Wolf3D on GameBoy Color!

Wolfenstein 3-D and Doom are regularly subject to porting on various exotic platforms as a technical challenge, like Doom on calculators, printers or even on the Touch Bar of the new MacBook Pro!

But this time, it’s Wolf3D that has been ported on a platform that has never been intended to make it run: the GameBoy Color! Wolf3D had already been published on the GameBoy Advance (GBA) a long time ago, but never on the older handheld console.

And as you can see, the result is very good!

But as the hardware of the console was far too slow to make it run, a modder called Anders Granlund got the idea to add an ARM processor to the cartridge itself in order to handle the graphic processing. You can read more technical details about this amazing job on his site.

New Wolfenstein 3D ports

In the Wolf3D fan base, there are still many people trying to port their favorite game to some new exotic platforms, usually with a version very close to the original PC version of 1992.

The Sega Genesis (aka MegaDrive) console was missing its Wolf3D version. Back in 1992, consoles like Super NES, Atari Jaguar and 3DO, and computer systems like Amiga and Macintosh, got their Wolf3D port, but not the Sega system, even if it was powerful enough to make it run. According to rom-game.fr, GaSega68k, a member of the SpritesMind forum, worked on a port from the PC version source code, and wrote it in assembly language. It looks very smooth and close to the original version, which is very cool!


And even on platforms that got their port of Wolf3D in 1992, you can find some hardcore fans doing some ports in order to have a game closer to the original PC version from 1992. It’s the case of Fabien Sanglard – a French developer working for Google in US – who created “Chocolate Wolfenstein 3D” – a reference to the “Chocolate Doom” project – in order to get a port as close as possible to the original version, especially on MacOS systems – as the Mac version of Wolf3D was quite different from the PC version in 1992. You can run the game in its original resolution (320×240) with a CRT emulator in order to reproduce the CRT 4:3 distortion.

Note that Fabien has also written a very good article about the source code of Wolf3D, and the way to compile it on Borland C++ compiler nowadays. He’s also done the same exercise with many other games and applications source code like Duke Nukem 3D, Quake 3 or Doom 3. He will also start to publish soon a series of free e-books called “Game Engine Black Book” where some legendary 3D game engines will be detailed and explained. And the first edition will be about the Wolf3D game engine! There should also be some paper versions available on Amazon.com and Createspace, I’ll keep you informed.