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IOS source code for Wolfenstein 3D & Doom classic

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11–16 of 16 posts

Re: IOS source code for Wolfenstein 3D & Doom classic

#12
post #10

Earlier quoted context omitted.

darn, I thought it was all the assets too.

usually easy enough to find, by digging around in the old disk box at the back of your computer cupboard ;)

The various Dooms are also on Steam - I bought them again just to have easier access to them.

Re: IOS source code for Wolfenstein 3D & Doom classic

#14

idkfa iddqd it's frightening that that's still saved deep in my brain and rapidly available.

Don't forget idspispopd for noclip (Doom 1). I must have typed those cheats a thousand times. If you tried using Doom cheats in Heretic you'd get the opposite effect. idkfa would strip you of all weapons and iddqd would kill you. Great addition to the game!

Re: IOS source code for Wolfenstein 3D & Doom classic

#15
post #7

I'm not sure if the source was available before. But if so, I'm wondering if anyone has compared it to the original source to see what was changed? Anything interesting? Anything major?

yes, id software is notorious for open sourcing all their games a while after release. John Carmack took a few months break from Rage development to work on these (at least on Wolfenstein, not sure about Doom) [1], so there will definitely be substantial differences to adapt to iOS, like - I'm guessing - OpenGL-ES code and touch controls. here's a write-up from Carmack about his Wolfenstein iPhone development adventu…

Doom 3 is going to be open-source before the end of the year. I can't wait!

Re: IOS source code for Wolfenstein 3D & Doom classic

#16
post #7

I'm not sure if the source was available before. But if so, I'm wondering if anyone has compared it to the original source to see what was changed? Anything interesting? Anything major?

yes, id software is notorious for open sourcing all their games a while after release. John Carmack took a few months break from Rage development to work on these (at least on Wolfenstein, not sure about Doom) [1], so there will definitely be substantial differences to adapt to iOS, like - I'm guessing - OpenGL-ES code and touch controls. here's a write-up from Carmack about his Wolfenstein iPhone development adventu…

Great little detail:"Wolfenstein was originally written in Borland C and TASM for DOS, but I had open sourced the code long ago, and there were several projects that had updated the original code to work on OpenGL and modern operating systems. "

Everyone benefits from Open Source, even the original creators.

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