ECWolf - Wolfenstein 3D source port for mods
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@tpo1990 Yes I'll enjoy my vacation for sure ;) Thank you.
About errors... they are stored to
$HOME/RetroPie-Setups/logs
from there use an log viewer or gunzip the file you're interested then you'll see if there is any. Maybe you can create a new patch for upcoming versions, you've hast to add the btn_esc and the btn_pause - line to the source code but as I said I saw no massive development in the newest code but it's up to you.
I'm looking forward into your PR for RetroPie@ExarKunIv Yes seems like a broken download that makes the demos not being extractable. I think I will later write a menu tool, that automatically rescans for new added games, in the some logic as the installer does and maybe a "export" feature to make games directly accessable to ports section. If you want to add new games you've to check the files in
ports/wolf3d
and copy or change theWolfenstein 3D (demo).ecwolf
. Change theWL1
toWL6
orwl6
according the correct file extension of the full version. The.ecwolf
files are called throughWolfenstein 3D*.sh
files in ports section ... I think you will understand if you see the files. As I said I think I'll write a small tool that will do by automatic. -
@cyperghost Good. I know of the logs folder. It is really great for finding out which part of the functions in the scriptmodule that does not work and also what the error says.
I just tried again and this time i got the scriptmodule working with the same url for the nightly build we originally used and it works great along with your patch. I'm thinking that it was just some small typo in the code with downloading the nightly build.
I also tried adding the Astrostein mod again with copying the existing wolf3d .ecwolf file and changing it into loading the astrostein .pk3 file along with a Astrostein.sh runcommand file. This is triggered by the --file command.
The mod works. I think this approach works good and i really think that most of the RetroPie users will be able to get it to work with other mods as well by following a how-to guide and if so, you could come up later with a selection menu that will add recognized mods or games to it, but for now this seems sufficient enough.
I will make the changes and update the scriptmodule very soon. I just need some more testing before making it into a PR.
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@tpo1990 Just a suggestion for the demo files, I would put them into a dedicated directory named
shareware
orfreeware
thereforefunction game_data_ecwolf() { if [[ -z $(ls "$romdir/ports/wolf3d") ]]; then mkRomDir "ports/wolf3d/shareware" cd "$__tmpdir" # Get shareware game data of Wolfenstein 3D and Spear of Destiny downloadAndExtract "http://maniacsvault.net/ecwolf/files/shareware/wolf3d14.zip" "$romdir/ports/wolf3d/shareware" downloadAndExtract "http://maniacsvault.net/ecwolf/files/shareware/soddemo.zip" "$romdir/ports/wolf3d/shareware" fi }
Because the full version is always named
wolf3d14
and then we have possibly a mix in one folder with only a difference in file exetension. All in all it really does not matter but I think it's much clearer so and people see instantly what versions they have installed.
In some kind we have to outbeat WOLF4SDL ;) - easy setup and tons of addons!
btw.: I was never able to get WOLF4SDL run the full version ... -
@cyperghost That is a good idea in reducing the shareware(demo) versions to it's own subfolder in order to make any less confusing parts about the data files location.
For the sake of ECWolf i think it's biggest advantage is the capability to run mods, making the more superior Wolfenstein 3D source port. We can only do so much, since in the end it is up to Jools Wills and the folks behind RetroPie to accept the PR once it has been created.
Funny, i also never got Wolf4SDL to run the full version either even though i was trying to follow the official guide from the RetroPie wiki. ;-)
I will make the change for the shareware(demo) versions straight away in the scriptmodule and then test it out before uploading to my git repo. :-)
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Big news. The ECWolf scriptmodule has been updated with a major revision to the code making it easier to locate the game data files of both shareware and registered versions of Wolfenstein 3D and Spear of Destiny episodes.
A keyboard escape fix patch has been added to make it much more easier to map your controller to the escape key for exiting the game. Mods can now be added in a much more structured way thanks to @cyperghost work. (You can find the mod instructions on the first post in the topic).
Run the Download again and update your ECWolf installation or uninstall first, then download and reinstall again.
The scriptmodule is not for testing anymore and is now recognized as a stable release. It might just see a PR soon for the RetroPie project. :-)
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@tpo1990 It would be nice if you would include the patch also in your repro ;)
Why? If I delete my branch then the file is lost.Please don't copy and paste the text, rather download the file and upload it again.
Why? With copy and paste you will likely lose line endings and then the patch will not work.Therefore are PR are state of the art in software development ;) They are a history lookback in the code source.
Look at your code idents, in the codeblock
function sources_ecwolf() { downloadAndExtract "https://bitbucket.org/ecwolf/ecwolf/get/5065aaefe055.zip" mv ecwolf-ecwolf-5065aaefe055 ecwolf }
you've setted 8 spaces instead of 4 ;)
Keep up the good work. Thank you for this jewel
Best wishes -
@tpo1990
Thanks for merging ;) ... one little last thing....wget -N -q https://raw.githubusercontent.com/tpo1990/ECWolf-RPI/master/ecwolf_keyboardpatch.diff
I removed the --show-progress switch (just for cosmetics) and more important... the download points to your repro. So you've 100% control of your future PRs
About the patch, I'm not sure if there is a better way to use the patch inside the scriptmodules but I recieved no answer as I asked for this :(
Next stop: Retrogaming of Wolfenstein 2D ;)
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@cyperghost No problem. It has now been corrected in latest git.
Thanks to you the scriptmodule is much more refined. I noticed it also. Maybe we will receive a answer for a better way of applying the patch, otherwise it will still work fine as it is. Perhaps, when after creating the PR for RetroPie project someone could come up with a better way.
Now that is a title i have never tried out. I might as well try it out some time. :-)
Happy retrogaming ;-)
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@tpo1990 I think we can use
applyPatch
Instead of thepatch -i -p0
command just useapplyPatch
I think this could work...apply Patch uses
-f -p1
command- Difference between p1 und p0 is
- p0:
./src/wl_play.cpp
- p1:
src/wl_play.cpp
- p0:
So this may work out of the box! Maybe @mitu can say more to this - patchfile is here -- thank you.
The-i
switch isn't needed here because helpers.sh redirects file output to patch command withpatch -f -p1 <"$patch"
The reason for using the helpers functions is, that they give feedback to the processing with error codes. You can try out if this works and then I'm really out of my knowledge. I think that patches then are stored to RetroPie-Setup.
- Difference between p1 und p0 is
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@cyperghost According to helpers.sh file, the function applyPatch is used for applying patches against upstream code and will apply a patch if it has not already been applied to the current folder.
This sounds like it could actually work, so meaning.
applyPatch -f -p1 ecwolf_keyboardpatch.diff
Let me try it out and get back to you.
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@cyperghost I see. I am trying again.
Until now at this point it did apply the patch with the applyPatch so far so good.
Edit: Just tested it in game. It works. I can see the escape game key function in options.
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@tpo1990 There should be now a (empty) file named
ecwolf_keyboardpatch.diff.applied
be inside the build folder.
(So the helpers function says)
You know$HOME/RetroPie-Setup/tmp/build/ecwolf/ecwolf
(??)Edit: Just tested it in game. It works. I can see the escape game key function in options.
Perfect! But if you see the messsage of a patched file you can break the process. It will work as usual. But consider this is testing ;)
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@cyperghost Yes i noticed when i first tried the applyPatch function, it failed at the end when trying to install ecwolf with a patch failed message.
There is no empty file to be found inside the build folder "$HOME/RetroPie-Setup/tmp/build/ecwolf/ecwolf"
The actual tmp/build folder is empty when i look into it.
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@tpo1990 I think the folder automatically gets cleanded up.
But does theapplyPatch
inside the scriptmodule works?
Because in your first posting you said there was a successfull build.
As far as my understanding is that you usually compare two files
a/sourcedir/testfile.dat
b/sourcedir/testfile.dat
With
-p1
you strip tosourcedir/testfile.dat
I used
./sourcedir/testfile.dat
andtestfile.dat
So with-p1
I also obtainsourcedir/testfile.dat
so I'm sure that the applyPatch function will work ;)About the path.... Maybe I remebered it wrong (can't test)
Yes the patch command fails if the file
ecwolf_keyboardpatch.diff.applied
is present. Then an error is added to ouput therefore the file needs to be deleted or you clean up the whole source build withRetroPie-Setup
and the option in the dialog menuZ clean build
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@cyperghost It does seems to automatically clean up the tmp/builder folder after finalizing the install process of ECWolf scriptmodule.
I haven't noticed any other errors or points that need to be fixed yet. I can not see which file to compare with. Well you can always test it when you get back. For now i can reupload the file with the applyPatch addition.
Usually when the install process fails, it will present a clean source option in the RetroPie-Setup menu for that scriptmodule.
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@tpo1990 So the
applyPatch
function works and you can build a ecWolf binary ;)
Perfect! Then modify the code with the applyPatch function and as you said, upload it
..... I may investigate thehelpers.sh
script later after my vacation.
Thank you ;)Usually when the install process fails, it will present a clean source option in the RetroPie-Setup menu for that scriptmodule.
Yes and therefore your modifications works like they should
EDIT:
It's a pleasure to develop with you. Thank you -
@cyperghost Okay so i have now uploaded latest change to my git repo for the applyPatch implementation in the ecwolf scriptmodule.
Great at this point i think i will leave the scriptmodule as it is at the moment and later create a PR for RetroPie project.
You too. Thank you as well. :-)
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@tpo1990 I took a quick investigation inside the helpers.sh
There is no other function to get files.... So I really have nothing to add here.
Maybe some improvements for thels
command to find the empty dir (ls -A
) should be used for portabilty reasons but I think that only a sidenote because we usually build on Raspbian systems.So my final words. Nothing to add.
For me I learned some new things{!array[@]}
for searching the indexes of an array, usually you probe the value of the index-print -quit
forfind
can be very usefull (You have to know that find needs some special treatments for recurse file operations)- Never use
ls
for listing files and handling them in your script, except you will check if the directory is empty or not patch -p#
this was just an usecase by accident, but did work so far .... I hope my explainations what is the difference between p1 and p0 did not confuse you and I hope the explaination is right ;)
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@SinisterSpatula said in OpenBOR 6xxx OpenBeta Testphase:
@cyperghost I'm back to being just an average joe, not making images, not part of a team. I'll get right on this tomorrow :)
Yes but your attitude is correct and I like your tutorials for the GPi case.
Back to topic:
I think we should use this thread for posting ecWolf issues ;)The ecWolf scriptmodule itself can be considered as RC1 it needs just one or two thing in code polishing (remove the dots for find and downloadAndExtract, add ls -A) but these are just minor things and it should do it's job as expected
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