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id's John Carmack Releases Wolfenstein 3D Source Code for iPhone, Expects Official Releases Soon

by Nick Breckon, Mar 23, 2009 6:53pm PDT

Programming wizard John Carmack of id Software has released the source code a future port of the company's classic shooter Wolfenstein 3D for the iPhone.

The 10mb application can now be grabbed from FileShack. It includes a lengthy history of the project written by Carmack--including word that official ports of Doom and Wolfenstein 3D should soon be released by id.

And now, a word from John Carmack:

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.

/newCode/wolf The 32 bit Wolfenstein code

/newCode/env The Quake 2 derived code

/newCode/iphone The newly written iphone code and xcode project files

/newCode/Tremor Unodified ogg Tremor code for the background music

/base Game data

I can't say there is a lot of really good code here -- the wolf code

is mutated, the quake 2 code is vestigial, and the new code was written

in a hurry, but it does all hang together as a pretty fun game to play,

and a good testbed for various things.

If anyone does build another quality commercial application based

on this code, let us know, and we can probably do some kind of cross

linking.

John Carmack

2009/03/20




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