NABU Miner 2049er Source Code Discussion Thread

Stories, pictures, and artifacts from the O.G. NABU Rockstar, Leo
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LeoBinkowski
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NABU Miner 2049er Source Code Discussion Thread

Post by LeoBinkowski »

I'm working on cleaning up what I can of the Miner 2049er source code. I'm not planning on attempting to build it this time. I find that I get stuck in the weeds and the process takes too long. I'd rather pop out what I can and have others play with and attempt to build it to join in the fun.

It looks like Joaquin and I made some decent readable documentation as well as tightly commented code, so I'll kick this off with the freshly converted wordstar documents:

From Joaquin Fernandez:

Code: Select all


     DOCUMENTATION OF FILES WRITTEN FOR MINER 2049er by J. Fernandez
     ===============================================================

     INTRODUCTION
     ------------

          The  game  MINER  2049er was basically written  in  two 
     parts.   Leo Binkowski wrote the "Bounty Bob" portion and JF 
     wrote  the "Map" portion.   Following is approximately  what 
     the two parts entailed:

          BOUNTY BOB
               - Logic  of Bounty Bob as he moves through  screen 
               (moving on catwalks,  slides, transporters, moving 
               platforms,   lift,   cannon,   jumping,   falling, 
               becoming  radioactive,   dieing).    Also  dynamic 
               special effects such as moving platforms, lift and 
               cannon.   All  sound is managed from this  module.  
               Additionally, integration of actual game into Nabu 
               standard shell,  opening screen,  help,  etc.,  is 
               done here.

          MAP
               - Basically  concerned  with mapping  pictures  on 
               screens   such  as  catwalks,   slides,   ladders, 
               transporters, shacks, and tables for all of these.  
               Also monster logic,  radioactive pulverizers,  and 
               some  static special effects such  as  transporter 
               colors,   radioactive  martini,   and  radioactive 
               waste.   Additionally,  scoring  is taken care of, 
               including timer.

          The following documentation refers to the Map Module as 
     written by JF.   Functionally,  a library was created of the 
     Map  files (JLIB.REL) and a library of the Bounty Bob  files 
     (LEOLIB.REL).    Then  these  two  were  linked  to   create 
     MINER.COM.

          A note on conditional compiles (CCP) used in Map: Since 
     the  game was written in two parts it was necessary to  test 
     each independently.  Conditional compiles were used to allow 
     the  possibility  of using the same routines both  with  and 
     without the Bounty Bob module.   Care must be taken that the 
     files  that use the conditional compiles have the equate CCP 
     set to the proper value upon compilation.  The following use 
     conditional  compiles  and  may  be  batch  compiled   using 
     CCPM.SUB :
          
          ADSCOR.MAC

          MONTSK.MAC

          JFMON.MAC

          TIME.MAC

          MAP.MAC

          To  link the Map module for testing (stand alone),  use 
     L.SUB,  which will create MAP.COM,  without BB.   To  create 
     JLIB.REL  use JL.SUB.   To create MINER.COM,  insert a  disk 
     with  LEOLIB.REL in drive B and use MIN.SUB with JLIB.REL in 
     drive A.
     


     LIST OF FILES       DESCRIPTION
     -------------       -----------

     ADSCOR.MAC          SCORING SUBROUTINES

     CATMAP.MAC          CATWALK AND OTHER TABLES

     DOSCR.MAC           CREATE SCREENS SUBROUTINES

     JFMON.MAC           MONSTER PART OF MONTSK

     MAP.MAC             MAINLINE, PICTURE SUBROUTINES, PICTURES

     MONTSK.MAC          MONSTER TASK

     NLINKTAB.REL        USED IN TEST (MAP) LINK

     RANDOM.REL          USED  AS EXTERNAL BY PLUENT ROUTINE (SEE 
                         MONTSK IN MONTSK.MAC)

     SOUND.REL           USED IN TEST (MAP) LINK

     TASK1.MAC           TEST BOUNTY BOB TASK

     TIME.MAC            TIMING TASK AND SUBROUTINES

     SCREENS.MAC         MACROS AND DATA FOR ALL STATIONS

     L.SUB               TEST LINK TO MAP

     JL.SUB              CREATES  LIBRARY (JLIB.REL) TO LINK WITH 
                         LEO'S LIBRARY (LEOLIB)

     MCCP.SUB            COMPILES   ALL   FILES  THAT  USE   TEST 
                         CONDITIONAL COMPILE (CCP)

     MIN.SUB             LINKS JLIB.REL WITH LEOLIB.REL TO CREATE 
                         MINER.COM


     CONTENTS OF ADSCOR.MAC
     ======================

          This file contains scoring routines.

     SUBROUTINES         DESCRIPTION
     -----------         -----------

     ACTADD              Does  actual adding of register pair  BC 
                         to score.

     BONTSK              Times the updating of the bonus points.

     COPSCO              Copies  player score and extra man  flag 
                         to working buffers.

     DISCOR              Updates   the   standard  ASCII   scores 
                         (including   high   score).     Prepares 
                         buffers and sets flag for SCORUP.

     FREMAN              Gives  present player extra man if score 
                         reaches  10,000.   It also attaches  the 
                         extra man task (XMATSK) and  initializes 
                         the sound for it.

     INISCO              Initializes all score parameters for the 
                         beginning of a game.

     SCOCOP              Copies working score and extra man  flag 
                         to player's score and flag.

     SCOTSK              Takes  care of calling SCORUN to put  up 
                         score whenever it is updated.   If score 
                         is not updated after a given delay, then 
                         the score flashing is regulated.

     TIMBON              Updates  the  bonus points  when  screen 
                         successfully completed.

     XMATSK              Flashes  screen  back-ground  blue/black 
                         when extra man score is reached.



     CONTENTS OF CATMAP.MAC
     ======================
     
          This  file  contains routines to initialize  and  build 
     tables. 

     SUBROUTINES         DESCRIPTION
     -----------         -----------

     ADDENT              Adds entry to catwalk table.  

     ADDMON              Add entry to monster table.

     ADDMPL              Add entry to moving platform table.

     ADDTAB              Adds entry to specified table.  Used for 
                         ladders, slides, and transporters.


     ADDTSE              Add entry to treasure table.

     ADDWAL              Add entry to wall/roof table.

     CKCAT               Checks  whether  BB is on a  catwalk  or 
                         not.   Sets flag to do CLAIM routine and 
                         updates bit map for catwalk if BB is on.

     DIV6                Used  by CKCAT to do division by 6 using 
                         table lookup.

     INCY                Used  by  ADDENT  to  increment  highest 
                         value of Y-coordinate.

     FINCAT              Does  initializations  at the end  of  a 
                         screen  creation to prepare  tables  for 
                         lookups.

     INICAT              Initializes  table pointers before table 
                         creation.

     NIXMON              Moves all sprites off screen.

     PUTMON              Initializes  monster table  and  creates 
                         monsters at end of screen creation.

     SETD6               Creates  division by 6 table to be  used 
                         by DIV6.

     UPCOP               Used  by  ADDENT to insert an  entry  in 
                         table.


     CONTENTS OF DOSCR.MAC
     =====================
     
          This  file contains the routines that create the screen 
     pictures  by reading the appropriate table entries as  build 
     by SCREENS.MAC.   For each picture, the appropriate table is 
     updated.   Basically  the  routine DOSCR loops  through  the 
     entries  and creates whatever picture is  encoded.   Then  a 
     routine  is  called that sets up the table entry  parameters 
     and calls the routine from CATMAP.MAC that actually  updates 
     the table entry.

     SUBROUTINES         DESCRIPTION
     -----------         -----------

     CATTBL              Sets up parameters for catwalk table and 
                         calls routine to update the table.

     LADTBL              Sets  up parameters for ladder table and 
                         calls routine to update the table.

     MONTBL              Sets up parameters for monster table and 
                         calls routine to update the table.

     MPLTBL              Sets  up parameters for moving  platform 
                         table  and calls routine to  update  the 
                         table.

     RMPTBL              Sets  up parameters for catwalk (a  ramp 
                         is  a  type of catwalk) table and  calls 
                         routine to update the table.

     SLDTBL              Sets  up parameters for slide table  and 
                         calls routine to update the table.

     TRRTBL              Sets up parameters for transporter table 
                         and calls routine to update the table.

     TSETBL              Sets  up parameters for  treasure  table 
                         and calls routine to update the table.

     WALTBL              Sets  up parameters for wall/roof  table 
                         and calls routine to update the table.



     CONTENTS OF JFMON.MAC
     =====================

          This file contains the routine JFMON that takes care of 
     the monster part of the monster task MONTSK (see MONTSK.MAC).

     SUBROUTINES         DESCRIPTION
     -----------         -----------

     JFMON               Moves monsters, checks monster collision 
                         with   BB,   sets  flag  if  BB  becomes 
                         radioactive due to collision or destroys 
                         monster  and  flashes score value if  BB 
                         kills monster.

     CONTENTS OF MAP.MAC                        
     ===================

          Contents  include  most picture  creating  routines  of 
     which  DOPIC  is the basic one.   Data for most pictures  is 
     also found here.  For testing there is a looping mainline.

     SUBROUTINES         DESCRIPTION
     -----------         -----------

     CLAIM               Claims catwalks and increments score.

     CLRSCR              Clears screen at end of turn.

     DOPIC               Puts up picture on pixel coordinates.

     DOXSHI              Used by DOPIC to shift along  X coordinate.

     GAMOV               Puts up "GAME OVER MINER #" message.

     GAMINI              Does initialization for game.

     JFMAIN              Mainline  that  takes care of  following 
                         calls:

                         CLAIM     Claim catwalks.
                         DISTIM    Keep running timer.
                         DODANG    Tonnage  display  for  Station 
                                   10.
                         PUTSCR    Puts  up  appropriate  screen.    
                         SCORUP    Put up treasure value.
                         SCOTSK    Keep running scores.
                         TRRCHG    Change transporter colors.
                         XMAFLG    Flag is used to turn off extra 
                                   man task (XMATSK) and sound.
                         ZOTTSE    Erase   treasures  and   their 
                                   values.
     
     JFSTOP              Used  in  testing end  of  game.   Loops 
                         until keyboard input detected.

     JFWAIT              Waits for 180 interrupts after GAME OVER 
                         MINER # message appears.

     JFWTSK              Used by JFWAIT to time wait.

     PUTG1               Creates  flashing  screen in Graphics  1 
                         mode.

     PUTG2               Resets  Graphics  2  mode  after  proper 
                         Station  screen has  been  built.   Does 
                         some last instant initializations before 
                         screens appears.

     PUTSCR              Take  care  of  player  toggling  logic, 
                         scoring  saving,  picks proper screen to 
                         create, calls routines to build screens, 
                         and initializes tasks, and tables.

     REDNUM              Puts up numbers (miner,  station,  zone) 
                         in Graphics 1 flashing screen.

     REDOUT              Toggles colors in flashing screen.

     SCORUN              Keeps running score(s) on top of screen.  
                         Flashes score when player does not score 
                         for a while.

     SCORUP              Puts  up treasure value at its  location 
                         when claimed.

     SETNAM              Sets up Pattern table to correspond one-
                         to-one   to   Name   table,    therefore 
                         simulating bit mapping.

     WASIDE              Puts   up  sides  of  Radioactive  Waste 
                         (Station 6).

     ZOTTSE              Erases   treasure   when   claimed,   or 
                         treasure  value  after  its  been  up  a 
                         while.


     PICTURES  COLOR     DESCRIPTION
     --------  -----     -----------

     = NOTE =  *         Note:  Asterick  in COLOR column denotes 
                         that there is a data entry with the same 
                         name  as  this  one,   but  with  a  "C" 
                         appended.   This  data entry is for  the 
                         color   of  the  picture   named.    For 
                         example, the asterisc by ANV means there 
                         is  an  entry  ANVC that  is  the  color 
                         patterns for ANV.

     ANV       *         Anvil.

     AX        *         Ax.
     BF        *         Refers  to  large "BF" in Atari  version 
                         (Station  7) that stands for  Big  Five, 
                         the company that wrote the original.  In 
                         our version there is a LEO/JF/PAT.
     BLK       *         Blank.
     BUR       *         Hambuger.
     CAKE      *         Cake.
     CAN       *         Candle.
     CAND      *         Candelabra.
     CANT      *         Canteen.
     CATL      *         Left catwalk piece.
     CATP      *         Catwalk  pair  comprising  of  left  and 
                         right pieces.
     CATR      *         Right catwalk piece.
     CUP       *         Cup.
     DET       *         Detonator.
     FLO       *         Flower pot.
     FUN       *         Funnel.
     GOG       *         Goggles.
     HAM       *         Hammer.
     IRON      *         Iron.
     JACK      *         Jack-hammer.
     JBTNT     *         TNT  part  of  TNT  CHARGE  =  ###  TONS 
                         (Station 10)
     JCHARG              CHARGE  = part of TNT CHARGE = ###  TONS 
                         (Station 10)
     JCHGC               Color for JCHRG.
     JMINER              Lettering  for flashing screen  message: 
                         MINER # PREPARE FOR STATION ## ZONE ##
     JOY       *         Joystick.
     JRTNT     *         TNT for TNT shack in Station 10.
     JUG       *         Jug.
     KEG1      *         One keg group for Station 10.
     KEG2      *         Two keg group for Station 10.
     KEG3      *         Three keg group for Station 10.
     LADL      *         Left side of ladder.
     LADR      *         Right side of ladder.
     MAR       *         Martini.
     MINBLK              Black color for JMINER.
     MINRED              Red color for JMINER.
     MONSTR              Patterns for monster sprites.
     N80                 Number for treasure value (80).
     N90                 Number for treasure value (90).
     N100                Number for treasure value (100).
     N200                Number for treasure value (200).
     N300                Number for treasure value (300).
     N400                Number for treasure value (400).
     N500                Number for treasure value (500).
     N600                Number for treasure value (600).
     N700                Number for treasure value (700).
     N1100               Number for treasure value (1100).
     NL100               Small  version  of number  for  treasure 
                         value (100).
     NL200               Small  version  of number  for  treasure 
                         value (200).
     NL300               Small  version  of number  for  treasure 
                         value (300).
     NUMCOL              Color for treasure numbers.
     NUMIES              Numbers used in scoring and timer,  plus 
                         small pick (denoting lives left), comma, 
                         and blank.
     OLAM      *         Oil lamp.
     OVM1                GAME OVER MINER # message number one.
     OVM2                GAME OVER MINER # message number two.
     OVMESS              GAME OVER MINER # message lettering.
     PIC       *         Pick.
     PLAT      *         Bottom platform.
     PLI       *         Pliers.
     ROOF                Roof for shacks.
     SHOV      *         Shovel.
     SLID      *         Slide down piece.
     SLIL      *         Slide left piece.
     SLIR      *         Slide right piece.
     TFOR                Transporter number (4).
     TONE                Transporter number (1).
     TONS      *         TONS  part  of  TNT CHARGE  =  ###  TONS 
                         message.
     TRK       *         Track used for lift and cannon.
     TRKE      *         Track extension.
     TTRE                Transporter number (3).
     TTWO                Transporter number (2).
     TR2       *         Treasure 2.
     TRR       *         Transporter.
     WALL      *         Wall used in shacks.
     WAT       *         Watering can.

     CONTENTS OF MONTSK.MAC
     ======================
     
          This file contains the monster task as well as routines 
     relating  to  some  of  the  special  effects  such  as  the 
     radiactive martini,  waste, and pulverizers (plungers).  The 
     actual routine that moves the monsters was split off and may 
     now be found in JFMON.MAC.

     SUBROUTINES         DESCRIPTION
     -----------         -----------

     ADDOFF              Used by PLUPIC and PDOCOL to add offsets 
                         of plunger locations to pattern or color 
                         tables.

     ADDTON              Does  addition of TONNAGE for Station 10 
                         and sets flags for display of amount and 
                         for  DANGER message if TONNAGE  is  over 
                         30.

     CKCOLL              Used   by  various  routines  to   check 
                         collision  between Bounty Bob and  given 
                         object.

     CKLIM               Checks   BB  collision  with  limits  in 
                         table.   Limits  may be  visible  (shack 
                         walls  and roofs) or invisible (sides of 
                         the screen).

     DODANG              Takes  care of displaying DANGER message 
                         for Station 10.

     MARTSK              Radiactive martini task.  Changes colors 
                         to  make  martini  look  radiactive   in 
                         Station 5.

     MONTSK              Monster task checks collision between BB 
                         and treasures.  Sets up the proper flags 
                         to  erase  treasures,  put  up  treasure 
                         values and erase treasure values.  Takes 
                         care of monster colors and flashing when 
                         required.   Calls  JFMON which does  the 
                         checking    of   monsters   and    their 
                         movements.

     MUL816              Multiplication routine used in PUTPLU to 
                         compute random plunger time delay.

     PDOCOL              Puts  up the appropriate color  for  the 
                         plungers to make them look radioactive.

     PLUCOL              Takes  care of the timing of the plunger 
                         colors.  Calls PDOCOL.

     PLUENT              Creates  plunger table with random  time 
                         delay.

     PLUPIC              Puts   the   plunger   in   the   proper 
                         coordinates.

     PLUTSK              Plunger  task.   Calls routines to  move 
                         plungers,  change their colors and check 
                         collision with BB.

     PUTPLU              Creates  the initial plungers and  calls 
                         PLUENT to create the tables.

     PUTWAS              Initializes radioctive waste.

     RADMAR              Initializes   and  removes   radioactive 
                         martini task.

     RADPLU              Initializes   and  removes   radioactive 
                         plunger task.

     RADWAS              Initializes and removes radiactive waste 
                         task.

     SETTON              Initializes   screen   for  Station   10 
                         tonnage message.

     TRRCHG              Changes transporter colors.

     WASTSK              Waste  task.   Changes waste  colors  in 
                         Station 6 to make it look radiactive.

     CONTENTS OF TASK1.MAC
     =====================

          This  file  contains the task TASK1 that  is  used  for 
     testing MAP module.

     SUBROUTINES         DESCRIPTION
     -----------         -----------

     TASK1               Used  to test MAP without BB module.   A 
                         fake  BB  is created and allowed  to  be 
                         moved around the screen.


     CONTENTS OF TIME.MAC
     ====================

          This file contains the routines that keep the count for 
     the timer and displays the time left.

     SUBROUTINES         DESCRIPTION
     -----------         -----------

     DISTIM              When flag set by TIMTSK puts up new time 
                         on screen.

     TIMTSK              Keeps  count for timer,  sets flag  when 
                         time  has been updated,  sets flags  for 
                         time running out and sound.



     CONTENTS OF SCREENS.MAC
     =======================

          This  file creates a table that is used by the  routine 
     DOSCR  to build each of the 10 possible screens.   The table 
     is therefore divided into 10 sections, one for each Station.  
     Each entry of this table is input by the use of a macro.  

     MACROS              DESCRIPTION
     ------              -----------

     CHOP                Puts  blanks.   Used to erase bottom  of 
                         slides or ladder when they are too long.

     MONENT              Entry to create monster.

     PUTBOB              Gives   BB's  coordinates,   number   of 
                         catwalks  to claim in screen,  time  for 
                         screen in Zone 1.

     PUTCAT              Creates catwalk.

     PUTCHG              Creates TNT CHARGE = ### TONS message in 
                         Station 10.

     PUTEFF              Used  to  flag special effects  such  as 
                         radioactive    martini,     waste    and 
                         pulverizers.

     PUTEND              Marks end of entries for a Station.

     PUTLAD              Creates ladder.

     PUTMPT              Creates moving platform.

     PUTPLT              Creates bottom platform.

     PUTRMP              Creates (catwalk) ramp.

     PUTROF              Roof.

     PUTSLD              Slide down.

     PUTSLL              Slide left.

     PUTSLR              Slide right.

     PUTTRK              Track  for  lift (Station 8) and  cannon 
                         (Station 10).

     PUTTRR              Transporter.

     PUTTSE              Treasure.

     PUTWAL              Wall.

and from Leo Binkowski:

Code: Select all

This file explains all of the source files for Miner 2049er, that 
were the responsibility of Leo Binkowski.

Last update:   May 25, 1984

these are in alphabetical order only.


BEAM.MAC:

     contains code pertaining to the use of the transporters, but 
not the code checking to see if he can use it (cf. CHKBOB.MAC)


BOB.MAC:

     contains  code  for displaying bob,  the task that  controls 
bob,  the dying animation,  the radioactive state of bob.   Bob's 
control task includes jumping, walking, and falling.

BOBSPR.MAC:

     is  a  gred file containing sprite definitions for  all  the 
contortions of bob, the moving platforms, hydraulic lift, and the 
cannon.

CANNON.MAC:

     contains  code for movement and displaying of the cannon  on 
the tenth screen.


CHKBOB.MAC
     
     contains  code  for checking all of the conditions  of  bobs 
environment  excluding  mutants.    This  includes  checking  for 
catwalks (routine in Joaquin's code),  slides,  transporters, the 
lift, cannon, moving platforms, and ladders.

ENDSCR.MAC:

     is  a modified version of the standard shell (Chang  Chow's) 
which puts up the final screen scores,  Nabu logo,  and  standard 
options.

ENG1.MAC:


     this  is  a  compressed  version  of  the  standard  english 
character   set  which  strips  the  header  bytes  off  of  each 
definition and also does not have the inverse set.   I load  this 
table twice into vram to simulate the inverse characters.



KEYBOARD.MAC:

     contains  code  for the task that reads all of the  keyboard 
status (keys and joystick),  which loads a variable which i  read 
later.   It  also  reads the proper joystick depending  on  which 
player  is currently playing,  and if the player selected the two 
joystick option.

MAIN.MAC:

     one  of the files in the standard shell,  modified a  slight 
bit to run to my specs (very similar to PAC-MAN).

MINER.MAC:

     contains  code  which controls the  mainline,  sets  up  the 
tasks, reads the help, restart keys and acts accordingly, etc.

MOPENGR.MAC:

     is  an  ascii version of the ned file which is  the  opening 
scren definition.

MOVELIFT.MAC:

     is  a  file  which contains all of the code to  display  the 
lift, and move it about. It is partially called by miner.mac as a 
part of the mainline.

OPEN.MAC:

     part  of the standard shell which does the standard  opening 
instruction screen, help, print help, and a jump to options.

OPTION.MAC:

     contains  the  code  to put up the options and  use  of  the 
highlight bars and selection of options.

PLATFORM.MAC:

     contains code for the setup of the platforms.  Also contains 
the   task  which  drives  the  platforms,   this  includes   the 
radioactive platform on screen 8 as well.  Also contains checking 
routine for the platforms.

PTHGR1.MAC:

     print help routine, used in OPEN.MAC

PUTNG.MAC:

     this puts a ned graphics screen up.


REVERSE.MAC:

     standard shell file that reverses a line of text.

SETUP.MAC:

     standard shell file that sets up it's own video.


SLIDE.MAC:

     contains the code for use of the slides.


SOUND.MAC:

     contains the sound task which runs throughout the game.  All 
sounds are run through here.

SUPPORT.MAC:

     some support routines that I use (mostly in CHKBOB).

********************************************************
note:  all other mac files were used as test files,  although not 
necessary in the game at this time,  they may be used at a  later 
time and therefore should not be deleted.


SUBMIT FILES:

LEOLIB.SUB:

     this  creates a library that Joaquin used for testing of his 
code.

LMINER.SUB:

     this  creates a stripped down version of  miner,  only  when 
other  things like using open.old is done.   The game got too big 
to link under L80 so PLINK was used later on

M.SUB:

     a quick submit file to assemble files.

     ex.  A>@ M MINER

        would produce this command:

          A>M80 B:=A:MINER.MAC

NOTE:      WHEN ASSEMBLING,  ALL MAC FILES MUST BE ON THE  SOURCE 
DISK AND THE REL FILES MUST BE PUT ON THE OBJECT DISK.

TO LINK THE GAME TOGETHER:


1.    A current version of Joaquin's JLIB.REL must be present  on 
the object disk.

2.    With  the source disk in A:  and the object disk in B:,  do 
this:

     A>PLINK @LMINER.LNK

this  will take a fair amount of time to produce about a 47K COM 
file.
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LeoBinkowski
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Re: NABU Miner 2049er Source Code Discussion Thread

Post by LeoBinkowski »

I've uploaded the source code gratefully reviewed by @labomb here:

https://github.com/LeoBinkowski/NABU/tr ... ner-2049er

I've got a companion story to tell here:

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LeoBinkowski
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Re: NABU Miner 2049er Source Code Discussion Thread

Post by LeoBinkowski »

Here are the possibly uninteresting notes I made about Miner 2049er years ago:
Miner 2049er notes.pdf
(9.97 MiB) Downloaded 278 times
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LeoBinkowski
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Re: NABU Miner 2049er Source Code Discussion Thread

Post by LeoBinkowski »

I just want to publicly thank Scott Labombard @labomb for his dedication to recovering the Miner 2049er source code for us.

Leo
labomb
Posts: 10
Joined: Thu Mar 30, 2023 1:59 am

Re: NABU Miner 2049er Source Code Discussion Thread

Post by labomb »

And thank you for recovering the source and making it available to all. This was a fun project, and you and Joaquin did a really awesome job on the port! It's a great game. :D

Scott
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