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Author Topic: Alien Breed 3D, stuck on level 8, Test Area Gamma  (Read 2576 times)

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Offline Karlos

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Re: Alien Breed 3D, stuck on level 8, Test Area Gamma
« Reply #14 from previous page: May 24, 2007, 01:31:06 PM »
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xeron wrote:
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I often wondered, if that was possible, so, in theory, was an RTG patch for it. That said, I got the impression the final game used a ropey 12-bit truecolour copper hack in the end...


Well, anything is possible, but I think an RTG patch is beyond my capabilities.


I strongly doubt that ;-)

Incidentally, isn't the original AB3D source included in the TKG sourcecode set?

Just getting that to assemble was a nightmare... ;-)
int p; // A
 

Offline xeron

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Re: Alien Breed 3D, stuck on level 8, Test Area Gamma
« Reply #15 on: May 24, 2007, 01:39:30 PM »
@Karlos
The sources for both AB3D and AB3D2 are on aminet. However, to give you an idea of how horrible they are, I found my sparsly commented disassembly of AB3D *far* easier to understand and navigate than the actual source code ;-)
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Offline Karlos

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Re: Alien Breed 3D, stuck on level 8, Test Area Gamma
« Reply #16 on: May 24, 2007, 09:24:56 PM »
@Xeron

Yeah, I battled with that source code for some time. I was trying to modify it to get it to assemble in phxass. No chance :lol:

Half the trouble was actually figuring out what was used and what wasn't. I've never seen such a disorganised mass of files outside /tmp

Some of the entry point labels were amusingly named at least. I especially liked this one

dothemapwotnastycharlesisforcingmetodo:
int p; // A