--- /dev/null
+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 <travis.bradshaw@idsoftware.com>
+
+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
+
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