I'll release the engine without any additional stuff. So look out for Atrav-Engine How to edit the game: ##################### Textures, weapons, enemys, strings: This shouldn't be a problem. They're all placed in WolfTEX.asm EnemyDamage: located in Wolf_KI.asm Line 199 EnemyHealth: located in WolfSPRd.asm Line 218 EnemyAI: Wolf_KI.asm Till line 233: simple routines like. stay, attack, die, delete enemy,.. Now specific routines. actually only the dog has a special routine because he can't shoot. Enemybuffer: Enemy 1 Byte Angle 1 Byte Position 4 Bytes AI Var 1 Byte Health 1 Byte. IX points to enemy. you can access the vars by ix+X, for ex: ld a,(ix+6) --> AI Var Call routines avalible: EnemyMoveKI: Move, returns a = 0 if the move was blocked PlayerEnemyBW or PlayerENemyBlickWinkel: angle between player angle and enemy. PlayerEnemyAusrichten: returns a = player angle needed that the enemy would be in front of the player EnemyDist or EnemyPlayerDist or PlayerEnemyDist: retunrs hl = distance between player and enemy EnemyPlayerAusrichten: like PlayerEnemyAusrichten but for the enemy. angle saved. EnemyPlayerWinkelCalc: same as EnemyPlayerAusrichten but returns value in a GetEnemyRandomDirection: Puts a random number in enemy angle EnemyRayCast: Checks if the player sees the enemy JumpTo routines: KillEnemy: Delets enemy in map and buffer DeletEnemy: Delets enemy in buffer SetEnemyAttack: Enemy holds still and attacks the player SetEnemyFlight: Enemy runs away. Valueoptions: located in Wolf.asm line 211 SpritesYplus: If > 0 the sprites will be set down x pixels SCREENPOS: Where it draws the screen. ex: 0 --> left, 2--> middle, 4--> right DoorOpenTime: frames, door stays open DoorOpenSpeed and DoorOpenSpeed2: !! x*DoorOpenSpeed+DoorOpenSpeed2 = 255! Ex: 6*40+15 =255 --> 7 frames to open a door FlickerTimes: how many times the screen inverts. LightValues: contrast change. WeaponAmmoAdd: how much ammo will be added if you pickup a weapon AttackErstesBildDauer: How many frames the first playerattacks sprite will be displayed. AttackZweitesBildDauer: How many frames the second playerattacks sprite will be displayed. DieErstesBildDauer: same goes for death animation. EnemyBlickfeld: Enemys field of view. 64 would be 90 degrees. The rest should be clear or shouldn't be changed. Input: Located in Wolf.asm line 932