New in 1.6.2
------------
- Now prevents players from calling up the plan after they
have exited the maze.
- Fixed an error in the SMUS routine regarding the playback
of septuplets.
- Fixed an error in the audio set up code that would result
in undefined behaviour and resources leaking in case of
set up failure.
- Other improvements to the audio code.
Prefer ADF?
-----------
An ADF is available as an alternative to this archive. You
can get it here:
https://www.dropbox.com/s/3yqlf0hynjax0hd/Labyrinth.adf
What is Labyrinth?
------------------
Labyrinth is a remake of a Commodore 64 game published by
Commodore in 1983 (not to be confused with the 1986 game of
the same name by LucasFilm), which was itself a souped-up
version of an earlier public domain game originally written
in BASIC for the Commodore PET.
In this game you must find your way through a randomly gen-
erated maze of your chosen size, playing from a first person
view. Can you do it without peeking at the plan?
- Runs on all classic Amiga models.
- Adapts to PAL/NTSC and overscan.
- 100% OS- and multitasking-friendly. Can even share audio
channels with other programs running at the same time, if
those programs support it.
- Faithful rendition of the original game's arrangement of
Greensleeves, using real time volume envelope generators
and the highest quality waveforms possible at all octaves.
- Uses menus, gadgets and requesters to provide a proper
Amiga interface, yet retains the feel of the original
game.
For a bit of fun, try starting up multiple instances of the
game and enjoy the ensuing chaos of all of them playing mu-
sic at the same time! Yes, the Amiga was always capable of
doing this!
Full source code is included under the GNU General Public
License 3.0.
Installation
------------
The program file can simply be dragged anywhere to install
it where you like.
Labyrinth will try to use a font called Proptopaz. That font
is included in this distribution. It is optional, but you
can use the provided installer to copy it into your system's
fonts directory if you wish to use it.
If you don't install it, Labyrinth will try to use Newtopaz
instead. If that is not available either, it will just use
Topaz (the font built into Amiga systems).
About the implementation
------------------------
The game is written entirely in Kickstart 1.2 compatible
code. There is no direct hardware access; everything is done
through the operating system, and the game is fully event-
driven.
It takes advantage of audio.device's ability to share audio
channels between programs. Unfortunately, most other pro-
grams simply allocate all four audio channels at the highest
precedence, thus completely preventing other applications
from using sound.
In fact, the only other programs I know of that will share
audio channels are my own Harmonics and Space Invaders. But
at least you can now have Greensleeves as background music
while playing Space Invaders, or load up Harmonics and play
along! Or you can run multiple instances of the game and
have them all play music at the same time, if that sounds
enticing.
Channel precedences are carefully changed on the fly so that
other applications will tend to steal the channels that are
doing the least important work. That is to say, channels
that are playing the final (release) part of a sound will be
stolen before channels that are playing the main (sustain)
part, which in turn will be stolen before channels that are
playing the initial (attack) part.
The game implements the ATAK and RLSE chunks of the IFF 8SVX
file format (although it doesn't actually load IFF files, it
uses the format internally). It is able to accomplish this
even on an Amiga 500 (using about 10% CPU time for three
channels of music) by using a modified version of Bresen-
ham's line algorithm along with careful precalculations.
It also implements the IFF SMUS format. The music runs in a
separate high priority task signalled by an interrupt, so it
won't be slowed down when the game is rendering. It will
even play music while a floppy drive is active without slow-
ing down.
The music and multitasking is implemented in highly modular
and reusable code, and I have done my best to document the
API for each module.
Other things
------------
Here is a selection of other software I have released on
Aminet. All of the programs listed here include source code.
ScreenTime - A highly configurable screen clock with a popup
calendar:
https://aminet.net/package/util/time/ScreenTime
ToolsMenu - Add tools and projects to the Workbench Tools
menu with a simple graphical user interface:
https://aminet.net/package/util/cdity/ToolsMenu
Character Map - Browse your Amiga's character set and copy
characters to the system clipboard:
https://aminet.net/package/text/misc/CharacterMap
Labyrinth - Remake of a Commodore 64 game:
https://aminet.net/package/game/misc/labyrinth64
Base Converter - Convert between bin/oct/dec/hex with a
simple GUI:
https://aminet.net/package/util/wb/BaseConv
You can get a list of all my projects with this link:
https://aminet.net/search?readme=kimflarsen
History
-------
1.6.2 (Nov 8, 2024)
- Now prevents players from calling up the plan after they
have exited the maze.
- Fixed an error in the SMUS routine regarding the playback
of septuplets.
- Fixed an error in the audio set up code that would result
in undefined behaviour and resources leaking in case of
set up failure.
- Other improvements to the audio code.
1.6.1 (Aug 18, 2023)
- Restrict the number of keys recognized by the game so that
the user can use hotkeys and special OS key combinations
without affecting it.
1.6 (Aug 4, 2023)
- Added keyboard shortcuts to all the requesters. The game
can now be operated entirely with the keyboard.
- Optimizations and improvements.
1.5.6 (Jul 8, 2022)
- When booted from a floppy disk on an Amiga without a bat-
tery backed-up clock, the RNG would tend to always be
seeded with the same number. In order to improve this, the
seeding has been moved to when the first requester is dis-
missed and now uses the microseconds from the system time.
- TextLength was called before setting the font on the in-
tro screen. How it worked anyway is a mystery; regardless,
it has now been fixed.
- Various code cleanup.
1.5.5 (Jun 3, 2022)
- A change in the order of program clean up on exit meant
that the music would continue to play until the end of
clean up, slowing program exit down, especially in cases
where closing the screen caused the Workbench to be re-
opened. To prevent that, the game will now stop the music
explicitly when quitting, before initiating clean up.
1.5.4 (May 20, 2022)
- Includes an updated version of proptopaz.font.
- Lots of minor tweaks, optimizations and fixes.
1.5.3 (Aug 13, 2021)
- Title screen can now be skipped with the Esc key or the
left mouse button.
- Now uses a custom mouse pointer to avoid weird things hap-
pening with hires pointers.
- Improvements to the audio and music code, and other little
improvements.
- Now includes an installer for the optional font.
- Changed the documentation to refer to this project as a
remake rather than a port, and added a few bits.
1.5.2 (May 7, 2021)
- A couple of minor corrections to the music.
- The music thread now will not use any CPU time when the
music is turned off.
- Other improvements to the music code.
1.5.1 (Apr. 8, 2021)
- Fixed nonsensical music set up code that should never
have worked, yet somehow did.
1.5 (Apr. 7, 2021)
- Will now try to use proptopaz.font. If that is not found,
newtopaz.font will be tried. If that is not found either,
topaz.font will be used as before.
- proptopaz.font included in the distribution.
1.4 (Mar. 5, 2021)
- Fixed a divide by zero crash at the end of the game if the
player peeked too many times at the plan.
- Major improvements to the music set up code; it is now
much faster, smaller, and uses less memory.
- Minor improvements to the maze design routine.
1.3 (Feb. 15, 2021)
- Added joystick support.
- Improved title screen, especially on PAL.
1.2 (Dec. 31, 2020)
- Fixed bugs in the music code that could potentially cause
crashes or other problems.
- Various improvements.
1.1 (Dec. 17, 2020)
- Sped up the intro.
- Various improvements to the music, the code and the docu-
mentation.
1.0 (Dec. 3, 2020)
- Initial release.
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