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wolf3d_iphone_v1.2_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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Unknown date

  
Yeah that's definitely one of the best text files I've ever read. 5 stars

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Unknown date

  
loved the text file. 5 stars

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  • File Reviews

    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
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