diff --git a/README.md b/README.md new file mode 100644 index 0000000..5b0b431 --- /dev/null +++ b/README.md @@ -0,0 +1,48 @@ +# MuckyFoot-UrbanChaos + +This is a snapshot of (the 1999 PC/PSX/DreamCast game) Urban Chaos source code recently retreived from an old SourceSafe backup pulled from an old MuckyFoot server. + +The games source code is in the fallen directory (the working title for Urban Chaos) + +At the time it was compiled with Visual Studio 6 I believe and possibly DirectX 6 and is entirey written in c (despite using cpp files). +(I notice also some Glide code in there) I have succesfully loaded the projects with VS2013 though. + +There is also source code for the psx version, and maybe even the Dream Cast port. + +Urban Chaos had its own map editor and animation keyframe editor, these ran if I remember correctly under a window system +implemented by Guy Simmons, the code is included in the Editor folder + +MFlib1 and MFStdLib are some generic libraries shared across Urban Chaos and possibly Startopia +MuckyBasic is a inhouse scripting language written by Mark Adami +Thrust is a side project by Mark Adami + +Note no data is included, and the source data used by the editor/Engine is likely somewhat different to the data used by the final disk image +(all though much of it is probably identical) + +I am making this code public mainly out of historical interest, I doubt theres anything of any actual use to anyone, allthough people do +occasionally still ask me about data formats so they can dig them out themsleves now... + + +*BrainDump* +I tried compiling the code, but theres a lot of errors.. +We used DirectX before it did hardware vertex transforms, at some point VertexBuffers came along and I seem to recall Eddie Edwards implementing their use. +a prim is simply a mesh (lampost etc) +There is no soft skinning characters are seperate meshes +The floor is a heightmap with a vertical offset possible for the kerbs see pap.h +The building meshes were created on the fly from wall data that could generate N stories high of side wall building.cpp +Fence meshes and fire escape meshes were similarily created on the fly +The editor allowed placement of waypoints and control code for ai. as well as map creation +The data set was limited to run on a 1 Meg Playstation1 (PSX) +Theres code for features that never shipped like a motorbike and a grappling hook with rope physics, also once +mav is the sequel to nav, it handles mavigation :) +I also had a tendency to increment the letter of a file type with new versions so map.h eventually became pap.h (much of the code was written with a 8.3 filename restriction) +yes we had pee physics +Thing could be considered a cpp base class +MapWho is a bullfrog thing, essentially a 2d spatial array that objects in the world attach themselves to as a linked list for fast spatial lookups +upon a time the building all had procedural internals, also sewer systems.. + + + + + +Mike Diskett