# Island Command

A browser port of Advanced Strategic Command (ASC), alongside the original Island Command skirmish game.

## Open-source foundation

ASC: https://github.com/ValHaris/asc-hq

The selected ASC source revision is `741c21609b7945297f20caa90a2ea9823b991b71`.
ASC is maintained by Martin Bickel (ValHaris) and its contributors. Terrain credits in ASC name GAMER, Snuggels, ValHaris, Xyphagoroszh, Havanna Club, and Grom. Original map-art credits remain with the ASC contributors.

The original TypeScript rules engine, interface, scenarios, and asset-conversion scripts in this project are licensed under GPL-2.0-or-later. See LICENSE.txt. The ASC artwork is supplied from the GPL-distributed ASC project, with original artwork and definitions preserved in the downloadable source archive. Asset provenance is listed in assets/origins.json.

## Changes to the skirmish assets

- Indexed PCX map sprites were converted to transparent PNG without rescaling.
- Palette index 255 is transparent; the reserved player-color range was mapped to blue for Azure. Crimson retains the red palette.
- Terrain frames were extracted from sprite sheets. Magenta key colors and editor labels were excluded.
- Native multi-field facility graphics were assembled from the fields named in ASC definitions, masked, and reduced to a single strategic hex using nearest-neighbor resampling.
- The web renderer uses pixel-preserving image rendering and connected road geometry.
- Connected forests, mountain ridges, beaches, and surf use the 64-frame ASC terrain sets. Terrain fields are turned clockwise to fit the web board's point-up orientation; the hex row spacing is 32 pixels. Units remain upright. Fine grass textures replace the original coarse tile selection. See `assets/classic/origins.json` and `scripts/prepare-classic-terrain.py`.

## Visual references

The olive frame, bottom command dock, uninterrupted terrain, and small overhead units were studied from Battle Isle II screenshots. These screenshots are references only and are not bundled as game assets:

- Game Bytes original preview: https://www.ibiblio.org/GameBytes/issue18/flooks/bi2.html
- Temperate map screenshot: https://www.allvideo.org/pictures/2200/battle_isle_2200_screenshot2.jpg

## Scope

The original ASC C++ engine is compiled to WebAssembly with SDL2 and Asyncify. Its native release manifest contains 248 vehicle types, 459 terrain types, 620 object types, 75 building types, 395 technologies, and 91 playable map files. These include 86 maps across the Tutorial, Standard, NOS, and Kamor campaign sets. The Kamor campaign is unfinished upstream; all available chapters are included. The native engine retains ASC's campaign event system, combat, research, logistics, cargo, AI, and local multiplayer rules. Saves use ASC's native format and persist in browser IndexedDB. Internet PBEM server integration is not provided.

The separate Classic skirmishes mode retains the four original scenarios, twelve simplified unit classes, map editor, and localStorage/JSON saves from earlier versions. Its save format is independent of native ASC saves.

The native ASC artwork is loaded directly by its original renderer. The asset transformations documented above apply only to Classic skirmishes.

The full corresponding ASC source and browser patches are available at `/asc/source.zip`. Dependency source archives and their original license notices are listed in `/asc/sources/manifest.json`. The browser wrapper and skirmish source are available at `/source/island-command-source.zip`. ASC and the bridge are GPL-2.0-or-later; ParaGUI and libsigc++ retain their LGPL licenses. SDL2, SDL_image, SDL_mixer, SDL_sound, Lua, Boost, PhysFS, Expat, FreeType, PNG, JPEG, BZip2, zlib, Ogg, Vorbis, mpg123, and Emscripten retain their respective upstream licenses.

Battle Isle and Blue Byte names belong to their respective owners. This project is not affiliated with or endorsed by them. No original commercial Battle Isle assets are bundled.

React, Vinext, Base UI, Shadcn, Lucide and the build dependencies retain their respective licenses. Full notices and a dependency inventory are available at `/licenses/`. The inventory includes development and optional packages and does not imply that every installed package is shipped in the game.

## Licensing package and dated changes

The browser port and Classic artwork adaptations were made September 6–7, 2026. Original authorship and notices are retained. The native source download contains the original upstream tree, readable modified files with dated notices, the repeatable patch script, and `BROWSER-CHANGES.md`. The browser interface, original Classic rules, and conversion scripts are supplied under GPL-2.0-or-later. The game comes without warranty; see the full GPL text.

The native font is DejaVu Sans, with Bitstream Vera and Arev notices embedded in its original file and reproduced at `/licenses/DejaVu-font.txt`; it is not relicensed as GPL artwork. Native library notices, including ParaGUI, SDLmm, Loki, GNU support code, SDL_sound, compression/audio/image libraries, and Emscripten runtime notices, are available in `/licenses/native-notices.txt`. This software uses the FreeType Project and is based in part on the work of the Independent JPEG Group.

The LGPL components are supplied with their source and the application's source/build materials so recipients can modify them and rebuild/relink. No additional restriction on modification or debugging those library changes is imposed by this project. Source is supplied alongside the executable, not through a deferred written source offer. Keep these downloads synchronized with each distributed version.

Review date: September 7, 2026. The audit traces the distributed files to the selected ASC source tree and installed dependencies. It is not an independent legal clearance of every upstream contribution or of trademarks.
