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Desert Strike: Return to the Gulf (Amiga)
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Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with uncompiled source code
Games > Games by developer > Games developed by Electronic Arts
Games > Games by platform > Amiga games
Games > Games by publisher > Games published by Electronic Arts
Games > Games by release date > Games released in 1993
Games > Games by series > Strike series
Desert Strike: Return to the Gulf |
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Developer: Electronic Arts This game has uncompiled source code. |
Possibly Drunk Developer Message
Hidden on all of the disks at 0x6E2E0:
Desrt Strike Is Brought to You From The Ea In House Possy Other Wise Know As ProgStaff This Game Is Desined to be Unhackerble because There is no need to hack it. If you whant to pirate it Just drag the workbentch icon to another disk drive, and copy
(Source: pants)
Source Code Remnants
Starting at 0x68DD on the first disk:
#4,a0 rts Section FileData,data_c DiskData: incbin "\desert\graphics\disk\insert.crn" DiskErrDat: incbin "\desert\graphics\disk\DiskErr8.crn" EVEN NumData: incbin "\desert\graphics\disk\numbers.dat" DiskPal: dc.w $000 dc.w $6a6 dc.w $595 dc.w $484 dc.w $373 dc.w $262 dc.w $151 dc.w $040 dc.w $030 dc.w $020 dc.w $010 dc.w $000 dc.w $778 dc.w $889 dc.w $99a dc.w $aab dc.w $bbc dc.w $ccd dc.w $dde dc.w $eef dc.w $fff dc.w $320 dc.w $210 dc.w $db7 dc.w $cb6 dc.w $ba5 dc.w $a94 dc.w $983 dc.w $872 dc.w $761 dc.w $650 dc.w $430 ErrPal: dc.w $000 dc.w $024 dc.w $555 dc.w $777 dc.w $a50 dc.w $c73 dc.w $e95 dc.w $ddd CopList: dc.w bpl1pth,$0000 ;screen bitplane pointers dc.w bpl1ptl,$0000 ;updated by screen flip routine dc.w bpl2pth,$0000 dc.w bpl2ptl,$0000 dc.w bpl3pth,$0000 dc.w bpl3ptl,$0000 dc.w bpl4pth,$0000 dc.w bpl4ptl,$0000 CopPlane5 dc.w bpl5pth,$0000 dc.w bpl5ptl,$0000 dc.w spr0pth,$0000 ;sprite pointers inserlised dc.w spr0ptl,$0000 ;in init dc.w spr1pth,$0000 dc.w spr1ptl,$0000 dc.w spr2pth,$0000 dc.w spr2ptl,$0000 dc.w spr3pth,$0000 dc.w spr3ptl,$0000 dc.w spr4pth,$0000 dc.w spr4ptl,$0000 dc.w spr5pth,$0000 dc.w spr5ptl,$0000 dc.w spr6pth,$0000 dc.w spr6ptl,$0000 dc.w spr7pth,$0000 dc.w spr7ptl,$0000 if 0 BplCon: dc.w bplcon0,NumPlanesE*$1000+$200 ;I tend to put all my screen defintions in the copper dc.w bplcon1,$0000 ;its less code and I can modify them with snasm eserly dc.w bplcon2,$001f ScreenMods: dc.w bpl1mod,PlaneWideE*(NumPlanesE-1) dc.w bpl2mod,PlaneWideE*(NumPlanesE-1) dc.w ddfstrt,$0068 ;$002a dc.w ddfstop,$00a2 ;$00d2 dc.w diwstrt,$7aad dc.w diwstop,$c4f5 endc CopperCols: dc.w color00,$fff dc.w color01,$fff dc.w color02,$000 dc.w color03,$000 dc.w color04,$000 dc.w color05,$000 dc.w color06,$000 dc.w color07,$000 dc.w color08,$000 dc.w color09,$000 dc.w color10,$000 dc.w color11,$000 dc.w color12,$000 dc.w color13,$000 dc.w color14,$000 dc.w color15,$000 dc.w color16,$000 dc.w color17,$000 dc.w color18,$000 dc.w color19,$000 dc.w color20,$000 dc.w color21,$000 dc.w color22,$000 dc.w color23,$000 dc.w color24,$000 dc.w color25,$000 dc.w color26,$000 dc.w color27,$000 dc.w color28,$000 dc.w color29,$000 dc.w color30,$000 dc.w color31,$000 ; dc.w $ffdf,$fffe ; dc.w $3301,$ff00 ; dc.w intreq,$8010 dc.w $ffff,$fffe ;a wait forever is the end of the copper list DumSpr: dc.l 0 CopListEnd: Section FileBss,bss_c ;----------------------------------------------------------------------------------------------------------------------------- AutoOff: ds.w 1 ;turn of motor after load 0 yes 1 = no FileSize: ds.l 1 FileOffset: ds.l 1 DiskNo: ds.b 1 FileNo: ds.b 1 DriveNo: ds.b 1 CompFlags: ds.b 1 InDisk: ds.w 1 SectNo: ds.w 1 DataPtr: ds.l 1 DataStart: ds.l 1 BytesToLoad: ds.l 1 BytesRead: ds.l 1 SecondBlock: ds.l 1 SkipBytes: ds.w 1 CopSave: ds.l 1 DmaSave: ds.w 1 TrackBuff: ds.l 1 OldCopper: ds.l 1 Section FileData,data_c CurrDisk: dc.b $80,-1,-1,-1 ;tables of what disk is in what drive ;-ve means no disk in drive !! GotDisk: dc.b -1,-1,-1,-1 DirTbl: dc.l Dir1 dc.l Dir2 dc.l Dir3 Section FileCode,code_c ;-------------------------------------------------------------------------------------------------------------------------- ; Rob Northens disk acess code ! include \desert\source\northen\diskior.s rsreset DirOffset: rs.l 1 DirFileSize: rs.l 1 DirFullSize: rs.l 1 DirFlags: rs.w 1 DirPad: rs.w 1 DirSizeOf: rs.b 0 Section FileBss,bss_c Dir1: ds.b DirSizeOf*32 Dir2: ds.b DirSizeOf*32 Dir3: ds.b DirSizeOf*32 SectorBuff: ds.b 512 Endofbss: ds.b 0 elseif LOAD_MEDIA="FILE" ;-------------------------------------------------------------------------------------------------------------------------- ; FileFrendly load system comapaterble with current loading system ; uses robnorhtens dosior.s move.w d0,d1 lsr.w #6,d1 and.w #$fc,d1 move.l DirTbl(pc,d1),a0 and.w #$ff,d0 asl.w #2,d0 move.l (a0,d0),a0 move.l #0,d0 move.l a1,-(sp) bsr dosioR move.l (sp)+,a1 move.l a1,a0 bsr Unpack rts DirTbl: dc.l DirTbl1,DirTbl2 DirTbl1: dc.l .n0 dc.l .n1 dc.l .n2 dc.l .n3 dc.l .n4 dc.l .n5 dc.l .n6 dc.l .n7 dc.l .n8 dc.l .n9 .n0: dc.b "load.abs",0 .n1: dc.b "loader.abs",0 .n2: dc.b "world0.map",0 .n3: dc.b "world0.blk",0 .n4: dc.b "worldd.amg",0 .n6: dc.b "gamesnd.amg",0 .n7: dc.b "wldgfxd.amg",0 .n8: dc.b "desert.rel",0 .n9: dc.b "menu.rel",0 EVEN DirTbl2: dc.l .n0 dc.l .n1 dc.l .n2 dc.l .n3 dc.l .n4 dc.l .n5 dc.l .n6 dc.l .n7 dc.l .n8 dc.l .n9 .n0: dc.b "popup1.rel",0 .n1: dc.b "popup2.rel",0 .n2: dc.b "popup3.rel",0 .n3: dc.b "popup5.rel",0 .n4: dc.b "popup6.rel",0 .n5: dc.b "brroom.rel",0 .n6: dc.b "death.rel",0 .n7: dc.b "panels.rel",0 .n8: dc.b "Winner.rel",0 .n9: dc.b "InstArc.dmc",0 EVEN MotorOff: InitDrives: rts
Build Dates
At the beginning of the disks at 0x10:
Diskette Number | Code |
---|---|
Disk 1 | EOA0 DATE: 22/3/1993
|
Disk 2 | EOA1 DATE: 22/3/1993
|
Disk 3 | EOA2 DATE: 8/3/1993
|
The demo version of the game which appeared on CU Amiga Magazine Coverdisk #57 (May 1993 issue) uses this build date code:
EOA0 DATE: 18/3/1993
It also includes the exact code fragment as the final game.
The Strike series
| |
---|---|
Amiga | Desert Strike: Return to the Gulf |
Genesis | Desert Strike: Return to the Gulf • Jungle Strike • Urban Strike |
Sega Master System | Desert Strike |
Game Gear | Jungle Strike |
SNES | Desert Strike: Return to the Gulf • Jungle Strike • Urban Strike |
Game Boy | Desert Strike: Return to the Gulf • Urban Strike |
PlayStation | Nuclear Strike |
Nintendo 64 | Nuclear Strike 64 (Prototypes) |
Game Boy Advance | Desert Strike Advance |
Categories:
- Pages missing developer references
- Games developed by Electronic Arts
- Pages missing publisher references
- Games published by Electronic Arts
- Amiga games
- Pages missing date references
- Games released in 1993
- Games with uncompiled source code
- Games with hidden developer messages
- Games with hidden development-related text
- Strike series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with uncompiled source code
Games > Games by developer > Games developed by Electronic Arts
Games > Games by platform > Amiga games
Games > Games by publisher > Games published by Electronic Arts
Games > Games by release date > Games released in 1993
Games > Games by series > Strike series