JUMP 'N BUMP Source Code Release by Brainchild Design in 99 Ok, enough already! Too many people have been asking about the source code for Jump 'n Bump, but I've always said that it's messy and ugly and bad, and besides, nobody could really learn anything from it, certainly not how to design code. Then I remembered how excited I was when I got hold of the source code to Wolfenstein 3D by ID. Not that I really learned that much from it, it was far too complex for me at that time. That is also the reason that I don't care about source code. It takes far too long time to understand what happens, and I personally don't think it's worth it. Again, I thought about it for a while. And I can't say that there is that much source code for complete games out there. Mostly it's just "how to make this neat effect". Nothing wrong with that, it's just that there's so much more to making a game than that! So I finally decided to release the code. Do whatever you like with it. I've gotten e-mails saying things like "if I got the source, I could add multiplayer support over the internet". Yeah, right! Adding that would probably be harder than to totally rewrite the game. The code is poorly designed, making changes to is hard, if not impossible. Be warned! If I still haven't convinced you to stay away, then I would be glad to see what you manage to do with it. Some suggestions I've gotten for the game includes computer rabbits, network support, better menu with level-loading support, and so on. Oh, and 400x256 is NOT a good resolution, I can tell you that much. You'll need DJGPP to compile the code. You can find it on http://www.delorie.com. I recommend that you also get hold of RHIDE, a great IDE. If you need to recompile the ASM code, you will need NASM, which you can find on http://www.web-sites.co.uk/nasm/ Ok, here's a short explanation on how to get it to compile (I won't explain how to install DJGPP and RHIDE, there's plenty of info on that on the net): Move 'libdj.a' to DJGPP's LIB-directory and 'dj.h' to DJGPP's INCLUDE-directory. Start up RHIDE, and try opening the project 'jumpbump.gpr'. If that works then you'll be all set and ready to compile. If not, try setting all the directories in the project right, and so on. If you can't open the project, delete 'jumpbump.gpr' and 'jumpbump.gdt'. Start up RHIDE and create a new project. Add all *.o files and 'gfx.obj'. (The reason I add the object files instead of the source files is that my RHIDE always recompiled everything, not just what was changed.) Go into Local Options for 'gfx.obj' and change Name of the output file to 'gfx.obj'. In the menu, go for Options->Libraries. Write 'dj' on the first row, and put an X to the left of it. Now you should be able to compile. Oh, and please don't write to me and ask about the code. It was almost a year since I wrote it, and I really don't remember anything about it. Of course, I don't take any responsibility whatsoever to what might happen to you, your computer or your social life if you choose to use this. 'Nuff said! Mattias Brynervall, Brainchild Design http://www.brainchilddesign.com