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Wolfenstein 3D
==============

The original source release was made using the DEICE.EXE installer (DeIce) in the root directory.  (Basically a way to split self-extracting zip files over multiple floppy disks.)  After execution, that installer will create the contents of the WOLFSRC directory.  In the "installed" directory, the the README.TXT, RELEASE.TXT, and LICENCE.DOC reside in the README directory.  They are duplicated below.

Travis "Ash" Bradshaw
[email protected]
February 6, 2012

RELEASE.TXT
-----------

We are releasing this code for the entertainment of the 
user community.  We don't guarentee that anything even 
builds in here.  Projects just seem to rot when you leave 
them alone for long periods of time.

This is all the source we have relating to the original 
PC wolfenstein 3D project.  We haven't looked at this 
stuff in years, and I would probably be horribly embarassed 
to dig through my old code, so please don't ask any questions 
about it. The original project was built in borland c++ 3.0.  
I think some minor changes were required for later versions.

You will need the data from a released version of wolf or spear 
to use the exe built from this code.  You can just use a 
shareware version if you are really cheap.


Some coding comments in retrospect:

The ray casting refresh architecture is still reasonably 
appropriate for the game.  A BSP based texture mapper could 
go faster, but ray casting was a lot simpler to do at the time.

The dynamically compiled scaling routines are now a Bad Thing.  
On uncached machines (the original target) they are the fastest 
possible way to scale walls, but on modern processors you just 
wind up thrashing the code cash and wrecking performance.  
A simple looping texture mapper would be faster on 486+ machines.

The whole page manager caching scheme is unecessarily complex.

Way too many #ifdefs in the code!


Some project ideas with this code:

Add new monsters or weapons.

Add taller walls and vertical motion.   This should only be 
done if the texture mapper is rewritten.

Convert to a 32 bit compiler.  This would be a fair amount 
of work, but I would hate to even mess with crusty old 16 
bit code.  The code would get a LOT smaller.

Make a multi-player game that runs on DOOM sersetup / ipxsetup drivers.


Have fun...

John Carmack
Technical Director
Id Software

README.TXT
----------

NOTES:

This version will compile under BORLAND C++ 3.0/3.1 and compiled perfectly
before it was uploaded. 

Please do not send your questions to id Software.

LICENCE.DOC

	LIMITED USE SOFTWARE LICENSE AGREEMENT

	This Limited Use Software License Agreement (the "Agreement") 
is a legal agreement between you, the end-user, and Id Software, Inc. 
("ID").  By continuing the downloading of this Wolfenstein 3D 
(the "Trademark") software material, which includes source code 
(the "Source Code"), artwork data, music and software tools 
(collectively, the "Software"), you are agreeing to be bound by the 
terms of this Agreement.  If you do not agree to the terms of this 
Agreement, promptly destroy the Software you may have downloaded.  

ID SOFTWARE LICENSE

	Grant of License.  ID grants to you the right to use one (1) 
copy of the Software on a single computer.  You have no ownership or 
proprietary rights in or to the Software, or the Trademark.  For purposes 
of this section, "use" means loading the Software into RAM, as well as 
installation on a hard disk or other storage device.  The Software, 
together with any archive copy thereof, shall be destroyed when no longer 
used in accordance with this Agreement, or when the right to use the 
Software is terminated.  You agree that the Software will not be shipped, 
transferred or exported into any country in violation of the U.S. 
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that you will not utilize, in any other manner, the Software in violation 
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	Permitted Uses.  For educational purposes only, you, the end-user, 
may use portions of the Source Code, such as particular routines, to 
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sentence is hereinafter referred to as "Educational Use."  By so exercising 
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