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Re: Homebrew 3D Tools & Source
- Subject: Re: Homebrew 3D Tools & Source
- From: "Senor Wences" <burker.josh05@gmail.com>
- Date: 19 Feb 2007 13:32:43 -0800
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Bravo!
It will be interesting to see if anyone grows new games from the tools
and source.
On Feb 19, 1:16 pm, David Schmenk <dschm...@YUCH.gmail.com> wrote:
> 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