Code Editing Tutorials
Disabling the Demo player

Wolfenstein 3D EXE writers most of the time get irritated of the demos Wolfenstein starts to play each time you've seen the entire title sequence. Most of the time, the levels they have in that slot are empty or have another start position. Today, you'll be able to put in a code that makes the game "loop" the title sequences forever, and no demos will be played. That's a lot better, right?

Step 1. Open WL_MAIN.C and go to line 1551. Now you should see this:

//
// demo
//

#ifdef SPEAR

PlayDemo (LastDemo++%4);

#else

PlayDemo (0);

#endif

Step 2. Replace that with :

#ifdef SPEAR

PlayDemo (LastDemo++%4);

#else

VW_FadeOut();

#endif


Step 3. Now, do a search for "// demo". You should see this:

//
// demo
//

#ifndef SPEARDEMO

PlayDemo (LastDemo++%4);

#else

PlayDemo (0);

#endif

if (playstate == ex_abort)

break;

StartCPMusic(INTROSONG);

}

Change that to:

//
// demo
//

#ifdef SPEAR

VW_FadeOut ();

#else

VW_FadeOut ();

#endif

if (playstate == ex_abort)

break;

// StartCPMusic(INTROSONG);

}


As you see, STARTCPMUSIC is commented out. This is done because if we keep this line intact, the music will re-start with a pop after the high scores screen is displayed and the row of images restarts. Now the song will keep playing. Good eh?

Step 4. Save the file and compile it. Now, after the high scores screen you'll see the title screen again, and so it continues forever.


 


 

Get back to the Dome tutorials
Jump to the top