shithub: wl3d

Download patch

ref: 306bd81b628115bc2167ae40793b1c45365195ee
parent: a88630d07570f7e9a30098817db9efe32307a776
author: Konstantinn Bonnet <[email protected]>
date: Thu May 19 12:14:09 EDT 2016

add wl3d(1), opl2(1), wl3d(6)

and remove another useless end pointer.

--- a/dat.h
+++ b/dat.h
@@ -74,7 +74,7 @@
 	int y;
 	uchar *p;
 };
-extern Pic *pics, *pice;
+extern Pic *pics;
 extern uchar *pict;
 
 struct Fnt{
--- a/fs.c
+++ b/fs.c
@@ -828,11 +828,12 @@
 	mungesfx();
 }
 
-static void
+static int
 piched(Biobuf *dat, Biobuf *aux, u16int hf[])
 {
 	u32int v, n;
 	uchar *u, *p;
+	Pic *d, *e;
 
 	v = get24(aux);
 	Bseek(dat, v, 0);
@@ -840,31 +841,35 @@
 	p = u = emalloc(n);
 	unhuff(dat, hf, u, n);
 	n /= 4;
-	pics = emalloc(n * sizeof *pics);
-	for(pice=pics; pice<pics+n; pice++){
-		pice->x = GBIT16(p), p+=2;
-		pice->y = GBIT16(p), p+=2;
+	d = pics = emalloc(n * sizeof *pics);
+	e = d + n;
+	while(d < e){
+		d->x = GBIT16(p), p+=2;
+		d++->y = GBIT16(p), p+=2;
 	}
 	free(u);
+	return n;
 }
 
 static void
-getpics(Biobuf *dat, Biobuf *aux, u16int hf[])
+getpics(Biobuf *dat, Biobuf *aux, u16int hf[], int n)
 {
-	u32int v, n;
+	u32int v, m;
 	uchar *u, *p;
-	Pic *s;
+	Pic *s, *e;
 
-	for(s=pics; s<pice; s++){
+	s = pics;
+	e = s + n;
+	while(s < e){
 		v = get24(aux);
 		Bseek(dat, v, 0);
-		n = get32(dat);
-		u = emalloc(n);
-		unhuff(dat, hf, u, n);
-		p = emalloc(n);
+		m = get32(dat);
+		u = emalloc(m);
+		unhuff(dat, hf, u, m);
+		p = emalloc(m);
 		deplane(p, u, s->x*s->y/4);
 		free(u);
-		s->p = p;
+		s++->p = p;
 	}
 	pict = picts[ver];
 }
@@ -924,6 +929,7 @@
 static void
 gfx(void)
 {
+	int n;
 	u16int hf[512], *h;
 	Biobuf *dat, *aux;
 
@@ -934,9 +940,9 @@
 
 	aux = bopen("vgahead.", OREAD);
 	dat = bopen("vgagraph.", OREAD);
-	piched(dat, aux, hf);
+	n = piched(dat, aux, hf);
 	getfnts(dat, aux, hf);
-	getpics(dat, aux, hf);
+	getpics(dat, aux, hf, n);
 	get24(aux);	/* ignore bullshit tile lump full of lies */
 	getexts(dat, aux, hf);
 	Bterm(aux);
--- /dev/null
+++ b/man/1/opl2
@@ -1,0 +1,61 @@
+.TH OPL2 1
+.SH NAME
+opl2 \- OPL2 chip emulator
+.SH SYNOPSIS
+.B opl2
+[
+.B -n
+.I rate
+] [
+.I file
+]
+.SH DESCRIPTION
+.I Opl2
+is an emulator of a single Yamaha 3812 chip, also known as
+.SM OPL2.
+.PP
+The emulated chip is programmed by a stream of commands either from stdin or
+from
+.IR file .
+Guided by these commands, it then synthesizes a number of 16 bit little-endian samples for a sampling rate of 44.1 kHz.
+Each is duplicated for stereo sound and written to stdout.
+.PP
+While the output's sampling rate is the same as the audio device's default (see
+.IR audio (3)),
+the chip is meant to be sampled at a much lower rate, 700 Hz by default.
+A different expected sampling rate is given in Hz using the
+.B -n
+parameter.
+Internally, for each sample,
+.I opl2
+generates a number of additional samples depending on this rate.
+.PP
+Commands are 4 bytes formatted as follows, where the size of each field is given in bytes between brackets:
+.RS
+.IR register [1]
+.IR value [1]
+.IR delay [2]
+.RE
+.PP
+All fields are unsigned.
+Each command specifies a
+.I value
+to be written to an
+.SM OPL2
+chip
+.IR register ,
+modifying its internal state.
+The
+.I delay
+field indicates a multiple of the expected sampling period (the inverse of the expected sampling rate) during which the chip should be sampled before processing the next command.
+Output is therefore triggered by a non-zero delay.
+.SH "SEE ALSO"
+.IR wl3d (1) ,
+.IR audio (3)
+.SH HISTORY
+.I Opl2
+first appeared for 9front (May, 2016), based on
+.I fmopl.c
+from the Multiple Arcade Machine Emulator (
+SM MAME
+).
--- /dev/null
+++ b/man/1/wl3d
@@ -1,0 +1,170 @@
+.TH WL3D 1
+.SH NAME
+wl3d \- Wolfenstein 3-D engine port
+.SH SYNOPSIS
+.B wl3d
+[
+.B -23dos
+] [
+.B -m
+.I datadir
+] [
+.B -w
+.I map
+] [
+.B -x
+.I 1-4
+]
+.SH DESCRIPTION
+.I Wl3d
+is a port of id Software's Wolfenstein 3-D engine.
+In short, Wolfenstein 3-D is...
+.PP
+.RS
+"a masterpiece of wild action and unbelievable graphics, bringing you virtual reality at its best, as you move
+.RI though (sic)
+a sensationally realistic 3-D world of amazing detail.
+It's World War II, and you are B.J. Blazkowicz - the Allies' bad boy of espionage, a terminal action seeker built for abuse with an attitude to match.
+There's just one small problem: you've been captured by the Nazis, tortured, and imprisoned beneath the Castle Wolfenstein where you await execution.
+Bummer.
+Now, you must do anything to escape from the belly of a Nazi dungeon - or die trying."
+.RE
+.PP
+.I Wl3d
+requires several data files to operate, containing sound effects, music, and several types of graphics.
+These are detailed in
+.IR wl3d (6) .
+Two additional files contain the initial loading screens,
+.L intro.wl6
+and
+.LR intro.sod .
+The first is used in Wolfenstein 3-D related game versions, the second in Spear of Destiny related game versions.
+.PP
+At startup, the current working directory is bound over
+.I datadir
+(default
+.BR /sys/games/lib/wl3d )
+with the
+.B MBEFORE
+and
+.B MCREATE
+flags.
+Data files can thus be contained in a system directory while the config and save files' location, which are user-specific, can be left at the user's discretion.
+If these user-specific files exist and
+.I wl3d
+fails to parse them, they are not overwritten.
+.PP
+Several options modify the program's behavior on startup.
+If the
+.B -w
+parameter is used, the game starts immediately at map number
+.IR map ,
+and
+.B -x
+optionally sets the game difficulty.
+.PD
+.SS Game versions
+The engine supports several game versions, each requiring different data files.
+These also control parts of the program's behavior, such as level ordering and interface drawing.
+Each corresponds to a specific data file extension.
+.PD
+The default game version is Wolfenstein 3-D 1.4 retail, and the data files use the
+.L wl6
+extension.
+Others are set by the following options:
+.TF -2
+.TP
+.B -d
+Wolfenstein 3-D 1.4 shareware
+.TP
+.B -s
+Spear of Destiny
+.TP
+.B -o
+Spear of Destiny demo
+.TP
+.B -2
+Spear of Destiny Mission 2: Return to Danger
+.TP
+.B -3
+Spear of Destiny Mission 3: The Ultimate Challenge
+.PD
+.PP
+The respective data file extensions are
+.LR wl1 ,
+.LR sod ,
+.LR sdm ,
+.LR sd2 ,
+.LR sd3 .
+.PD
+Other game versions are unsupported.
+.PD
+.SS Sound and music
+.I Wl3d
+uses
+.SM OPL2
+chip emulation based on fmopl.c from the
+.SM MAME
+project for music and sound effects.
+Digital sound effects are resampled prior to playback.
+PC speaker sound effects are unimplemented and ignored.
+In case
+.L /dev/audio
+(see
+.IR audio (3))
+is inaccessible, audio is ignored.
+.PD
+.SS Differences
+Most of
+.I wl3d
+has been rewritten from scratch, and some parts have been implemented differently from the reference.
+Most importantly, individual data lumps are no longer read and cached as needed, but rather all loaded into memory, uncompressed, and in some cases converted, at startup.
+This bumps the required amount of free memory up to around 4 megabytes, depending on the game version and architecture.
+In addition, a single executable handles all supported game versions.
+.PP
+Intro screens are now additional data files to be loaded on start up, rather than being compiled in, and must therefore be installed in the
+.IR datadir .
+Also unlike the reference implementation, these are displayed during data file loading, and are immediately faded out of afterwards.
+.PP
+Copy protection code and the Spear of Destiny Jukebox have been excised.
+.PP
+Menus are implemented differently, and some have been altered in functionality.
+.PP
+Game keys are no longer set in the options menu, but rather in the config file.
+A single global configuration file is used, rather than a version dependent one.
+In addition, while savegames are in a compatible format, config files are not.
+.SH FILES
+.TF /sys/games/lib/wl3d/*
+.TP
+.B /sys/games/lib/wl3d/*
+wl3d data files
+.SH "SEE ALSO"
+.IR doom (1) ,
+.IR opl2 (1) ,
+.IR bind (2) ,
+.IR pipe (2) ,
+.IR audio (3) ,
+.IR wl3d (6)
+.SH BUGS
+Timing code may be off, but it's difficult to tell because of other implementation differences with the original engine.
+.PP
+Because of limitations in fmopl.c-based
+.SM OPL2
+emulation, Adlib sound effects crack too much during playback.
+.PP
+With sound effects enabled, the
+.SM OPL2
+emulation runs on every frame and
+.L /dev/audio
+is written to, even when no sound is playing.
+.PP
+The upsampling implementation for digital sound effects is overkill given the number of constraints.
+.PP
+No special handling is done if the program is unable to run at a framerate of 70 Hz.
+.SH HISTORY
+id Software's Wolfenstein 3-D was released for
+.SM MS-DOS
+on May 5, 1992.
+.br
+.I Wl3d
+appeared first for 9front (May, 2016), based on the source code release of Wolfenstein 3-D's engine from July 21, 1995.
--- /dev/null
+++ b/man/6/wl3d
@@ -1,0 +1,526 @@
+.TH WL3D 6
+.SH NAME
+wl3d \- Wolfenstein 3-D data formats
+.SH DESCRIPTION
+Several different types of data are used in Wolfenstein 3-D, each stored in specific ways.
+In the description of the data files below, version-specific extensions are omitted.
+Those files are:
+.TF gamemaps
+.TP
+.B audiohed
+PC Speaker, Adlib, digital effects and music offsets in
+.B audiot
+.TP
+.B audiot
+uncompressed PC Speaker, Adlib, digital effects and music lumps
+.TP
+.B gamemaps
+maps lump
+.TP
+.B maphead
+map offsets in
+.B gamemaps
+.TP
+.B vgadict
+huffman dictionary for lumps contained in
+.B vgagraph
+.TP
+.B vgagraph
+fonts, pictures, tiles and screens, encoded for
+.SM VGA
+graphics cards
+.TP
+.B vgahead
+graphics offsets in
+.B vgagraph
+.TP
+.B vswap
+wall textures, sprites and raw pcm audio
+.PD
+.PP
+Integers are stored in little-endian byte order.
+In the notation for file and lump formats below, the number of bytes in a field is given in brackets after the field name.
+The notation
+.IR a [ s ]
+denotes an unterminated array of
+.I s
+.SM ASCII
+characters.
+Empty brackets denote a variable-length field.
+Single-field n-dimensional arrays are defined using n sets of brackets containing the number of array elements, then the size of an element in bytes also between brackets.
+Curly braces surrounding multiple fields denote arrays of multiple fields.
+These are adjoined by the number of elements in brackets.
+In the interest of clarity, complex fields are usually denoted as two-dimensional arrays of variable-length element size, and defined subsequently.
+.PP
+In addition, game versions are denoted as
+.B wl1
+for Wolfenstein 3-D 1.4 shareware,
+.B wl6
+for Wolfenstein 3-D 1.4 retail,
+.B sdm
+for Spear of Destiny 1.0 demo and
+.B sod
+for Spear of Destiny 1.0 retail (including mission packs).
+.SH SOUND EFFECTS AND MUSIC
+.SS Audiohed
+.RS
+.IR start [4]
+{
+.IR end [4]
+.IR starts [4]
+.RI }[ nsfx*3-1 ]
+.IR end [4]
+.RE
+.PP
+.B Audiohed
+contains
+.I start
+and
+.I end
+offsets into
+.B audiot
+for sound effects.
+Sound effects are stored contiguously, and the
+.I end
+offset of one lump is the
+.I start
+offset of the following, such as the last offset is the
+.I end
+offset of the last lump.
+.PP
+The order and number of offsets is significant.
+The offsets reference an identical number of PC Speaker, then of Adlib, then of digital sound lumps.
+Any following offsets reference music lumps.
+.PP
+The number of sound effects and music lumps, as well as their references, are hardcoded per-version in the engine:
+.TF wl1/wl6
+.TP
+.B wl1/wl6
+87 sound effects, 27 music lumps
+.TP
+.B sdm/sod
+81 sound effects, 24 music lumps
+.PD
+.PP
+No checking of their correct order or number is done, and any extra offsets are ignored.
+Zero-sized lumps are valid and are simply never read.
+Digital sound effect offsets are always ignored, but must exist.
+Some sound effects and music music tracks are never used.
+.SS Audiot
+.RS
+.IR pc [ nsfx ][]
+.IR al [ nsfx ][]
+.IR dig [ nsfx ][]
+.IR imf [ nimf ][]
+.RE
+.PP
+.B Audiot
+contains
+.I nsfx
+uncompressed sound effects, and
+.I nimf
+music lumps in
+.SM IMF
+format.
+Each sound effect has a PC Speaker, Adlib and digital version.
+.PP
+Each types of lump is stored in a specific format detailed below.
+No digital sounds are ever stored in
+.BR audiot ,
+having raw pcm lumps in
+.B vswap
+instead.
+.SS PC sound effect
+.RS
+.IR size [4]
+.IR priority [2]
+.IR freq [ size ]
+.IR ignored [1]
+.RE
+.PP
+Undocumented here.
+.SS Adlib sound effect
+.RS
+.IR size [4]
+.IR priority [2]
+.IR cfg [10]
+.IR ignored [6]
+.IR octave [1]
+.IR pitch [ size ]
+.IR tag []
+.RE
+.PP
+The sampling rate is 140 Hz.
+.I Pitch
+is an array of 1-byte values to be written to an
+.SM OPL2
+chip's first channel registers, of size
+.IR size .
+A value of zero corresponds to writing a zero to
+.SM OPL2
+register
+.LR 0xb0 .
+Any different value is written to register
+.L 0xa0
+before writing
+.I octave
+to its corresponding 3 bit field in register
+.LR 0xb0 .
+The key is enabled simultaneously.
+.PP
+.I Cfg
+is a byte array of values to be written to a list of registers, configuring the first channel's operators.
+These registers are, in order:
+.LR 0x20 ,
+.LR 0x23 ,
+.LR 0x40 ,
+.LR 0x43 ,
+.LR 0x60 ,
+.LR 0x63 ,
+.LR 0x80 ,
+.LR 0x83 ,
+.LR 0xe0 ,
+.LR 0xe3 .
+.PP
+Since only one Adlib sound effect can play at any one time, if an effect is already being played and its
+.I priority
+is lower than the new one, it is interrupted, then substituted.
+.PP
+At the end of playback, the engine resets the values of the instrument registers and writes a zero to registers
+.L 0xb0
+and
+.LR 0xc0 .
+.PP
+.I Ignored
+contains 6 fields only used by Muse.
+.I Tag
+is a variable-length field suffixed by Muse and is also ignored.
+.SS Digital sound effect
+No such lump is ever stored in
+.BR audiot .
+Regardless, the appropriate number of references in
+.B audiohed
+must exist (as zero-sized lumps).
+.PP
+Instead, sound effects are stored as raw pcm in
+.BR vswap ,
+in a format detailed elsewhere.
+.SS Music
+.RS
+.IR size [2]
+{
+.IR register [1]
+.IR value [1]
+.IR delay [2]
+.RI }[ size ]
+.IR tag []
+.RE
+.PP
+Music is stored in the
+.SM "id software Music Format",
+or
+.SM IMF
+for short.
+.PP
+.I Size
+is the total length of actual music data and must be a multiple of 4.
+The data is a series of commands to be written to an
+.SM OPL2
+compatible chip.
+Each associates a
+.I register
+and
+.I value
+pair with a
+.IR delay ,
+expressed in multiples of 1/700 seconds.
+A zero delay means to execute the next command immediately.
+.I Tag
+is a variable length field suffixed by Muse, and is ignored.
+.SH MAPS
+.SS Maphead
+.RS
+.IR tag [2]
+.IR off [60][4]
+.RE
+.PP
+.B Maphead
+is an array of file offsets into
+.BR gamemaps .
+.I Tag
+is a special value used during
+.SM RLEW
+decompression, usually
+.LR 0xabcd ,
+and thus also contained in the decompressed map lump.
+.PP
+While the number of offsets is constant, the number of maps actually contained in
+.B gamemaps
+is version dependent:
+.TF wl1
+.TP
+.B wl1
+10 maps
+.TP
+.B wl6
+60 maps
+.TP
+.B sdm
+2 maps
+.TP
+.B sod
+20 maps
+.PD
+.PP
+Missing maps have an offset of zero.
+As zero offsets are not handled specially, references of these maps will point to the first map.
+.PP
+An offset of 0xffffffff marks the map lump as sparse.
+In this case, the engine will not initialize the map's reference, resulting in a crash if it should be accessed.
+.IR wl3d (1)
+exits if it reads such an offset.
+.SS Gamemaps
+.RS
+{
+.IR pls [3][4]
+.IR pll [3][2]
+.IR dx [2]
+.IR dy [2]
+.IR name [ s ]
+.RI }[60]
+.IR planes [3][ dx * dy ]
+.RE
+.PP
+Maps are decomposed into three planes.
+.B Gamemaps
+holds an array of map headers, followed by doubly-compressed plane data.
+.IR Pls and pll
+are respectively arrays of offsets and lengths for each plane.
+Only the first two planes are ever used.
+.IR dx and dy
+are the planes' dimensions, and must both be 64.
+.I Name
+is an unused unterminated
+.SM ASCII
+string.
+.I Planes
+stores contiguously each plane's data.
+.SS Compression
+Each map plane is first compressed using
+.SM RLEW,
+then further using what is eponymously refered to as
+.MS Carmack compression.
+.SH GRAPHICS
+Graphics are either static data loaded in the executable, or huffman-compressed lumps contained in
+.BR vgagraph .
+.B Vgahead
+is used in conjunction with
+.B vgadict
+to read and uncompress each lump upon retrieval.
+.SS Vgahead
+.RS
+.IR off [ np ][3]
+.RE
+.PP
+.I Vgahead
+is an array of 3 byte offsets into
+.I vgagraph
+for all lumps contained therein.
+.SS Vgadict
+.RS
+{
+.IR a [2]
+.IR b [2]
+.RI }[256]
+.RE
+.PP
+This file contains a dictionary used for decompression of Huffman-encoded lumps in
+.IR vgagraph .
+.SS Vgagraph
+.RS
+.IR pt [ np ][]
+.IR fnt [2][]
+.IR pic [ np ][]
+.IR t8 []
+.IR scr [ n ][]
+.RE
+.PP
+.I Vgagraph contains a series of Huffman-encoded graphics lumps of various types.
+Each lump is prefixed by its uncompressed size.
+The first lump,
+.IR pt ,
+contains a the sizes for
+.I np
+pictures, retrieved from
+.IR pic .
+.I Np can be obtained from
+.IR pt 's
+uncompressed size.
+The following sections detail each lump type.
+.SS Fonts
+.RS
+.IR dy [2]
+.IR off [256][2]
+.IR dx [256]
+.RE
+.PP
+Fonts are a collection of 256 variable-width
+.SM ASCII
+characters.
+.I Dy
+is the global height in pixels of each one.
+Every character, indexed 0-255, also has a corresponding width in pixels in
+.I dx
+and a byte offset into the lump in
+.I off
+containing its pixel data.
+The data is an array of bytes of size
+.I dy
+.L *
+.IR dx [ n ],
+to be translated to the character's location on the screen.
+A pixel's color is overwritten with the engine's current foreground color when a non-zero byte in the character's pixel data occurs.
+.PP
+Exactly two fonts are always defined.
+.SM ASCII
+characters within the printable range have valid definitions at the same locations.
+Some characters for special use are defined beyond, such as fixed-width numerals.
+.SS Pictures
+.RS
+.BR pt :
+.IR dx [2]
+.IR dy [2]
+.br
+.BR pic :
+.IR p [dy][dx]
+.RE
+.PP
+.I Pt
+is a separate lump containing an array of paired integers, specifying the width and height in pixels of each picture.
+The number of records in that lump corresponds to the number of picture lumps in
+.IR pic .
+Each picture is then a Huffman-encoded 
+.I dx
+by
+.I dy
+graphic in
+.SM VGA
+format, that is, with pixels stored in 4
+.SM VGA
+color planes rather than contiguously.
+.SS Tiles
+Tiles used in Wolfenstein 3-D are exclusively of size 8x8, and thus stored as arrays of 64 bytes.
+All tiles are stored contiguously in a single lump following the last pic lump.
+Their number is version dependent, but only the first 8 tiles are ever used.
+.PP
+The tile lumps in Wolfenstein 3-D and Spear of Destiny versions all decode incorrectly and result in reads past the allocated buffer (or past the end of the lump).
+.IR Wl3d (1)
+skips this lump entirely.
+.SS Screens and demos
+.RS
+.IR misc [ ns ][]
+.IR demo [ nd ][]
+.IR end [ ne ][]
+.RE
+.PP
+.I Misc
+contains fullscreen graphics and additional palettes used in specific hardcoded and version dependent instances.
+.I Demo
+is an array of 4 demos (1 for
+.BR sdm ).
+Finally,
+.I end
+contains other fullscreen graphics for specific uses, notably in epilogue sequences.
+.SS Static data
+Some of the graphics data is stored in the executable and thus cannot be altered.
+These are the base color palette and intro screen.
+The intro screen is a static screen displayed on startup while verifying available memory and hardware, changed depending on the results.
+Both have a
+.B wl1/wl6
+and a
+.B sdm/sod
+version, but only one is present.
+.SS Palettes
+.RS
+{
+.IR r [1]
+.IR g [1]
+.IR b [1]
+.RI }[256]
+.RE
+.PP
+Palettes in Wolfenstein 3-D are arrays of 768 bytes arranged in triplets of red, green and blue values.
+Besides the palette contained in the executable and other generated ones, pic lumps may be palettes used in specific, hard-coded instances.
+.SH VSWAP
+.RS
+.IR nch [2]
+.IR so [2]
+.IR po [2]
+.IR off [ nch ][4]
+.IR sz [ nch ][2]
+.IR wl [ so ][]
+.IR sp [ po-so ][]
+.IR pcm [ nch-po ][]
+.RE
+.PP
+.B Vswap
+is divided into three sections, each subdivided into lumps, and then again into chunks.
+.I Nch
+is the total number of chunks in the file.
+.I So
+and
+.I po
+are then the chunk indices denoting the start of respectively the sprite and pcm sections.
+Immediately following are two arrays describing each chunk,
+.IR off
+for file offsets, and
+.IR sz ,
+for lengths in bytes.
+.PP
+The rest of the file contains section data.
+.SS Wall textures
+[words]
+.SS Sprites
+[words]
+.SS Raw pcm
+.RS
+{
+.IR chunk [ size/4096 ][]
+.RI }[ npcm ]
+{
+.IR index [2]
+.IR size [2]
+.RI }[ npcm ]
+.RE
+.PP
+Each sample is a 8 bit unsigned integer to be played back at a sampling rate of 7 kHz.
+Pcm lumps are segmented into chunks of 4096 bytes or less.
+.PP
+The very last chunk in
+.B vswap
+is a table of two 16 bit integers per pcm lump.
+.I Index
+is the zero-based index of the lump's first chunk relative to the first pcm chunk.
+.I Size
+is the sum of lengths of the lump's chunks.
+.PP
+The references for each pcm sound effect (different than those for regular sound effects), as well as their number, are hardcoded in the engine:
+.TF wl1
+.TP
+.B wl1
+21 pcms
+.TP
+.B wl6
+46 pcms
+.TP
+.B sdm
+26 pcms
+.TP
+.B sod
+40 pcms
+.SH "SEE ALSO"
+.IR opl2 (1) ,
+.IR pcmconv (1) ,
+.IR wl3d (1)
+.PP
+The YMF262 (OPL3) programming manual.
--- a/mkfile
+++ b/mkfile
@@ -20,9 +20,11 @@
 </sys/src/cmd/mkmany
 BIN=$home/bin/$objtype
 
-dirinstall:V:
+sysinstall:V:
 	mkdir -p /sys/games/lib/wl3d
 	cp intro.wl6 intro.sod /sys/games/lib/wl3d
+	cp man/1/wl3d man/1/opl2 /sys/man/1
+	cp man/6/wl3d /sys/man/6
 
 $O.wl3d: $WOFILES
 	$LD -o $target $prereq
--- a/rend.c
+++ b/rend.c
@@ -4,7 +4,7 @@
 #include "fns.h"
 
 Fnt fnts[2], *fnt;
-Pic *pics, *pice;
+Pic *pics;
 uchar **exts, **dems, **epis;
 Dat *wals, *sprs;