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Re: Homebrew 3D Tools & Source



David Schmenk wrote:
For anyone who may be interested, here are the tools disk and source disk for the game. The game is divided into two binary executables and two data file types. The driving program displays all the scenario text, loads the escape engine binary (escape.obj) and the level files.

Level files are comprised of an image file (.IMG) and a map file (.MAP). The image file has both textures and sprites. They can be edited with IMG.ED on the tools disk. The map file contains the object (sprite) database, texture page map, and wall/door/panel map. The map file can be edited with the MAP.ED file on the tools disk. However, the editor is limited to 32x32 map dimensions. The actual escape engine is capable of 128x128 levels. The editors are very crusty and primitive. Some hand editing is still required on certain features. The Apple monitor program makes that pretty easy though. Neither editor's commands are documented. Use the source, Luke. They are both written in AppleSoft with a small assembly helper for the map editor (source included).

The driving program, HBCC, is pretty simple. You may notice that the game disk boots into this binary file directly. I applied a patch from Beneath Apple DOS to do this. Don't INIT any disks with using the game disk or they will expect to run a binary file at boot time. The source to HBCC is HBCC.S and assembles with MERLIN. Here comes the rub. I built the escape engine on my Mac using the cc65 tool chain. I was able to convert the source files over to MERLIN compatible text files. However, I made some labels too big for MERLIN. The error messages returned are less than helpful in tracking them down. I had to use the DSK and PUT ops because there is no way it will all fit in memory. As it is, the render file is too big for MERLIN to handle. If you are feeling industrious and have too much time on your hands, feel free to get this assembling with MERLIN. Instead, I have included the build directory from my Mac. Install the cc65 toolchain, make sure it is your path, then type 'make'. In less than a second you have the escape binary. I use Virtual ][ and its ability to mount directories as ProDOS partitions to test. I then copy the files to a DOS DSK image and ADT them to my II for final checking.

Enjoy,

Dave...

http://schmenk.is-a-geek.com/tarfiles/HBCC.TOOLS.DSK.zip
http://schmenk.is-a-geek.com/tarfiles/HBCC.SRC.DSK.zip
http://schmenk.is-a-geek.com/tarfiles/Escape3D.zip
Crap,

level editor is called LVL.ED.

Escape Engine is downloaded at:
http://schmenk.is-a-geek.com/tarfiles/Homebrew3D.zip