ATTE2 quickly followed up on ATTE and got released in September 2001. Similarly to other games from the author, various assets from Doom are ripped and used, such as enemies, sprites, weapons and textures. Representing Aleksander's most polished work to date, ATTE2 added a level of granularity and detail to QuickBASIC titles that was only to be topped by its unfinished successor, ATTE3.
The ATTE2 engine improved upon the first ATTE engine by refining existing features and adding support for perspective correct texture mapping. Like the other engines by the author, the ATTE2 engine is a true 3D polygonal engine. It makes use of several libraries in assembly language, namely DirectQB and Dash, which are used as modules in QuickBASIC to provide a 320x200 VGA screen with 256 colors. They are also used to help speed up rendering as well as providing sound functionality.
The engine supports several advanced features unusual for a QuickBASIC title:
- Orthogonal walls with different height, floor and ceiling
- Rotation, perspective transformation, back-face culling, Z–sorting
- MIP mapping
- Fog support
- Perspective correct texture mapping
- Dynamic and scrollable textures
- Dynamic non–interactive and interactive sprites handling
- MIDI and WAV handling
Because of its underlying QuickBASIC codebase and inclusion of several routines in assembly, the game carries a significant performance deficit requiring a rather fast computer to function properly in DOS, far beyond what usual titles on this platform require. The following requirements are taken from the ATTE2 readme:
470KB Conventional Memory 1.5MB EMS Memory 35MB Hard Disk Space for compiled levels, temp files and more Pentium 166 MHZ VGA Video Adapter Recommended: 470KB Conventional Memory 1.5MB EMS Memory 1.5 MB additional EMS memory (for SFX) 35MB Hard Disk Space for compiled levels, temp files and more Pentium 233 MHZ VGA Video Adapter Music Card compatible with SB16
However, because of its reliance on 32bit libraries and the additional advanced graphical features from the engine mean that the game is difficult to run on emulators like DOSBox and may require VDMSound for proper audio playback. For optimal experience, a genuine DOS computer is required.
The game as released requires compilation of its assets before it can be played, adding significantly to the disk space. This compilation may take several minutes even on a modern machine with the DOSBox emulator. As such, a compiled package is provided at the links below.