Added HotSoup's door sfx. Much less ear bleed.
Here's a thing.
Mostly works.
Loads missing. Only 1 level. You get the idea.
Didn't bother re-drawing the art, just passed it through a palette converter.


Great port! It's nice and smooth, not to mention fun to play.


Yeah I replaced the swastikas when I did the Scratch version (because it's a child friendly site) and I've just reused the same assets. I didn't bother with all the assets mostly because I couldn't be bothered trying to fit more in :)


hmmm the machine gun works for me. I didn't put in a different gun graphic so it looks the same. You should be able to hold down Z for rapid fire.


Loving it!
The door sound effects sounded like place holders, I'm no foley master, but I made a couple you can try in their place:
00020000073230832308323206122061204612016120160002600046000361202612026120161201612016120261203612036120161201612036120361201600036000b610116103d61033210292213c2213b221 0002000036211362113c21106600056100561008612086120561204612036120261204612046120a6120a6120b61206612076120000000000000000000002610016100c3100b3100b31020613063130731307313 |


ALL the sounds are place holders :) But yes the doors are particularly offensive and your version is MUCH better so I've updated to include them. Ta


Yeah the hex encoded data feels like a bit of a cheat and it burns through code space quickly but it's a nice way of having more gfx space. I was going to use it store more gfx/maps for the later levels.


Very nice work. :)
Here's a shorter way to draw zero-padded numbers:
function drawnumber(x,y,value,digits) print(sub("0000"..value,-digits),x,y) end |
Obviously this assumes you're drawing positive 16-bit integers.
Also might be good to use a table lookup, rather than an if/else series, for your run-length decompression:
hextoint={} for i=1,16 do hextoint[sub("0123456789abcdef",i,i)]=i-1 end |
Edit: hm, why won't that show the indenting I see in the editor? Oh well, you get the idea.


Quite right on both counts Felice, thanks. Yeah I was being a bit rubbish with the hextoint function.


Awesome job!
Feels just like the original, except the fact that if you don't see the enemy,
they don't shoot. It probably has to do with PICO's limitations, and it was fun to waddle to the exit with zero ammo :D


That this exists and is possible is amazing. But I would trade a few of set pieces graphics for an ending message about winning or finding the secret exit.
A few suggestions to kick it up a notch.
Also, I think the score on this game could be made to more accurately represent a "perfect" game. For instance, decremented the score for every wasted bullet or every time you get shot. Give the game a time counter and report your time and score when you get to the end. And if you find the "secret" exit, send you back to the beginning, but enemies are more powerful and there's more of them.


Uh, I was one of the guys THAT MADE the original Wolfenstein 3D. Was so surprised to see it here! This is SO COOL. Those are my levels in a little virtual console! Fun!
Astounded that lil' ol' Pico-8 can do this! Impressed. Great job.


Wow ! What a great demake !
Any chance of a 2D demake ?
I'm no good at 3D games. The 2D is the one I grew up with.


Amazing work! I've always loved id software's games, so this is an amazing port!


This is actually really good port of Wolfenstein 3D. Unbelieveable, this is super good.
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