id Releases Open Source Wolfenstein 3D for the iPhone 232
An anonymous reader writes "id Software has released a port of the classic Wolfenstein FPS to the iPhone. Some of the coding was done by John Carmack himself, who also used original code combined with new code from Wolf3D Redux. The original code was open sourced years ago, and enthusiasts have been updating it, which made the port considerably easier for id. It's available in the iTunes App Store, but the source is available for free at id's website."
Carmack also posted a detailed writeup about the decision to bring Wolf3D to the iPhone, including design notes and a few snippets of code. At the end, he says, "I'm going back to Rage for a while, but I do expect Classic Doom to come fairly soon for the iPhone." Kotaku got a chance to try the game at GDC: "It's not just a good reproduction of the original, it seems better."
So when... (Score:2)
Re:So when... (Score:5, Informative)
Wolfenstein doesn't contain the BFG... you're thinking of Doom.
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I know...I was replying more to the last bit of the summary, about them putting Doom together for the iPhone.
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IIRC there were plenty of Bad Fascist Gunners in Wolfenstein.
Re:So when... (Score:5, Funny)
Re:So when... (Score:5, Funny)
Just install the PETArometer app on your iPhone. When a PETA member sneaks up on you, the iPhone emits the 'Call of the Flower Children'. You can then strangle the dirty hippie with your baby seal skin scarf.
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only problem is, iPhone can't run background processes, so you need two iPhones, or you can't play wolf3d safely.
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Or beat him with the club you used to kill the baby seal
Just club him with the baby seal. It has a little more zest to it.
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So when you shoot that BFG...does your whole iPhone reset....or just melt?
No, but MechaHitler will destroy your enemies for you.
Sweet (Score:2)
That's pretty sweet.
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And also available for the iPod Touch:
It is almost tempting to try to hijack the side volume switch for fire, but the ergonomics aren't quite right, and it would be very un-Apple-like, and wouldn't be available on the iPod touch (plus I couldn't figure out how...).
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How do you install apps on the touch?
Through the App Store [apple.com]?
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When theres no Apple Store in your country? (that's like 90% of the globe). Not trolling I really would like to know. Proxy? gift cards? some hack?
Re:Sweet (Score:4, Informative)
When theres no Apple Store in your country? (that's like 90% of the globe). Not trolling I really would like to know. Proxy? gift cards? some hack?
JailBreak your phone, then either install apps manually or use one of the number of AppStore alternative Installers (Cydia [appleiphoneapps.com] comes to mind)
-Em
Re:Sweet (Score:4, Interesting)
What's more sweet? Something that pushes the hardware a bit more.
http://www.x-plane.com/iPhone/iPhone.html [x-plane.com]
a new index (Score:3, Insightful)
not free if you can't jailbreak (Score:2)
Re:not free if you can't jailbreak (Score:5, Informative)
The game engine is open-source, but the levels and art assets have always been non-free.
Re:not free if you can't jailbreak (Score:4, Informative)
I suspected as much but when I checked out the zip, it's actually got all the level data there.
Re:not free if you can't jailbreak (Score:5, Funny)
God, I hate paying people for their work. It makes me feel so dirty and wrong.
Re:not free if you can't jailbreak (Score:5, Funny)
I'd be happy to pay to see Carmack do live performances.
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If you access to a mac and the iphone sdk, then you can install it on your own iphone without paying. So yes, you can definitely use the source code for free. Also, I believe, that if apple has accepted you into their iphone developer program, then you can compile it from source and send the app to up to 100 persons so they can "test it." I'm not entirely sure how the whole 100 person thing works tho.
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The SDK is free, but don't you have to pay for the iPhone Developer Program for the ability to install arbitrary apps on the phone?
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Come on people. Pay the $5. This is the exactly kind of behavior we keep asking for! They're releasing the source and not treating us like we're all thieves. Let's reward them for giving us the benefit of the doubt.
Besides, if you could afford to buy yourself an iPhone or iPod touch, you can likely afford it. (Especially considering what ATT charges for data packages.)
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Apple suckers drooling over decades-old ports (Score:5, Funny)
You guys always get shafted waiting for the ports.
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As an Apple Fanboy/Apologist/Groupie, I still LOL'ed.
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As an Apple Fanboy/Apologist/Groupie, I still LOL'ed.
Wasn't the old mac port the best one? Better textures, flamethrower and stuff. Odd that ID didn't port that.
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The Mac port was done by MacPlay [wikipedia.org], and also included what I believe was original music (since I don't recall the PC version having music - most PC hardware at the time wasn't really capable of it).
Wasn't that the.... (Score:2, Insightful)
Re:Wasn't that the.... (Score:5, Informative)
No FaceBall? (Score:3, Interesting)
Not quite, the wikipedia article [wikipedia.org] is quite thorough on the history
But apparently not thorough enough to link to MIDI-Maze or FaceBall [wikipedia.org], one of the first multiplayer deathmatch FPS games. (I have to reply here because Slashdot has less of a "non-notability patrol" than Wikipedia.)
Re:Wasn't that the.... (Score:5, Insightful)
What really gets me is how Ultima Underworld never gets the credit it deserves. It shipped before Wolfenstein 3D, and was a better game to boot.
http://en.wikipedia.org/wiki/Ultima_Underworld [wikipedia.org]
You could look up and down, you could jump, swim, examine objects, interact with objects, there were RPG stats, etc. Gameplay was non-linear, and there was even an honest-to-goodness story. Lighting was dynamic, and there was even auto-map.
http://en.wikipedia.org/wiki/Warren_Spector [wikipedia.org]
Spector never gets the respect he is due either.
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What really gets me is how Ultima Underworld never gets the credit it deserves.
Because it isn't a first person shooter. Or was it? I never played it, didn't care for Wolf3D back then either. Doom was the first good one. The Super Mario Bross of FPSes, sure there's Pitfall, Smurfs, Faceball 2000, etc, out before but Doom/SMB was the first to 'get it right'.
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It was a first person RPG, but many call Wolf3D the first "first person" game, or the first, truly 3D game.
And Ultima did have first-person combat, including ranged weapons, spells, and melee. Again, better than Wolf3D. Overall it is a MUCH better game that shipped first with a larger set of game features, but everyone said Wolf3D was the big innovator.
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And Ultima did have first-person combat, including ranged weapons, spells, and melee. Again, better than Wolf3D. Overall it is a MUCH better game that shipped first with a larger set of game features, but everyone said Wolf3D was the big innovator.
I see it needs a 386 with 2 megabytes RAM. Wolf 3D makes do with 286 and 512KB RAM. That can have made the difference.
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And Ultima did have first-person combat, including ranged weapons, spells, and melee. Again, better than Wolf3D. Overall it is a MUCH better game that shipped first with a larger set of game features, but everyone said Wolf3D was the big innovator.
I played both when I was much younger.
Wolf3D was much faster on the same hardware, not to mention more colourful, smoother. It was just a more fun game.
I remember Ultima Underworld like I remember Doom3: slow and dark.
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The OP was talking about how Wolfenstein 3D started a trend, and many credit it with being innovative in gameplay. Ultima Underworld offered the same features, and many more features, but earlier.
To an extent, it is like saying The Beatles or Elvis invented rock and roll, even though Chuck Berry did it first. Rarely does the true innovator seem to get credit.
Heck, we have a holiday to celebrate Columbus in the United States, even though Amerigo Vespucci returned with maps before Columbus set sail, and the
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There were a few other FPS that didn't get the credit they deserve:
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I loved Rise of the Triad. That is open source as well now.
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Says the guy with the 151149 uid. You should know better!
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"Man, this 486/66 runs Doom so smoothly compared to my 33..."
Yeah, I feel old too.
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I used to argue how the 486 DX2/66 was faster and better than the P1/50.
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There was also a 486 DX 50, a fairly rare part which had a bus speed of 50MHz (not a DX2), and used to "OC" the VESA (VLB) local bus as well. This chip was seen in many EISA systems at the time and needed extra cooling.
I had a buddy with a 486 DX50, and it was a fast system for the time, It was faster in a lot of ways than a 486DX2/66.
The best was playing Wing Commander on these systems, it was way too fast :)
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That's right, but it ran on a 50Mhz FSB.
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If you think playing Quake on a modern system makes you feel older than playing Wolfenstein 3D, then you're not very old. ;)
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So what? (Score:5, Insightful)
Doom already runs on Rockbox. If the iPhone were an open platform, this would have happened a long time ago.
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Indeed, 3D on mobile devices is nothing new. E.g., a quick Google finds http://www.foshopro.com/download_Wolfenstein_3D_for_Windows_Mobile_PocketPC_Smartphone_cheap.html [foshopro.com] , http://symbianv3.com/wolfenstein-3d-for-your-mobile/ [symbianv3.com] , http://dibosmobile.blogspot.com/2007/11/wolfenstein-3d-pocket-pc-game.html [blogspot.com] .
And what about Wolfenstein RPG [idsoftware.com]? It's a new game rather than just a port, but it's still 3D, and runs on any bog standard Java phone (which means that the Iphone presumably isn't good enough to run it).
I would
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but unfortunately it seems that Iphonedot, er I mean, Slashdot only covers the Iphone....
Your bitterness is juicy.
However, lest anyone get the impression that this is a first for the iPhone, 3D apps have been available since the store itself was opened (and probably even before that). This article is not so much about the iPhone as it is about id Software and John Carmack, so you see, there's really no need to get all rabid.
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Graphics quality (Score:5, Interesting)
But from the screenshot we can see that both the sprites and the textures have been filtered. Filtering the textures is no problem, but the sprites are "pixel art" - they are designed around the pixel boundaries to pack more detail into a limited resolution. It's the same principle as manually hinting fonts. The only acceptable scaling method for pixel art is unfiltered "nearest neighbor" scaling, as used in the original game. This new version is not "crisp", it is an ugly blurred mess.
Enlarging pixel art (Score:5, Informative)
The only acceptable scaling method for pixel art is unfiltered "nearest neighbor" scaling, as used in the original game.
There exist algorithms for enlarging pixel art that overcome both the blocky appearance of nearest-neighbor resampling and the blurry appearance of linear resampling. The Scale2x [sourceforge.net] algorithm, for instance, can be applied multiple times. The hq2x, hq3x, and hq4x can be applied only as the final step, but with amazing results [hiend3d.com].
Re:Enlarging pixel art (Score:4, Informative)
Re:Enlarging pixel art (Score:4, Interesting)
Unfortunately, an attempt at increasing the quality of the original art assets by using hq2x graphics scaling to turn the 64x64 art into better filtered 128x128 arts was causing lots of sprites to have fringes around them due to incorrect handling of alpha borders.
Workaround 1: Use Scale2x instead.
Workaround 2: Do the alpha with Scale2x and the red, green, and blue with hq2x on a copy of the image modified such that each transparent pixel duplicates the non-transparent pixel closest to it.
Have you any counterexamples? (Score:2)
the only examples you ever show to anyone are the ones that work well...
Have you any 8-bit or 16-bit games whose graphics make these pixel art enlargement algorithms into miserable failures?
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As someone who has researched image processing I know what the score it.
That is a nice website with great example, but the only examples you ever show to anyone are the ones that work well...
Sure, but filters like HQ2X/HQ3X have also been built into video game emulators like ZSNES [wikipedia.org] for many years now, and they work quite well.
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Last I checked, ZSNES filtered its whole framebuffer instead of filtering the sprites independently then compositing them onto the background. This causes annoying artifacts as the sprites move. Do these filters even support alpha channel?
In addition you have the false edge detection artifacts, such as the Yoshi sign from the Super Mario World example, or the ropes on the hostage from the Metal Slug example.
To properly scale pixel art is "AI complete", as it involves figuring out what the original artist
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I haven't fired up an emulator in a bit, but it's the same thing with old mame games (and consoles) on nvidia cards, it does auto filtering and afaik no way to prevent it.
I read some people would be put in weird custom resolutions to get old arcade games to work correctly. I can only imagine now how it looks on lcds that only have 1 true res, or maybe that doesn't make a difference.
Is there a way to get old emulators to look pixel perfect on modern hardware?
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filter 0
unevenstretch 0
This won't necessarily fill the whole screen. If the game's pixel aspect isn't 1:1, which is very common, then you may have a problem. With a CRT you can adjust your display pixel aspect to match, but on an LCD you might have to suffer uneven pixel size from non-integer ratio scaling. This isn't so noticeable if the display resolution is much higher than the game res
why hasnt this been tagged johncisgod yet (Score:4, Informative)
- which would be the natural thing to do.
i'm seriously losing faith in /. readers history education.
Comment removed (Score:4, Interesting)
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No, but it doesn't have to be either. By providing free source code to developers, it lowers their costs since they don't have to license anything and can produce a cheaper end result. I'd love for the final binaries to be free, but developers have to eat too (even if they thrive off of cheap microwaveable junk).
Plus, it also hugely lowers the barriers to entry for other programmers. A lot of kids with some programming talent (high school age) have access to the engine, and could plausibly make entirely
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From the linked article [idsoftware.com]:
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From the linked article [idsoftware.com]:
Carmack is such a bad ass. "You guys are morons. I'll code this myself."
Not only that,
Re:Carmack Rocks! (Score:4, Funny)
Not only that, but what the dev team estimated would take them at least 2 months, Carmack did in four days.
And on the fifth, sixth, and seventh days, He rested.
Finally... (Score:3, Funny)
I think the Wolf3D Redux guy made a big mistake... (Score:5, Interesting)
...by not forwarding his email to his current address.
"I sent an email to the Wolf 3D Redux project maintainer to see if he might be interested in working on an iPhone project with us, but it had been over a year since the last update, and he must have moved on to other things."
He'll probably learn about the missed opportunity by reading slashdot...
Re:I think the Wolf3D Redux guy made a big mistake (Score:5, Insightful)
aarrrggghhhhh (Score:5, Informative)
From Carmack's TFA:
Can you imagine doing a simple port of a trivial (but classic) game that nearly everyone has forgotten about and then missing that one email from John Effing Carmack himself saying, "hey, want to work with me on this?"
Somewhere there is a developer kicking himself HARD for not checking his sourceforge email account.
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Somewhere there is a developer kicking himself HARD for not checking his sourceforge email account.
This doesn't just happen to Carmack. I've found and logged bugs on SourceForge, then wrote e-mails to developers asking whether they'd consider fixing it for a fee. Never got a reply.
Quake (Score:2)
FWIW, Quake has run fine on the iPhone for some time now.
(the jailbreak'd ones, at least - the only ones really worth having)
Thanks John! (Score:2)
Also available in Cydia for free (Score:3, Interesting)
The shareware version is also available via Cydia for people with jailbroken phones.
Exact same code, it just only has the first mission instead of all six, but no cost...
Details: http://www.modmyi.com/forums/iphone-news/542821-wolfenstein-3d-5-app-store-0-cydia-exact-same-game-legal.html [modmyi.com]
Screen Shots (Score:2)
How hard would it have been to rotate the screen shots 90 degrees? Why in the heck have they posted photos that are sidways from the direction it's played? Was the author really just that lazy?
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Not sure, but the iPhone v3 SDK is supposed to have API's to make iPhone/iPod Touch to iPhone/iPod Touch connections easier, I can hardly wait for game devs to take that to town and create multilayer games. :)
Re:I welcome the competition! (Score:4, Informative)
Just remember, you need a Mac "pro" model to develop. Have fun!
not according to my $300 amd based hackintosh.
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Just remember, you need a Mac "pro" model to develop.
Citation needed. What exactly does the combination of Mac mini + iPod Touch lack?
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Uh...no you don't.
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You can probably recompile Wolf3D Redux for the g-phone today. The only porting you would likely have to do is input.
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But remember that the levels and sprites/sounds aren't free - to legally port it with the game intact, you would need to somehow acquire all this data and plug it into the code. Basically, you would need ID's blessing, or you would severely inconvenience the users.
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Yes, I realize that, but that's the inconvenience I am referring to. Obtaining a copy isn't cheap (15 dollars on their site http://www.quake.com/games/wolfenstein/wolf3d/index.php?game_section=buy [quake.com]), Steam is a hassle and will load your computer with software, and the process of moving WAD files is semi-technical.
It's possible, but doesn't exactly compete with Apple Store's downloading the whole package over the air.
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So make a proof of concept version using the messy steps, then license the levels from id once you get it working for sale and distribute the setup as a whole.
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A rip in space-time will open up, and pull that BFG from "May 5, 1992" up to "December 10, 1993"
Hint: The BFG was Doom... this is not Doom.
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Huh. Less than 18 months to go from Wolf3D to Doom.
It sure seemed a lot longer back then......
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thats what she said!
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