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game/misc/CyberMan_full.lha

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Short:CyberMan HD, A500 and UAE, with sources
Author:Fabio Bizzetti <fabzt at tin.it>
Uploader:Fabio Bizzetti <fabzt tin it>
Type:game/misc
Architecture:m68k-amigaos
Date:1998-05-08
Download:http://aminet.net/game/misc/CyberMan_full.lha - View contents
Readme:http://aminet.net/game/misc/CyberMan_full.readme
Downloads:894

This is the full archive of CyberMan. You find also another archive
(filename is "CyberMan.lha") with only this readme file and the hard disk
installable executable (so no sources, no trackloaded version for Amigas
with only 1MB of ram, and no UAE version for Amiga emulators).

---

CYBER-MAN  (c) COPYRIGHT 1993 by FABIO "MAVERICK" BIZZETTI

This game runs on all OCS/ECS/AGA Amigas with at least 1MB of RAM. Once you
have launched it you can't quit to the OS anymore (you must reboot). Be aware!
The file CyberMan.exe can be ran from the hard disk, and requires at least
2MB of RAM. The file CyberMan.DMS is the trackloader version, and runs on all
Amigas with at least 1MB of RAM (you need to use the enclosed DMS utility
to produce the game's disk). The file CyberMan.ADF is the same 1MB version
of before, and can be used on all UAE emulators (for the Amiga itself, with
or without PowerPC CPU, for Unix systems and for many other personal computers
that are so stupid that won't notice that this game talks just about them..).

This is the first game I developed on my Amiga, I started developing it in
late 1991 just as "programming exercise", to make some experience. I am much
fond of the game PacMania, and I always loved my Amiga in a special way.
So I decided to make a full 3D version of PacMania, but with computers as
protagonists. Read below for a description of each one of them.

You find enclosed also the source of the game, it's 100% assembly. I started
to code it using only the assembler that came with the Action Replay III, it
may seem a big work (and it was..), but this is the way that many coders used
to work. I then got a good assembler, AsmOne, and disassembled the routines I
wrote with the Action Replay III, added comments (sorry, many are in Italian),
added more code. The sources are there to look at (to check the AI routines,
for example.. or the 3D engine), but don't ask me instructions on how to
assemble them because it's not a simple thing to explain... =) Just as hint,
the main game code is GAME.S, it uses two "libraries" (just binary files with
PC relative code), one is the 3D engine (CYBER_DRAW.S) and the other is the
game and AI engine (CYBER_INT.S).
For my second game, Virtual Karting (this one was commercial), I created a
game OS and a programming language (with compiler), called H.L.A. ("High
Level Assembly") that made coding life *much* easier.. that's what you want
to do after you've coded a whole game (and before a Vic20 emulator :-) )
using almost only the Action Replay III assembler and binary load/save
functions.

NOTE: The levels on the game are 5, the "secret" levels are:
1) exiting from the first level and going towards the second (there are
   signs on the road to drive you), you can notice a "open" part on the right,
   if you enter in it, there is a VERY big C= Commodore logo, maybe too much
   big to be identified.
2) there is a very big "CYBER-MAN" logo too, near Level 4 and Level 5.
They aren't playable, they are just some areas to explore.

-----------------------------------------------------------------------------
| AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!! |
-----------------------------------------------------------------------------
                   CYBER-MAN     (game description)

   This is a 3D game in which you come into a fantasy computer dimension.
   The scenario is the fanciful AMIGALAND where a crime has just happened.
   The 5 AMIGA rivals called "Empty Inside", "Mackintosh", "JoyPad",
   "STupid" and "Pitagoras" have been raiding in the land and kidnapped
   our AMIGA. There are 5 levels in AMIGALAND: "StrangerTown", "Funky Town",
   "ElectriCity", "HeartBeat City", "Paradise City" and some secret areas.
   To rescue AMIGA you have to eat all of "Paradise City" pills.
   You, CYBER-MAN, come into the land at "StrangerTown" and once you have
   managed to get out of it (eating all level's pills), you can go everywhere
   you want.
   There are 3 kind of competitions:
     1> The highest Score.
     2> The lowest Time to rescue AMIGA.
     3> The highest (Score/Time) ratio.
   You must eat all pills to open the exit door of a level.
   There are also 5 "SuperPills" per level; when you eat one of them,
   the screen will be white for 10 seconds and if you collide with an
   enemy you will considerably increase your score.
   There are also 14 kinds of BONUS. Depending on which level you are,
   the energy is falling slowly or quickly, to oppose that you can eat
   pills or wait for energy BONUS.
   If an enemy is in front of you, press the fire button and you will
   jump. If you want to accelerate, just move your joystick ahead.
   If you collide with one enemy and you aren't under the effect of
   "SuperPill" or "Angel", the screen will be red and your energy will
   fall rapidly. If you run out of energy, you will be captured by your
   rivals and the game will be over.
   REMEMBER who are the rivals!
-----------------------------------------------------------------------------
| AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!! |
-----------------------------------------------------------------------------

  . green  -PILL            (to finish level/to preserve energy)

 ( ) red   -SUPERPILL       (10 second of safe high scoring opportunity)

BONUS:      you find them,whenever they appear,near this signal -->  (?)
             (you will ear a SOUND whenever a BONUS appears)          |
                                                                      |
                                                                      |

  (+)      -FULL ENERGY     (the ENERGY becomes full)


  (^)      -SCREGY            (blue: 5000 points and a few of ENERGY)
                              (green: 10000 points and more ENERGY)
                              (violet: 20000 points and a lot of ENERGY)

  (!)      -STOP            (your enemy will be stopped for 16 seconds)


  (5)      -NO TUBE         (5 secs of screen fault; a few of extra score)


  [5]      -NO CUBE         (5 secs of screen fault; a lot of extra score)


   ^ green -MORE SPEED      (your speed will be increased)


   ^ red   -LESS SPEED      (your speed will be decreased)


  [] red   -LONGER JUMP     (your jump will be longer)


  [] green -SHORTER JUMP    (your jump will be shorter)


 ( ) violet   -ANGEL or DEVIL  (randomly ANGEL or DEVIL)
                            (If you are lucky you will take ANGEL, that is
                             20 seconds of invulnerability. You will ear an
                             agreeable sound during the effect of ANGEL)
                            (But if you are unlucky you will take DEVIL, that
                             is 10 seconds of rapidly exhausting energy.
                             You will ear a disagreeable sound during the
                             effect of DEVIL)

-----------------------------------------------------------------------------
| AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!! |
-----------------------------------------------------------------------------
KEYs:

ESC        = GAME OVER
SPACE      = TOGGLE PAUSE/UNPAUSE
F5         = NOT INTERLACED SCREEN (DEFAULT)
F6         = INTERLACED SCREEN
RETURN     = TOGGLE WIREFRAME/FILLED TUBES (WIREFRAME GIVES BETTER FRAMERATE)
CURS UP    = INCREASE THE DISTANCE OF VIEW (GIVES WORSE FRAMERATE)
CURS DOWN  = DECREASE THE DISTANCE OF VIEW (GIVES BETTER FRAMERATE)

Cheat mode keys:  (HIT THIS KEY MANY TIMES RAPIDLY)
DEL        = END LEVEL, THE EXIT DOOR IS OPEN (you can't do a record).
HELP       = RESTORE ENERGY, BUT HALVE THE SCORE AND ADDS 60 secs TO TIME.

P.S.
You can do a record only if you save the AMIGA, that is to end the LEVEL 5.

-----------------------------------------------------------------------------
| AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!! |
-----------------------------------------------------------------------------

        TECHNICAL NOTES about "CYBER-MAN"

100% Assembly Language highly optimized programming.
Full PAL OverScan, 352x278 resolution.
Super SMOOTH 3D screen drawing (whereas the screen size and number of polygons)
Compatible with all AMIGA models.
Fully intensive BLITTER usage (and all DMA channels).
No disk access once loaded.
Enemies controlled by artificial intelligence routines.

*** ABOUT THE ARTIFICIAL INTELLIGENCE ROUTINEs ***
These are the product of some studies I did about neurons and insect's society.
Each enemy has its own "temperament" and "instincts" reflecting how I think
about the computer it represents, and every one has its social behaviour.
NOTE:I limited the efficiency of their brain because in play-testing they were
    too strong and organized. I also limited their eyes, their view is FRONT,
    LEFT and RIGHT, they don't see through objects. So they aren't too strong.
    This routine is the state of the art in MC68000's opimizing code. Each
    ghost evalues the stimols from the "external" world with its temperament
    and makes instinctive decisions, then considers how to relate himself to
    his allies. This routine works 50 times per second, so only an extremely
    optimized code doesn't slow the action.
**** When a ghost is "aggressive" it doubles its speed (as you can do moving
     the joystick ahead) whenever it sees you.

Empty Inside    - (It is the parody of PC's "Intel Inside" propaganda)
                  This ghost is the most dangerous of all. Its temperament
                  can be defined as "social". It follows you and calls
                  all the others (with its authority). If it doesn't
                  see you, it tries to organize the group against you.
                  When you are under the effect of "SuperPill", it tries
                  to scatter the group and run away.
                  "Empty Inside" is aggressive from level 3, "ElectriCity".

Mackintosh      - (It represents the Apple Macintosh computer)
                  This ghost can be considered a "snob". It hates the help
                  of others and will follow you only if it doesn't see any
                  other doing the same. It is an "antisocial" character.
                  When you are under the effect of "SuperPill", it simply
                  avoids the others but doesn't run away from you.
                  "Mackintosh" is aggressive from level 4, "HeartBeat City".

JoyPad          - (It represents SNES,PC-ENGINE,NEO GEO,MEGADRIVE)
                  This ghost doesn't care about others, it is antisocial.
                  It only looks for you.
                  When you are under the effect of "SuperPill", it runs away.
                  "JoyPad" is aggressive from level 5, "Paradise City".

STupid          - (Also called "SynTax error", represents the ST computer)
                  It can be considered coward. If there are others in the
                  area, it prefers to avoid the contact with you, turning
                  left or right. When you are under the effect of "SuperPill",
                  it stupidly tries to oppose the "Emtpy Inside" scattering
                  action. "STupid" is aggressive from level 2, "Funky Town".

Pythagoras      - (It represents the Acorn Archimedes computer)
                  I appreciate this system, so in my game it isn't too much
                  bad. It is simply completely blind and it wanders in the
                  level, also if you are under the effect of "SuperPill".
                  But it can involuntarily be followed by "Empty Inside" or
                  "STupid",so watch your radar!
                  "Pitagoras" is never aggressive.

-----------------------------------------------------------------------------
| AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!!  AMIGA RULEZ!! |
-----------------------------------------------------------------------------

(c) 1993 by Fabio Bizzetti


Contents of game/misc/CyberMan_full.lha
 PERMSSN    UID  GID    PACKED    SIZE  RATIO     CRC       STAMP          NAME
---------- ----------- ------- ------- ------ ---------- ------------ -------------
[generic]                 1981    2984  66.4% -lh5- a5f8 May  7  1998 Amiga_1MB/adf2disk
[generic]                  517     918  56.3% -lh5- e705 May  7  1998 Amiga_1MB/adf2disk.doc
[generic]                  705    1311  53.8% -lh5- a35a May  7  1998 Amiga_1MB/README.TXT
[generic]               296539  937260  31.6% -lh5- a931 May  2  1998 CyberMan.exe
[generic]                 4552   11711  38.9% -lh5- b84e May  2  1998 readme.txt
[generic]                12949   53248  24.3% -lh5- e687 May  2  1998 SOURCEs/BINs/BACK
[generic]                10912   49152  22.2% -lh5- ba91 May  2  1998 SOURCEs/BINs/BONUS.iff_bin
[generic]               106243  146432  72.6% -lh5- 97de May  2  1998 SOURCEs/BINs/chip.$01000
[generic]                43876  242176  18.1% -lh5- bfb5 May  2  1998 SOURCEs/BINs/chip.$2B000
[generic]                  209    1024  20.4% -lh5- 5c0c May  2  1998 SOURCEs/BINs/COPPER
[generic]                10732   61440  17.5% -lh5- 54e4 May  2  1998 SOURCEs/BINs/CYBER-MAN.iff_bin
[generic]                 8503   26176  32.5% -lh5- 976a May  2  1998 SOURCEs/BINs/CYBER_DRAW
[generic]                 3422    7136  48.0% -lh5- 9753 May  2  1998 SOURCEs/BINs/CYBER_INT
[generic]                16923   49152  34.4% -lh5- 99d5 May  2  1998 SOURCEs/BINs/ENEMY.iff_bin
[generic]                34193  163840  20.9% -lh5- 0aa0 May  2  1998 SOURCEs/BINs/fast.$00000
[generic]                95649  292864  32.7% -lh5- 43ae May  2  1998 SOURCEs/BINs/fast.$38000
[generic]                14687   39368  37.3% -lh5- 8c3d May  2  1998 SOURCEs/BINs/GAME
[generic]                44005   73728  59.7% -lh5- 58b7 May  2  1998 SOURCEs/BINs/HAM.iff_bin
[generic]                 7421   32768  22.6% -lh5- 328c May  2  1998 SOURCEs/BINs/MAP
[generic]                 1848   10512  17.6% -lh5- a39a May  2  1998 SOURCEs/BINs/RADAR
[generic]                41692  220604  18.9% -lh5- 8a9e May  2  1998 SOURCEs/BINs/SHAPES
[generic]               106228  145524  73.0% -lh5- 3f09 May  2  1998 SOURCEs/BINs/SOUND
[generic]                  314    2304  13.6% -lh5- 34c1 May  2  1998 SOURCEs/BINs/TAB_OBJ.bin
[generic]                26793  131072  20.4% -lh5- 6c5f May  2  1998 SOURCEs/BINs/TABs
[generic]                 5174   20052  25.8% -lh5- 3e63 May  2  1998 SOURCEs/GRAPHICs/MAP_256x256.iff
[generic]                12615   66844  18.9% -lh5- 4152 May  2  1998 SOURCEs/GRAPHICs/MAP_512x512.iff
[generic]                 3207   10492  30.6% -lh5- 49ca May  2  1998 SOURCEs/GRAPHICs/RADAR.iff
[generic]                14054   24582  57.2% -lh5- dfc6 May  2  1998 SOURCEs/GRAPHICs/SCREENs/BACKGROUNDs.IFF
[generic]                12072   25442  47.4% -lh5- 22f6 May  2  1998 SOURCEs/GRAPHICs/SCREENs/BONUS.IFF
[generic]                10338   24732  41.8% -lh5- d468 May  2  1998 SOURCEs/GRAPHICs/SCREENs/CYBER-MAN_title.IFF
[generic]                18067   28984  62.3% -lh5- dfd4 May  2  1998 SOURCEs/GRAPHICs/SCREENs/ENEMY.IFF
[generic]                 3588   28514  12.6% -lh5- 3416 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/!_0..31
[generic]                 2443   21848  11.2% -lh5- 21a2 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/_0..31
[generic]                  828   12338   6.7% -lh5- ce4d May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/_33..46
[generic]                  670   11766   5.7% -lh5- dbf0 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/_50..63
[generic]                 5814   23850  24.4% -lh5- 7d10 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/CIRCLE_0..31
[generic]                 8133   29402  27.7% -lh5- d429 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/EMPTY_0..31
[generic]                 4341   17452  24.9% -lh5- 9f0c May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/EMPTY_33..46
[generic]                 4453   17892  24.9% -lh5- 42f7 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/EMPTY_50..63
[generic]                10519   28672  36.7% -lh5- 78a8 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/JOYPAD_L_0..31
[generic]                12584   29434  42.8% -lh5- cfc9 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/JOYPAD_R_0..31
[generic]                 5263   31922  16.5% -lh5- d55d May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/LEVEL2_0..31
[generic]                 5120   31954  16.0% -lh5- c0e2 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/LEVEL3_0..31
[generic]                 4612   32004  14.4% -lh5- e627 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/LEVEL4_0..31
[generic]                 5261   31926  16.5% -lh5- 450d May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/LEVEL5_0..31
[generic]                 9509   32262  29.5% -lh5- 3291 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/LEVEL?_0..31
[generic]                 7263   27468  26.4% -lh5- a9bd May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/MACK_0..31
[generic]                 3694   16242  22.7% -lh5- 84b4 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/MACK_33..46
[generic]                 3726   17078  21.8% -lh5- d16d May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/MACK_50..63
[generic]                 4278   27896  15.3% -lh5- ea98 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/PINO_0..31
[generic]                 5356   27434  19.5% -lh5- 9d31 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/PITAGORAS_0..31
[generic]                 2505   15562  16.1% -lh5- a031 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/PITAGORAS_33..46
[generic]                 2384   15104  15.8% -lh5- b0e8 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/PITAGORAS_50..63
[generic]                 2732   27832   9.8% -lh5- 6d2e May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/SQUARE_0..31
[generic]                 9064   31544  28.7% -lh5- 4830 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/ST_0..31
[generic]                 4346   21232  20.5% -lh5- 05a7 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/ST_33..46
[generic]                 4162   23894  17.4% -lh5- 6098 May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/ST_50..63
[generic]                 3186   27946  11.4% -lh5- 086c May  2  1998 SOURCEs/GRAPHICs/SHAPEs.IFF/SWISS_0..31
[generic]                 3721    4216  88.3% -lh5- a649 May  2  1998 SOURCEs/SOUNDs/ALARM.snd
[generic]                13138   15104  87.0% -lh5- f05a May  2  1998 SOURCEs/SOUNDs/ANGEL.snd
[generic]                 5636   13638  41.3% -lh5- e658 May  2  1998 SOURCEs/SOUNDs/BACK.snd
[generic]                 1118    9818  11.4% -lh5- 0f67 May  2  1998 SOURCEs/SOUNDs/BLEEDING.snd
[generic]                 4566    5868  77.8% -lh5- 60cf May  2  1998 SOURCEs/SOUNDs/BONUS.snd
[generic]                  831    1028  80.8% -lh5- 459e May  2  1998 SOURCEs/SOUNDs/CASHING.snd
[generic]                 6105    8394  72.7% -lh5- 8831 May  2  1998 SOURCEs/SOUNDs/DEVIL.snd
[generic]                  107    2152   5.0% -lh5- 75a7 May  2  1998 SOURCEs/SOUNDs/EMPTY.snd
[generic]                10917   12600  86.6% -lh5- 8d6f May  2  1998 SOURCEs/SOUNDs/END_LEVEL.snd
[generic]                 4580    6196  73.9% -lh5- 29c0 May  2  1998 SOURCEs/SOUNDs/JOYPAD.snd
[generic]                20150   23910  84.3% -lh5- 06cc May  2  1998 SOURCEs/SOUNDs/PITAGORAs.snd
[generic]                 3427    4086  83.9% -lh5- 2e51 May  2  1998 SOURCEs/SOUNDs/ST.snd
[generic]                 1862    2056  90.6% -lh5- f6d7 May  2  1998 SOURCEs/SOUNDs/WAKA.snd
[generic]                 9379   11226  83.5% -lh5- d2e5 May  2  1998 SOURCEs/SOUNDs/WELCOME.snd
[generic]                 4251    6692  63.5% -lh5- 14cb May  2  1998 SOURCEs/SOUNDs/WIND.snd
[generic]                22625  155783  14.5% -lh5- 7cd5 May  2  1998 SOURCEs/SRCs/CYBER_DRAW.S
[generic]                11807   58221  20.3% -lh5- 2f84 May  2  1998 SOURCEs/SRCs/CYBER_INT.S
[generic]                11175   47817  23.4% -lh5- 059f May  2  1998 SOURCEs/SRCs/GAME.S
[generic]                  857    2693  31.8% -lh5- 8cb5 May  2  1998 SOURCEs/SRCs/START.S
[generic]                 1932    6237  31.0% -lh5- 3aeb May  2  1998 SOURCEs/TRACKLOADER/BOOT.S
[generic]                  635    1024  62.0% -lh5- f7b8 May  2  1998 SOURCEs/TRACKLOADER/BOOTBLOCK.bin
[generic]               301756  901120  33.5% -lh5- 0466 May  2  1998 UAE/CyberMan.ADF
[generic]                   90     105  85.7% -lh5- 203d May  2  1998 uae/readme.txt
---------- ----------- ------- ------- ------ ---------- ------------ -------------
 Total        81 files 1542919 4864284  31.7%            May  8  1998

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