All of the psx code is still in the code base. However, I didn't make sure it still worked when doing some of the linux port, and I think I did some work after than assuming Z buffering, trying to update the engine to be more modern.
So probably the quickest way to get it running on the psx again would be to fetch the oldest revision from cvs on source forge.
The latest code has been moved to git, and can be found at
https://github.com/WorldFoundry/WorldFo ... rce/source
actually, the very latest is a branch I made last year to port to OpenGLES2, that can be found at
https://github.com/KevinSeghetti/WorldF ... LES2Phase2
But the older code was under cvs, that can be found at
http://sourceforge.net/p/wf-gdk/code/?source=navbar
When we moved to git we deleted most of the files in cvs so that no one accidentally kept developing on cvs.
So to get the first version we put on source forge from cvs, do the following:
cvs -d:pserver:
[email protected]:/cvsroot/wf-gdk login
cvs -z3 -d:pserver:
[email protected]:/cvsroot/wf-gdk co -D "02/15/2000" -P wfsource
cvs -z3 -d:pserver:
[email protected]:/cvsroot/wf-gdk co -D "02/15/2000" -P wftools
Looks like I added the levels about a year later (was originally planning to port them to a different level editor that 3DStudioMax, but never finished that (did write a stand alone version of the attribute editor for Linux using libgtkmm)
cd wfsource
cvs -z3 -d:pserver:
[email protected]:/cvsroot/wf-gdk co -D "08/15/2001" -P wflevels
Take a look at
http://www.worldfoundry.org/wiki/bin/vi ... stallation
for some brief instructions on how to build. Also look at README.linux and README.windows in the wfsource directory.
We only ever built the PSX version on windows/dos, so I don't think I ported the gnu makefiles for the PSX build to linux.
The level files are binary and tied to the data structure layout of the engine. So they have to be compiled with the same headers the engine is. Therefore it is unlikely any level binary you find will work without recompiling, and we weren't allowed to release the source to most of them. So I would suggest first getting the engine running without a level, by running the graphics test program ('make test' in the gfx directory). If you get that running on the PSX you will be most of the way there.
If you are a linux user, you should probably also build and run the latest linux version to become familiar with the build process, and so you can see the engine run an actual level.
I will look around and see if I have any PSX specific build instructions.
The biggest challenge to actually using this engine would be creating levels for it. The toolset used to create most of the levels in the videos was 3D studio R4 (a DOS program). Then we switched to using 3D studio Max for the more recent stuff.
I suspect it is going to take some work to get WF running on the PSX. Once it is, the bigger challenge is to get an asset creation pipeline going for creating levels (probably the path of least resistance is to use 3DStudio Max circa 1997, since the tools for that are already created).