diff --git a/packages/wolf_3d_assets/assets/sod/shareware/AUDIOHED.SDM b/packages/wolf_3d_assets/assets/sod/shareware/AUDIOHED.SDM new file mode 100644 index 0000000..f98f970 Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/AUDIOHED.SDM differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/AUDIOT.SDM b/packages/wolf_3d_assets/assets/sod/shareware/AUDIOT.SDM new file mode 100644 index 0000000..23de6de Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/AUDIOT.SDM differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/Changes.txt b/packages/wolf_3d_assets/assets/sod/shareware/Changes.txt new file mode 100644 index 0000000..03f7fa2 --- /dev/null +++ b/packages/wolf_3d_assets/assets/sod/shareware/Changes.txt @@ -0,0 +1,157 @@ +Wolf4SDL v1.7 (released 2011-05-15, revision 256) + - Added support for Mac OS X + (thanks to Chris Ballinger) + - Added support for .sd1 SOD game files as delivered by Steam + by changing --mission parameter slightly + (thanks to Pickle) + - Added --windowed-mouse parameter to start windowed mode with grabbed mouse + (thanks to Jared Breland) + - Rain and snow speed fix (thanks to Tricob) + - Floor/ceiling fix (thanks to Tricob / Adam Biser) + - Fixed moon out of screen bug (thanks to Tricob) + - Rain/snow leaking ceilings fix (thanks to Adam Biser / Tricob) + - Per-user configuration/savegame directories (~/.wolf4sdl) on + Linux like systems per default (thanks to Jared Breland) + - Added --configdir parameter + - Use SDL_DOUBLEBUF for vsync to avoid or at least reduce flickering + (thanks to Greg Ayrton for the hint, use --nodblbuf to disable it) + - Removed remainings of the frame rate counter on screen, when disabled + - Don't quit game when using TAB+E with --tedlevel + - Added --extravbls parameter + - Changed default for "extra VBLs" from 1 to 0 + - Fixed missing umask parameter for open with O_CREAT + (bug reported by Daniel Fass) + - Fixed support for 1.0 shareware data files + (bug reported by Marcus Naylor) + - Fixed xtile and ytile not being valid in HitHorizWall and HitVertWall, + respectively. This caused problems with some tutorials. + - Removed unused HitHorizPWall and HitVertPWall. + +Wolf4SDL v1.6 (released 2008-09-01, revision 233) + - Fixed songs not really supporting more than 64kb + - Try to recognize whether data files don't fit to program version + instead of just using them and probably crash + (can be disabled with --ignorenumchunks) + - Fizzle fade now works for resolutions up to 8191x4095 + (thanks to Xilinx, Inc. for the list of maximum-length LFSR counters) + - Fixed demos being dependent on actual duration of GETGATLINGSND + (fixes second demo, which even rarely worked in vanilla Wolf3D) + - Fixed demos by disabling some bugfixes during recording and playback + (see PLAYDEMOLIKEORIGINAL define in version.h) + - Removed system menu on Windows in windowed mode to avoid ALT to open it + - Fixed palette issues occurring on some Windows systems by using the + "best" color depth reported by libSDL per default (also see --bits option) + - Fixed directional 3d sprites on architectures only allowing aligned memory + access (bug reported by Pickle) + - Fixed remaining status bar after end of demo in 320x240s resolutions + (bug reported by Pickle) + - Removed last busy waiting (fixes very unstable framerates on machines with + stricter schedulers like FreeBSD; thanks to Tron for making me notice) + - Fixed compiling of SOD on case sensitive file systems + (thanks to Michael) + +Wolf4SDL v1.5 (released 2008-05-25, revision 215) + - Reduced minimum distance to back of moving pushwall to PLAYERSIZE + - Fixed pushwall rendering when player's eye is in the pushwall back tile + (bug reported by Pickle) + - Enable 'End game' menu item also when using --tedlevel + - Removed some unneccessary fade outs + (DrawPlayScreen does not call VW_FadeOut anymore!!) + - When using 'End game', 'View scores' does not directly show up anymore + - Fixed quickload/quicksave not working when started with --tedlevel (vanilla + bug). This now also only checks for save games once at startup (may speed + up entering the menu on Dreamcast) + - Fixed drawing moving pushwalls viewed at acute angles near the level border + - Fixed vanilla bug hiding bonus items on same tile as player, when he cannot + pick them up (e.g. medikit at 100% health) (thanks to Pickle for noticing) + - Added GP2X specific code by Pickle + - Reimplemented picture grabber to support all screen resolutions + (+P in debug mode) + - Added --resf option to force to use unsupported resolutions >= 320x200 + - Added support for resolutions being a multiple of 320x240 + (thanks for your help, Pickle!) + - Fixed crash when cheat-hurting oneself to death (bug reported by Tricob) + - Cleaned up id_sd.cpp (kept PC speaker stuff for future reference) + - Added move buttons (invalidates config file, only hardcoded yet) + - Added joystick support to US_LineInput used for highscore names + and save games + - Added US_Printf and US_CPrintf (works just like printf) + - Fixed wrong surface locks/unlocks + - Added Visual C++ 6 support + - Removed some useless VW_WaitVBLs (Thanks to TexZK) + - Added some asserts in id_vl.cpp to check for screen access out of bounds + - Fixed BJ face popping up in fullsize mode sometimes + (Thanks to Andy_Nonymous) + - Rewrote page manager to support page >= 64kB + and to correctly handle sounds >= 4kB + - Improved SOD mission packs support (Thanks to fackue) + - Updated Code::Blocks search paths to ..\SDL-devel\ + - Added version.h to Dev-C++ and Code::Blocks project file + - Fixed some files being read in text mode on MinGW + +Wolf4SDL v1.4 (released 2008-03-10, revision 164) + - Added MinGW/MSYS compatibility + - Updated Code::Blocks project + - Updated Dev-C++ project and added a README-devcpp.txt + - Fixed some busy waiting situations + - Added directional 3D sprites support (USE_DIR3DSPR) + - Added support for Spear mission packs (by fackue) + - Added support for Wolf3D full v1.1 and shareware v1.0, v1.1 and v1.2 + - Added shading support (USE_SHADING) + - Added object flags (see objflag_t enum in wl_def.h) + - Reintroduced version.h + - Increased MAXVISABLE from 50 to 250 + - Added outside atmosphere features (USE_STARSKY, USE_RAIN, USE_SNOW) + - Added cloud sky support (USE_CLOUDSKY) + - Added support for SoD demo + - Fixed SoD on systems with case sensitive filenames + - Added DarkOne's/Adam's multi-textured floors/ceiling (USE_FLOORCEILINGTEX) + - Added parallax sky support (USE_PARALLAX define) + - Introduced level feature flags (USE_FEATUREFLAGS define) + - Added high resolution support (USE_HIRES define) + - Added support for music > 64 kB as supported by WDC + - Added --samplerate and --audiobuffer parameters + - Added support for GP2X (ARM processor, thanks to Pickle) + - Added support for Dreamcast (SH-4 processor, thanks to fackue) + - Added joystick support (up to 32 buttons) + +Wolf4SDL v1.3 (released 2008-01-20, revision 113) + - Added parameter for SOD to disable copy protection quiz + - F12 now also grabs the mouse (for keyboards without scrolllock) + - Fixed out of bounds array access in key processing + +Wolf4SDL v1.2 (released 2008-01-09, revision 108) + - Fixed fading for 'End Game' + - Corrected fading speed + - Added Spear of Destiny compile support + - Reimplemented palette file (Sorry...) + - Fixed end game crash, when player did not die yet + (Thanks to Agent87 for noticing this bug!) + - Added full size screen feature + - Added project files for Code::Blocks and Dev-C++ + (Thanks to Codetech84!) + - Made it MinGW compatible + - Fixed demo fading issues + - Reformatted many source code files + - Resolved all warnings reported by VC++ 8 and GCC + - Fixed crash when starting the game with no sound >effects< + (Thanks to Agent87 for noticing this bug!) + - Always grab mouse when started in fullscreen + - Map left and right alt, shift and ctrl keys to the same keys + - Fix numpad keys with numlock off + - Fixed a buffer overflow causing a crash + +Wolf4SDL v1.1 (released 2007-12-28, revision 70) + - Fixed Pause + - Fixed IN_Ack() + - Added command line parameters for windowed mode and screen resolution + - Reimplemented command line parameters (try --help) + - Improved scaled "Get Psyched" progress bar graphic + - Improved scaled screen borders + - Fixed "Fade in black screen" bug + - Avoid asserts when shutting down with an error + - Use software surfaces to reduce problems with palette on Windows + - Windows: Statically links to MSVCR80.DLL now to avoid missing files + +Wolf4SDL v1.0 (released 2007-12-26, revision 53) + - Initial release diff --git a/packages/wolf_3d_assets/assets/sod/shareware/GAMEMAPS.SDM b/packages/wolf_3d_assets/assets/sod/shareware/GAMEMAPS.SDM new file mode 100644 index 0000000..ea7afcd Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/GAMEMAPS.SDM differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/MAPHEAD.SDM b/packages/wolf_3d_assets/assets/sod/shareware/MAPHEAD.SDM new file mode 100644 index 0000000..ef6cead Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/MAPHEAD.SDM differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/README.txt b/packages/wolf_3d_assets/assets/sod/shareware/README.txt new file mode 100644 index 0000000..56aa93f --- /dev/null +++ b/packages/wolf_3d_assets/assets/sod/shareware/README.txt @@ -0,0 +1,224 @@ +Wolf4SDL by Moritz "Ripper" Kroll (http://www.chaos-software.de.vu) +Original Wolfenstein 3D by id Software (http://www.idsoftware.com) +============================================================================= + +Wolf4SDL is an open-source port of id Software's classic first-person shooter +Wolfenstein 3D to the cross-plattform multimedia library "Simple DirectMedia +Layer (SDL)" (http://www.libsdl.org). It is meant to keep the original feel +while taking advantage of some improvements mentioned in the list below. + + +Main features: +-------------- + + - Cross-plattform: + Supported operating systems are at least: + - Windows 98, Windows ME, Windows 2000, Windows XP, Windows Vista + (32 and 64 bit), Windows 7 (32 and 64 bit) + - Linux + - BSD variants + - Mac OS X (x86) + - KallistiOS (used for Dreamcast) + Only little endian platforms like x86, ARM and SH-4 are supported, yet. + + - AdLib sounds and music: + This port includes the OPL2 emulator from MAME, so you can not only + hear the AdLib sounds but also music without any AdLib-compatible + soundcard in near to perfect quality! + + - Multichannel digitized sounds: + Digitized sounds play on 8 channels! So in a fire fight you will + always hear, when a guard opens the door behind you ;) + + - Higher screen resolutions: + Aside from the original 320x200 resolution, Wolf4SDL currently + supports any resolutions being multiples of 320x200 or 320x240, + the default being 640x400. + Unlike some other ports, Wolf4SDL does NOT apply any bilinear + or similar filtering, so the graphics are NOT blurred but + pixelated just as we love it. + + - Fully playable with only a game controller: + Wolf4SDL can be played completely without a keyboard. At least two + buttons are required (shoot/YES and open door/NO), but five or more + are recommended (run, strafe, ESC). + +Additional features: +-------------------- + + - Two additional view sizes: + Wolf4SDL supports one view size using the full width of the screen + and showing the status bar, like in Mac-enstein, and one view size + filling the whole screen (press TAB to see the status bar). + + - (Nearly) unlimited sound and song lengths: + Mod developers are not restricted to 64kB for digitized sounds and + IMF songs anymore, so longer songs and digitized sounds with better + quality are possible. + + - Resuming ingame music: + When you come back to the game from the menu or load a save game, the + music will be resumed where it was suspended rather than started from + the beginning. + + - Freely movable pushwalls: + Moving pushwalls can be viewed from all sides, allowing mod developers + to place them with fewer restrictions. The player can also follow the + pushwall directly instead of having to wait until the pushwall has left + a whole tile. + + - Optional integrated features for mod developers: + Wolf4SDL already contains the shading, directional 3D sprites, + floor and ceiling textures, high resolution textures/sprites, + parallax sky, cloud sky and outside atmosphere features, which + can be easily activated in version.h. + + +The following versions of Wolfenstein 3D data files are currently supported +by the source code (choose the version by commenting/uncommenting lines in +version.h as described in that file): + + - Wolfenstein 3D v1.1 full Apogee + - Wolfenstein 3D v1.4 full Apogee (not tested) + - Wolfenstein 3D v1.4 full GT/ID/Activision + - Wolfenstein 3D v1.0 shareware Apogee + - Wolfenstein 3D v1.1 shareware Apogee + - Wolfenstein 3D v1.2 shareware Apogee + - Wolfenstein 3D v1.4 shareware + - Spear of Destiny full + - Spear of Destiny demo + - Spear of Destiny - Mission 2: Return to Danger (not tested) + - Spear of Destiny - Mission 3: Ultimate Challenge (not tested) + + +How to play: +------------ + +To play Wolfenstein 3D with Wolf4SDL, you just have to copy the original data +files (e.g. *.WL6) into the same directory as the Wolf4SDL executable. +Please make sure, that you use the correct version of the executable with the +according data files version as the differences are hardcoded into the binary! + +On Windows SDL.dll and SDL_mixer.dll must also be copied into this directory. +They are also available at http://www.chaos-software.de.vu + +If you play in windowed mode (--windowed parameter), press SCROLLLOCK or F12 +to grab the mouse. Press it again to release the mouse. + + +Usage: +------ + +Wolf4SDL supports the following command line options: + --help This help page + --tedlevel Starts the game in the given level + --baby Sets the difficulty to baby for tedlevel + --easy Sets the difficulty to easy for tedlevel + --normal Sets the difficulty to normal for tedlevel + --hard Sets the difficulty to hard for tedlevel + --nowait Skips intro screens + --windowed[-mouse] Starts the game in a window [and grabs mouse] + --res Sets the screen resolution + (must be multiple of 320x200 or 320x240) + --resf Sets any screen resolution >= 320x200 + (which may result in graphic errors) + --bits Sets the screen color depth + (Use this when you have palette/fading problem + or perhaps to optimize speed on old systems. + Allowed: 8, 16, 24, 32, default: "best" depth) + --nodblbuf Don't use SDL's double buffering + --extravbls Sets a delay after each frame, which may help to + reduce flickering (SDL does not support vsync...) + (unit is currently 8 ms, default: 0) + --joystick Use the index-th joystick if available + --joystickhat Enables movement with the given coolie hat + --samplerate Sets the sound sample rate (given in Hz) + --audiobuffer Sets the size of the audio buffer (-> sound latency) + (given in bytes) + --ignorenumchunks Ignores the number of chunks in VGAHEAD.* + (may be useful for some broken mods) + --configdir Directory where config file and save games are stored + (Windows default: current directory, + others: $HOME/.wolf4sdl) + +For Spear of Destiny the following additional options are available: + --mission Mission number to play (1-3) + --goodtimes Disable copy protection quiz + + +Compiling from source code: +--------------------------- + +The current version of the source code is available in the svn repository at: + svn://tron.homeunix.org:3690/wolf3d/trunk + +The following ways of compiling the source code are supported: + - Makefile (for Linux, BSD variants and MinGW/MSYS) + - Visual C++ 2008 (Wolf4SDL.VC9.sln and Wolf4SDL.VC9.vcproj) + - Visual C++ 2005 (Wolf4SDL.sln and Wolf4SDL.vcproj) + - Visual C++ 6 (Wolf4SDL.dsw and Wolf4SDL.dsp) + - Code::Blocks 8.02 (Wolf4SDL.cbp) + - Dev-C++ 5.0 Beta 9.2 (4.9.9.2) (Wolf4SDL.dev) (see README-devcpp.txt) + - Xcode (for Mac OS X, macosx/Wolf4SDL.xcodeproj/project.pbxproj) + - Special compiling for Dreamcast (see README-dc.txt) + - Special compiling for GP2X (see README-GP2X.txt) + +To compile the source code you need the development libraries of + - SDL (http://www.libsdl.org/download-1.2.php) and + - SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/) +and have to adjust the include and library paths in the projects accordingly. + +Please note, that there is no official SDL_mixer development pack for MinGW, +yet, but you can get the needed files from a Dev-C++ package here: +http://sourceforge.net/project/showfiles.php?group_id=94270&package_id=151751 +Just rename the file extension from ".devpack" to ".tar.bz2" and unpack it +with for example WinRAR. Then add the directories include/SDL and lib to the +according search paths in your project. + +IMPORTANT: Do not forget to take care of version.h! + By default it compiles for "Wolfenstein 3D v1.4 full GT/ID/Activision"! + + +TODOs: +------ + + - Add PC speaker emulation + - Center non-ingame screens for resolutions being a multiple of 320x240 + - Add support for any graphic resolution >= 320x200 + + +Known bugs: +----------- + + - None! ;D + + +Troubleshooting: +---------------- + + - If your frame rate is low, consider using the original screen resolution + (--res 320 200) or lowering the sound quality (--samplerate 22050) + + +Credits: +-------- + + - Special thanks to id Software! Without the source code we would still have + to pelt Wolfenstein 3D with hex editors and disassemblers ;D + - Special thanks to the MAME developer team for providing the source code + of the OPL2 emulator! + - Many thanks to "Der Tron" for hosting the svn repository, making Wolf4SDL + FreeBSD compatible, testing, bugfixing and cleaning up the code! + - Thanks to Chris for his improvements on Wolf4GW, on which Wolf4SDL bases. + - Thanks to Pickle for the GP2X support and help on 320x240 support + - Thanks to fackue for the Dreamcast support + - Thanks to Chris Ballinger for the Mac OS X support + - Thanks to Xilinx, Inc. for providing a list of maximum-length LFSR counters + used for higher resolutions of fizzle fade + + +Licenses: +--------- + + - The original source code of Wolfenstein 3D: license-id.txt + - The OPL2 emulator (fmopl.cpp): license-mame.txt diff --git a/packages/wolf_3d_assets/assets/sod/shareware/SDL.dll b/packages/wolf_3d_assets/assets/sod/shareware/SDL.dll new file mode 100644 index 0000000..49f8aa0 Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/SDL.dll differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/SDL_mixer.dll b/packages/wolf_3d_assets/assets/sod/shareware/SDL_mixer.dll new file mode 100644 index 0000000..89def76 Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/SDL_mixer.dll differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/SOD.DOC b/packages/wolf_3d_assets/assets/sod/shareware/SOD.DOC new file mode 100644 index 0000000..060274b Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/SOD.DOC differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/SOD.EXE b/packages/wolf_3d_assets/assets/sod/shareware/SOD.EXE new file mode 100755 index 0000000..28d284a Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/SOD.EXE differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/SoD4SDL.exe b/packages/wolf_3d_assets/assets/sod/shareware/SoD4SDL.exe new file mode 100755 index 0000000..8d04a00 Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/SoD4SDL.exe differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/VGADICT.SDM b/packages/wolf_3d_assets/assets/sod/shareware/VGADICT.SDM new file mode 100644 index 0000000..f2db421 Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/VGADICT.SDM differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/VGAGRAPH.SDM b/packages/wolf_3d_assets/assets/sod/shareware/VGAGRAPH.SDM new file mode 100644 index 0000000..172830e Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/VGAGRAPH.SDM differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/VGAHEAD.SDM b/packages/wolf_3d_assets/assets/sod/shareware/VGAHEAD.SDM new file mode 100644 index 0000000..0d3eca2 Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/VGAHEAD.SDM differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/VSWAP.SDM b/packages/wolf_3d_assets/assets/sod/shareware/VSWAP.SDM new file mode 100644 index 0000000..1bf2955 Binary files /dev/null and b/packages/wolf_3d_assets/assets/sod/shareware/VSWAP.SDM differ diff --git a/packages/wolf_3d_assets/assets/sod/shareware/license-id.txt b/packages/wolf_3d_assets/assets/sod/shareware/license-id.txt new file mode 100644 index 0000000..03ad0c0 --- /dev/null +++ b/packages/wolf_3d_assets/assets/sod/shareware/license-id.txt @@ -0,0 +1,129 @@ + LIMITED USE SOFTWARE LICENSE AGREEMENT + + This Limited Use Software License Agreement (the "Agreement") +is a legal agreement between you, the end-user, and Id Software, Inc. +("ID"). 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THIS AGREEMENT +SUPERSEDES ALL PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND +ANY OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER +OF THIS AGREEMENT diff --git a/packages/wolf_3d_assets/assets/sod/shareware/license-mame.txt b/packages/wolf_3d_assets/assets/sod/shareware/license-mame.txt new file mode 100644 index 0000000..e79b89f --- /dev/null +++ b/packages/wolf_3d_assets/assets/sod/shareware/license-mame.txt @@ -0,0 +1,32 @@ +Copyright (c) 1997-2005, Nicola Salmoria and the MAME team +All rights reserved. + +Redistribution and use of this code or any derivative works are permitted +provided that the following conditions are met: + +* Redistributions may not be sold, nor may they be used in a commercial +product or activity. + +* Redistributions that are modified from the original source must include the +complete source code, including the source code for all components used by a +binary built from the modified sources. However, as a special exception, the +source code distributed need not include anything that is normally distributed +(in either source or binary form) with the major components (compiler, kernel, +and so on) of the operating system on which the executable runs, unless that +component itself accompanies the executable. + +* Redistributions must reproduce the above copyright notice, this list of +conditions and the following disclaimer in the documentation and/or other +materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" +AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR +CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS +INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN +CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. diff --git a/packages/wolf_3d_assets/pubspec.yaml b/packages/wolf_3d_assets/pubspec.yaml index 33d3e32..89a6445 100644 --- a/packages/wolf_3d_assets/pubspec.yaml +++ b/packages/wolf_3d_assets/pubspec.yaml @@ -13,3 +13,4 @@ flutter: assets: - assets/retail/ - assets/shareware/ + - assets/sod/shareware/ diff --git a/packages/wolf_3d_dart/lib/src/data/data_version.dart b/packages/wolf_3d_dart/lib/src/data/data_version.dart index 0183d52..7ec7325 100644 --- a/packages/wolf_3d_dart/lib/src/data/data_version.dart +++ b/packages/wolf_3d_dart/lib/src/data/data_version.dart @@ -16,6 +16,9 @@ enum DataVersion { /// v1.4 Retail release (found on GOG and Steam). version14Retail('b8ff4997461bafa5ef2a94c11f9de001'), + /// Spear of Destiny Shareware release (VSWAP.SDM). + spearOfDestinyShareware('35afda760bea840b547d686a930322dc'), + /// Default state if the file hash is unrecognized. unknown('unknown') ; diff --git a/packages/wolf_3d_dart/lib/src/registry/registry_resolver.dart b/packages/wolf_3d_dart/lib/src/registry/registry_resolver.dart index 8c9a158..e1278ff 100644 --- a/packages/wolf_3d_dart/lib/src/registry/registry_resolver.dart +++ b/packages/wolf_3d_dart/lib/src/registry/registry_resolver.dart @@ -47,8 +47,9 @@ class BuiltInAssetRegistryResolver implements AssetRegistryResolver { case DataVersion.version14Retail: return RetailAssetRegistry(); case DataVersion.version14Shareware: + case DataVersion.spearOfDestinyShareware: return SharewareAssetRegistry(strictOriginalShareware: true); - case DataVersion.unknown: + case _: break; // fall through to GameVersion family check }