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Amiga computer related discussion => Amiga Gaming => Topic started by: HardStep on January 17, 2007, 06:07:42 PM
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Hi guys,
i've been playing AB3D for some nights again and got stuck on level 8, called Test Area Gamma. After i killed every single foe i was able to locate, i just walked around (had many tries:) and was unable to locate a yellow locked door or something, because i got the yellow key from the armory behind locked doors (red key). The K2 walker just stops and stands still. I've been wasting 2-3 hours on that level, but unable to get to exit nor get the blue exit key.
I can't recall how did i accomplish that level, when played AB3D back in nineties.
Any help is appreciated:)
Thanks.
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Level codes... I think
2 KOOPAMFJFFNNFFFF
3 OKOOEGBLBENNFFFF
4 KPKOEOLLBENNFEMN
5 PLKKMELLFENJFEMN
6 POKKIMKLAENJFEMN
7 KKKOIGKLFEJNFEMN
8 PPKKIOKLFFINNFKN
9 LLKOCEKLFEIJNFLJ"
10 LOKOCMKLFEIJNFLJ
11 PKKOCGKLFEIJNFLJ
12 LPKOCOKLFEIJNFLJ
13 PLKOKEKLFEIJNFLJ
14 OOKOKMKLFEIJNBKJ
15 LKKOKGKLFEIJNBKJ
16 OPKOKOKLFEIJNBKJ
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I think I've got the codes far away from level 8,if you
want it I have to look for
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Thanks for the codes, but are there any other ways?;)
Will give a level 9 code a try if unable to get past that point.
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As it turned out, the problem was WHDLoaded Alien Breed. I was able to complete the level on floppy/hd version.
Gonna finish AB3D soon, fire it up every once in a while, now 2 levels to go :-)
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How did one kill the Walker? I remember i got stuck on that level when the game was released and never got further.
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Don't forget to report this bug to the author of the .slave file. ;-)
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fryguy:
fire all your rockets and grenades at the walker, as usually:D
AmigaMance:
good idea.
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Out of interest, are you using PatchAB3D?
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fryguy wrote:
How did one kill the Walker? I remember i got stuck on that level when the game was released and never got further.
My favourite was always running backwards with careful use of sidestep and the odd look behind (to make sure you don't end up running into a wall). That way I could get the big dumb schmuck to run straight over his own grenades repeatedly. whilst firing your own at him as well :-)
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xeron wrote:
Out of interest, are you using PatchAB3D?
Hey, speaking of which, did you ever see Pete McGavin's C2P patch for the original playable demo? 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...
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xeron wrote:
Out of interest, are you using PatchAB3D?
Yes, I'm using it, but have been unable to save the controls. Other preferences work as advertised, but saved controls are gone. Have deleted pref files and let it create new ones, but the result is the same.
Anyway, I'm satisfied with those other goodies your patch is offering. And HackAB3D is also a must.
I quess PatchAB3D doesn't support the 8channel abd.pk?
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HardStep wrote:
Yes, I'm using it, but have been unable to save the controls.
Weird. Have you tried setting up your preferred controls in the prefs GUI and saving them there?
I quess PatchAB3D doesn't support the 8channel abd.pk?
Probably not. I might release the PatchAB3D sources so that others can adapt them, or maybe integrate them into the WHDLoad slave.
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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.
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xeron wrote:
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... ;-)
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@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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@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: