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)