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https://github.com/deuill/spooky-maze

Spooky Maze is a remake of the PSX/Net Yaroze game "Haunted Maze".
https://github.com/deuill/spooky-maze

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Spooky Maze is a remake of the PSX/Net Yaroze game "Haunted Maze".

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Spooky Maze 0.1 (Alpha)

Spooky Maze is a remake of the PSX/Net Yaroze game "Haunted Maze" which
appeared on several demo disks that came bundled with Playstation magazines.
It's similar to Pacman, only more free-form and with zombies (hence, spooky).

It was developed by B_Lizzard (Alex Ferguson) and is released under the
terms of the MIT license. It uses SDL, SDL_image and, optionally, SDL_mixer.

Building

Just type 'make'. If you want to cross-compile/have a weird compiler, just
set CC, CFLAGS and LDFLAGS beforehand. Most environments have this set to
some sane setting, though. Make sure you have the development packages for
SDL, SDL_Image and SDL_mixer (if you want sound) before you build.

Playing

Use the arrow keys to move your player around. Gather all "goodies" in the
level whilst avoiding zombies to open the door to the next level. You lose
a life if a zombie touches you or if you run out of time.

Levels

The game builds its levels out of text files in "data/levels", which are
chosen randomly each new stage. The rules for building a level are these:

* Make sure you have set 40 characters horizontally and 30 vertically.
the program will probably die if you put more characters than that.

* A 'w' represents walls, a period ('.') represents a floor. Spaces are
not parsed, they're just there for readability.

* Tiles marked 'x' are unwalkable by zombies. Mainly used for corridors
in entrances and exits.

* Make sure you add two 'd' characters on both left and right sides.
These are your entrances and exits.

* Name your level "level-.txt", with "" being one number higher
than the last one. It won't be loaded if you don't.

* Levels are randomly mirrored and flipped for that extra randomness,
so your level won't look the same each time you load it. Probably.

* No-one is going to read this because no-one's going to actually make
any levels, amirite?

Graphics

The font file maps the ASCII table, with major numbers (multiples of 10)
mapped as rows and minor number mapped as elements in these rows. We ignore
the first three rows and start from the exclamation mark which has a value
of 33 and go on from there. So the lower-case 'a', which has an ASCII value
of 97 is on row 7, element number 7. The width and height of the glyphs is
inferred from the width and the height of the font image.

That is all.
Enjoy!