I've just made a push to the Treasure Hunt repository.
This is still a work in progress and I'm cleaning up code from the IL dump as well as rewriting a bunch of code, so there will be problems. If you're already running the game, simply start it and it will grab the new version for you.
Here's the change log. You can view the linked version here: https://github.com/munawarb/Treasure-Hu … angelog.md
4.44 11/18/2018
• If a remote-controlled missile is shot down, the player will hear the explosion no matter how far away the missile is. This will make it obvious that the missile was destroyed (#12)
• The game no longer relies on hard-coded frame ticks and now operates on a time elapsed basis with respect to frames. In other words, the game time might look something like fw = t where f represents the number of frames in the current session and w represents the width of each frame in milliseconds. Previously, Treasure Hunt was only accounting for f and assumed w=100, so the time elapsed formula would look like 100f = t. This change allows for future adjustments to the frame rate if needed (#5)
• The game no longer uses the Short type and all Short integers have been promoted to Integer. This was necessary to prevent arithmetic overflow exceptions especially on account of trackers now using the frame width (#10)
• The game loop that was started in the load event handler has been replaced with a timer to control the game loop. This is less resource-intensive (#11)
• Treasure Hunt no longer uses KeyDown and takes advantage of DirectInput through the use of BPCSharedComponent.dll, a library I wrote for Three-D Velocity. Keys are now processed in the game loop, making key processing smoother (#9)
• The single footstep sound has been replaced with better footstep sounds (#7)
• Key presses are handled better now and weapons can be rapid-fired. A lot of the key-handling code was cleaned up (#6)
• The game loop is now much cleaner and no longer runs every tenth of a second. The slow frame rate would force the player to slow down so the game could update the state (#4)
• When the player holds down an arrow key, the character will move steadily in that direction as opposed to taking only one step (#3)
I hope you guys enjoy it!