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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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    • 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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