01-27-2005, 07:09 PM | #1 |
ROTT Code in ASM
Question for someone who knows the ROTT source code well.
How much of the source (build engine) is in x86 asembly? IS there any ROTT port that rewrote all the asm into arm asembly or c ? I am currious because after recently playing a excelent port of Wolfenstine to UIQ (P800/P900) cell phones, it would be quite nice to get this game ported over. |
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01-27-2005, 07:19 PM | #2 |
Re: ROTT Code in ASM
Q: How much of the source (build engine) is in x86 asembly?
A: I've never really worked on the build sources that much, so I don't know, but you can check this thread for further info: http://forums.3drealms.com/ubbthread...ard=dukesource Q: IS there any ROTT port that rewrote all the asm into arm asembly or c ? A: Yes, the winrott port available on birgers' download page. Check download link in my sig. Sources are available along with 2 executables... |
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01-27-2005, 09:04 PM | #3 | |
Re: ROTT Code in ASM
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01-27-2005, 09:06 PM | #4 |
Re: ROTT Code in ASM
thanks,
i'll give them a look tomorrow. |
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01-28-2005, 09:45 AM | #5 | ||
Re: ROTT Code in ASM
Quote:
Sorry my bad. I though ROTT was using an early verions of the build engine before it became the official build engine for duke. As such i assumed it would heavly contain x86 asm. |
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02-22-2005, 07:25 AM | #6 |
Re: ROTT Code in ASM
the wolfenstein 3d engine contains much asm...
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02-23-2005, 01:54 AM | #7 | ||
Re: ROTT Code in ASM
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02-23-2005, 03:30 PM | #8 |
Re: ROTT Code in ASM
He did? It is my understanding that 3DRealms licensed the Build engine from Ken for use with Duke Nukem 3D. Ken had nothing to do with other 3DRealm games.
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02-23-2005, 06:57 PM | #9 |
Re: ROTT Code in ASM
If you look at the ROTT credits, you'll see ken is listed. Also, Joe said Ken was involved with the development of ROTT in some way.
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02-24-2005, 08:59 PM | #10 |
Re: ROTT Code in ASM
There's a special thanks to him in the credits, but he isn't listed as a programmer or any other of the development areas.
Anyhow, ROTT has absolutely NOTHING to do with the Build engine. ROTT uses completely different type of 3D rendering than the Build engine. It was originally meant to be Wolfenstien 2: ROTT. Ken at that time had created his own ray casting engine called "Ken's Labarinth" (sp?) and he may have given them some advise, but he wasn't involved in any major way with ROTT and certainly there is no connection between ROTT and Build other than the company that created both games. Edit: If I remember correctly, 3DRealms had already licensed the Build engine for Duke Nukem 3D when ROTT was still in development. They had even considered using the build engine for ROTT (something I wish they had done) so Ken would have been around working on Duke3D. I wonder what ROTT would have looked like on Build? Hmmm...
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"My general feeling is that computers are doing more harm than good." - Jay Miner ("father" of the Amiga) |
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02-25-2005, 04:35 AM | #11 |
Re: ROTT Code in ASM
There's a bit about Ken Silverman and Rise of the Triad in this Ken Silverman interview.
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02-25-2005, 05:44 AM | #12 | |
Re: ROTT Code in ASM
Quote:
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"A Smith & Wesson beats four aces." |
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