|(anonymous IP: 220.127.116.11,143)|
Total files: 1324
Full index file
Recent index file
Part of aros exec
[Show comments] [Show snapshots] [Show videos] [Show content] [Replace file]
Atomic Bomberman Fan Rewrite **************************** A blast from the past! Literally :) Daytona675x, the best equipped man in code business, is proud to present his latest lucubration. This here is a fan rewrite of the Win95 game *** Atomic Bomberman *** from 1997 by Interplay. It has been coded from scratch, just by watching and playing the original game on an antique Win98 machine. Much care has been taken to make the gameplay feel exactly as if you were playing the old original game. The intentions were to - make it work on modern Windows versions again - make it available on other platforms - make it work with USB input devices - allow up to 10 local players And just recently, due to the Corona crisis: - add support for online matchs This rewrite / player program is free to use, at your own risk, maybe your computer just explodes, who knows. However: The *original* game data files of the *original* Windows CD are required to play this game! If you don't own it yet then you may buy it here for example: https://www.ebay.com/sch/i.html?_nkw=atomic+bomberman+PC+1997 https://www.amazon.de/gp/offer-listing/B00005AM4H/ Note: I don't know if different versions of this CD exist. This rewrite works with the one I own. The original CD contains a folder named DATA. Copy it and its subfolders into the games res/ folder, so that you end up with a folder structure like this: AtomicBomberman/res/data/ANI AtomicBomberman/res/data/RES AtomicBomberman/res/data/SCHEMES AtomicBomberman/res/data/SOUND Note: on Windows the game will eventually show an UAC requester on first run. This is because it will extract / cache some files into its installation folder. Important: you have to create player control profiles first, otherwise you can only see the AI play against itself... Recommended controller: GeeekPi SNES style. A Competition Pro will do too, you only need 2 buttons and digital 4-way controls). Noticable differences compared to the original game: - player profiles, joypad configuration etc. added - extras description screen added - HURRY message doesn't occlude the playfield - correct aspect ratio / scaling on all sorts of screens - real online playing with multiple players on one machine Note: this is a party game, it's not meant to be played alone. Invite friends, get a good load of booze, connect a beamer or a fat TV to your computer and I guarantee you some hours of pure fun :) And maybe some ends of friendship :) Original game info and credits: https://www.mobygames.com/game/windows/atomic-bomberman/ Requirements: + lots of USB joypads + original Atomic Bomberman game CD + AROS: x86, e.g. Icaros >= 2.2.0, Mesa 3D Known issues: - don't toggle fullscreen once you went beyond level selection. Undefinied behaviour, I was too lazy to correctly recreate the internal texture-atlases. - first level-enter might take a few seconds, that's when all texture-atlases etc. are prepared. - make sure to use a good USB hub. Also, if a gamepad is lost / detached / attached the game won't notice and eventually fail. - AI isn't really smart - although it's certainly not dumber than in the original ;) - Windows: if you use DS4Windows you may have to check the "Hide DS4 Controller" option there if your controller is not being detected. Maybe I'll fix / improve those issues, maybe not. Please don't bother me with it, take it as is :) Tschatsching, Daytona675x https://www.goldencode.de Online Match HowTo ****************** 0. prepare control profiles for all your *local* players. There can be *any* amount of players on *one* machine! So you can e.g. start an online game with two machines but with multiple players sitting in front of each machine! Of course the general limit of 10 simultan players remains. Give your profile your personal player name. 1. get in contact with your remote friends. Make sure that you all have the same game version! 2. decide a "Game name", a "Game pass" and which port to use. Make sure that your firewall doesn't block that TCPIP port! 3. decide who will act as the "master" (server). That should probably be the one with the most stable machine. Make sure that your firewall allows incoming connections on the port! Of course it doesn't matter which system you use, it's all platform independent. No camp wars at this point! 4. give your machine a "nick". It's used for identification on the game-join-screen. 5. the master should now "Start new game". 6. then the others can "join game". 7. once all machines joined, the master "continues". 8. now everybody can select a color by clicking fire on the respective player color entry. 9. again, the master decides when to continue. 10. now the master selects the level, adjusts the gaming rules and fires off the match! Tschatsching! 11. A client can quit the session at any time by hitting ESC. Everybody can pause / resume the game by hitting pause / help. If all clients or the master quits, then the game session ends. 12. Remember: 1st match start may take a while (black screen) because the game constructs all texture atlases internally. And for an online match the slowest machine determines the pace. Version History *************** v2.3: - Fix: conveyor belts didn't transport players anymore :P This bug was introduced with v2.0 when the core logic was modified to use fix-point math instead of floats for networking and slipped through unfortunately. Thanks to Valentin for reporting! - when fixing the above bug the player movement logic was improved too. Funny enough all this also made the rewrite a bit more exact by "accident": in the original the conveyor belt has no impact if you try to move in an orthogonal direction, this is now correctly replicated. - new gfx option "stretch" to disable the aspect correction. For those who prefer blown-up bombermen and no black borders like Valentin. - network sanity check: only identical program versions can connect for an online match. If you try to join a session with a different version, you'll be kicked immediately. v2.2: - further improved network game join behaviour. v2.1: - cleaned up the network menus. - join-online-session won't block if the server isn't yet reachable. - Windows installer: readme is installed and gets its own start menu entry. v2.0: - due to the Corona crisis I had to add this: online matchs :) *** BETA *** There may still be flaws, only tested a bit ;) - credits, thanks and greetings added. - disabled some random backgrounds pictures which aren't well suited for text. - Erhard asked for it, here it is: a pause function (via pause or help key, or F12 on Macbooks which don't have any of those other keys :P ). The intermediate result-screens can be paused too. - Fix: default key mapping was wrong, up and down keys toggled :P Thanks to Erhard for reporting! v1.2: - team-mode added! In contrast to the original game this rewrite also supports kills-win-matches in team-mode. Consequently the kills of all team member are accumulated and presented on the result screen too. In team mode the players are either part of the white (odd player #) or red (even player #) team. Btw.: the crappy AI tries to avoid killing team members ;) - new game-play mode "Annihilation". If this is activated, then every player has the glove, the punch and a 10000 jelly bombs stock from the beginning :) Also, if you lift a bomb then you'll immediately throw it away again ( = autofire). This is truely hardcore! - Player-select-menu now with clear-all-assignments-button. - Player-select-menu now with unused/AI-toggle-button. - Player-select-menu now with assign-by-fire. Consequently a dedicated "Start"-button has been added to this menu. - Fix: Match-select-menu, ?translation mixup. It wasn't the conveyor-belt's size but the stomping wall's size :P - Fix: Results-stats-screen now shows the correct dedicated background picture. - Fix: the explosion's last "south" element was missing :P Forgot to adjust one layout file. Funny enough nobody noticed so far :P - Fix: the punch-up animation was wrong, it was the same as the punch-down animation. Reason was that there are several name conflicts with the original's unpacked asset names. This was one of those (a redundant set of punch-down anim frames would overwrite the true punch-up anims...) and in this case I forgot to set a patch. Now I did :) Funny enough nobody noticed so far :P - Fix: the internal multi_frame command eventually didn't load all anim frames. Affected some death animations. - Fix: it could happen that two (or more) floating bombs ended up resting on the same field. I made a subtle logic change to prevent this. However, this had some interesting side-effects which I had to compensate for. Let's hope I cought'em all! - Fix: bouncing bombs outside the actual playfield eventually made it into the next match. - Fix: last Windows-installer was broken, files missing. - Fix: Windows-version now correctly handles UAC when it comes to decrunching. - RAM and VRAM requirements *massively* reduced. v1.1: - CD DATA detection improved. v1.0: - initial release.