December 2012 Thadoss/Dune proudly presents Beats of Rage Falcon030 version #1 at Sillyventure 2012 in Gdansk/Poland About ----- Beats of Rage is a game for the Atari Falcon030 computer. This is a free adaptation of the game Paintown available at the following address: http://paintown.sourceforge.net/ This is my first big production for my beloved computer and I'm happy and proud to share it with all the Falcon people who still make the dream a reality. Requirements ------------ To run this game you need: - An Atari Falcon030 with at least 4MB of RAM - At least 20MB of hard disk space - One or more of the following input devices: - A joystick plugged into the port 1 - The Falcon keyboard - The game runs on both RGB and VGA screens Falcon accelerator Centurbo CT2 have not been tested. Falcon accelerator CT60 works correctly. If you have a 4MB machine, try to free up as much memory as possible. The game needs a lot of memory due to the backgrounds and characters. Caution: You won't be able to play Beats of Rage with the player Maxima on a 4 MB computer. Installation ------------ Just uncompress the zip file in a folder of your harddrive and lauch the game. There are 2 files to launch Beats of Rage: - B_O_RAGE.PRG : the game for Falcon - BOR_HATA.PRG : the game for the emulator Hatari (this version is the same, without the sounds and musics that crash the emulator). Gameplay -------- You're the last member of your family recently annihilated by a gang. In order to avenge, you've decided to search and kill all the members of the gang. Your trip will drive you into many parts of the town, from the dark alley to the factory. Controls (keyboard keys) ------------------------ UP : up arrow DOWN : down arrow LEFT : left arrow RIGHT : right arrow FIRE BUTTON : left shift PAUSE : p key EXIT : esc key Nota: the game can be played with either a joystick or the keyboard. Initial specifications ---------------------- My aim was to fit the game in the following specifications : - the game must run on a standard 4 meg Falcon, - it must run on both RGB and VGA screens, - it must run in 320*240 to have a nice aspect, - it must integrate the parallax transparent scrollings, - the sprites must keep their original size. Background informations ----------------------- I've written all the code in pure 68030 assembler. It took me 13 months to complete it. The characters graphics are from the game paintown. Some level backgrounds pictures are from me (level 6, 7 and 8). The others are from the game paintown. All the level splash screens are from me. It's a snapshot of the beginning of the level without the characters that is reworked under 'the gimp'. The modules are issued from different atari/amiga demos and games. Thanks a lot to their authors. If someone doesn't want his module to be in my game, just write me, and I'll remove it. - All the sprites are hard coded in assembler. (I use an external program of mine to hard code them). - 100% pure 68030 code - All developped under Linux/Hatari I've spent most of the development time trying to optimize the rendering and fit the game in 4 megs. The game contains 13 different enemies, 3 different players and 9 different levels. Each level has a specific music and splashscreen. The animation engine uses floating point emulation code to render nice movements. The game includes an internal clocktick to avoid slowness if the rendering uses one more VBL. All the scene is rendered from a camera view, which allows nice movements of the background. I don't use it a lot in the game, but it would be possible to move the camera while the game runs. Credits ------- Falcon code and design: Laurent Sallafranque / Thadoss / Dune Init routs from Dead Hackers Society Falcon Demosystem v15 Joystick/keyboard routine by Nyh/Hans Wessels DspMod by Bitmaster / TCE video save/restore: Aura & Mugwumps Thanks: ------- I want to thank all the Atari communauty for all the fabulous piece of software I saw during the last 20 years. This game is my little contribution to the Falcon game scene. Special thanks to goes to: - Chuck and MIC from Dune - All the members of the Hatari development team - Special thanks to Jon (writer of paintown) for his help on the physical engine and the internal ticks clock. Future enhancements ------------------- There's a todo list in my mind. ;) - improve the engine - add more players - add more stuff - ... If you find a bug ----------------- If you find a bug while playing, just send me a mail with the following informations: - the level number - the X position of your player (beginning of the level, middle, end) - the Z position of your player (in front or in back of the level) - how many opponents were there on the screen ? (1, more) - a precise description of the problem (was there something special (a jump, a falling, ...)) The more precise you are, the best I can reproduce and fix the problem. If you can do a photo or a snapshot of the problem, it's better. Version history --------------- V0.1 - 13-Nov-11 : Initial release V0.2 - mars 2012 : first graphical and characters V0.3 - july 2012 : first players movements, music V0.5 - oct. 2012 : first opponents movements V0.6 - nov. 2012 : hall of fame added + 9 levels + some improvement to the game. V1.0 - dec. 2012 : game presented at Sillyventure 2012 (Gdansk/Poland). and finished #1 :) V1.1 Current version: Bug fixed: - 2 enemies had one attack that didn't generate hit points - the joystick is now working - the jump movement is not taken into account when the player respawn (he was leaving the screen, and the game freezed) New features: - the border should be black instead of white (not verified) - Better IA for the enemies: enemies walk to the player if they're too far - inner game timer accelerated to have a more nervous game - flash animation when the player hit an opponent (it looks more arcade like this) Contact ------- laurent.sallafranque@free.fr Stay (H)atari forever ;-) Private Joke ------------ Hey Chuck, you need a passport to play the game ;)