How to Customize Xrally

Tile Sets
   Tile Types Sounds
Levels


Tile Sets

   This version of Xrally is configured to use tiles 48x48 in size and a resolution of 10x10 tiles on screen. So, to test the game in a new resolution, you have to resize the tiles.

If you want to run the game at another resolution or with tiles of another size, there are a couple of things you must change:

- The size of the tiles:
Edit the file global.h and where it says "#define SPRITE_WIDTH 48" change it to the size you want.

- The resolution of the screen:
Edit the file global.h and where it says "#define TILE_WIDTH 10" and "#define TILE_HEIGHT 10" put the resolution you want.

- The tileset:
Edit the files in the "maps" subdirectory and put the tileset you want.

Remember that, if you change the global.h file, you have to recompile the program.

And please, if you changed the resolutions/size of the tiles and liked it, please send mail to perdig@linbr.com.br with your configurations so that we can find which is the best value!


Tile Types

Normal Wall block.xpm
block2.xpm
block3.xpm
block4.xpm
block5.xpm
block6.xpm
Normal Road road.xpm
road2.xpm
road3.xpm
road4.xpm
road5.xpm
road6.xpm
Player's Car blue_carUP.xpm
blue_carRIGHT.xpm
blue_carDOWN.xpm
blue_carLEFT.xpm
May have transparency
Enemy Car red_carUP.xpm
red_carRIGHT.xpm
red_carDOWN.xpm
red_carLEFT.xpm
May have transparency
Flag flag.xpm May have transparency
Smoke smoke.xpm May have transparency
Crash crash.xpm May have transparency
Outside map out.xpm Pattern outside defined map
Pit pit.xpm Pit, roadblock, oil spill



Sounds

Sound support in XRally allows in-game four channel music and sound effects using PCM samples. Each map may have different tunes as long as all tunes in a level share the same sample set. The tunes are in the standard Amiga MOD format for obsious reasons:
It's already there!
Many trackers to make your modules are available.
Good quality.
Sound effects and music can be stored together.
Different pattern sequences allow different tunes for each map.
The code can be recycled from xmp. :)

Currently however, not all MOD effects are implemented. Right now, these effects are missing: all extended effects, tremolo, and pitch-blending. These will be added later.

The sound effects are stored as ordinary samples in sample slots 25-31 as follows:
25 - Low fuel alarm
26 - Bonus flag
27 - Fuel check (as bonus or at end of level)
28 - Starting light
29 - Smoke puff
30 - Flag collect
31 - Car crash


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