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- Tank Wars
- Release 3.2
- Copyright 1990, 1991, 1992 Kenneth Morse
- All Rights Reserved
- -----------------------------------------------
-
- NOTE: This game requires a VGA or MCGA video system to
- operate. Your computer must be capable of 320x200
- resolution with 256 simultaneous colors.
- Revision History
-
- V1.0 October 28, 1990: (116K) First Release
-
- V1.1 November 5, 1990: (90K) Speed Upgrade
- Minor bug fix. When a 5Meg nuke exploded, player 10s
- trail would flash due to a palette overlap.
- Major speed upgrade, CRI's are now travel 10 times
- faster, and players die faster too.
- Code size greatly decreased.
- BOMB2.RAW rewritten to enhance compression.
- This release was made mainly due to the fact that I
- recently discovered numerous techniques to
- optimize code.
-
- V1.2 November 16, 1990: (111K) Program Enhancement
- Graphics files BOMB1.RAW and BOMB2.RAW no longer
- necessary for operation, see addition to BOMB.TXT.
- The tanks now fall at a decent speed during setup.
- BOMB.ICO added for MS Windows 3.0 users.
- Three new types of death have been added, death by
- dirt, fading away, and nuclear meltdown.
- We finally have tank on the title screen thanks to
- Chris Sparks.
- A new computer intelligence has been added, Twanger.
- This ones a killer.
- Bug fixed that caused the program to hang if you hit
- somebody with a ball of dirt and tracking system.
- Command line parameters are now documented.
-
- V1.3 November 23, 1990: (121K) Program Enhancement
- More code changed from TP to ASM, causing some
- noticeable speed increases and some smoother
- movements.
- If the only people playing are computer intelligences,
- the game will attempt to go faster in certain
- places that were slowed down for user convenience.
- Twangers will no longer pick on the players on the left
- first, they now shoot towards the easy kills.
- There was a fundamental error in Lobbers strategy,
- preventing him from accurately shooting to the
- left, this has been corrected.
- Computers can now buy and use weapons. Currently they
- only have the simplest of algorithms, but they're
- much more dangerous.
- A new menu option and command line parameter has been
- added to select weather computers are allowed to
- purchase weapons.
-
- V1.4 November 30, 1990: (111K) Code Optimization & Bug Fixes
- For this release, I basically went through all the code
- line by line looking for places to trim down,
- speed up, and correct the code. This reduced the
- size of the program, and increased the speed by a
- almost unnoticeable amount.
- Some people noticed that very rarely the bomb would
- continue to travel, regardless of the dirt in the
- way until it hit a tank. This happened when power
- was set to exactly 800, and has been fixed.
- The amount owned of certain weapons was not showing up
- on the weapons list. Sorry for this oversight,
- that too has been corrected.
- When playing a many-player game, there is no longer a
- 60 pixel margin on each side that caused the edge
- players to be side by side.
- The direction arrow was not being updated when the tank
- would change direction by way of changing the
- angle, this is now fixed.
- TP version 6.0 arrived, so it has been re-compiled.
- With the new system kernel it shrunk by 10K.
- There was also a minor change in speed, but almost
- unnoticeable.
-
- V1.5 December 4, 1990: (112K) Program Enhancement
- All keyboard handling is now controlled by the program,
- BIOS is still accessed at times but not as often.
- This has caused a dramatic speed increase in angle
- and power selection, it now requires quite a
- delicate touch to change either by 1. This also
- game me the ability to add the next few additions.
- A sound toggle has been added. Pressing Ctrl-S at any
- appropriate time will turn sound on or off.
- A Mass Kill command has been added. At any appropriate
- time you may press Ctrl-M. You will be asked to
- confirm. If you say Yes, all players on the
- screen will die after the current players turn
- ends. This will end battles between computers
- that can go on for hours.
- You can now exit the game at almost any time. At any
- Appropriate time (As defined in the Documentation)
- you may press Ctrl-Q to quit the game. At most of
- the non Appropriate times you can press Ctrl-Break
- to exit.
- If you wish to increment/decrement anything by 1 while
- using the keyboard hold down ALT while pressing
- the appropriate key.
- All palette handling had been taken out of Turbo's
- hands and are now controlled directly by the
- program. Hopefully this will cure the ATI
- problem.
- A new parameter has been added. Keyboard and mouse
- handling was going too fast on machines with fast
- video cards. If you are having trouble selecting
- your angle and power add the parameter SPEEDxxxx
- to the command line. See documentation for
- further information.
-
- V1.6 :(K) Bug fixes and Switch additions.
- The keyboard was locking up during the purchasing
- screen on some computers. In fact it was not
- locking, but somehow the computer was convinced
- that the a control key was down, misinterperating
- everything. I believe this is fixed, but if not
- simply press each ctrl, alt, and shift key once.
- The keyboard was too sensitive on changing weapons and
- guidance systems on fast computers. Fixed.
- The palette switching routines have been rewritten
- again. I now talk directly to the video chip when
- doing palette rewrites. This may not work on all
- computers. Add the H- parameter to the command
- line to disable the new code.
- Some people like the suspense of watching their tanks
- fall slowly. To please these people the
- FALLDELAYxxxxx parameter has been added. The
- default is 0, and it works just like SPEEDxxxxx.
- Some mouses were not being detected, and some mouses
- were registering that weren't there. M+ and M-
- bypass mouse identification and force it one way
- or another.
- Slight oversight, the mouse pointer was not initialized
- to an arrow on loadup. Although this is the
- default for most mouse drivers, there have been
- problems. Fixed.
- It seems that some computers will lock up when using my
- new KB handler. A command line switch, X+- has
- been added. X+ enables the driver, X- removes it.
-
- V2.0 January 21, 1991:(K) Major Additions.
- The main menu has been created to full graphics. If
- you have played V1.5 the all the new options are
- mentioned here so don't bother rereading that
- section of the docs.
- The player selection screen is also full graphics. You
- may want to read the docs for this one, or you can
- muddle through like a true game player.
- Background images have been added, nothing like GIFs or
- the like, but interesting none the less. A new
- menu item has been added to reflect this. Select
- NONE to play as before (the default), the screens
- are labeled A, B, C, etc.. You can also select RND
- which includes all screens.
- Command line parameter /BKb has been added for
- background selection.
- Now when players move around between rounds their
- colors remain constant. This was a tricky bit of
- programming, so I expect some oddities, (some
- people don't have to worry, their colors are
- screwed up enough already).
- The palette routines were changed again. Maybe this
- time......
- The status screen is now graphics, and the colors of
- the names now truly reflect the color of the
- players.
- Weapons purchasing has been improved significantly (in
- addition to graphics) you can now select weapons,
- and deselect them. For those not wishing to read
- the docs I must mention that DONE automatically
- does a PURCHASE.
- Included are two defenses, to protect you from vicious
- computers.
-
- V2.5 May 17, 1991: Lots o' new stuff
- Even when no mouse was detected I was still attempting
- to read it. This prohibited anyone from selecting
- menu options with the keyboard as the mouse
- buttons were always reading as pressed. Fixed.
- More tricky hardware programming. Those background
- images that can give you such a headache, Now
- your worst nightmare has come true, they move. By
- default the screens move a full speed. The new /P
- parameter toggles them on or off (+,-) or can
- select a delay time (0..999). A corresponding
- menu option has been added.
- The moving screens can, and will slow down the speed of
- the game. This will make some of you happy, as
- you complained the game was too fast. For those
- others, increasing the delay in rotation (/P) will
- allow more processor time for the game. /P10 moves
- the screen slowly and has almost no effect on the
- game.
- Added an option to rotate the palette more crudely. Add
- the command line parameter CRUDE to put this into
- effect. With Crude on I don't wait for a retrace
- to send info to the screen. This means the main
- reason rotation slowed the game is now removed.
- /P0 with CRUDE has almost no effect on game speed.
- The side effect is light snow, barely noticeable
- on mine, but you'll have to find out for yourself.
- The final scores are also displayed on the text screen
- after the games has terminated in case you didn't
- see them.
- Finally, a new weapon. High powered lasers have now
- been developed. They replace the CRI 4/ND's. The
- icon on the weapons strip is obvious.
- Twanger, Lob and Shoot, and Rifleman are now capable of
- buying lasers, and using them with some logic.
- Twanger's weapon selection strategy has been improved.
- How many times have you seen him plant a 5meg nuke
- on a target less than an inch away. No more..
- The ATI bug has finally been swept under the rug. This
- will allow those irritated users to now play the
- game with ease. (If this is untrue please tell me)
- Energy shields now should protect you from exploding
- opponents debris.
- Computers can now buy defenses. Have Fun.....
- You can now select a computer from the menu by pressing
- the highlighted key.
- There is now a small indicator on the weapons selection
- screen indicating what weapons are available and
- what ain't. Red you can buy, black you can't.
- Wind level is now selectable. The new options goes
- from None to Gale, and Random. The /Wn option is
- included with 0..4 being None..Gale, and 5 is
- random.
- Two minor glitches fixed. When a sonic blaster was
- fired the shot would not clear itself from the
- screen. When a shot landed outside the screen it
- sometimes caused 4 random pixels on the screen to
- be blacked out. Fixed..
- Lobber no longer spends countless hours drawing funny
- lines all over the screen for no reason when too
- many shots are out of bounds.
- As suggested by many users, the number of weapons you
- begin with has been lowered. You now start with
- only 3 normal weapons per game to play, 10 hand
- grenades per game, and 100 lead balls total.
- Again, I always use a mouse so this bug escaped me.
- When selecting Crumbles with a keyboard and using
- BOMBFX, you were allowed to go negative numbers.
- The max number of games has been increased to 99.
- When the mouse was forced off, it was still appearing,
- but not acting. Now solved.
- Pressing Ctrl-P will now bring up a status screen
- indicating game number, and other information. It
- will work any time Ctrl-Q and Ctrl-M would.
- WARNING: It seems that whenever you use this
- option while demonstrating the game to anyone from
- IBM it will hang the system.
- A whole new program has been added. BOMBCFG.EXE
- creates a file named BOMB.CFG which holds the
- setup defaults, and most anything you would pass
- along on the command line. I contains in depth
- descriptions of every option available. Anyone
- familiar with the TP IDE will find this program
- very familiar looking.
- BOMB will not run without a proper BOMB.CFG created by
- BOMBCFG.EXE in the current directory.
- If the shot goes off the screen, in the direction the
- wind is blowing, and no guidance systems are
- activated, BOMB will stop the shot knowing it had
- no chance of re-entering the screen.
- V3.0 : May 31, 1992
- A few more backgrounds added, also initial display of
- these backgrounds has been speeded up.
- You can now obtain more detailed statistics from the
- game status screen by clicking on the players
- name, or pressing his number.
- Team Play has now been added. A new Team Status screen
- has been added to reflect this, and you can also
- obtain detailed stat's as above.
- Explosions now vanish from the inside out instead of
- from the outside in, for those who cared.
- For those who discovered it, the "Magic 800" has been
- changed, it was 1000-Power*2 for those who never
- discovered it.
- After detonating, a sonic blaster now clears itself
- from the screen.
- Lead Balls now take off 5 men when they hit directly.
- This makes them only slightly less than completely
- useless.
- You now have the option of selecting random colors for
- the backgrounds instead of the Red-Green-Blue
- pattern. Also pressing CTRL-R will change the
- color pattern. (Pressing CTRL-R is not recommended
- for use on the blue or starry screens).
- When selecting player names, the color of the player is
- displayed in the text box.
- All CTRL Keys now work almost all the time. Previously
- only during specific procedures could they be
- received (ie. during explosions, but not during
- computer targeting, etc). Now they are linked into
- the keyboard handler, and work anytime the main
- game screen is active.
- Some stuff I forgot to write down... Sorry...
- Palette rotation speed may now be altered from within
- the program during a round. Press F3 to slow it
- down, and F4 to speed it up.
- A few backgrounds have been added or altered.
- A help screen, F1 (should have put that in a long time
- ago.
- If a game is taking too long, (ie >15 round or more)
- the computer will start to take steps to end the
- game, currently it enjoys playing Zeus (You'll
- see!)
- A new defense, a repulser. These make you very hard to
- hit, especially if your enemy is above you, but
- one good hit or fall and the repulser is ruined.
- A new computer intelligence has been added. Wind Master
- (for lack of a better name) is now the equivalent
- of a windless wit who knows how to compensate for
- wind. Extremely accurate in any windy condition
- as long as the walls do not get in his way.
- A new weapon, the long awaited MIRVs are here.
- I have removed the Fire Kills option, now fire always
- kills. See Bomb.TXT for details.
- I have also removed the eXtended keyboard and /X
- options. Tank Wars now Requires the use of its
- internal keyboard handler. If this creates
- problems please see Bomb.TXT for details on
- finding a solution.
- A boss screen, just press F10. To exit press space bar
- to return to your game. Alternatively, if your
- boss just won't go away you can press ESC and Tank
- Wars will drop to DOS, attempting to save your
- game under the name 'BOSS'.
- You can now obtain a complete list of command line
- parameters by typing "BOMB H".
-
- V3.1 : June 20, 1992 -- Bugs, Bugs, Bugs....
- Evidently removing support for older keyboards was a
- bad idea. Its amazing how many people there are
- playing Tank Wars on souped up XT's with old BIOS.
- Although the old keyboard code has returned, it is
- significantly smaller than it was before and
- should work better.
- I didn't realize it, but abandoning an overlayed
- structure shot the memory requirements through the
- roof. The overlay system has now returned.
- The boss screen was saving all 63K of video memory when
- F10 was pressed, this made 63K unavailable to the
- rest of the system. Some video systems will allow
- you to change video modes without erasing the
- graphics image, and the flip back. When this is
- the case only a small portion of memory needs to
- be saved, you can specify and test this amount in
- BOMBCFG. Thus allowing more memory for Tank Wars.
- The speed of the laser is now a separate parameter.
- When sorting the team score screen, teams with equal
- wins, but less points would rank higher. No
- longer.
- After exiting BOMBCFG the shift keys could be "stuck"
- down in the computers eyes, causing 6's to come
- out as ^'s etc..
- You may have noticed parts of V3.0 going as slow as a
- snail. This was the first time I tried to link in
- Borland's math coprocessor routines, these doubled
- the speed of the game when using a coprocessor and
- slowed it down to quarter speed for those not.
- V3.2 : July 4, 1992 -- More Bugs....
- I forgot to link VGA256.BGI into BOMBCFG as I did to
- BOMB. The result is that when you pressed TEST it
- looked for C:\LANGS\TP\BGI\VGA256.BGI. I doubt it
- was found there on any other system than mine. It
- is now linked in.
- The way I handled memory allocation changed in V3.1,
- and had one flaw. It didn't ensure that screen
- buffers were created on even paragraph boundaries.
- This caused incorrect double images to appear at
- times (most noticeably when WindMaster is
- targeting).
- Tank Wars only allocated mouse buffer memory if there
- was a mouse present. But it always tried to
- release that memory. End result, if you didn't
- have a mouse the program crashed when you tried to
- exit.
- Some devices that use IRQ-2 (such as mice and MIDI
- controllers) lock up when using the Vertical
- Retrace palette interface. No way around it, just
- either select Timer interface or None.