Wolfenstein 3D data
requiredThe retail (full) v1.4 .WL6 set from the GOG
release, in a zip.
Unpack the game data, decode the 3DO soundtrack, pull the HUD out of the Jaguar cartridge, patch it all into the stripped base image.
file://. Serve the folder instead — from the
webeditor directory run
python3 -m http.server 8765 (or any static file server) and open
http://127.0.0.1:8765/.
The retail (full) v1.4 .WL6 set from the GOG
release, in a zip.
The soundtrack (9 CD-DA tracks) and the 42 sound effects.
The Jaguar port re-drew the HUD; it is rebuilt from the ROM's own WAD.
The port ships one binary: wolf_pcfx_base.bin, the
finished disc with every piece of id Software's data taken out — the
boot pack (the font, the menu art, the HUD), the map packs (every level's
geometry, textures and sprites) and the sound bank. The ROM code, the
title screen and the palette stay, because the game needs them.
This page takes your own copies of the game data, regenerates
those three resources and writes them back into the base image at the
offsets its manifest records. The result is a bootable disc: the
wolf_pcfx.bin data track, the cue sheet and the CD-DA tracks,
zipped up and downloaded.
The build finishes with the CRC32 of the finished image, so you can check the download against the number shown here.
Only the retail data set works. The shareware's
.WL6 files are a different set (a different picture count, a
different VSWAP) and the port's tables are the retail's, so a shareware
build comes out mis-indexed; the page says so if it spots one.
No server, no build step, no toolchain: it is all JavaScript in this page.