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wolf3d_iphone_v1.1_src.zip

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About This File

The original Wolfenstein 3D code was written in late 1991 / early 1992 using 16 bit Turbo C and the TASM assembler and targeted at 286 based MSDOS systems with VGA graphics and ideally a bit of extended or expanded memory.

I released the original source for Wolfenstein 3D many years ago, originally under a not-for-commercial purposes license, then later under the GPL. The old code is still available in various places ( http://www.btinternet.com/~belowe/ ) but it isn't very useful on modern platforms. There are several open source projects that have modernized the code so that it works on 32 bit systems and can take advantage of OpenGL acceleration. I started the iphone version with the Wolf3D Redux codebase ( http://wolf3dredux.sourceforge.net/ ), which apparently incorporated a lot of code from NewWolf ( http://newwolf.sourceforge.net/ ).

At first, I considered trying to build the iphone version as a patch, but when I decided to turn the little research project into a commercial release (and do it in a hurry), I started making more wholesale changes. The Redux codebase had basically gutted the Quake 2 codebase and grafted Wolfenstein into it, which had some nice points, but it meant that the system code was many times as large as the actual Wolfenstein game code. It wasn't really hurting anything, and I considered leaving it all in, but it was such a mess that I finally flattened everything out and cut out about half of the environment code. No attempt was made to make this project portable, although it wouldn't be very hard to clean that up.

In the past, Id source releases did not include any data files, and you had to extract data files from a commercially obtained version of the game if you wanted to experiment with the original game data. Because it isn't possible for users to tear open an app bundle from the App Store to get at the data, I am including it with the source code to make it easy. You are on-your-honor to buy a copy at the App Store before using the data. :-) The source code is under the GPL, but the data is still strictly copyright Id Software with no license given to distribute outside this code release package or to use for any commercial purpose. You are certainly free to replace all the data and make commercial applications, as long as the code is made available under the GPL.


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  • File Reviews

    • By Player Lin · Posted
      Normally, I don't like DooM (1 or UD) WADs because I tired shooting baddies with shotgun as most of them tend put a lot of shotgun guys/ammo and I have shot those full of shotty shit...well, this one can't escaped from that but I found author's tricky as I didn't found many of them(or they placed when I needed to use shotty), also the monster placements(with middle-tier ones) in this megawad helped too, even E1 doesn't suffers low-tier ammo-droping-fest unlike IWAD and most PWADs.   Level layouts and theme are interesting, some E3 levels just a little mazed but I feel okay, never get lost...many levels I feel plays like IWAD but better and larger, you'll found middle-tier monsters in E1 levels and it helps the gameplay, unlike the IWAD you'll have too much ammo in every level even pistol start, if you wasted too much and will out of ammo for sure(at least in UV).   All I can say about this megawad is...fun,  vanilla fun. Except E3M8, the yellow key area with platforming when all enemies + 4 cyberdemons are try to kill me and battles-of-deal-with-4-cyberdemons-or/and-other-powerful-monsters are nasty to me, on top of them, the final "BOSS"...I feel trolled...really? IoS-style?? IT'S ****ING DOOM, NOT DOOM 2 WHY USE IOS-STYLE AS FINAL BOSS?!  :P (At least there is no respawning monster cubes just annoying cyberdemons and barons...but they're still give me a lot of headaches as the battle area isn't very huge and a little cramped I think...)   But at least IDMUS11 helps me dealt with those problems all, for some reasons I feel the main theme of Power Ranger does fit DooM...don't know why but I keep switch to the theme with IDMUS11 cheat if I don't like the level's music, helps me blast through this megawad and the nasty E3M8. :P
    • By Doomkid · Posted
      Download the REAL file here (rd1.zip is NOT correct) https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2   Shocked to see so many negative reviews. I had an absolute blast with this one, and I'm not sure what Nems was talking about with the Boom stuff as this runs in Doom2.exe with no trouble. In fact, there is a TON of impressive vanilla stuff going on here. I guess it was so well done that it tricked him.   This deserves a high score. It's a lot of fun.
    • By Rimantas · Posted
      It definitely makes Doom look darker, but also slightly changes colors (it reminds me PSX Doom). I prefer original Doom colors and miss how it looked on CRT (almost same colors as with modern monitors, but less brightness and maybe more contrast).
    • By Hypпotiк · Posted
      Great spirit/item placements, and also nice trap placements. Textures are georgeous and scream "1980's sci-fi action movie".
    • By guitardz · Posted
      Some very cool techbases with a nice texture set and pallette.  The music is pretty epic.  And it all runs in vanilla! (Or so it is said, I played it in GZDoom)
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