{"id":21467152,"url":"https://github.com/snoopycodex/pyromaxdax_android","last_synced_at":"2026-02-16T08:02:14.581Z","repository":{"id":175356997,"uuid":"286185012","full_name":"SnoopyCodeX/pyromaxdax_android","owner":"SnoopyCodeX","description":"Pyromaxdax ported to Android","archived":false,"fork":false,"pushed_at":"2020-08-10T17:06:09.000Z","size":2349,"stargazers_count":1,"open_issues_count":0,"forks_count":0,"subscribers_count":1,"default_branch":"master","last_synced_at":"2025-03-17T06:11:43.699Z","etag":null,"topics":[],"latest_commit_sha":null,"homepage":null,"language":"VBA","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"gpl-3.0","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/SnoopyCodeX.png","metadata":{"files":{"readme":"Readme.txt","changelog":null,"contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2020-08-09T07:01:52.000Z","updated_at":"2023-12-27T15:42:04.000Z","dependencies_parsed_at":null,"dependency_job_id":"83f05ddb-836b-44e7-b8ee-d047e7f1878a","html_url":"https://github.com/SnoopyCodeX/pyromaxdax_android","commit_stats":null,"previous_names":["snoopycodex/pyromaxdax_android"],"tags_count":0,"template":false,"template_full_name":null,"purl":"pkg:github/SnoopyCodeX/pyromaxdax_android","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/SnoopyCodeX%2Fpyromaxdax_android","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/SnoopyCodeX%2Fpyromaxdax_android/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/SnoopyCodeX%2Fpyromaxdax_android/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/SnoopyCodeX%2Fpyromaxdax_android/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/SnoopyCodeX","download_url":"https://codeload.github.com/SnoopyCodeX/pyromaxdax_android/tar.gz/refs/heads/master","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/SnoopyCodeX%2Fpyromaxdax_android/sbom","scorecard":null,"host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":279006258,"owners_count":26084060,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","status":"online","status_checked_at":"2025-10-11T02:00:06.511Z","response_time":55,"last_error":null,"robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":true,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":[],"created_at":"2024-11-23T08:16:54.189Z","updated_at":"2025-10-11T04:11:02.557Z","avatar_url":"https://github.com/SnoopyCodeX.png","language":"VBA","funding_links":[],"categories":[],"sub_categories":[],"readme":"====================[PORTED GAME]=====================\nGame: Pyromax Dax\n\nPorted by: John Roy L. Calimlim [SnoopyCodeX](CyberDroid Developers PH)\nStatus: W.I.P. (Unstable)\n\nStart Date: 8th of August 2020\nEnd Date: ---\n\nPlatform: Android\nVersion: ---\n\nTools:\n\tOpenGL ES\n\tEasy GL2D Library (Relminator)\n\tJava\n===================[ORIGINAL GAME]====================\nGame: Pyromax Dax\nCode: Richard Eric M. Lope BSN, RN (Relminator)\n\nGFX: Marc Russell (spicypixel.net)\n\t Joseph Collins\n\t Adigun A. Polack\n\t Ari Fieldman\n\t Relminator\n\t \nAudio: vgmusic\n\nDesign: Relminator/Anya Therese B. Lope\n\nTools: Easy GL2D, FreeBASIC, OpenGL, Fmod and FBedit\n\nLatest version could always be downloaded at:\n\thttp://rel.phatcode.net\n\nEmail:\n\tvic_viperph@yahoo.com\n\t\nDefault Controls:\n\t-Can be remapped via \"Controls\" screen\n\tJump -\u003e SPACE\n\tAttack -\u003e Z\n\tPause/Change Incendiaries -\u003e ENTER\n\tChange Incendiaries -\u003e LEFT/RIGHT (When paused)\n\tMenu Controls -\u003e LEFT/RIGHT and ENTER\n\tSwitch to FullScreen -\u003e ALT + ENTER\n\tNote: You can only attack when not moving except with the\n\t\t  Shot attack which you can use even when jumping.\n\t\t  \nAbout the game:\n\tA game that I made as a supplement to my Platforming tutorial.\n\tAlso became an entry for FBGD 2k13\n\t\nGameplay:\n\tImagine Megaman style attack system with Mario style physics.\n\t\nSourcecode:\n\tSourcecode is provided for learning purposes.\n\tUse to your hearts content, but I would enjoy knowing the things you used it for.\n\tCode should never be used to harm anyone.\n\tI used FBedit to code this game \n\tSource is compatible with FB 0.24\n\t\n\nHow to compile:\n\tJust issue this command:\n\tfbc -s gui \"PyromaxDax.bas\" \"FBGL2D7.bas\" \"Joystick.bas\" \"Keyboard.bas\" \"Mouse.bas\" \"Player.bas\" \"Map.bas\" \"Vector2D.bas\" \"Camera.bas\" \"Engine.bas\" \"UTIL.bas\" \"Particles.bas\" \"Vector3D.bas\" \"Explosion.bas\" \"Bomb.bas\" \"Dynamite.bas\" \"Mine.bas\" \"Sound.bas\" \"AABB.bas\" \"PlatformV.bas\" \"PlatformH.bas\" \"Waller.bas\" \"Grog.bas\" \"Wheelie.bas\" \"DialogTrigger.bas\" \"VectorSpring.bas\" \"Jumpbot.bas\" \"Helihead.bas\" \"Springer.bas\" \"Eyesore.bas\" \"Bouncer.bas\" \"Nail.bas\" \"Robat.bas\" \"Robox.bas\" \"Screwgatling.bas\" \"Bullet.bas\" \"Watcher.bas\" \"Megaton.bas\" \"Drumbot.bas\" \"Plasmo.bas\" \"PowBomb.bas\" \"PowDynamite.bas\" \"PowMine.bas\" \"Warp.bas\" \"PowEnergy.bas\" \"BossBigEye.bas\" \"BossJoker.bas\" \"BossRobbit.bas\" \"BossGyrobot.bas\" \"Globals.bas\" \"FallingBlock.bas\" \"Checkpoint.bas\" \"LeavesParticle.bas\"\n\n\tOr if your in Windows and have FBedit, just open PyromaxDax.fbp and compile.\n\t\nGreets:\n\t- See in-game credits.\n \n\nFAQS:\n\n\tQ: Can I edit levels?\n\tA: Yes, see \"HowToEditLevels.txt\" for more details.\n\t\n\tQ: Can I make a different game out of this engine?\n\tA: Yes, just give some credits.\n\t\n\tQ: Can I redistribute this game?\n\tA: Of course, as long as the whole package stays the same.\n\t\n\tQ: Can I sell this game?\n\tA: No.\n\t\n\tQ: Can I publish this game under your name?\n\tA: Mail me. ;*)\n\t\n\tQ: My question is not in thins FAQ.\n\tA: Mail me.\n \n \nChangelog:\n\n\t02-14-13\n\t\tValentines Day and I'm done!\n\t\t \n\t02-13-13\n\t\tChanges to BigEye boss AI\n\t\tChanges to Robbit boss AI\n\t\tAdded a few tile types for easthetics\n\t\tSome Level changes\n\t\tFinalized all levels\n\t\tIncendiaries reset to shot when player dies\n\t\tCheat and debug disabled\n\t\tStages rollover after the ending\n\t\t\n\t02-12-13\n\t\tDialog tips can be enabled or disabled via the options screen\n\t\tSmall AI changes to Joke-iz boss\n\t\tFinalized summer levels\n\t\tChanges to Joker boss AI\n\t\tChanges to Gyrobot boss AI\n\t\t\n\t02-11-13\n\t\tMore tile types for aesthetics\n\t\tEdited levels for aesthetics\n\t\tReset wind direction at stage start\n\t\tSome Player and Engine class additions\n\t\tOne-Up every successful level\n\t\tIncreased Lives stock to 5\n\t\t\n\t02-10-13\n\t\tStory Screen\n\t\tSplash Screen\n\t\tSmall Changes to level 02\n\t\t\n\t02-08-13\n\t\tLevel 12.\n\t\tWinds now get reset when you die.\n\t\tSmall AI changes to Wheelie enemy.\n\t\tSmall AI changes to Boss Gyrobot.\n\t\t\n\t02-07-13\n\t\tFixed the high-score display bug by using zstrings instead of strings.\n\t\tHighScore table can now be saved.\n\t\tAllowed all the hazards in spring (bounce tiles, wind, ice and toxic water)\n\t\tLevel 11\n\t\tSmall AI change to Robat enemy\n\t\t\n\t02-06-13\n\t\tMade the intermission presentation better\n\t\tHi-score system\n\t\tToxic water\n\t\tLevel 10\n\t\tSmall changes to Drumbot and Eyesore AIs\n\t\tHiScore/Records screen\n\t\tPlayer can now input their names when they get a new hi-score\n\t\t\n\t02-05-13\n\t\tAdded Score system\n\t\tIntermission/Report State\n\t\tEnding State\n\t\tChange BGM for title (Lachie sez it suxxors)\n\t\tAdded BGM for ending\n\t\tAdded BGM for spring season\n\t\t\n\t02-04-13\n\t\tLevel 08\n\t\tSome AI changes to Jumpbot enemy\n\t\tPlayer can shoot moar shots now\n\t\tPlayer orientation stays the same when hit.\n\t\t\n\t02-03-13\n\t\tFixed the -1 Lives glitch\n\t\tMade the sound fade instead of pause while in dialogs, pause and yes or no mode\n\t\tChanged a few AI stuff with boss Robbit\n\t\tFew AI changes to Helihead enemy\n\t\tLevel 07\n\t\t\n\t02-01-13\n\t\tLevel 06\n\t\tFew changes to boss Gyrobot\n\t\tAdded per season BGMs\n\t\tAllowed the player to continue but you start from the season starting level\n\t\t\n\t01-31-13\n\t\tLevel 04\n\t\tFew changes to Plasmo and Waller enemies\n\t\tLevel 05\n\t\t\n\t01-30-13\n\t\tDecided to make the game more mario than megaman\n\t\tAdded \"Fall\" season hazard (wind)\n\t\t\n\t01-29-13\n\t\tLevel 03\n\t\tFew AI changes to megaton press\n\t\tFew AI changes to BossBigEye\n\t\n\t01-28-13\n\t\tAdded ability for moving platforms to get amx distance traveled.\n\t\tStarted designing Level 02\n\t\tAdded Ceiling spikes\n\t\t\n\t01-27-13\n\t\tAdded hit animations for all the popcorn enemies.\n\t\tAdded hit animations for all the bosses\n\t\tAdded Checkpoints\n\t01-26-13\n\t\tDialog scripts are now sorted on load so dialogs area easier to add.\n\t\tIntro/tutorial level done!\n\t\tWarp scripts are now sorted on load so dialogs area easier to add.\n\t\t\n\t01-25-13\n\t\tAdded Falling blocks\n\t\tUpdated explosion code\n\t\tStarted working on Level 01\n\t\t\n\t01-24-13\n\t\tNew Boss(Gyrobot) - Flies around, tries to mash player (weakness = bomb, can be stunned by mines)\n\t\tAdded ability to do eathquakes\n\t\tFixed the shot controls \n\t\tNew SFX\n\t\tEnlarged the Dialog Text\n\t\tCleaned up sound module so that changing BGMs on the fly is easier\n\t\tAdded a way to call up dialog boxes in Boss stages(conversations between snipe and bosses perhaps?)\n\t\t\n\t01-23-13\n\t\tNew Boss(Joker) - Bounces, sticks to walls, etc (weakness = dynamite)\n\t\tFixed some engine class intricacies\n\t\tNew Boss(Robbit) - Skater, jumper and attacker(weakness = bomb, stunned by shot in the eye) \n\t\n\t01-20-13\n\t\tDid some BGM and SFX stuff \n\t\t\n\t01-18-13\n\t\tOne month to go...\n\t\tImplemented the First Boss ( BigEye - Jumps around reckelessly for now )(weakness = mine + shot)\n\t\tBigeye can only be hurt when hit in the eye.\n\t\tBigeye can be stunned for 5 seconds when hit anywhere with mine, bomb and dynamite\n\t\tBigeye cannot spew bullets when stunned\n\t\tAdded another test level\n\t\t\n\t01-17-13\n\t\tAdded a new enemy - Megaton (a chained megaton press attached to chainlinks)\n\t\tAdded a new enemy - Drumbot (a 5-stacked enemy, player can bounce on top of drumbot)\n\t\tChanged some enemies so that they can spew bullets\n\t\tAdded Bomb powerup\n\t\tAdded Dynamite powerup\n\t\tAdded Mine powerup\n\t\tStatus change display\n\t\tIncendiaries are now limited by the poweerups collected\n\t\tAdded warpzone\n\t\tImplemented level warping via warpzones\n\t\tAdded EnergyUp powerup\n\t\t\n\t01-16-13\n\t\tToo busy cooking stuff since today is my Birthday.\n\t\t\n\t01-15-13\n\t\tAdded a new enemy - Robox (a boxed eye enemy with linear movement and idletime)\n\t\tAdded Bullets - Some enemies can spew bullets\n\t\tAdded a new enemy - Screwgatling (an enemy attached to floor or ceiling. Spews bullets)\n\t\tBullets has 4 different behaviors and lots of IDs\n\t\tAdded a new enemy - Watcher (Double eyed. Spews missiles)\n\t\t\n\t01-14-13\n\t\tAfter 3 coding days of almost pure GFX stuff, I'm back in coding mode! YAY!\n\t\tAdded a new enemy - Jumpbot (jumping enemy)\n\t\tAdded a new enemy - Helihead (L/R when passive and follows player when aggressive)\n\t\tAdded a new enemy - Springer (gets aggressive player nearby and \"springs\" when touched)\n\t\tAdded a new enemy - Eyesore (Pretty stupid enemy with randomized direction, spews lotsa bullets)\n\t\tAdded a new enemy - Bouncer (Fireball that bounces on the floor)\n\t\tAdded a new enemy - Nail (Moving screw spikes on floor and ceiling)\n\t\tAdded a new enemy - Robat (Behaves like those bats in megaman/megamanx, spews bullets)\n\n\t01-13-13\n\t\tSame as yesterday. ;*(\n\t\tWrestled with Graphics Gale and Paint.Net in order to make some nice text GFX\n\t\tMade some additions to the presentation\n\t\tImplemented basic Seasons\n\t\t\n\t01-12-13\n\t\tSame as yesterday. ;*(\n\t\n\t01-11-13\n\t\tAdded images and optimized GFX atlas\n\t\n\t01-10-13\n\t\tGame over state\n\t\tPlayer energy and player lives are now useable fields\n\t\tAdded a nice FX for the player energy when hit\n\t\tAdded 2 new BGMs\n\t\t\n\t01-09-13\n\t\tGot my hands on my old 14 button gamepad so implemented proper joystick controls\n\t\tUsed a keyheld event for attack instead of a keydown event. (tentative change)\n\t\tProper death and respawn engine state events implemented\n\t\t\n\t01-08-13\n\t\tAnimated all the GUIs with some nice transition FX\n\t\tControls screen done\n\t\tGame Controls can now be remapped via controls screen\n\t\tPlayer Controls can now be remapped via controls screen\n\t\tAdded some new sound FX\n\t\t\n\t01-07-13\n\t\tCredits screen done\n\t\tAdded a way to resize screens in windowed mode\n\t\tOptions screen done\n\t\tAdded a little spring physics to the options menu\n\t\t\n\t01-06-13\n\t\tDialog scripts are now loaded from file\n\t\tImplemented \"start\" state for engine class\n\t\tImplemented \"yes or no\" state for engine class\n\t\tDiamond fade FX\n\t\tTitle screen behavior change (remembers last choice)\n\t\t\n\t01-05-13\n\t\tSpiked tiles\n\t\tGrog gets aggressive when player is near him\n\t\tFunky dialog boxes and scripted dialogs\n\t\t\n\t01-04-13\n\t\tPlayer incendiaries collision to enemies/objects\n\t\tAdded a new enemy Grog(player can ride Grog)\n\t\tAdded a new enemy Wheelie(player can bounce on Wheelie)\n\t\tAttached SFX's to some more actions\n\t\n\t01-02-13\n\t\tUpdated player physics for a more mario like \"feel\" to it\t\n\t\n\t01-01-13\n\t\tHappy New Year!!!\n\t\tChanged platform collisions to multi-sampling system\n\t\tWaller enemy ( stick on walls enemy )\n\t\n\t12-31-12\n\t\tHappy New Year's eve!!!\n\t\tHorizontal moving platoforms\n\t\tShot, Bomb, Dynamite and Mine to platform collisions\n\t\tPlayer to Platform collisions\n\t\t\n\t12-30-12\n\t\tVertical Moving Platforms\n\t\tAABB collisions\n\t\n\t12-28-12(not much work. Darn typhoon!)\n\t\tWater Tiles\n\t\tWater Physics\n\t\tFixed Bounce floor collisions\n\t\t\n\t12-24-12\n\t\tMerry Christmas!!!!\n\t\tBounce on floor and walls\n\t\tMoar physics stuff\n\t\t2 Types of ice tiles\n\t\tEnergy meter for incendiaries\n\t\tSmall delay for incendiary actions\n\t\t\n\t12-23-12\n\t\tIce Tiles physics\n\t\tAdded moar GFX\n\t\tControlled Sounds\n\t\n\t12-21-12\n\t\tMayan Calendar what?!!!!\n\t\tImplemented the Engine Class as a state machine\n\t\tStreamlined the controls by having a single button for attack\n\t\t\n\t12-17-12\n\t\tShots\n\t\tBombs\n\t\tMine\n\t\tDynamite\n\t\tDestructable tiles\n\t\t\n\t12-16-12\n\t\tExplosions\n\t\tParticles\n\t\tKeyboard/Mouse/Joystick wrappers\n\t\t\n\t12-12-12\n\t\tStarted on the engine \n\t\tDecided I want oldskool tilebased collisions so I ditched the slopes\n\t\tImplemented physics\n\t\tFilebased maps\n\n-------------------------------- EOF -----------------------------------------\n\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fsnoopycodex%2Fpyromaxdax_android","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fsnoopycodex%2Fpyromaxdax_android","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fsnoopycodex%2Fpyromaxdax_android/lists"}