Zombie Massacre (a.k.a. Gloom4) (Amiga)


Case and inlay (front) Click to enlarge.
Case and inlay (back) Click to enlarge.



License
Commercial (In 2013, the author made it Public Domain. :Source)
Publisher
Vince Pike of Epic Marketing
Producer (including map design)
Gareth Murfin (Alpha Software)
Sprites and game graphics
James Caygill
In game still graphics
Jason Jordache
Additional sprites and textures
Liam Weford
Music and sfx
William Morton
Zombie Massacre utilities
Dave Newton
Animation software
Marco Vigelius
Zombie Massacre LOGOs
Slawomir Stascheck
Actors of the intro movie
Andrew Hebron, Martin Taylor, Richard Murfin, Chris Burns & Gareth Murfin
Story and booklet
Chris Murfin
Text scroller
Dave Boaz
Icon artist
Liam Weford
Sound editor
Stuart Tuck
C2P routines
Peter McGavin, Iain Barclay and Frank Wille
Moral support
Graham Murfin & Pauline Murfin

The second "Total Conversion" of Gloom Deluxe !!


Zombie Massacre CD consists of the game "Zombie Massacre" and many assets which help us to create total conversion of "Gloom Deluxe".
Yes, Zombie Massacre game itself was the second total conversion of Gloom Deluxe. This sequel of Gloom3 was released in 1998.
The game was originally going to develop as "Gloom3: The Director's Cut", however, somehow it changed its title name.

Contents ( 253MB / 3151 files in total):

Zombie_Massacre
( CD0: )
Install
alternative
data
( It's the same as "cd0:Install/data". )
Installdata
( It's the same as "cd0:Install/Installdata". )
data
4files ("g3dc.Reg" , "k" , "sg" , "sv")

Installdata



Install_ZM



Install_ZM.info



Quit_Music!



Quit_Music!.info



Readme



Readme.info



ScrollTitle
( A program shows text scrolling. )

Text



Introduction
Intro
FMV
Anims

sounds

( other 75 files )

Plot
Read.me.before.I.eat.you!

( other 8 files )

Intro


Intro.info


Plot.txt


Plotline


Plotline.info


PPMore


Making
Pictures
pix
StryBA.JPG
StryBB.JPG
StryBC.JPG
StryBD.JPG
( other 28 files )
IconX

Making_Pix

Making_Pix.info

PPMore

Readme.txt

Readme.txt.info

VT  ( Viewtek 2.1 by Thomas Krehbiel )
stuff


Guidefile


Making.Guide


Making.Guide.info


Pictures.info


Outtakes
FMV_Outtakes
A_few_words.txt

FMV_Bloopers

( other 46 files )

Sound_Outtakes
sfx
FMV_Sound_Outtakes
Intro_Sound_Outtakes
Misc_Sound_Outtakes
Narrator_Sound_Outtakes
News_Sound_Outtakes
Play16

Sound_Outtakes

Sound_Outtakes.info

FMV_Outtakes.info


Sound_Outtakes.info


Intro.info



Making.info



Outtakes.info



Multimedia
Alpha_Releases
Applications
AmiClock
 ( aminet )

AmiClock.readme
( other 6 files )
AmiGreet
( You can also download
  from aminet. )

AmiGreet.Guide
AmiGreet.readme
( other 20 files )
AmiTip!
 ( aminet )
Amitip.readme
( other 3 files )
Joy_Mouse
 ( Download )

JoyMouse.readme
( other 3 files )
Poo
 ( Download )

Poo.readme
"Poo" & "Poo.Readme.info"
ShowConfig
 ( aminet )

ShowConfig2.readme
( other 4 files )
SSClock
 ( aminet )

SSClock.Guide
( other 90 files )
tCPU
 ( aminet )

tCPU.txt
( other 5 files )
Wb_Logo
( You can also download
  from aminet. )

RegedUsers.txt
WbLogo.Readme
( other 21 files )
( 9 files )

Entertainment
DWdEMo
( You can also download
  from aminet. )

DwarfDemo.readme
reADMe.text
( other 6 files )
G3rejects

( You can also download
  from aminet. )

gfx
sfx
Src.C2p  ( 1 readme file inside )
Gaz.txt
ReadME!
Rejects
( other 5 files )
Hoppy!
( aminet )

Hoppy.tXt
( other 81 files )
Rejects/Rejects_Cartoon
AmiNet-Readme
ReadMe
The_Rejects
( other 4 files )
Rejects/Rejects_Original
Reject.Script
The_Rejects.readme
( other 5 files )
Rejects
( aminet )

Rejects_Cartoon.info
Rejects_Original.info
Zippy!
( aminet )

ZiPPY.tXt
( other 39 files )
ZøMβie!

( You can also download
  from aminet. )

PiX
SfX
Dawn_Of_The_Dead
Day_Of_The_Dead
Night_Of_The_Dead
ZombieFest.readme
( other 8 files )
( 6 files )

Games
AmiGuess

( You can also download
  from aminet. )
bin
Sounds
AmiGuess.Readme
( other 3 files )
CarnLevels
( aminet )

Carnlevels.readme
( other 26 files )
Deader

( You can also download
  from aminet. )

bits
Docs/ReadMe!
Docs/ ( other 5 files )
Dawn_Of_The_Deader
"Dawn_Of_The_Deader.info" & "Docs.info"
G3patch

( You can also download
  from aminet. )

G3Patch.txt
Gloom3loading.txt
Load_G3
ReadMe.First!
( other 5 files )
Gloom3demo

( You can also download
  from aminet. )

Demo.ReadMe
GloomGuide
Install_Gloom3
Plot.txt
( other 241 files )
Soap_Star
( You can also download
  here. )

stuff
Soap_Star.readme
( other 4 files )
StixNTrax

( aminet )
Player
StixNtrax.ReadMe
( other 49 files )
( 7 files )

Applications.info


Entertainment.info


Games.info


Alpha_Website
www-offline-browsing
( 214 files inside )

PPmore


ReadMe!


ReadMe!.info


Contributions
g3_Intro!
ReadMe!

( other 5 files )

IRC
CVert
 These are NOT by Gareth Murfin.
 You can also download them from aminet.
 Click each folder name
.
 ( 254 files in total. )
DalHelper
funfont2.3
MCF4AmIRC
MCF_Buttons
5 files
ReadMe!

ReadMe!.info

WOA
ISSUE_1
Games/Shoot_Em_Ups/AB3D2
Games/Shoot_Em_Ups/Amiga_Doom
Games/Shoot_Em_Ups/Gloom
Games/Shoot_Em_Ups/Gloom_3
( other 266 files )
ISSUE_2
text/ADoom
text/DoomAttack
text/Gloom_Contributions
text/Gloom_Tips
text/GloomEd
( other 122 files )
ISSUE_3
( 104 files )
Assigns

ReadME

( other 7 files )

( 3 files )


ZM_Music
iffs
track1

track2

music
fmv.oct
( Watch it on YouTube )
install.oct
( Watch it on YouTube )
intro.oct
( Watch it on YouTube )
loader.oct
( Watch it on YouTube )
title.oct
( Watch it on YouTube )
secret
ding
IconX
OctaMedPlayer
music/title.oct.old
( Watch it on YouTube )
G3DC-Music

G3DC-Music.info

readme.txt

Music.Guide


Quit_Music!


ZM-Music


( other 8 files )


ZM_Video
files
ALPHA.AVI
( See a file converted into GIF. )
( other 8 files )

wbbackdrops
"alphasoftw.iff" & "title.iff"

wbsounds
( 13 files )

Alpha_Software.AVI


Alpha_Software.AVI.info


( 5 files )



ReviewMaterial
iffs



txts
Level1.txt


Level2.txt


Level3.txt


LevelFINAL.txt


main.txt


Setup
c2p
( 8 files inside. Download )


modems



Stuff



Run SetUp!



Run SetUp!.info



SetUp.Exe



Zombie_Massacre
ZM
Load_ZM
( Data of
  Zombie Massacre
  game itself. )


Readme

( other 604 files )

ZM.info

Click Me!




Clicky.txt




G3DC.txt




ZM.Guide




( other 9 files )





FAQs

Q1: I have A1200 & CD32. Tell me the minimum requirement.

A1: For the game itself w/ music, 2MB chip RAM + 1MB fast RAM.

       For the game itself w/o music, 1.8MB chip RAM only.

......If you want to play the intro FMV, you must expand more FAST RAM. See "Q8" .

Q2: I have a hard disk. How to install Zombie Massacre game?

A2: Simply copy cd0:Zombie_Massacre/ZM (folder and files inside) to your hard disk. Don't use its install program.

......Make sure that your hard disk has c/assign , c/setpatch , libs/asl.library , libs/diskfont.library and libs/mathtrans.library.
 Don't forget to run setpatch and assign Zombie: in advance. Command lines example (if you named your hard disk device name "Work") is:
 setpatch
 assign zombie: Work:ZM

 You also have to copy "k" & "sv" files ( they're in cd0: ) to ../ZM . They are used for configuration and saving.
 Of course you must remove both of "med1" and "med2" from ../ZM/sfxs folder if you can't expand even 1MB FAST RAM.
 If you want to change the configuration (e.g. c2p routine), change it by ../Gloom_3/SetUp first, then copy ../Gloom_3/c to ../ZM and rename it "k".

Q3: I don't have a hard disk. How to play Zombie Massacre game?

A3: Create your own "Amiga CD" version or "CD32 version" or "Disk" version.

......Make sure that you also need cd0:c/assign , cd0:c/setpatch , cd0:libs/asl.library , cd0:libs/diskfont.library and cd0:libs/mathtrans.library.
 Don't forget to run setpatch and assign zombie: in advance. Create your own cd0:s/startup-sequence .
 Startup-sequence example is:
 cd0:c/setpatch
 cd0:c/assign libs: cd0:libs
 cd0:c/assign zombie: cd0:ZM

 cd0:ZM
 gloom4

 Of course don't copy both of "med1" and "med2" to cd0:ZM/sfxs folder if you can't expand even 1MB FAST RAM.
 In addition, you have to force the program to overwrite ../ZM/sv file after you complete the game on WinUAE in advance.
 Then you must copy that "sv" file to cd0:ZM .  Be careful not to copy original "sv" file when you copy ZM to cd0: (your own CD-R) .
 Of course don't forget to copy "k" file to cd0:ZM .
 Thus you can select the 1st ~ ending scene even if your CD-R is not writable on your Amiga.
 ...But it matters whether your CD drive / CD32 surely read your own CD-R , ...or not !
 As "nittamituaki" who is a Gloom series enthusiast, I recommend you to try Disk version.
 Don't worry, I uploaded my own ADFs to my webpage. Transfer them into your diskettes.

Q4: How to complete the 3rd level of the 3rd episode (E3L3)? The ghost train is too fast!

A4: It's not a bug, ...just crappy map design. You can complete that level without any cheats.


......You have 2 choices, however, in either of both cases you must pay attention to following;
Walk in the middle of the path. Don't stand between the train and the wall, otherwise your HP would reduce extremely!

Q5: The game crashes after it loads the 5th level of the 3rd episode (E3L5). How to avoid?

A5: Only you have to do is editing that map ( ../ZM/lvls/map3e ) by Maped, the map editor.

......It was because "map3e" file was corrupted.
 Probably unnecessary LINE of "event 1", which makes many morph & rotate gimmicks occur, causes that fatal bug.
 So you have to cancel "event 1" once, then create "event 1" again and this time don't draw an event line.
 Don't remember that not only trains but also rotating walls ( in a hidden secret room) would stop after once you canceled original "event 1".
 Of course you must bring back them creating your new "event 1"
 although you don't know which textures are used by TRNTXTS2.64 & TRNTXTSsec files in ..ZM/txts folder.
 It's not impossible, just replace them for dummy textures' files which are marked "#1 to #20", then load the map.
 Anyway I think you don't have to meet your trouble because you can use my edited map3e file. Download my ADF version.

Q6: The game crashes after I chose "Old Mansion" series in 2 player combat mode. How to avoid?

A6: Edit the script ( ../ZM/stuf/stages ) by a text editor.

......First you should know that Gloom engine loads "floor1~3" and "roof1~3" files in ..ZM/txts folder in 2 Player combat mode.
 Original Gloom4's 1 Player mode uses "floor12~13" and "roof12~13" files for floor & roof textures.
 In ../ZM/txts , "floor1~3" and "roof1~3" files also exist, however, they are originally for classic Gloom / Gloom Deluxe episodes.
 Original ../ZM/stuf/stages loads "floor13" & "roof13" for the 2nd episode, "Old Mansion", however,
 ../ZM/lvls/com2_2 and ../ZM/lvls/com2_7 load txts/Man1,which has many colors.
 When you choose Old Mansion then the program choose those levels in 2 Player combat mode in random,
 it loads "floor2"&"roof2" ( which has the color palette of "Gothic Tomb" ) and other textures' files ( which has the color palette of "Old Mansion" )
 It causes "over 256 colors" glitch, which would crash a real hardware.
 So what you must do is simple: Remove "floor1~3" and "roof1~3" from ..ZM/txts folder,
 then rename ("floor12", "floor 13", "roof12" and "roof13") ("floor1", "floor2", "roof1" and "roof2") .
 Then copy "floor1" & "roof1" to the same folder and rename them "floor3"&"roof3".
 Finally you must edit ../ZM/stuf/stages . Original file has "tile_12" and "tile_13" words.
 You must rename them "tile_1" and "tile_2" .
 Yeah this time you don't have to meet your trouble, too. It's because you can use my edited files. Download my ADF version.

Q7: The inlay said "New enemy intelligence and realistic shadows". What's new features of Gloom4 engine?

A7: I think it was BLUFF. Gloom4 engine was the same as previous Gloom3's one.

......In addition, Gloom4 uses the same c2p routines, so even the game speed is the same as Gloom3.

 Improvement of enemies' intelligence is unrelated to c2p routine, however! It is related to source code of Gloom Deluxe engine.
 You know, no one could get the correct source code till today except Mark Sibly.
 Even he don't have it now because he did lost it in the past!  How do you know what Gazy could do?
 By the way, we can add shadows for players & enemies. Just add shadow to each pattern of sprite. (Lol)
 In Gloom 4, it didn't add shadows actually, however!
 

Q8: How to see the intro video (legendary crappy monochrome one) ?

A8: First, copy cd0:Introduction/Intro to your hard disk. See following description.

......If you simply doubleclick cd0:Introduction/Intro/Intro icon, you will get " Unable to open your tool 'IconX' " error message.
 It is because the script ( Assign >nil: Gloom_3_DC: Zombie_Massacre: ) doesn't work due to a seek error for "Zombie_Massacre:".
 On the other hand, if you type " Assign Zombie_Massacre: cd0: " then you get an error message such as "Zombie_Massacre can't cancel..." .
 It's because "Zombie_Massacre" is mounted automatically after you insert CD.
 Anyway what you should do is copying data to your hard disk and assign it.
 Create "Zombie_Massacre" folder, then create "Introduction" folder in "Zombie_Massacre" folder.
 Next, copy cd0:Introduction/Intro (folder and files inside) to that "Introduction" folder.
 Make sure that you have libs/asl.library and libs/mathtrans.library in your hard disk. The video player "AnimatEDPlay" needs them!
 Command lines example (if you named your hard disk device name "Work") is:
 Assign env: RAM:
 Assign A1500: Work:Zombie_Massacre/Introduction/Intro
 Assign Gloom_3_DC: Work:Zombie_Massacre
 addbuffers Work: 300
 A1500:FMV/AnimatEDPlay A1500:FMV/Pre2.AED

 Oh, you still got an error message?

 Yes, according to Gaz's message, you must have 11MB FAST RAM and 2x CD-rom drive.  I tested on my WinUAE.
 1.9 MB Chip RAM: Couldn't load "0.Set_Scene" .
 2MB Chip RAM + 8MB Z3 FAST RAM: Couldn't load "2.Gaz_Eating_Bonna" .
 2MB Chip RAM + 8MB Z2 FAST RAM + 8MB Z3 FAST RAM: Couldn't load "2.Gaz_Eating_Bonna" .
 2MB Chip RAM + 16MB Z3 FAST RAM: Everything OK .

Q9: How to see the plotline (scrolling messages and voices) ?

A9: You must have some library files and assign " T: " .

......You will get an error message which tells you that it requires reqtools.library , however, actually you need more.
 "ppmore" program requires diskfont.library , powerpacker.library and reqtools.library .
 "play16" program requires asl.library and matheeedoubbas.library .
 So you must have those 5 library files in assigned Libs: folder in df0: or hard disk.
 Of course type " Assign T: RAM: " in advance. Finally doubleclick cd0:Introduction/Intro/Plotline .
 You don't need FAST RAM.


My own Disk version features:

Download from this website. (Latest version was created in 2015.)
See instructions. (It shows how to start the game.)

1. Minimum requirement: Only 1.8 MB chip RAM.

......Originally I created disk version to play the game on my CD32 + analogic FDD.
 Removed "med1" and "med2" from Gloom_3/sfxs folder. = No music, though.

2. It doesn't crash when E3L5 is loaded.

......Updated ../lvls/map3e .

3. It doesn't crash after you choose Old Mansion in 2P combat mode.

......Updated ../stuf/stages . Actually "floor1~3" and "roof1~3" in df0:txts are the same files as "floor12,13,12" and "roof12,13,12" in ../ZM/txts .

4. You can change the configuration immediately after you boot from df0: .



Enemies:

See this page and click "Zombie Massacre Gloom4" tab.


Maps:

See this page and choose "Zombie Massacre Gloom4", then choose one you want.


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