

              On this branch, movement, aiming, and strafing are all controlled by joystick axes so they're smooth and granular, unlike the existing jerky d-pad like feeling. Now you can creep up slow, aim precisely, and literally run circles around those Nazis.

              On the XBox One (or similar controller), you'll get the following mapping:

              • Left stick X axis: Strafe
              • Left stick Y axis: Move forward/back
              • Right stick X axis: Turn
              • Left stick button: Run
              • Right stick button: Run
              • Left bumper: Previous weapon
              • Right bumper: Next weapon
              • Left trigger: Use
              • Right trigger: Fire
              • Select: Pause
              • Start: Escape

              Try running by pressing in the right or left stick button, just like you would in modern console FPS games.

              Run affects turning rates too, so try doing an "about-face" (180°) by pressing the right stick button as you yank the right stick left or right.

              This also fixes the mapping of the select/back buttons in the menu, which was driving me insane.

              If that mapping isn't conducive to your controller, go ahead and remap it as described in this thread.

              1 Reply Last reply Reply Quote 0
              • L
                lazd
                last edited by

                The bug that was causing @Blackegg13 and @denisuu's mappings to not take effect actually means we can share our controller mappings by simply copying one another's config.wl6.

                If you happen to have an XBox One, 8BitDo N30 Pro, or Logitech Dual Action controller, you can use my config.wl6 files from this repository to get your controls mapped nicely without having to build from source: https://github.com/lazd/wolf4sdl-controller-mappings

                If you have a controller mapping for another controller that matches the control scheme I've outlined, feel free to send a pull request or just post it on this thread!

                1 Reply Last reply Reply Quote 0
                • L
                  lazd
                  last edited by lazd

                  I got a little carried away (again), and with SDL2 and the GameController API, plus the publicly curated GameController_DB, I've implemented what I think is full game controller support for Wolf, including the ability to remap all controls within Wolf's UI:

                  Gamepad Remapping UI

                  As well as the ability to adjust turn speed:

                  Gamepad turn speed

                  I also implemented a workaround for RetroPie's nasty xmod patch that forces triggers_as_buttons and confuses SDL's mapping for XBox controllers (this doesn't fix other controllers with analog triggers, you'll have to edit /etc/modprobe.d/xpad.conf and set triggers_to_buttons=0 for those).

                  You can try it by doing the following:

                  cd /home/pi/RetroPie-Setup/
                  sudo apt-get install libsdl2-dev libsdl2-mixer-dev
                  sudo ./retropie_packages.sh wolf4sdl depends
                  sudo ./retropie_packages.sh wolf4sdl sources
                  sudo chown -R pi:pi /home/pi/RetroPie-Setup/tmp/build/wolf4sdl/
                  cd ~/RetroPie-Setup/tmp/build/wolf4sdl/
                  git remote add lazd "https://github.com/lazd/wolf4sdl.git"
                  git fetch lazd
                  git checkout sdl2remap
                  git submodule init
                  git submodule update
                  cd ~/RetroPie-Setup/
                  sudo ./retropie_packages.sh wolf4sdl get_opts
                  sudo ./retropie_packages.sh wolf4sdl get_bins
                  sudo ./retropie_packages.sh wolf4sdl build
                  sudo ./retropie_packages.sh wolf4sdl install
                  sudo ./retropie_packages.sh wolf4sdl configure
                  rm ~/.wolf4sdl/config.wl*
                  

                  Tested and working on RetroPie 4.4 with an XBox One controller, Logitech Dual Action, and 8BitDo N30 Pro, as well as macOS with an XBox One controller and keyboard/mouse controls (just to make sure they still work!).

                  Please let me know if this works for your gamepad of choice, and report back any issues!

                  Source code is available here: https://github.com/lazd/wolf4sdl/tree/sdl2remap

                  L 2 Replies Last reply Reply Quote 2
                  • denisuuD
                    denisuu
                    last edited by

                    Thanks @lazd it works like a charm!

                    L 2 Replies Last reply Reply Quote 1
                    • L
                      lazd @denisuu
                      last edited by lazd

                      @denisuu Awesome, glad you're up and running! What gamepad are you using?

                      Also, heads up, we're working on a turn-key install of Splitwolf with gamepad controls, so you can do 2-4 player Wolfenstein co-op on your RetroPie. I'll announce it when it's ready.

                      0_1540921029018_Screen Shot 2018-10-30 at 10.36.31 AM.png

                      In the mean time, I might send a PR against RetroPie-Setup to use my SDL2 fork with the GameController support so people don't have to mess around with git to get their game controllers working nicely.

                      1 Reply Last reply Reply Quote 0
                      • L
                        lazd @denisuu
                        last edited by lazd

                        @denisuu If you have a minute, give this a try:

                        1. Optional: Copy all of your Wolf3D Full and SoD game files to roms/ports/wolf3d/
                        2. Run these commands
                        cd ~/RetroPie-Setup
                        git remote add lazd https://github.com/lazd/RetroPie-Setup.git
                        git fetch lazd
                        git checkout splitwolf
                        
                        1. Run RetroPie Setup
                        2. Select "Manage Packages" -> "Manage optional packages" -> "splitwolf" -> "Install from binary" (if binary doesn't work, please post the output of cat /dev/shm/runcommand.log and try "Install from source")

                        You should then have Splitwolf in your Ports tab and can play 2-4 player Wolfenstein! And yes, your game controller will work perfect, and you can remap all of the buttons :)

                        Hopefully we can get this directly into RetroPie for everyone to enjoy soon. Please let me know if it works for you!

                        1 Reply Last reply Reply Quote 0
                        • P
                          Phiro13
                          last edited by

                          Hello,

                          I'm running Wolfenstein 3D on a self built Gameboy CM3 with Kites Circuit Sword, so button alignment is a bit different to the normal XBOX or PS4 controller.
                          I purchased the game from 3D Realms and got it successfully running in full version. Also I could remap the buttons to the right configuration like it's in Doom as well.
                          Now my only problem is, that only the Joystick is working and not the D-Pad. I could totally live with that, cause it's absolutely playable but all directions are reversed and I can't figure it out what's the reason for that. Every other game hasn't any problem with this and both D-Pad and joystick are working simultaneously, so you can use both.
                          I already tried to edit the wl_play.cpp in a section further down under Joymovement by changing moveforeward to movebackward and so on. Also I flipped the x and y for directions and I tried to reverse the input values like <64 to ->64 and vise versa. But nothing caused a change to the behavior of the gameplay.
                          I hope anyone maybe has a clue or even a solution for that and can help, I would be very grateful for that.

                          Merry Christmas!

                          L 1 Reply Last reply Reply Quote 0
                          • L
                            lazd @Phiro13
                            last edited by

                            @Phiro13 Are you using Splitwolf with the instructions above? If so, you can remap your game controller using SDL2's controllermap utility.

                            1. Follow these instructions to generate a remap string for your controller: https://www.gabriel.urdhr.fr/2014/06/11/sdl2-gamepad-calibration/

                            2. Add the string to /opt/retropie/ports/splitwolf/gamecontrollerdb.txt

                            1 Reply Last reply Reply Quote 0
                            • L
                              luckyluca @lazd
                              last edited by

                              This post is deleted!
                              1 Reply Last reply Reply Quote 0
                              • L
                                luckyluca @lazd
                                last edited by

                                @lazd said in Wolfenstein3d (Wolf4sdl) remapping?:

                                I got a little carried away (again), and with SDL2 and the GameController API, plus the publicly curated GameController_DB, I've implemented what I think is full game controller support for Wolf, including the ability to remap all controls within Wolf's UI:

                                Gamepad Remapping UI

                                As well as the ability to adjust turn speed:

                                Gamepad turn speed

                                I also implemented a workaround for RetroPie's nasty xmod patch that forces triggers_as_buttons and confuses SDL's mapping for XBox controllers (this doesn't fix other controllers with analog triggers, you'll have to edit /etc/modprobe.d/xpad.conf and set triggers_to_buttons=0 for those).

                                You can try it by doing the following:

                                cd /home/pi/RetroPie-Setup/
                                sudo apt-get install libsdl2-dev libsdl2-mixer-dev
                                sudo ./retropie_packages.sh wolf4sdl depends
                                sudo ./retropie_packages.sh wolf4sdl sources
                                sudo chown -R pi:pi /home/pi/RetroPie-Setup/tmp/build/wolf4sdl/
                                cd ~/RetroPie-Setup/tmp/build/wolf4sdl/
                                git remote add lazd "https://github.com/lazd/wolf4sdl.git"
                                git fetch lazd
                                git checkout sdl2remap
                                git submodule init
                                git submodule update
                                cd ~/RetroPie-Setup/
                                sudo ./retropie_packages.sh wolf4sdl get_opts
                                sudo ./retropie_packages.sh wolf4sdl get_bins
                                sudo ./retropie_packages.sh wolf4sdl build
                                sudo ./retropie_packages.sh wolf4sdl install
                                sudo ./retropie_packages.sh wolf4sdl configure
                                rm ~/.wolf4sdl/config.wl*
                                

                                Tested and working on RetroPie 4.4 with an XBox One controller, Logitech Dual Action, and 8BitDo N30 Pro, as well as macOS with an XBox One controller and keyboard/mouse controls (just to make sure they still work!).

                                Please let me know if this works for your gamepad of choice, and report back any issues!

                                Source code is available here: https://github.com/lazd/wolf4sdl/tree/sdl2remap

                                Thanks a lot for this, I was following the instructions today,

                                however at the build stage I'm getting the following error, any idea what it might be caused by?
                                I know it's about the missing directory.

                                pi@retropie:~/RetroPie-Setup $ sudo ./retropie_packages.sh wolf4sdl build
                                /home/pi/RetroPie-Setup/tmp/build/wolf4sdl /home/pi/RetroPie-Setup
                                
                                = = = = = = = = = = = = = = = = = = = = =
                                Building 'wolf4sdl' : Wolf4SDL - port of Wolfenstein 3D / Spear of Destiny engine
                                = = = = = = = = = = = = = = = = = = = = =
                                
                                ===> CLEAN
                                ===> DEP wl_text.cpp
                                ===> DEP wl_state.cpp
                                ===> DEP wl_play.cpp
                                ===> DEP wl_parallax.cpp
                                ===> DEP wl_menu.cpp
                                ===> DEP wl_main.cpp
                                ===> DEP wl_inter.cpp
                                ===> DEP wl_game.cpp
                                ===> DEP wl_floorceiling.cpp
                                ===> DEP wl_draw.cpp
                                ===> DEP wl_debug.cpp
                                ===> DEP wl_cloudsky.cpp
                                ===> DEP wl_atmos.cpp
                                ===> DEP wl_agent.cpp
                                ===> DEP wl_act2.cpp
                                ===> DEP wl_act1.cpp
                                ===> DEP signon.cpp
                                ===> DEP id_vl.cpp
                                ===> DEP id_vh.cpp
                                ===> DEP id_us_1.cpp
                                ===> DEP id_sd.cpp
                                ===> DEP id_pm.cpp
                                ===> DEP id_in.cpp
                                ===> DEP id_ca.cpp
                                ===> DEP mame/fmopl.cpp
                                ===> CXX mame/fmopl.cpp
                                ===> CXX id_ca.cpp
                                ===> CXX id_in.cpp
                                ===> CXX id_pm.cpp
                                ===> CXX id_sd.cpp
                                ===> CXX id_us_1.cpp
                                ===> CXX id_vh.cpp
                                ===> CXX id_vl.cpp
                                id_sd.cpp: In function ‘void SD_PrepareSound(int)’:
                                id_sd.cpp:632:88: warning: narrowing conversion of ‘param_samplerate’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                         {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16};
                                                                                                                        ^
                                id_sd.cpp:632:79: warning: narrowing conversion of ‘(param_samplerate * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                         {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16};
                                                                                               ~~~~~~~~~~~~~~~~^~
                                id_sd.cpp:633:57: warning: narrowing conversion of ‘(destsamples * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                     wavechunk dhead = {{'d', 'a', 't', 'a'}, destsamples*2};
                                                                              ~~~~~~~~~~~^~
                                ===> CXX signon.cpp
                                ===> CXX wl_act1.cpp
                                ===> CXX wl_act2.cpp
                                ===> CXX wl_agent.cpp
                                ===> CXX wl_atmos.cpp
                                ===> CXX wl_cloudsky.cpp
                                ===> CXX wl_debug.cpp
                                ===> CXX wl_draw.cpp
                                ===> CXX wl_floorceiling.cpp
                                ===> CXX wl_game.cpp
                                ===> CXX wl_inter.cpp
                                ===> CXX wl_main.cpp
                                ===> CXX wl_menu.cpp
                                ===> CXX wl_parallax.cpp
                                ===> CXX wl_play.cpp
                                ===> CXX wl_state.cpp
                                ===> CXX wl_text.cpp
                                ===> LD wolf3d
                                mv: cannot stat 'wolf4sdl': No such file or directory
                                ===> CLEAN
                                ===> DEP wl_text.cpp
                                ===> DEP wl_state.cpp
                                ===> DEP wl_play.cpp
                                ===> DEP wl_parallax.cpp
                                ===> DEP wl_menu.cpp
                                ===> DEP wl_main.cpp
                                ===> DEP wl_inter.cpp
                                ===> DEP wl_game.cpp
                                ===> DEP wl_floorceiling.cpp
                                ===> DEP wl_draw.cpp
                                ===> DEP wl_debug.cpp
                                ===> DEP wl_cloudsky.cpp
                                ===> DEP wl_atmos.cpp
                                ===> DEP wl_agent.cpp
                                ===> DEP wl_act2.cpp
                                ===> DEP wl_act1.cpp
                                ===> DEP signon.cpp
                                ===> DEP id_vl.cpp
                                ===> DEP id_vh.cpp
                                ===> DEP id_us_1.cpp
                                ===> DEP id_sd.cpp
                                ===> DEP id_pm.cpp
                                ===> DEP id_in.cpp
                                ===> DEP id_ca.cpp
                                ===> DEP mame/fmopl.cpp
                                ===> CXX mame/fmopl.cpp
                                ===> CXX id_ca.cpp
                                ===> CXX id_in.cpp
                                ===> CXX id_pm.cpp
                                ===> CXX id_sd.cpp
                                ===> CXX id_us_1.cpp
                                ===> CXX id_vh.cpp
                                ===> CXX id_vl.cpp
                                id_sd.cpp: In function ‘void SD_PrepareSound(int)’:
                                id_sd.cpp:632:88: warning: narrowing conversion of ‘param_samplerate’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                         {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16};
                                                                                                                        ^
                                id_sd.cpp:632:79: warning: narrowing conversion of ‘(param_samplerate * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                         {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16};
                                                                                               ~~~~~~~~~~~~~~~~^~
                                id_sd.cpp:633:57: warning: narrowing conversion of ‘(destsamples * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                     wavechunk dhead = {{'d', 'a', 't', 'a'}, destsamples*2};
                                                                              ~~~~~~~~~~~^~
                                ===> CXX signon.cpp
                                ===> CXX wl_act1.cpp
                                ===> CXX wl_act2.cpp
                                ===> CXX wl_agent.cpp
                                ===> CXX wl_atmos.cpp
                                ===> CXX wl_cloudsky.cpp
                                ===> CXX wl_debug.cpp
                                ===> CXX wl_draw.cpp
                                ===> CXX wl_floorceiling.cpp
                                ===> CXX wl_game.cpp
                                ===> CXX wl_inter.cpp
                                ===> CXX wl_main.cpp
                                ===> CXX wl_menu.cpp
                                ===> CXX wl_parallax.cpp
                                ===> CXX wl_play.cpp
                                ===> CXX wl_state.cpp
                                ===> CXX wl_text.cpp
                                ===> LD wolf3d
                                mv: cannot stat 'wolf4sdl': No such file or directory
                                ===> CLEAN
                                ===> DEP wl_text.cpp
                                ===> DEP wl_state.cpp
                                ===> DEP wl_play.cpp
                                ===> DEP wl_parallax.cpp
                                ===> DEP wl_menu.cpp
                                ===> DEP wl_main.cpp
                                ===> DEP wl_inter.cpp
                                ===> DEP wl_game.cpp
                                ===> DEP wl_floorceiling.cpp
                                ===> DEP wl_draw.cpp
                                ===> DEP wl_debug.cpp
                                ===> DEP wl_cloudsky.cpp
                                ===> DEP wl_atmos.cpp
                                ===> DEP wl_agent.cpp
                                ===> DEP wl_act2.cpp
                                ===> DEP wl_act1.cpp
                                ===> DEP signon.cpp
                                ===> DEP id_vl.cpp
                                ===> DEP id_vh.cpp
                                ===> DEP id_us_1.cpp
                                ===> DEP id_sd.cpp
                                ===> DEP id_pm.cpp
                                ===> DEP id_in.cpp
                                ===> DEP id_ca.cpp
                                ===> DEP mame/fmopl.cpp
                                ===> CXX mame/fmopl.cpp
                                ===> CXX id_ca.cpp
                                ===> CXX id_in.cpp
                                ===> CXX id_pm.cpp
                                ===> CXX id_sd.cpp
                                ===> CXX id_us_1.cpp
                                ===> CXX id_vh.cpp
                                ===> CXX id_vl.cpp
                                id_sd.cpp: In function ‘void SD_PrepareSound(int)’:
                                id_sd.cpp:632:88: warning: narrowing conversion of ‘param_samplerate’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                         {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16};
                                                                                                                        ^
                                id_sd.cpp:632:79: warning: narrowing conversion of ‘(param_samplerate * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                         {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16};
                                                                                               ~~~~~~~~~~~~~~~~^~
                                id_sd.cpp:633:57: warning: narrowing conversion of ‘(destsamples * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                     wavechunk dhead = {{'d', 'a', 't', 'a'}, destsamples*2};
                                                                              ~~~~~~~~~~~^~
                                ===> CXX signon.cpp
                                ===> CXX wl_act1.cpp
                                ===> CXX wl_act2.cpp
                                ===> CXX wl_agent.cpp
                                ===> CXX wl_atmos.cpp
                                ===> CXX wl_cloudsky.cpp
                                ===> CXX wl_debug.cpp
                                ===> CXX wl_draw.cpp
                                ===> CXX wl_floorceiling.cpp
                                ===> CXX wl_game.cpp
                                ===> CXX wl_inter.cpp
                                ===> CXX wl_main.cpp
                                ===> CXX wl_menu.cpp
                                ===> CXX wl_parallax.cpp
                                ===> CXX wl_play.cpp
                                ===> CXX wl_state.cpp
                                ===> CXX wl_text.cpp
                                ===> LD wolf3d
                                mv: cannot stat 'wolf4sdl': No such file or directory
                                ===> CLEAN
                                ===> DEP wl_text.cpp
                                ===> DEP wl_state.cpp
                                ===> DEP wl_play.cpp
                                ===> DEP wl_parallax.cpp
                                ===> DEP wl_menu.cpp
                                ===> DEP wl_main.cpp
                                ===> DEP wl_inter.cpp
                                ===> DEP wl_game.cpp
                                ===> DEP wl_floorceiling.cpp
                                ===> DEP wl_draw.cpp
                                ===> DEP wl_debug.cpp
                                ===> DEP wl_cloudsky.cpp
                                ===> DEP wl_atmos.cpp
                                ===> DEP wl_agent.cpp
                                ===> DEP wl_act2.cpp
                                ===> DEP wl_act1.cpp
                                ===> DEP signon.cpp
                                ===> DEP id_vl.cpp
                                ===> DEP id_vh.cpp
                                ===> DEP id_us_1.cpp
                                ===> DEP id_sd.cpp
                                ===> DEP id_pm.cpp
                                ===> DEP id_in.cpp
                                ===> DEP id_ca.cpp
                                ===> DEP mame/fmopl.cpp
                                ===> CXX mame/fmopl.cpp
                                ===> CXX id_ca.cpp
                                ===> CXX id_in.cpp
                                ===> CXX id_pm.cpp
                                ===> CXX id_sd.cpp
                                ===> CXX id_us_1.cpp
                                ===> CXX id_vh.cpp
                                ===> CXX id_vl.cpp
                                id_sd.cpp: In function ‘void SD_PrepareSound(int)’:
                                id_sd.cpp:632:88: warning: narrowing conversion of ‘param_samplerate’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                         {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16};
                                                                                                                        ^
                                id_sd.cpp:632:79: warning: narrowing conversion of ‘(param_samplerate * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                         {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16};
                                                                                               ~~~~~~~~~~~~~~~~^~
                                id_sd.cpp:633:57: warning: narrowing conversion of ‘(destsamples * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                     wavechunk dhead = {{'d', 'a', 't', 'a'}, destsamples*2};
                                                                              ~~~~~~~~~~~^~
                                ===> CXX signon.cpp
                                ===> CXX wl_act1.cpp
                                ===> CXX wl_act2.cpp
                                ===> CXX wl_agent.cpp
                                ===> CXX wl_atmos.cpp
                                ===> CXX wl_cloudsky.cpp
                                ===> CXX wl_debug.cpp
                                ===> CXX wl_draw.cpp
                                ===> CXX wl_floorceiling.cpp
                                ===> CXX wl_game.cpp
                                ===> CXX wl_inter.cpp
                                ===> CXX wl_main.cpp
                                ===> CXX wl_menu.cpp
                                ===> CXX wl_parallax.cpp
                                ===> CXX wl_play.cpp
                                ===> CXX wl_state.cpp
                                ===> CXX wl_text.cpp
                                ===> LD wolf3d
                                mv: cannot stat 'wolf4sdl': No such file or directory
                                ===> CLEAN
                                ===> DEP wl_text.cpp
                                ===> DEP wl_state.cpp
                                ===> DEP wl_play.cpp
                                ===> DEP wl_parallax.cpp
                                ===> DEP wl_menu.cpp
                                ===> DEP wl_main.cpp
                                ===> DEP wl_inter.cpp
                                ===> DEP wl_game.cpp
                                ===> DEP wl_floorceiling.cpp
                                ===> DEP wl_draw.cpp
                                ===> DEP wl_debug.cpp
                                ===> DEP wl_cloudsky.cpp
                                ===> DEP wl_atmos.cpp
                                ===> DEP wl_agent.cpp
                                ===> DEP wl_act2.cpp
                                ===> DEP wl_act1.cpp
                                ===> DEP signon.cpp
                                ===> DEP id_vl.cpp
                                ===> DEP id_vh.cpp
                                ===> DEP id_us_1.cpp
                                ===> DEP id_sd.cpp
                                ===> DEP id_pm.cpp
                                ===> DEP id_in.cpp
                                ===> DEP id_ca.cpp
                                ===> DEP mame/fmopl.cpp
                                ===> CXX mame/fmopl.cpp
                                ===> CXX id_ca.cpp
                                ===> CXX id_in.cpp
                                ===> CXX id_pm.cpp
                                ===> CXX id_sd.cpp
                                ===> CXX id_us_1.cpp
                                ===> CXX id_vh.cpp
                                ===> CXX id_vl.cpp
                                id_sd.cpp: In function ‘void SD_PrepareSound(int)’:
                                id_sd.cpp:632:88: warning: narrowing conversion of ‘param_samplerate’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                         {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16};
                                                                                                                        ^
                                id_sd.cpp:632:79: warning: narrowing conversion of ‘(param_samplerate * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                         {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16};
                                                                                               ~~~~~~~~~~~~~~~~^~
                                id_sd.cpp:633:57: warning: narrowing conversion of ‘(destsamples * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing]
                                     wavechunk dhead = {{'d', 'a', 't', 'a'}, destsamples*2};
                                                                              ~~~~~~~~~~~^~
                                ===> CXX signon.cpp
                                ===> CXX wl_act1.cpp
                                ===> CXX wl_act2.cpp
                                ===> CXX wl_agent.cpp
                                ===> CXX wl_atmos.cpp
                                ===> CXX wl_cloudsky.cpp
                                ===> CXX wl_debug.cpp
                                ===> CXX wl_draw.cpp
                                ===> CXX wl_floorceiling.cpp
                                ===> CXX wl_game.cpp
                                ===> CXX wl_inter.cpp
                                ===> CXX wl_main.cpp
                                ===> CXX wl_menu.cpp
                                ===> CXX wl_parallax.cpp
                                ===> CXX wl_play.cpp
                                ===> CXX wl_state.cpp
                                ===> CXX wl_text.cpp
                                ===> LD wolf3d
                                mv: cannot stat 'wolf4sdl': No such file or directory
                                Could not successfully build wolf4sdl - Wolf4SDL - port of Wolfenstein 3D / Spear of Destiny engine (bin/wolf4sdl-sw-v14 not found).
                                /home/pi/RetroPie-Setup
                                Errors:
                                Could not successfully build wolf4sdl - Wolf4SDL - port of Wolfenstein 3D / Spear of Destiny engine (bin/wolf4sdl-sw-v14 not found).
                                
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