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Pushed base /pk3 to GitHub.
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TerminusEst13 committed Dec 16, 2013
1 parent e04061e commit 7fb2f36
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4 changes: 4 additions & 0 deletions .gitattributes
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*.c text
*.h text
*.dec text
*.txt text
1 change: 1 addition & 0 deletions pk3/HiResTex.txt
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remap M_DOOM M_DOOMH
29 changes: 29 additions & 0 deletions pk3/credits.txt
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SPECIAL THANKS TO:
=========
- Nintendo (For creating the Metroid series in the first place)
- id Software (For creating Doom and the idtech1 engine)
- Graf Zahl, Randy Heit (For the ZDoom/GZDoom engine)
- Torr Samaho and the Zandronum team (For picking up where Skulltag left off)

GRAPHICS:
=========
- Scuba Steve (Drew the base arm cannon sprite)
- Voltlock (Ripped the graphics for the Power Beam's blasts)
- Rogue Entertainment (The base of the Missile's sprites)
- Ijon Tichy (For the smoke trails for the Missile)
- Aeons of Death (For the explosion graphics)

SOUNDS:
=========
- Audacity (Incredible amounts of sound editing thanks to this tool)
- Hollywood Edge/AudioJungle (Numerous stock sound effects)
- The General Series 6000 (Numerous stock sound effects)
- Super Smash Bros. Brawl (Samus' hurt, taunt, usefail, and landing sounds)
- Unreal Championship 2 (Samus' walking sounds)
- Metroid Prime (Samus' beam charging and charge idle sounds)

CODE:
=========
- SolarSnowfall (Cleaned up third-person camera, used for the Morph Ball)
- Repo Man (The basis of the Wave Beam projectile code)
- Ijon Tichy (The Space Jump code, taken from Parkmore)
103 changes: 103 additions & 0 deletions pk3/decorate.dec
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actor Boolean: Inventory
{
Inventory.MaxAmount 1
+UNDROPPABLE
-INVBAR
}

actor Counter: Inventory
{
Inventory.MaxAmount 0x7FFFFFFF
+UNDROPPABLE
-INVBAR
}

actor Trigger: CustomInventory
{
Inventory.MaxAmount 0
+AUTOACTIVATE
}

actor CameraDummy
{
+NOINTERACTION
+CLIENTSIDEONLY

Radius 8
Height 8

States
{
Spawn:
TNT1 A -1
stop
}
}

actor EmptyTelefog
{
+NOINTERACTION
+CLIENTSIDEONLY

Radius 1
Height 1

States
{
Spawn:
TNT1 A 0
stop
}
}

actor TranslationHolder
{
+NOINTERACTION

Radius 1
Height 1

States
{
Spawn:
TNT1 A -1
stop
}
}

actor SpaceChecker
{
Radius 18
Height 60
Mass 100
Speed 0
-SOLID
-SHOOTABLE
States
{
Spawn:
TNT1 A 1
loop
}
}

actor ChaseCam
{
Height 16
Radius 8
+NOGRAVITY +NOBLOCKMAP
states
{
Spawn:
TNT1 A -1
stop
}
}

#include "decorate/player.dec"
#include "decorate/morphball.dec"
#include "decorate/items.dec"
#include "decorate/missile.dec"
#include "decorate/powerbeam.dec"
#include "decorate/wavebeam.dec"
#include "decorate/parkmore.dec"
14 changes: 14 additions & 0 deletions pk3/fontdefs.txt
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METHUDF
{
0 METNUM0
1 METNUM1
2 METNUM2
3 METNUM3
4 METNUM4
5 METNUM5
6 METNUM6
7 METNUM7
8 METNUM8
9 METNUM9
- METMINUS
}
6 changes: 6 additions & 0 deletions pk3/keyconf.txt
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clearplayerclasses

addplayerclass SamusPlayer

addslotdefault 1 "Power Beam"
addslotdefault 2 "Wave Beam"
2 changes: 2 additions & 0 deletions pk3/loadacs.txt
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METROID
PARKMORE
12 changes: 12 additions & 0 deletions pk3/sbarinfo.txt
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statusbar normal, forcescaled
{
InInventory not BorphMallAcquired, 1
{
drawimage "samvisor", 0, 0;
drawbar "SAMHFULL", "SAMHEMPT", Health, horizontal, 101, 24, 1;
drawimage "missicon", 280, 165;
drawnumber 3, METHUDF, Untranslated, MissileAmmo, fillzeros, 315, 178;
IsSelected "Power Beam" { drawimage "WEAPPWBM", 14, 170; }
IsSelected "Wave Beam" { drawimage "WEAPWVBM", 14, 170; }
}
}
75 changes: 75 additions & 0 deletions pk3/sndinfo.txt
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silence QUIET

// Samus Aran
$playeralias Hunter male *death QUIET
$playersounddup Hunter male *xdeath *death
$playersounddup Hunter male *burndeath *death
$playersounddup Hunter male *crazydeath *death
$playersounddup Hunter male *wimpydeath *death
$playersounddup Hunter male *gibbed *death
$playeralias Hunter male *pain100 samus/hurt
$playersounddup Hunter male *pain75 *pain100
$playersounddup Hunter male *pain50 *pain100
$playersounddup Hunter male *pain25 *pain100
$playersound Hunter male *grunt QUIET
$playeralias Hunter male *land samus/land
$playersound Hunter male *usefail SAMNOPE // Taken from Smash Bros. Brawl
$playersound Hunter male *taunt SAMTAUNT // Taken from Smash Bros. Brawl
$playersound Hunter male *jump QUIET

$random samus/hurt { sam/hurt1 sam/hurt2 sam/hurt3 sam/hurt4 } // Taken from Smash Bros. Brawl
sam/hurt1 SAMHURT1
sam/hurt2 SAMHURT2
sam/hurt3 SAMHURT3
sam/hurt4 SAMHURT4

$random samus/land { sam/land1 sam/land2 sam/land3 } // Taken from Smash Bros. Brawl
sam/land1 SAMLAND1
sam/land2 SAMLAND2
sam/land3 SAMLAND3

$random samus/step { sam/step1 sam/step2 sam/step3 sam/step4 } // Taken from Unreal Championship 2
sam/step1 SAMSTEP1
sam/step2 SAMSTEP2
sam/step3 SAMSTEP3
sam/step4 SAMSTEP4

$volume sam/step1 0.35
$volume sam/step2 0.35
$volume sam/step3 0.35
$volume sam/step4 0.35

metroid/spacejump SAMSDJMP // Taken from Smash Bros. Brawl
metroid/walljump SAMSWJMP
metroid/wajumpup SAMSWJMU

// Morph Ball
morphball/morph BALMORPH
morphball/unmorph BALUNMRF
morphball/denied BALDENID
morphball/bombdrop BALBOMDR
morphball/bombboom BALBOMXP

// Power Beam
pbeam/fire PBEAMFIR
pbeam/hit PBEAMHIT
pbeam/charge PBEAMCHR // Taken from Metroid Prime
pbeam/idle PBEAMIDL // Taken from Metroid Prime
pbeam/chfire PBEAMFI2
pbeam/chhit PBEAMCHT

$rolloff pbeam/chhit 400 1800

// Missile Launcher
missile/fire MISSFIRE

$random missile/hit { miss/hit1 miss/hit2 miss/hit3 }
miss/hit1 MISSEXP1
miss/hit2 MISSEXP2
miss/hit3 MISSEXP3

// Wave Beam
wbeam/fire WBEAMFIR
wbeam/hit WBEAMHIT
wbeam/chfire WBEAMFI2
wbeam/chhit WBEAMCHT
1 change: 1 addition & 0 deletions testing.txt
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so how does this smartgit work

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