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Reimplementation of an old Amiga FPS
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xmp/include Texture fixes. add MED playback Dec 20, 2019
.gitignore Add sparks, improve text handling Jan 30, 2020
Makefile Fixed compiler macro Feb 3, 2020
README.md Update readme Feb 16, 2020
binresource.cpp Add sparks, improve text handling Jan 30, 2020
binresources.h Add sparks, improve text handling Jan 30, 2020
config.cpp Auto-detect ZM Feb 9, 2020
config.h Auto-detect ZM Feb 9, 2020
crmfile.h Basic collision detection, object handling Dec 7, 2019
decrmtool.c Initial checkin. Basic level renderer. Dec 2, 2019
decrunchmania.cpp Basic collision detection, object handling Dec 7, 2019
decrunchmania.h Basic collision detection, object handling Dec 7, 2019
font.cpp Add sparks, improve text handling Jan 30, 2020
font.h Add sparks, improve text handling Jan 30, 2020
gamelogic.cpp Add gun graphics Feb 16, 2020
gamelogic.h Add Dragon Logic Feb 12, 2020
gloommap.cpp Add gun graphics Feb 16, 2020
gloommap.h Add gun graphics Feb 16, 2020
gloommaths.cpp fixes for linux + README in markdown Jan 26, 2020
gloommaths.h More monster logic Jan 18, 2020
hud.cpp Add gun graphics Feb 16, 2020
hud.h Add gun graphics Feb 16, 2020
iffhandler.cpp Teleport anims, bug fixes, start working on sound Jan 15, 2020
iffhandler.h Teleport anims, bug fixes, start working on sound Jan 15, 2020
menuscreen.cpp Add object scaling and basic in-game menu Feb 9, 2020
menuscreen.h Add object scaling and basic in-game menu Feb 9, 2020
monsterlogic.cpp Fix linux build Feb 16, 2020
monsterlogic.h Add Dragon Logic Feb 12, 2020
objectgraphics.cpp Add megaweapon, HUD messages Feb 16, 2020
objectgraphics.h Add gun graphics Feb 16, 2020
quick.cpp Initial checkin. Basic level renderer. Dec 2, 2019
quick.h Initial checkin. Basic level renderer. Dec 2, 2019
renderer.cpp Add megaweapon, HUD messages Feb 16, 2020
renderer.h Bump up rotation to quick accuracy Feb 12, 2020
script.cpp Add rudimentary titles Feb 2, 2020
script.h Add object scaling and basic in-game menu Feb 9, 2020
soundhandler.cpp Add rudimentary titles Feb 2, 2020
soundhandler.h Begin adding sound properly, move to SDL_Mixer Jan 17, 2020
titlescreen.cpp Add rudimentary titles Feb 2, 2020
titlescreen.h Add rudimentary titles Feb 2, 2020
zgloom.cpp Add megaweapon, HUD messages Feb 16, 2020

README.md

ZGloom

A re-implementation of Amiga FPS Gloom.

Screenshots

font.png deluxe2.png deluxe3.png organs.png

Instructions

Windows

Drop everything in the bin folder in the root of Gloom (ie, above the misc/, pics/ etc dirs). The game will auto-detect Zombie Massacre depending on the presence of the "stuf/stages" file. Will need the VS2013 runtime.

Linux

  1. Install libSDL2, libSDL2_mixer and libXMP.
  2. Compile with make.

Controls

Cursors, left alt to strafe, left ctrl to fire. F1 skips level. F12 toggles fullscreen. PrintScreen dumps a bitmap.

TODO

  • Backend of the renderer is mostly mine, and is flaky. There's Z-fighting that doesn't exist in the original, for instance
  • Sound is deafening on occasion, need variable volume playback and priority system
  • Player rotation acceleration
  • Incomplete HUD and infinite lives currently
  • Very basic in-game menu. Much more stuff needs to be configurable
  • No defender sub-game
  • LibXMP's MED playback isn't great on some tunes
  • Most power-ups don't do anything yet

License

Dunno. The Gloom source release says only the .s and .bb2 files are open source, but the Gloom executable bakes in some maths lookup tables (but then, they are generated by the .bb2 files), bullet and sparks graphics, and the title screen for Classic Gloom. I probably won't add the latter and just display the Black Magic image, or something.

Uses LibXMP for MED playback http://xmp.sourceforge.net/

Uses SDL2 and SDL2 mixer https://www.libsdl.org/

DeCrunchmania C code by Robert Leffman, licence unknown http://aminet.net/package/util/pack/decrunchmania_os4

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