

Well, its not as polished as I'd like, but I'm out of
time.
Quick source notes:

All source bits try to dump their output in the
ramdisk.

The sprites have their headers removed by
SprConv, note that they are horizontally reflected
by the pixel-doubling routine.
I didn't want to have to do this, but I couldn't find
a suitable mode with wider pixels.

A,C,D,G & U are the levels. I generated them using
Tydirium; I include the sprites and a demo
in the SILO subdirectory. If you want to modify or
make new levels be my guest, you shouldn't have
too many problems. Just move the raw data file into
the <> brackets in the Tydifile.
The man sprite is incidental - I couldn't figure out how
to get rid of all sprites.
By the way, don't miss off the border, the character
leaving the screen will crash the program.

Interesting code bits:
Random level modification to make every game unique
particle system
Do you like the title screen?  :-)

Probably more which I can't remember


As you might have figured, the inspiration for this was
the grainy footage from closed circuit TV, and the
radiation fogged film from nuclear disasters. This turns
into a virtue the low resolution imposed on bitmaps by
the code size limit.



Tydirium is possibly still available from:
http://www.argonet.co.uk/users/rfredw/


Tony Haines 30/6/99