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- Short: Assembly sourcecodes for "Alien Bash II"
- Author: Glenn Cumming
- Uploader: aminet aminet net
- Type: game/shoot
- Architecture: generic
- These are the assembly sources (and graphics, sounds, level data etc.) for the
- "Chaos Engine" clone Alien Bash II:
- http://hol.abime.net/5406
- The data was found by "Higgy" on an old nearly dead Amiga harddrive he
- he got his hands on in January 2014. When he googled the name "Glen Cumming",
- he stumbled across a thread on an Amiga forum, where Amiga user Prowler was
- undertaking heroic efforts to rescue the Alien Bash II sources from a stack of
- 190 partially corrupted or dead floppy disks:
- http://eab.abime.net/showthread.php?p=934914#post934914
- Together, Higgy and Prowler managed to backup the five partitions to the PC
- and make sure all the files are intact.
- This archives contains the contents of the "Code" and "Scratch" partitions.
- The other partitions ("Workbench", "Tools", "Games") were left out, because
- they contained copyrighted works from other sources (a complete Workbench
- distribution, compilers and linkers, DPaint, Audiomaster...).
- Note that this archive contains complete and unchecked backups of the two
- partitions mentioned above, there is at least one unreleased game demo
- (Scratch/exe/squizdemo) in there, including full source code (Code/platform/).
- This should be split down into different archives, but this mess needs to be
- tackled by somebody with assembly skills who can verify if anything is missing.
- This code is available under the following license, as stated by Mr. Glen
- Cumming in the above thread:
- "I am happy for every scrap of code on my disks to be made available to
- whoever wants it - I only ask that the really embarassing stuff is erased
- (lots) and any potentially libelous messages (or swears) in any of the
- code/scrolling messages are removed."
- The following notes are from Glen Cummings, after he reviewed the contents of
- this archive:
- =========
- ggcumming
- =========
- Hi all,
- First thanks to Prowler for sorting all this out - a very dedicated Amiga
- enthusiast indeed!
- Just some quick notes from what I can remember after looking at the code.
- 1) I started mucking around with linking before I finished - the code that
- gets linked can be brought back into the main assemble but for now to build
- the code you need to :
- i) Assemble main.s as a linkable file
- ii) Asemble the four files in glens_code/link_code seperately (as linkable)
- iii) You will then have five files which can be linked - see the scratch:link
- directory - that's where the bits went and there is a link.bat file to create
- the final executable - that can be run as is (picks ups data from
- scratch:game_files)
- 2) The maps are all in scratch:ABII_MAPS - you can load the prj/level1.prj
- into the map editor which loads level1 and the graphics block pages. There is
- some documentation on the map editor in the code:newmaptool/docs directory -
- note the overview function is useful as it shows the entire map - a point on
- the overview can then be clicked to centre there - once the functions are
- understood maps can be chucked together really quickly
- An alienbashII map is two parts - a 16-bit word map for the blocks and an
- additional 8-bit map (of the same size) for aliens - these are editable in the
- tool - the aliens appear as numbers over the map.
- The only bit missing at the moment is the special versions of the block pages
- which indicate specific blocks for walking over which trigger scripts in the
- code - however the code could be examined and the numbers added back in.
- So the code assembles (note need 2mb extra ram for stock 1200), the maps are
- editable - final bit is compressing (not looked at that yet but code is on
- there) and modifying the in-game data to support the map - and trying to make
- the game more interesting to play!
- Happy hacking
- ps. play squizdemo - much more fun (quite hard with keyboard - need to get
- speed up before jumping over things, pull down for crushing enemies and second
- fire button will throw balls when picked up)
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