16.exe = actual planned game executable! / = root of project where executables are at 16/ = experimental branch and example codes 16/modex16/ = pngwen's code archived~ src/ = source of project~ doc/ = documentation of the project~ doc/faq.txt = frequently asked questions file!
You need Open Watcom stable to compile and just run wmake
###TODO https://github.com/sparky4/16/blob/master/TODO.md
project 16 is in deep dump right now
it is leaving the pre alpha state and heading into alpha state www
which means cache manager work but... it needs much rewriting for the new file formats
top down scroller similar to the game Ib my budget is small because i am a broke collage student the main issues i have is reworking the chache manager of the old id engine to work with the new file formats and getting it all together to work and reworking old experimental code into id_RF there is alot of work that i dont know how to make it work i will do alot of coding but i am stuck on the game engine cache manager and sound issues yeah there is no sound system for the game either there is the latest stuff from #7 the game is a 16 bit top down scroller in 4 directions where is loads more levels and maps within levels similar to the game Ib it will have a save feature, OPL3 and PC speacker sounds, a custom palette manager that loads palette for different sprites and stuff on the fly and merge matching colors together i need to return the ylookup table for the graphical system which is what wolf 3d used