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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 Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
    • By Walter confetti · Posted
      One of the earliest Doom user maps and It shows. Despite the raw and empty design, the author take a good use of 3D space creating a small fortress surrounded by mountains, the level Is fun to play and not hard. A fancy escapade and a piece of modding history.
    • By Walter confetti · Posted
      Third and final released map of a WIP episode by David Rager, it's more long, complex and hard than the previous entries in the series. A well made map with pretty challenging parts with a mix of monster usage, envoirnmental hazards and some puzzle gameplay. Fun but pretty harsh.
    • By Walter confetti · Posted
      Two more misplaced DM maps without a exit like QUDOOM (that at least had a exit room, while not functional) that caught me by their file name and leave me for the bad experience in SP. Chicken is just a long bridge between a thundering abyss where cyberdemons wants to destroy you, meh. Gangstar is a more fun map sets in a big, abstract warehouse where a cyberdemon roam free trying to kill you, shotgunners and lost souls are here in this Hell corner adding more pain to the thing, enforced by semi-hidden mazes, my favorite.
    • By Walter confetti · Posted
      This is like the physical version of the "we have X at home" meme in DM map format for Quake E1M1. Very poorly made, broken exit and missing textures here and there but at least the level KINDA resembles the original source somehow.
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