You might find this thread interesting. Not sure if it will point you in the right direction or not to get Wolf 3D running in Leopard....
http://www.idevgames.com/forum/archive/index.php/t-10669.html
Regards.
Thanks for the link. I've actually looked at that post several times, it seems like they got pretty far in the development process, but maybe got stuck on the 68k machine assembly part.
So, what I'm thinking is that the low-res on the PC version makes it almost unplayable. I know it has the advantage of 3D guards and some other nifty stuff, but staring at those huge pixels makes me feel like I'm going to fall into a CGA monitor or something. The Macintosh version, albeit limited, at least has high enough resolution for a partial suspension of reality. I don't feel like I'm on a vacation to pixel world when I play the Mac version, hence my preference. Also, the sound quality is almost acceptable by today's standards, no Sound-Blaster crap here.
If it proves unmanageable to port the Mac version, I guess I can just play the PC version in DOSBox.
So my technical search turned up some stuff about calling C code from Java. I haven't implemented the methods yet, but if I were able to use Java to call the C code, we might get a cross-platform port of the Macintosh version, which would be sweet. If, however, the 68k assembler proves crucial, I would either need to implement a translation layer, or re-write that portion of the code in another language. For either of those steps, I would need some help.
My second thought would be write and alternate game engine, one that can read the Macintosh level files and render the graphics from there. This sounds like a lot of work, but could be the most feasible option. What I'm considering is that it wouldn't be very difficult to write a simple ray-caster, I could probably even write it in Java. This might result in a slightly different appearance from the original, depending on how well I write the ray-caster, but it would at least allow people to play the original levels without emulation. On the other hand, if I do manage to write an app that can translate the original data files, I could possibly render the maps in true 3d, though still with the original limitations of a flat floor and ceiling.
This is still in the concept stage, I'm re-familiarizing myself with Java before I dive into unknown territory. Even if I don't use any Java, practicing will help me think more like a programmer and prepare for other conquests. Anyone sympathetic to the cause, please help!
One last thought, if there's a super-simplistic 3d game engine, I could manually enter the original levels, and draw textures to imitate the original look & feel... I'm a bit of purist, but I recognize that there may be compromises like that. Can anyone recommend a simple game engine, or a way to make one?
Thanks for the input so far, I'll be thrilled if this really picks up.