Jump to content
IGNORED

Hard Drivin' source code...


Recommended Posts

While going through the 5.25" media in the vintage computer collection I got a few years ago, I ran across 5 unlabeled 5.25" disks, all stuffed into a single sleeve.

The contents appeared to be the complete source code for the Atari ST version of "Hard Drivin'".

 

The disks can be found here: https://archive.org/details/game-source-atari-st-hard-drivin

 

If anyone knows the author (Juergen Friedrich), please point them at that link.  I'm sure they'd love to see that code again.

 

Thanks folks.

 

g.

  • Like 4
Link to comment
Share on other sites

Not sure all the code is for the ST, the .ASM files are not 68000, they may be Intel assembler

and PROTO.H does say

"LANGUAGE.............    Turbo C 2.0 for the IBM PC"

 

Maybe he was creating a cross system compile as STRUCT.H says

"LANGUAGE.............    Turbo C 1.0 for the Atari ST"

 

Link to comment
Share on other sites

Hey, thanks for the archives! I'll have a try at compiling them using Turbo C just to see what happens. It might be that any missing assembly bits could be extracted from the released binary and the rest would match.

 

Anyway, thanks!

Link to comment
Share on other sites

12 hours ago, TGB1718 said:

Not sure all the code is for the ST, the .ASM files are not 68000, they may be Intel assembler

and PROTO.H does say

"LANGUAGE.............    Turbo C 2.0 for the IBM PC"

 

Maybe he was creating a cross system compile as STRUCT.H says

"LANGUAGE.............    Turbo C 1.0 for the Atari ST"

 

I see that some  .ASM functions are called from IBM.C

Link to comment
Share on other sites

  • 2 weeks later...

Hmm, from a quick look I'd say this is original Atari ST sources already adapted to IBM PC, with any m68k files removed. Some files are missing even for x86, like screen handling.

 

Watching your project with interest. :)

  • Like 1
Link to comment
Share on other sites

Yes, this source code is for the DOS version.

What is there is working (interface, physics, sound)

but the whole gfx part is missing.

That's one segment but by far the largest code segment in this game.
Code has self modifying fragments which confuses disassembler
so you really have to comb through it manually to make sense of it.
If you were to disregard unnecessary functions, like CGA/Tandy routines,
this missing segment appears to be roughly 1/3 of the program.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...