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AfterBurn © Documentation

by Karthik Kumar Viswanathan & Nikhil Karnad

Contents


Welcome

Thank you for procuring this game! Hope you have as much fun playing it as we had making it.


Disclaimer

#include <std_disclaimer.h>

"We do not accept responsibility for any effects, adverse or otherwise, that this source code and software may have on you, your computer, your sanity, your dog, and anything else that you can think of. Use it at your own risk."


Copyrights

Permission is granted to anyone to use and redistribute the source code for any purpose including commercial applications, and to alter it and redistribute it freely as long as you don't claim it as yours or misrepresent its origin. Altered source code must be clearly marked as such, and must not be misrepresented as being the original source code.


Game Notes

You are a Space Ship, in a Space Shooter: press Space to shoot ;) Shoot anything that isn't you. And don't hit 'em or their bullets.


Guns

"Guns. Lots of 'em."

You can use different types of bullets to fire. A short description of what's available:

Gun 1

  • Bullet: Fire Fury
  • Description: Infinite ammo.

Gun 2

  • Bullet: Poison Pint
  • Description: Full of Green Venom, Jagged Fire ...

Gun 3

  • Bullet: Lightning Lash
  • Description: Phew! That's fast!

Gun 4

  • Bullet: Icy Impulse
  • Description: Brrr... Freezing cold, fired in a V pattern.

Gun 5

  • Bullet: Vertical Ventura
  • Description: Diamond, Vertical fire: Clean Sweep the screen with it.

Gun 6

  • Bullet: Mega Mine
  • Description: A blast. Place 'em and go away.

Collectibles

Collectibles are of two types: Ammo and Others.

Ammo

Ammo is for guns. They add on for Guns other than that for Fire Fury, in which case the bullet power is boosted.

Others

Others give health, lives, and points.

All collectibles disappear after some time.


Points

Points can be accumulated by killing enemies or picking up collectibles. Once you cross a number of points, a life gets added. Once a new life gets added, your points drop down to zero. This is done till you have the maximum number of lives, after which you can accumulate as many points as you like, as long as you don't lose your life.


Enemies

Enemies aren't spawned as such. Only certain types of enemies are allowed in a given level. One may usually expect the difficulty level to increase with level.

Do not stand in their way if they can shoot. Use appropriate guns instead.


User Experience

Running it is no big deal. It plays only with a keyboard as of now.

These are the controls:

Generic Menus

Keys Function
Up Move Up
Down Move Down
Left Cycle Through Selection - Previous
Right Cycle Through Selection - Next
Enter Activate/Toggle Selection
M Toggle Music On/Off
S Toggle SFX On/Off
F12 Take a PCX snapshot
Esc Quit/To Previous Menu

Game

Keys Function
Up Move Up
Down Move Down
Left Move Left
Right Move Right
Space Shoot
T Toggle Stats On/Off
M Toggle Music On/Off
S Toggle SFX On/Off
P Pause
F12 Take a PCX snapshot
Esc Esc Menu
Q Cycle Through Guns - Previous
W Cycle Through Guns - Next
1 Gun 1
2 Gun 2
3 Gun 3
4 Gun 4
5 Gun 5
6 Gun 6
7 Gun 7*
8 Gun 8*
9 Gun 9*
0 Gun 10*

* - subject to availability


Game Debugging

Look at the Game Log (GAMELOG.TXT) if the game does not run properly. It is written to your user data directory (see Themes). In case you aren't able to see anything in it, report it to us.


Themes

Themes are to be written in a file having .INI extension. A batch file/shell script is to be provided, passing the .INI filename as a command line argument to the executable. The game files are to be placed in the same directory as the executable. A sample theme, GREEN, has been given. If you installed via the NSIS installer, Start Menu shortcuts for both themes will be created automatically, and this documentation will open upon completion. If you are interested in making themes, contact us for the specs.

Data Directory Layout

The game uses three data directory concepts:

  • dataDir: The game's root directory (where AB.EXE is located). All game data assets (DATA\, THEME\) are resolved relative to this directory.
  • themeDataDir: The active theme directory, derived from the .INI path — e.g., dataDir\THEME\GREEN\.
  • userDataDir: The user-specific data directory, located at:
    • Windows: %APPDATA%\AfterBurn\
    • Linux: $XDG_DATA_HOME/AfterBurn/ or ~/.AfterBurn/
    • Fallback: same directory as the executable (DOS/9x)

The following files are written to userDataDir:

  • GAMELOG.TXT — game log (for debugging)
  • DEFAULT.HSC — high scores
  • <theme>.PRF — user preferences (e.g. GREEN.PRF)

Theme files (.INI, graphics, sounds, music) are always read-only and never overwritten.


Source Code

The source code (in C) for this game has been given. We believe in writing useful (?) free software. We hope you appreciate our efforts and respect our feelings and copyrights for this game.

  • You should have these external libraries to make the program: Allegro, DUMB, and Allegrofont.
  • Ogg Vorbis playback support thanks to Sven (dumbogg).
  • Has been tested on Windows and GNU/Linux platforms.
  • You should have a compliant compiler such as GCC.
  • MIDI isn't used in this distro. If you are keen on it, you can see for yourself that the source is MIDI compatible.
  • For a list of what changes/fixes/improvements have been done to the code, please read CHANGES.MD.
  • For developer documentation (build, architecture, code conventions), see DEVELOP.MD.

Contact Us

  1. Karthik Kumar Viswanathan (e-mail)
  2. Nikhil Karnad (e-mail)

Links

About

Afterburn © is a Platform-Independent Space Shooter Game (ca. 2002)

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