Classic maze-based video game from 1997.
Intel 80386 IBM compatible PC running MS-DOS and VGA 320×200 pixels (Mode 13h) in 256-color mode video system.
The original artwork is created by Marijn Schotte on an Amiga using Deluxe Paint in the file format IFF (Interchange File Format). The game CaveRace is using a binary RGB byte file format. Game tiles (16 x 16 pixels) and screens (320 x 200 pixels) are converted to this binary RGB byte file format.
File | Tiles | Bytes | Description |
---|---|---|---|
BGS | 5 x 50(16x16) | 64000 | BackGrounds |
BOM | 17 x (16x16) | 4352 | Boms |
CAR | 320 x 200 | 64000 | Carder (Picture) |
ENM | 16 x (16x16) | 4096 | Enemys |
FNT | 36 x (3x5) | 540 | Font |
HIS | 320 x 200 | 64000 | Hi-Scores (Picture) |
ITM | 13 x (16x16) | 3328 | Items |
MAN | 18 x (16x16) | 4608 | Man |
MN1 | 320 x 200 | 64000 | Menu 1 (Picture) |
MN2 | 320 x 200 | 64000 | Menu 2 (Picture) |
PAL | 256 x (RGB) | 768 | Palette |
STS | 4 x (16x16) | 1024 | Status |
TRS | 6 x (16x16) | 1536 | Treacure |
The source code is mainly plain C, but it also has some assembly code for memory and graphics routines. The compiler and linker used is Borland C 3.1 (not Turbo C). In Borland C set the working directory to the project folder and you can compile CaveRace and the MapEditor.
Start the game using the switch -powerblast, now you can use the function keys for additional power.
Key | Result |
---|---|
F1 | next level |
F2 | max. health |
F3 | max. bombs |
F4 | more bomb power |
F5 | double points |
1 | screen capture, output is saved to the file screen.raw |
% | shows the rendering time |
When running the game on old slow systems, you can use the -slow switch to speed up the game.
- Clemens Schotte (code and concept)
- Harro Lock (code)
- Marijn Schotte (artwork)
- Paul Bosselaar (documenation)
- Paul van Croonenburg (documenation)
Copyright (c) 2018 by NavaTron. All rights reserved.
Code License: Apache-2.0
Applies to all other files