Jump to content

XCom programming language


Azrael Strife

Recommended Posts

In the old non patched version of UFO, one sound from sample2.cat file is missing. In patched version it is overwritten with some junk (part of makefile of some kind?):

del ufo2exe\ufo.exe
tasm /j.386p /w+ /ml /m /p /s /zi /d__WATCOMC__=900 apw_asm.s
tasm /j.386p /w+ /ml /m /p /s /zi /d__WATCOMC__=900 digit.asm
tasm /j.386p /w+ /ml /m /p /s /zi /d__WATCOMC__=900 timer32.s
wcc386 -ms -3r -d2 -oa sound.c
copy sound.obj ufo2exe
copy timer32.obj ufo2exe
copy digit.obj ufo2exe
copy apw_asm.obj ufo2exe
call mu

It would say it was programmed in C and assembler (you can see Watcom C compiler and Turbo Assembler above). We can only guess what's the proportion.

 

Looking into executables, in the tactical.exe and geoscape.exe you can find Watcom C compiler stamp, in the black.exe - Borland C++ compiler stamp.

Link to comment
Share on other sites

black.exe was probably added on later, as an afterthought and as a means of bridging between tactical.exe and geoscape.exe almost look seamless rather than get sent back to the the dos console.

 

The Compiler was Watcom, and the language was C. A snippet of C code that accidentally overwrote the four-way connecting (+ shaped) corridor in alien bases in early floppy releases of the game seems to suggest that the compiler was able to compile C++, as it uses C++ style single-line comments //.

 

- NKF

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...