Wolf64
A downloadable game
Wolf64 is a port of the 1992 FPS classic to the stock Commodore 64 with disk drive.
You are B.J. Blazkowicz, the Allies’ top agent, locked in the depths of a heavily fortified Nazi dungeon after uncovering the horrific truth behind Operation Eisenfaust. Armed with only a combat knife, a stolen pistol, and raw grit, you must fight your way through labyrinthine corridors, eliminate elite guards, discover secret rooms, and bring down Hans Grosse to secure your escape.
Engineered entirely in pure 6502 assembly, this project brings id Software’s iconic 1992 raycasting classic to 8-bit hardware with no shortcuts. Experience authentic first-person navigation, lavish full-colour texture mapping, fluid directional enemy sprites, and responsive combat, all driven by a highly optimized raycasting engine that squeezes every last drop of performance out of the best selling home computer of all time. Guaranteed to make Scott Miller cry!
Unofficial Commodore 64 fan port. Not affiliated with or endorsed by id Software or Zenimax. For non-commercial/fan use only.
CJM file included for THEC64 thanks to Shaun Bebbington. See the comments for instructions.
CRT file is an EasyFlash cartridge file thanks to PacBilly. It can be drag-and-dropped into VICE.
Fastloader by Krill/Plush. Use this version if you don't have a fastloader cart or fastload hardware such as an SD2IEC.
Note that quick save and quick load don't work with Krill's fastloader version. You can load but not save. I might try to fix this at some point.
16 Aug 2026: added provisional mouse support (would love some testing on real hardware); improved sound effects by moving from noise channel to music channel; tidied up the menu a little; updated version to 1.1 (visible in credits screen).
17 Aug 2026: fixes for SuperCPU; updated version to 1.2.
18 Aug 2026: added treasure, 1up, and scoring; more fixes for SuperCPU (enemy movement is accumulated between frames); bug fix for dead enemies holding door open (which could prevent you from opening a door later); added I/K move forward/backward; updated version to 1.4.
25 Aug 2026: massive wall drawing optimizations by bigfootbrz (!); fixed a bug where the player health could get trampled between maps; updated version to 1.5.
26 Aug 2026: fix for corrupted enemy graphics (dog+) caused by last submit - poor testing on my part; updated to 1.6.
2 Sep 2026: loading screen, optional Krill fastloader, two button joystick support (courtesy of Ursiny Games!), improved animated BJ head, and slightly faster! updated to 1.7.
6 Sep 2026: warp to level with F3+W then 1-8/S/B key; quick save/quick load with F5/F7; some turbo mode fixes (bj face, and enemy spinning); updated version to 1.8.
Enjoying the game? If you'd like to support the development time behind this and future projects, feel free to drop a tip in my Tip Jar project.
| Updated | 5 days ago |
| Status | Released |
| Rating | Rated 5.0 out of 5 stars (4 total ratings) |
| Author | Kweepa |
| Genre | Action |
| Tags | 6502, Commodore 64, FPS, Homebrew, Retro |
| AI Disclosure | AI Assisted, Code |
Download
Install instructions
Drag and drop into VICE, or run on a real Commodore 64 with 1541 or SD2IEC or similar!
For mouse support in VICE, go to settings/input devices; turn off swap joystick; go to control port; set control port 1 to mouse (1531).
Development log
- Open source benefits - game is noticeably faster!20 days ago
- Added treasure!27 days ago
- Tech breakdown for Wolf6428 days ago
- Mouse support; brighter sounds; menu polish29 days ago



Comments
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BJ with Turbo mode looks like he has a serious case of the face twitches XD. I love the addition of the face animation, title screen and all that still, though!
I guess the final, only one thing that would still be a nice to have is some way of level selection. Since you can't save your game and continue. I know it's a fast pased first person shooter, but most people I talked to, seem to be replaying the first 3 or 4 maps, then get tired, and have to start over from the very beginning next time.
Heya. I never tried VICE before nor C64 emulators in general. How do I get past the Wolfenstein title screen?
If it’s crashing there you need to run the other d64… it’s a bit of a pain, I know…
The other alternative is to turn true drive emulation on and virtual device traps off. I can add a couple of batch files to make this more obvious.
A great version of Wolfenstein for the C64. I included it in the video along with other games released in August.
Cool project and really a very impressive 3D engine, that runs good on a stock C64. I wouldn't have thought, that was technically possible before, in this quality. Also nice, that it works on SD2IEC too.
Great work. And I have a suggestion for an improvement of the control in the game. The C64 can also support a second firebutton (Pot-X) and some joysticks, like for example the "Cheetah Annihilator" or the "ArcadeR" have such a Fire-2 button and also some joystick-adapters (GenAssister for example) have it and in well known C64 emulators, you have Fire-2 anyway. A very nice thing for the control in the game would be, when the strafing (left/right) of the player, could be enabled, by holding down this second firebutton, while moving the joystick in the left or right direction. And when the player let out this firebutton and move the controller left/right, then he should turn around, in the game.
That way, the player would have almost everything, needed to navigate through the levels in a comfortable way, right on a joystick. He can run through the levels, turn around directly with the joystick and when he got involved in a fight, he can start strafing and shooting, by using the two firebuttons. And in C64 emulators, for instance, the user can map this Fire-2 firebutton, to any button on the PC joystick/gamepad (because all the best C64 emulators support this second firebutton), making it perfect for that as well.
And one more small suggestion. In the first level, the color of the soldiers' uniforms, often is the same color (light-brown/orange), as the walls, making it often difficult, to spot the soldiers, when they in front of a wall, or causing them, to be seen only very late, when they already very close. Perhaps another color, for example a different shade of gray, could be used here, for the uniforms, instead of this light-brown? That would make the soldiers much easier to distinguish from the walls and would guarantee a better playing quality in this first level.
This is incredible, well done Kweepa!
I’ve tested it several times now, and I really like it! Unfortunately, though, you can’t really play it through because there is no save function.
Will there be one added in the future?
By the way, the Super Nintendo version used passwords for this.
Best regards!
I’ve tested it several times now, and I really like it! Unfortunately, though, you can’t really play it through because there is no save function.
Will there be one added in the future?
By the way, the Super Nintendo version used passwords for this.
Best regards!
Password is a good idea. A full save game is also possible - would probably have to be just quick save/quick load (maybe on F5/F7) with the map on F1.
Would be cool if that worked. Maybe even with Score intact. I know the scoreboard is not in this, but one could still really write it down just fine.
Saving without a menu on the F-keys sounds great!
Maybe one F-Key could cycle through savegame slots, even, but just one single savegame would be helping a great deal here.
This is mind-blowing on so many levels!! I could not believe this would run on an unexpanded C64.
I suppose there are not enough memory to squeeze in some in-game music?
Actually after the recent change to rendering there's plenty of room. Nearly 5k free!
That's incredible. Maybe someone could assist with the music?
Wow!!
I mean... there is a great number of tracks ... I wonder if they could be loaded in alongside the map for each level?Especially some of the more quiet and melodic ones still hold up very well today.
For the ultimate vintage experience we need a tape version pleeeeease :-)
It loads the levels from disk but I suppose it could load one level at a time, then require you to rewind if you lose all your lives...
That's how it used to work on many multi load games. Rewind the tape to side B to return to the main menu.
Do you think twin stick support could be added?
I don't have a mouse and I feel like i'm gonna get carpal tunnel syndrome after like 15-20 minutes of keyboard gameplay...
How would that work? Move and strafe on one, turn on the other? Don’t you need a free hand to press the fire button?
Yes, but some joysticks have a button on the stick itself, like a flight stick.
Ok I’ll look into it :)
Ok cool!
Oh! I've got another idea!
Two flight sticks, like a tank controller! The left button loops weapons from 1 to 4 and the right button shoots!
Of course you can switch the joysticks around depending on your preference.
I can design 3d printed joystick holders!
Technically very impressive game that pushes the C64 far beyond its limits. The level of detail is simply incredible, even though the gameplay remains rather mindless. Our German-language review can be found at 01:23:07. English subtitles are also available. Subscription to our YouTube and Twitch channel is welcome. 🙂
Still stucks by Turbo the c64U. Any progress?
What is still stuck? The door and enemy behaviour was fixed. Is there something else?
Love it... Well done
Mein Leben!
Was version 1.3 skipped or I just missed it? I was collecting them by version. lol
That was an internal version with the treasure but not the bug fixes. I didn't upload it.
That explains it. Thanks for answering! Looking forward to the future updates.
Here is a Commodore Joystick Map file for THEC64, THEVIC20 and THEC64 Mini, with a mouse. Name it:
and put it in the same directory on your USB drive as the wolf64.d64 file. Note: if your D64 image is called wolf64-krill.d64, the cjm file will need to be named wolf64-krill.cjm
The file contents should be as follows:
It maps THEC64 Joystick as follows:
Port 1:
USB Mouse as 1351 Mouse
Port 2:
Up, down, left and right: W, S, A and D
Left fire: Space
Right fire: 1
Left triangle: J
Right triangle: L
Buttons at the back of the joystick: 2, 3, 4 and THEC64 menu
Tested on THEC64 firmware v1.6.x and v1.7.x (THEC64 Black Edition)
If using any THEC64 Mini and an USB hub or USB extension, ensure your USB2 mouse or THEMouse is plugged into the console and not into the extension, otherwise the mouse will not work properly.
Sweet, thanks Shaun!
The mouse controls on THEC64 etc seem a little sensitive. Could you alter this in the menu perhaps?
Also, it is better to play on keyboard + mouse I think, but THEC64 Mini doesn't have a working keyboard. At least they can play the game with this file.
Hmm, I'll see what I can do about the mouse sensitivity. I just open sourced this so maybe someone else could do it! :)
Added this as a first order download.
Wow, what a truly amazing effort! Plays great and works also with my Turbomaster accelerator for a slight speed increase (well almost, the left strafe key doesn't seem to work when accelerated, go figure!). 1351 mouse support works great as well. Any plans to include a load & save game option?
Thanks for the Turbomaster report! Do you know how to emulate Turbomaster? I couldn't find a cart option for it in VICE. It's not just speeding the CPU up. Strafe works fine with other accelerators.
Save and load are probably not doable - I'm really really running short on memory.
I'm not sure there is any option to emulate the Turbomaster, unfortunately it's not very common but probably a perfect Mhz to play games like this.
A level-skip, or select a level from the menu, would also be an option for those of us that rarely get the time for a play through in one sitting. Particularly if you ever consider adding all the episodes :)
Well, I open sourced it so hopefully someone will know what's going on there and can get me a patch.
FWIW the IJKL config also behaves odd with the Turbomaster - J actually strafes left instead of turning. Obviously some odd quirk with the Turbomaster that's potentially unresolvable.
Great that you adding in the treasure, those sound effects bring back memories!
All very strange. Yes, the sound effects are v nostalgic!
very good
Awesome!
I'd love to see the source code for this masterpiece :)
Or maybe a blog about the game's development. How fast raycasting was implemented on the C64, what challenges you had to overcome, etc.
Source code is on GitHub - see the last blog entry.
dont works in denise
It does work. I just tried it. By default Denise doesn't speed up disk loads, so it takes about 20 seconds to get into the main menu and a few minutes to load the game, all with a black screen.
If you go to C64/Miscellaneous and turn on Autowarp, then turn off Disk: first file only, it will load much faster.
thanks kweepa super game
This is GENIUS!!!
The game speeds up great with turbo mode on the c64u but faster than 1Mhz locks the doors. Some ideas why this happen?
Looking into it. Seems to be deltaTime not getting accumulated every frame. Should be fixable (well, obviously it's fixable, but I don't have a fix yet).
The mouse is just working perfectly, mouSTer both, and internally on the C64U, and in 2Mhz mode it looks *very* smooth, and on this you can crank it up to a lot more. It literally plays identical to the DOS release, astonishing work, really! Yes, the doors (including "secret doors" (they are visible here) are locked in this speed though, and one more thing: the machine gun shoots the ammo way, way faster. You're empty almost instantly on max Mhz.
would be great, thanks
Fixed some issues with the SuperCPU. Seems to be working well now. New build uploaded (v1.2).
This is amazing work! Played the first four levels on Vice, and I'm about to give it a go on real hardware using my KungFuFlash.
One question—was it a stylistic choice to only use the noise channel, or was it motivated by economy? I only ask because the iconic Wolfenstein item pickup noise is just a short series of bass notes that could be easily replicated by the SID, and it could go a long way to evoke the original. Maybe in a future point release?
Having read the other comments, I would also echo the request for a mouselook option, but only having 50 non-contiguous bytes, sheesh! Doesn't leave much breathin' room. And that may also answer my question as to why you didn't include the item pickup noise.
But holy cow, it's a really impressive piece of work you've turned in here.
Thanks! I'm experimenting now with using a music voice. I used noise because I ported the player over from Doom and it is also playing music on the other channels. Then I didn't revisit it.
Damn, that sounds much better, thanks! Will have a new build later with mouse support and this.
Better sounds and provisional mouse support are both in the latest build. Would love for someone to test with real hardware. It's pretty sensitive in VICE, but my understanding is that a real 1531 will be less sensitive.
Video of real hardware:
Looks fantastic! I'm also over the moon right here! :3 Mouse + WASD is *such* a big step for fps games.
Wow, can't wait to try it! Also I just tried to load the D64 from my Kung Fu Flash, but it crashes after the opening options screen. No surprise, it's rare that a D64 will work without issue. Would you know how to provide an EasyFlash CRT or some other format that would work?
I don't know anything about that at all. If someone can tell me what to do (in simple terms) I can look into it.
The build is ready to go.
You said you wanted to see how mouse control worked on real hardware (spoiler alert: great!) so I made a little video. It's taking forever to export, but I'll upload it unlisted to my YT channel as soon as it does.
Ah, thank you! So you already did some testing! I wouldn't even have a build yet (not sure if you were sent one or if it's in a repository already). Good to know it's working!
Hi
Impressive work! just a little tip , maybe consider to implement a fastloader so the levels loads faster, if you can free up any addtional memory?
I tried writing and also implementing a fastloader for Doom and failed miserably. Don't most people have one of them SD card doohickeys these days?
Hi you dont need to write your own fastloader there is many of them out there that you can use , just don't forget to give the author credit for it.
For instance Krills loader https://csdb.dk/release/?id=226124 download and unpack and read the exampes and testfiles you can see how it works.There is 2 parts one part you run at init for the game and just once and then one other part you call when you want something to be loaded.
if you mean SD card oohickeys you mean SD2IEC its not optimal since its not emulateing the 1541 drive good at all, but 1541Ultimate series of cartriges is quite common(https://ultimate64.com/Main_products) though and it emulates a real 1541 drive , so you really want some kind of fastloader ,then can all who use booth the original 1541 drives series and with 1541ultimate loads it fast.
I'd avoid the internal fastloader. If you stick to kernal calls then SD2IEC, CMD-HD's, Ramlinks, KFF etc.. can all work.. Use an internal fastloader and you're limited to 1541's etc.. At this point pretty much everyone has some sort of fastloader either cart or jiffydos and is using some sort of SD card thingy etc..
This is amazing!
Glorious!
Amazing!! I made a glowing post about it at Lemon, with a note regarding controls...https://www.lemon64.com/forum/viewtopic.php?p=1109106#p1109106 ...thanks so much for this!!
Amazing .... two of the games of the year for the C64 (if you ask me) on one day .... Wolfenstein 3D and the new Lemmings.
Any chance for getting the other episodes on here? :3 Map editor? Mouse & WASD controls? Turbo for C64U or C128 2Mhz Mode?
Congrats you made an amaaaaazing port!! <3 This is nothing short of breathtaking, and words really just fail me! I have to stop typing and start playing now! :3
The map editor is any wolfenstein map editor. There's a script that compresses it into the format the game uses (it just merges the layers).
For the other episodes, would need to have the sprites and behaviour for the other enemies, plus the textures. It's doable but I don't want to do it :)
I'm not sure how to read the mouse. Plus space is extremely tight (I think I have 50 bytes free total, in two different sections).
Ah! Thank you! So I could really use the DOS based "WolfEdit" and compress it. That is very cool, that it reads the original data files! In a simplified way, I might be able to conform the other episodes to the textures used in just the first one and replace some items. Not sure. Or I might do something completely original. I believe map making is a strong way to give a game a big push. Do something creative. Doom and Wolfenstein were already popular without those tools, but once people created these, like with Doom, making WADs was relatively simple, very enjoyable, and there was an explosion of new content for the game.
Unending content, almost.
The mouse in the C64 works through the SID chip, funny enough. But yeah if you feel you're done with this, I understand, and I'm grateful either way. It's just astonishing what you did. Only reason I push for many new C64 games to use the mouse is the influx of new mouse-enabled C64U users we have now. Gone are the days where you'd have to have an adapter like the mouSTer. I still use it, but now, current C64 buyers can just plug in any old USB mouse and toy around with. Mouse controls never were popular in the past, but they could be in the future. Just looking at the all new Lemmings released yesterday. Wow! Compare that to the first version for the C64. Which also was impressive.
With that small a space left for anything in the game, the easiest and most simple enhancement I could see would be support for Turbo modes. It would be a world of a difference in Wolf64 already, and Doom especially. There is a version of Stunt Car Racer for the C64U in 20Mhz mode and ... yes, I know, it's not a "stock C64" of old, but it's a stock C64U we have today. And Wolf64 does run quite well on it, that is true. With with this small insert ... gameplay could adapt to these speeds. It's like having an Accelerator card for the Amiga.
Yeah, I'll put the source on github soon with the level compressor. You just put the levels on the disk as E1MX. The compressor will map the unimplemented enemies and items with a text file to define the mapping. So yeah, you could use WDC or WolfEdit or whatever you're used to.
For the fast mode, the game uses a CIA to accumulate keyboard movement, and deltaTime based weapon and enemy updates, so it should work if the CPU is sped up. But that's all untested.
I might take a look at mouse input, since I can emulate it in VICE. Is the 1351 the standard people expect?
(Sorry for double reply in a sense)
I would be able to test both having things sped up, and FGPA based 1351 mouse support (also 2nd test via MouSTer, but the actual 40 year old tank mouse and old 40 year old hardware I don't have anymore). Very confident in 99% the same test results as old hardware.
Speed and Turbo toggles on the C64U are completely independant from all the software, they can be enabled and disabled at will, but on a C128 it's a register (unused on the C64) but might get overly complicated with any software that updates the graphics this much. It's a timing thing the only safe use of 2MHz is confined to the border/vblank time window. Like how Elite 128 does it. I'm sorry I didn't bring it up upfront, it was way in the back of my head and I know very little, all in all.
Provisional mouse support added in latest build. Would love for someone to test with real hardware.
I've got one of the new C64U, which is hardware, but not the old 40 year old hardware, but I'd still be delighted to help testing with internal support for their USB mouse integration as well as original old style mouse (I have a MouSTer).
Great job
HELL YEH! https://www.indieretronews.com/2026/08/wolf64-wolfenstein-3d-comes-over-to-c64.h...