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- SUPER RETRISS PRO 1.0
- Not Just Another TETRIS <tm> Game
-
-
-
-
- Manual of Operations
-
- Document Revision 2
-
-
-
- COPYRIGHT 1993,1994 by
- Rogelio Bernal
- All Rights Reserved
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- Rogelio Bernal
- 75 St. Alphonsus St. Box #1903
- Boston, MA 02120
-
- bernal@fas.harvard.edu
- bernal@acad.wit.edu
-
-
-
- Originally written using Turbo C++ V1.0
-
- Latest version written using Borland C++ 3.1 and Turbo
- Assembler 3.1
-
-
-
-
- All terms mentioned in this document that are known to be
- trademarks are listed below. In addition, terms suspected
- of being trademarks have been capitalized. The author
- cannot attest to the accuracy of this information. The
- use of a term in this document should not be regarded as
- affecting the validity of any trademark.
-
- · Borland C/C++ is a registered trademark of Borland
- International, Inc.
- · CT-VOICE.DRV is copyright c by Creative Labs, Inc.
- · MODOBJ is copyright c by Mark J. Cox
- · MS DOS is a registered trademark of Microsoft Corp.
- · OS/2 is a registered trademark of IBM Corp.
- · Pentium is a registered trademark of Intel Corp.
- · QEMM is a registered trademark of QuarterDeck
- · SBFMDRV.COM is copyright c by Creative Labs, Inc.
- · SoftWindows is a registered trademark of Insignia
- Solutions
- · Sound Blaster is a registered trademark of Creative
- Labs, Inc.
- · Sound Blaster Pro is a registered trademark of Creative
- Labs, Inc.
- · Super Tetris is a registered trademark of Spectrum
- Holobyte.
- · Tetris is a registered trademark of Spectrum Holobyte.
- · Turbo Assembler is a registered trademark of Borland
- International, Inc.
- · Turbo C++ is a registered trademark of Borland
- International, Inc.
-
-
-
-
-
- This document is Copyright 1994 by Rogelio Bernal. All
- rights are reserved.
-
- Modification (other than document formar and for personal
- use) or translation of any part of this document without
- the permission of the copyright owner is unlawful. Requests
- for permission or further information should be addressed
- to the author.
-
-
-
-
- CONTENTS
- ════════
-
-
- 1. DISCLAIMER AND LICENSE 5
- ────────────────────────────────────────────────────────────
- 1.1 - DISCLAIMER OF WARRANTY ............................ 5
- 1.2 - LICENSE ........................................... 5
-
- 2. INTRODUCTION 6
- ────────────────────────────────────────────────────────────
- 2.1 YET ANOTHER TETRIS CLONE? ........................... 6
- 2.2 WHAT DO YOU NEED TO RUN SUPER RETRISS PRO? .......... 6
- 2.3 WHAT IF I DON'T HAVE A MOUSE? ....................... 7
-
- 3. GETTING STARTED 8
- ────────────────────────────────────────────────────────────
- 3.1 QUICK START ......................................... 8
- 3.2 CONFIGURATION ....................................... 8
-
- 4. BASIC RULES OF THE GAME 9
- ────────────────────────────────────────────────────────────
- 4.1 WHAT TO DO .......................................... 9
- 4.2 DETAILS AND SCORE ................................... 9
- 4.3 THE GAME SCREEN .................................... 10
- 4.4 CONTROL KEYS ....................................... 11
-
- 5. MAIN MENU OPTIONS 12
- ────────────────────────────────────────────────────────────
- 5.1 PLAY ............................................... 12
- 5.2 HIGH SCORES ........................................ 12
- 5.3 OPTIONS ............................................ 13
- 5.3.1 GAME SPEED ...................................... 13
- 5.3.2 REDEFINE KEYS ................................... 13
- 5.3.3 MUSIC ........................................... 14
- 5.3.4 SOUND F/X ....................................... 14
- 5.3.5 FIRST LEVEL ..................................... 14
- 5.3.6 FIRST ZONE ...................................... 14
- 5.3.7 BOMBS ........................................... 14
- 5.3.8 HELP ............................................ 14
- 5.3.9 QUIT ............................................ 14
- 5.4 ZONE DESIGNER ...................................... 14
- 5.4.1 ENTERING THE DESIGNER ........................... 14
- 5.4.2 HOW TO DESIGN ................................... 15
- 5.4.2.1 IDENTIFYING THE AREAS ....................... 15
- 5.4.2.2 BLOCK AREA .................................. 15
- 5.4.2.3 REFERENCE & SELECTION AREAS ................. 16
- 5.4.2.4 EDITING AREA ................................ 16
- 5.4.2.5 MENU AREA ................................... 16
- 5.4.2.6 SAVING ZONES TO DISK ........................ 17
- 5.5 LOAD ZONES ......................................... 18
- 5.6 EXIT ............................................... 18
-
- 6. SOUND BASTER SUPPORT 20
- ────────────────────────────────────────────────────────────
- 6.1 INSTALLING THE DRIVERS AND/OR SETTING UP THE
- ENVIRONMENT VARIABLE ............................... 20
- 6.2 WHAT CAN I HEAR IF I HAVE A SOUND BLASTER? ......... 20
- 6.3 WHAT ABOUT OTHER SOUND CARDS? ...................... 21
- 6.4 WHY MY SOUND CARD, 100% SB COMPATIBLE, DOESN'T WORK? 21
-
- 7. COMMAND LINE PARAMETERS 22
- ────────────────────────────────────────────────────────────
- 7.1 GENERAL PURPOSE SWITCHES ........................... 22
- 7.2 SOUND SELECTION SWITCHES ........................... 22
-
- 8. LAST COMMENTS 24
- ────────────────────────────────────────────────────────────
- 8.1 CONTACTING THE AUTHOR .............................. 24
- 8.2 NEXT RELEASES OF SUPER RETRISS PRO ................. 24
-
- 9. ERROR MESSAGES AND TROUBLE- SHOOTING 25
- ────────────────────────────────────────────────────────────
- 9.1 GENERAL ERRORS ..................................... 25
- 9.2 OTHER ERRORS ..................................... 26
-
-
-
-
-
- ╔════════════════════════════╗
- ║1 - DISCLAIMER AND LICENSE ║
- ╚────────────────────────────╙─────────────────────────────────────
-
- 1.1 - DISCLAIMER OF WARRANTY
- ════════════════════════════
-
- THIS SOFTWARE AND MANUAL ARE DISTRIBUTED "AS IS" AND
- WITHOUT WARRANTIES AS TO PERFORMANCE OF MERCHANTABILITY
- OR ANY OTHER WARRANTIES WHETHER EXPRESSED OR IMPLIED.
- BECAUSE OF THE VARIOUS HARDWARE AND SOFTWARE ENVIRONMENTS
- INTO WHICH THIS PROGRAM MAY BE PUT, NO WARRANTY OF
- FITNESS FOR A PARTICULAR PURPOSE IS OFFERED.
-
- EVEN THIS PROGRAM HAS BEEN THOROUGHLY TESTED UNDER NON-
- CRITICAL CIRCUMSTANCES, THE USER MUST ASSUME THE ENTIRE
- RISK OF USING THE PROGRAM AND THE AUTHOR ASSUMES NO
- LIABILITY OF ANY KIND.
-
-
- 1.2 - LICENSE
- ═════════════
-
- Although this is free software in the sense that you can
- legally use it without paying a penny, the author still
- has all the copy rights, and only he can determine the
- conditions for copying and distributing the software. The
- conditions are as follows:
-
- You, as a user, may freely copy and pass this program to
- others, as far as you include all the files that come in
- the original package. You cannot add ANY extra files,
- nor destroy, change or modify any of the original files
- included in this package in any way. If, for example, you
- want to distribute free copies of zone files you have
- created, they must be archived in a different file, and
- not with the game.
-
- You, as a user, can NEVER charge for a copy of Super
- Retriss Pro.
-
- Shareware and Public Domain software distributors or
- anyone who wants to make a profit out of this program in
- any way, MUST read the file SHARDIST.DOC.
-
- Super Retriss Pro is copyrighted software, and all rights
- are reserved.
-
-
-
- ╔══════════════════╗
- ║ 2 - INTRODUCTION ║
- ╚──────────────────╙───────────────────────────────────────────────
-
- 2.1 Yet Another Tetris Clone?
- ═════════════════════════════
-
- Super Retriss Pro could be defined as what people use to
- call a Tetris clone. However this definition is quite
- ugly and inaccurate. Since Tetris was created by a
- Russian student, and commercialized by Spectrum Holobyte,
- hundreds of clones appeared in the Shareware and public
- domain market. Why? Well, the programming knowledge
- required to write a Tetris-like game is rather basic, and
- almost any `average' student of computer science should
- be able to write his own version of this popular game.
- Most of the different versions of the game you find out
- there are just that: a poorly written version of the
- game, for the solely purpose of writing their own Tetris,
- and without a serious commitment of delivering a quality
- program.
-
- In the beginning, I started collecting as many Tetris
- clones as I could, to evaluate and compare them. However,
- soon I found out that only one out of ten was worth. Now
- I would only try out a Tetris clone if I have already
- heard good comments from others about it.
- Then, what makes Super Retriss Pro to be so special?
- Well, first of all, the rules of the game are slightly
- different from the original Tetris and, as far as I know,
- no other PC Tetris clone has implemented the idea of the
- zones and the flickering block so far. In Super Retriss
- Pro, the user is not hunting for just another cute
- background picture. It's the area where you play what
- changes!
-
- Second, Super Retriss (ancestor of Super Retriss Pro) has
- always used a 256 colors VGA mode, even before the first
- commercial Tetris game using VGA (Super Tetris by
- Spectrum Holobyte) was out. I would bet that Super
- Retriss was the first VGA Tetris game ever, so in a
- sense, it is a pioneer in its field. Third, Super Retriss
- Pro is not just a Tetris player: You can design your own
- zones and play them later, and the game is fully
- customizable. Fourth, you don't play all the time with
- the same boring-looking blocks: In Super Retriss Pro you
- play with square blocks, rounded blocks, tiny square
- blocks, balls, stars... Up to nineteen different block
- textures. Also a bomb and a spaceship features have been
- added. And finally Super Retriss Pro includes full Sound
- Blaster support.
-
- All these features (and others that you will soon
- discover) make of Super Retriss Pro a different game,
- with appealing colors, sounds and music, far from the
- regular Tetris clones we are used to see everywhere. And
- that is why the name of the game is not just Retriss but
- SUPER Retriss. New features, hundreds of bug fixes and a
- general fine tuning of the game make it a PRO.
-
-
- 2.2 What do you need to run Super Retriss Pro?
- ══════════════════════════════════════════════
-
- The basic system you need to run Super Retriss Pro is a
- PC compatible computer (80286 and up), using MS DOS 5.0
- or above, with at least 1Mb of RAM and a VGA card. You
- don't need a mouse (or trackball) to play Super Retriss
- Pro, but if you don't have one, the Zone Designer will
- not work. Read Chapter 2.3 What if I don't have a mouse?
- for limitations when a mouse is not present.
-
- Also, if you have a Sound Blaster card, you should have a
- 386DX or faster computer in order to listen the music
- tones and sound effects. You will also need a copy of one
- of the Sound Blaster sound drivers (CT-VOICE.DRV)
- included in the software that comes with your sound card.
- Read Chapter 6 SOUND BASTER SUPPORT for information on
- how to setup the game to use Sound Blaster.
-
-
- 2.3 What if I don't have a mouse?
- ═════════════════════════════════
-
- If you don't have a mouse, you will still be able to play
- the game, view the High Scores table, load different zone
- files, change the options... As mentioned above, the
- ZONE DESIGNER requires a mouse in order to work. From the
- main menu, keys 1 to 5 select the different options (read
- Chapter 5 MAIN MENU OPTIONS). Following there is a list
- of the things that work and don't work, when the mouse
- driver is missing:
-
- 1· PLAY GAME: Full working. Press 1 from the main menu,
- then 1, 2 or 3 to select the piece set, and play as usual.
-
- 2· HIGH SCORES: You can view the table and scroll it
- up/down, but you cannot view the additional information
- (Chapter 5.2 HIGH SCORES)
-
- 3· OPTIONS: Full working. You can enter the menu, view the
- current setup, and change any option.
-
- 4· ZONE DESIGNER: It doesn't work at all and, it will
- simply not let you enter the designer.
-
- 5· LOAD ZONE: Full working. You can enter the menu and
- scroll through the list of file names using the UP/DOWN
- arrow keys, and ENTER to select and load a particular file.
-
-
- ╔═════════════════════╗
- ║ 3 - GETTING STARTED ║
- ╚─────────────────────╙────────────────────────────────────────────
-
- 3.1 Quick start
- ════════════════
-
- The game is very easy to play and the best way to learn
- the basic rules is by playing it. First, you must copy
- all the files to a single directory, and then just type
- SRP from the DOS prompt and follow the menus and prompts.
- If you feel lost, you can come back to the manual anytime
- for specific information.
-
- If you want to use the Sound Blaster capabilities, read
- below for a quick setup, and Chapter 6 SOUND BASTER
- SUPPORT for more detailed information.
-
-
- 3.2 Configuration
- ══════════════════
- By default, the game is configured to use the PC speaker.
- To configure Super Retriss Pro to use the Sound Blaster
- sound capabilities, run SETUP before running SRP. You
- will be asked to enter the following information:
-
- * Sound device: Options are the PC speaker and a Sound
- Blaster card. No other sound devices are available.
-
- * I/O PortAddress used by your Sound Blaster card:. This
- is a hexadecimal number generally between 200 and 2A0
- (usually 220 or 240, but this may vary from system to
- system).
-
- * IRQ used by your SoundBlaster card: This is a number
- between 1 and 10 (generally 5 or 7).
-
- Once you run SETUP, the information will be permanently
- saved on a file in the current directory (which should be
- the directory where Super Retriss Pro was installed). You
- can run SETUP anytime later to change the configuration
- to something else.
-
- NOTE:SETUP does not verify the information you enter. If
- this is not correct (i.e., you entered a wrong IRQ
- number), it is more than possible that the game will
- crash seconds after being executed.
-
-
- ╔══════════════════════════════╗
- ║ 4 - BASIC RULES OF THE GAME ║
- ╚──────────────────────────────╙──────────────────────────────────
-
- 4.1 What to do
- ══════════════
-
- What you have to do is very simple. Every zone (or
- screen) will show one flickering block. You must
- eliminate the row where that block is located, by filling
- all the empty spaces using the pieces that fall from the
- top of the screen. When you're done, you will receive
- bonus depending on how many seconds it took you to finish
- and how many empty lines are from the top of the board to
- the highest brick found. Then you will go to another
- zone and so on... The game is over when you have
- accumulated so many pieces that these reach the top of
- the screen.
-
-
- 4.2 Details and Score
- ═════════════════════
- A few things keep changing as you play. Things such as
- speed, zones being played, the pattern of the blocks...
- Of course the score changes too, but I am assuming you
- know that.
-
- · Speed: The speed of the falling blocks is indicated by
- the LEVEL where you are. You will go to a faster level
- every time you finish 5 (five) lines. When you pass level
- eighteen (the fastest one), you will go back to level zero
- (the slowest level), and so on.
-
- · Zones: It is obvious. When you finish one zone, you go
- to the next zone. When you finish the last zone since
- different sets can have a different number of zones, the
- last zone is not a fixed number) of the current set, you
- will go back to the first zone again.
-
- · Blocks: The pattern of the blocks changes as you go to
- a higher level. That is, every time you finish 5 lines, a
- new block pattern will be used. This also helps you to know
- when you entered on a faster level (not zone!).
-
- · Score/Bonus: Your score is increased according to the
- following rules:
-
- · For every piece you place in the board, you get 10
- points.
-
- · For every finished line you get 100 points.
-
- · BONUS: Bonuses are given every time you finish one
- zone. The points you receive are calculated using the
- following formula:
-
- (100 - seconds) * number of empty lines
-
- seconds is how many seconds it took you to finish
- the zone. If you needed more than 100 seconds, NO
- BONUSES ARE GIVEN. The number of empty lines is
- how many empty lines are from the top of the
- screen to the highest block found (the empty lines
- will be filled up with red blocks). For instance,
- if you finished a zone in 45 seconds and there are
- 7 empty lines, you will receive:
-
- (100-45) * 7 = 385 points
-
- · Bombs: Every time you finish one line, the next piece
- will be a bomb. (you can also choose not to play with
- bombs, read Chapter 5.3.7 Bombs). You can move the bomb just
- like a piece (you cannot rotate it, though). When the bomb
- hits one block, the block will disappear and you will be
- awarded 100 more points.
-
- · Spaceship: The spaceship appears every 20,000 points,
- and it will remain active for 10 seconds. during this time
- you can shoot at the blocks and, for each block destroyed,
- you will be awarded 100 points. This can be a load of
- points!
-
- · SPECIAL BONUS: When you have used all the different
- pieces 20 times (the little colored bars on the bottom left
- of the screen help you to keep track of this), you will get
- special bonus, and go to the next zone automatically. You do
- get a lot of points when this happens, but the amount is
- variable depending on several things.
-
-
- 4.3 The Game Screen
- ═══════════════════
- This section describes the different windows you see when
- playing, and what information they indicate. To identify
- the different areas of the screen, each window has been
- assigned a number:
-
-
- SUPER ╔══════╗ ╔═══════╤═════════╤══════╗
- RETRISS PRO ║ 1 ║ ║ 2 │ 3 │ ║
- ║ ║ ║ └─────────┘ ║
- ╚══════╝ ║ ║
- ╔═══════════════════════════╗ ║ ║
- ║ 4 ║ ║ ║
- ║ ║ ║ ║
- ║ ║ ║ ║
- ║ ║ ║ ║
- ║ ║ ║ ║
- ╚═══════════════════════════╝ ║ ║
- ║ ║
- ╔════════════════╤═════════╗ ║ ║
- ║ 5 │ 6 ║ ║ ║
- ╟───────────┬────┤ ║ ║ ║
- ║ 7 │ 8 │ ║ ║ ║
- ╟───────────┴────┤ ║ ║ ║
- ║ 9 │ ║ ║ ║
- ║ │ ║ ║ ║
- ╚════════════════╧═════════╝ ╚════════════════════════╝
-
- 1) Shows next piece
-
- 2) The board where you play
-
- 3) Indicates the time (in seconds) you have been playing
- the current zone.
-
- 4) As labeled:
-
- - POINTS Current score.
- - LINES Total number of lines eliminated
- - BLOCKS Total number of pieces used
- - ZONE Current zone number
- - LEVEL Current speed level
-
- 5) Gauge bar indicating the current speed in real time.
- Range goes from one move every 800 milliseconds to eight
- moves during the same time (or in other words, one move
- every 100 ms). The red area indicates a speed of 1 move
- every 350 ms or less.
-
- 6) Shows the next zone, so you know what to expect.
-
- 7) Percentage of zones explored. When all zones in the
- current set have been completed, and you start over again,
- this bar is also reset to zero.
-
- 8) Indicates your current position in the High Scores
- table. Interesting feature for small competitions and such.
-
- 9) Every time a piece falls, a small bar of the same color
- grows in height in this window. When all these bars reach
- the top of this window, the player receives extra bonuses
- and other goodies. The number of bars will depend on the
- piece set you chose (7, 12 or 15), and it requires 20 pieces
- of the same color to complete one bar.
-
-
- 4.4 Control Keys
- ════════════════
-
- The keys used to move the piece around can be customized
- to anything you want from the OPTIONS menu (read Chapter
- 5.3.2 Redefine Keys). By default, the keys are configured
- as follows:
-
- Move Right : RIGHT Arrow Key
- Move Left : LEFT Arrow Key
- Move Down : DOWN Arrow Key
- Rotate Piece : UP Arrow Key, Space Bar and the Enter key
- Pause game : P and Alt-P
- Toggle Sound : S and Alt-S
- Quit Game : ESC Key
-
- When the spaceship appears, the only keys available are:
-
- Move Right : RIGHT Arrow Key
- Move Left : LEFT Arrow Key
- Shoot : DOWN Arrow Key
-
- ╔═══════════════════════╗
- ║ 5 - MAIN MENU OPTIONS ║
- ╚───────────────────────╙──────────────────────────────────────────
-
- The options available in the main menu, and their
- function are :
-
- 1.- PLAY > Go play!!
- 2.- HIGH SCORES > See the high score's table
- 3.- OPTIONS > Game setup, keys, toggle bombs
- and sound on/off, etc.
- 4.- ZONE DESIGNER > Design your own zones
- 5.- LOAD ZONES > Load new set of zones
-
-
- You can select any option by entering the option number
- (i.e. type `1' to play, `2' to see the high scores...) or
- by pointing and clicking the left button of the mouse on
- the desired option. To quit the game and go back to DOS,
- press ESC or the `6' key.
-
-
- 5.1 PLAY
- ════════
-
- You will see a new menu with three options to select the
- set of pieces you want to play with. In the right of the
- screen you can see the (rotating) pieces that belong to
- each set.
-
- 1) It contains the typical pieces found in every Tetris-
- like game (7 different pieces, each using 4 blocks).
- 2) This set adds three more pieces.
- 3) The set #3 uses the pieces from sets 1 and 2 plus a few
- more, with a total of 15 different pieces.
-
- The set #3 may contain some pieces difficult to play
- with, but there are also some pieces very helpful, not
- present in the other sets. I always play using the set
- #3. One of the pieces in set #3 (the big brown piece) has
- some special capabilities. THIS IS NOT A BUG!!! What
- capabilities? To make it more interesting, I let you
- figure it out by yourself.
-
- If you decide not to play, the ESC key will bring you
- back to the main menu. The game itself and the rules are
- explained in Chapter 4 BASIC RULES OF THE GAME and all
- over this file.
-
-
- 5.2 HIGH SCORES
- ═══════════════
-
- All entries in the table coming with this program have
- been reset to 10,000. Although this data file only comes
- with only 10 entries, the program can store up to 99.
- I've always hated games that only have a few entries in
- the High Scores table (sometimes just one), basically
- because I always finish filling up all the entries, and
- my friends become disappointed and give up playing
- against me (just kidding).
-
- To scroll the table entries up or down, you can use the
- arrow keys UP/DOWN (one line at a time) or PgUp/PgDn (one
- page at a time). You can also click the left mouse button
- in the gray arrows to scroll the table up and down.
- If you click on an entry in the table, a window will pop
- up with additional information. This information will
- remain in the screen until you move the mouse out of the
- entry name. Non-mouse users cannot access this window.
- ESC will bring you back to the Main Menu, as well as
- clicking the right mouse button anywhere in the screen.
-
-
- 5.3 OPTIONS
- ════════════
-
- This (and the LOAD ZONE) menu has the most significant
- changes from Beta releases of Super Retriss Pro and this
- final release.
-
- The window in the right shows the current setup, so you
- can view the changes as you modify the different options.
- The tiny buttons at the bottom of this screen show the
- currently selected keys. If you see several dots after a
- key description (like "S...") it means that it is using
- the default keys, so more than one key can be used for
- that purpose (for sound: S and ALT-S; for pause: P and
- ALT-P; for rotating a piece: SPACE, ENTER and UP ARROW).
-
- To change an option, move the mice to the option you want
- and click the left button to select. In any case, the ESC
- key or clicking the right mouse button anywhere will
- bring you back to the main menu, keeping the latest
- options you entered. There is no way to abort a whole
- OPTIONS session. If you want the option setup as it was
- in the beginning, you have to change the options back
- manually.
-
- For non-mouse users, use the arrow keys UP/DOWN to move
- from one option to another, and press the SPACE BAR or
- ENTER to select.
-
- 5.3.1 Game Speed
- ─────────────────
- The colors of the window are terrible, but, again, as far
- as they do the job... This is for different skills,
- nothing to do with fixing the speed for your computer.
- Note that the EASY mode does get very difficult when in
- high levels. I would try the HARD mode only after many
- hours of practice in the EASY mode.
-
- 5.3.2 Redefine Keys
- ────────────────────
- This routine was coded long time ago (wonder why it looks
- so ugly?). Despite its appearance, it does the job, so
- allow me not to write a nicer one.
-
- In order to make life much easier, after selecting the
- keys you want to use, you will be asked whether you want
- to save that configuration as permanent, so you don't
- need to redefine the keys every time you run the game.
- However, notice that after you save them, you will not be
- able to play with the default keys anymore. You may say
- "Well, I just need to redefine them again as they were
- before". But notice that the default set uses multiple
- keys for the same function (i.e.: SPACE BAR, ENTER and UP
- ARROW to rotate a piece), while redefining the keys
- allows only one key for each function.
-
- The function keys cannot be selected, and the program
- will not do anything if you try to select them. Keys such
- PrtScr, Shift, Alt... will also not be accepted. Just
- use your common sense when selecting the keys...
- You can press ESC anytime to abort the key selection and
- go back to the main menu.
-
- 5.3.3 Music
- ────────────
- Enables/disables music in menus and while playing.
-
- 5.3.4 Sound F/X
- ────────────────
- Enables/disables sound fx while playing.
-
- 5.3.5 First Level
- ──────────────────
- Select initial speed level. Levels available are from 0
- to 18. Default is 0.
-
- 5.3.6 First Zone
- ─────────────────
- Select first zone to play. Valid zone numbers will be 1
- to the total number of zones available in the current
- set.
-
- 5.3.7 Bombs
- ────────────
- Enables/disables bombs while playing.
-
- 5.3.8 Help
- ───────────
- Shows a Table of Scores screen. This one was made in a
- hurry. If you are reading these DOCs, then you don't need
- to take a look at that screen :-)
-
- 5.3.9 Quit
- ───────────
- Brings you back to the main menu, saving the changes you
- entered.
-
-
- 5.4 ZONE DESIGNER
- ═════════════════
-
- 5.4.1 Entering the Designer
- ────────────────────────────
- If you don't have a mouse or a trackball (and the
- corresponding driver is installed), you will not be able
- to use the designer. If you're a "lucky" one, when you
- select this option, before entering the designer screen,
- the program will ask you :
-
- DO YOU WANT TO MODIFY THE CURRENT SET OR
- START WITH A NEW ONE (C/N) ?
-
- If you enter C, you'll be able to edit and change the
- current set. However a new name will be asked for it
- before you save it. So, no matter what you do, you will
- never lose the current set, unless you save it with the
- same name (overwriting the old file).
-
- If you type N, a new, clean, empty set will be ready for
- you to create whatever you like. It will have only one
- (empty) zone for you to start working. Later I shall
- explain how to add more zones.
-
- You can also use the mouse and click on the C or N using
- the left button. The right button will quit, going back
- to the main menu. To go back to the main menu, you can
- also press ESC.
-
-
- 5.4.2 How to design
- ────────────────────
-
- 5.4.2.1 Identifying the areas
- ──────────────────────────────
- For a clear explanation and to avoid repeating screen
- locations, we'll assign intuitive names to each of the
- different areas on the screen :
-
- * BLOCK AREA: Located on the left side of the screen, you
- will see some small squares with all the available block
- colors.
-
- * REFERENCE AREA: On the top of the middle of the screen,
- you'll see three windows showing a reduced drawing of the
- zone being edited, and the two adjacent zones (previous and
- next).
-
- * INFORMATION AREA: Under the reference area you'll see a
- window showing the number of the area being edited, and a
- big block used to indicate the current color being used by
- the editor.
-
- * EDITING AREA: Under the information area, there is a
- big gray grid.
-
- * MENU AREA: Located on the right side of the screen,
- there is a menu with several options.
-
- * SELECTION AREA: Under the menu area there are two
- buttons with a left and right arrows, and an EXIT button.
-
-
- ┌──> REFERENCE AREA
- │ ┌───────────> INFORMATION
- ┌ ┌─┴───────────────┐ │ AREA
- │ ┌─┬─┐ ┌───┐ ┌───┐ ┌───┐ │ ╔═══╗ ┐
- BLOCK <─┤ ├─┼─┤ │ │ │ │ │ │ │ ╚═══╝ ├─> MENU
- AREA │ ├─┼─┤ │ │ │ │ │ │ │ ╔═══╗ │ AREA
- │ ├─┼─┤ └───┘ └───┘ └───┘ │ ╚═══╝ │
- │ ├─┼─┤ ╔═══════╗ ┐ │ ╔═══╗ │
- │ ├─┼─┤ ║ BLOCK ║ ██ ├──┘ ╚═══╝ │
- │ ├─┼─┤ ╚═══════╝ ┘ ╔═══╗ │
- │ ├─┼─┤ ╔╤╤╤╤╤╤╤╤╤╤╤╤╤╤╤╗ ╚═══╝ │
- │ ├─┼─┤ ╟┼┼┼┼┼┼┼┼┼┼┼┼┼┼┼╢ ╔═══╗ │
- │ ├─┼─┤ ╟┼┼┼┼┼┼┼┼┼┼┼┼┼┼┼╢ ╚═══╝ ┘
- │ ├─┼─┤ ╟┼┼┼┼┼┼┼┼┼┼┼┼┼┼┼╢ ┐
- │ ├─┼─┤ ╟┼┼┼┼┼┼┼┼┼┼┼┼┼┼┼╢ ┌───────┐│
- │ ├─┼─┤ ╟┼┼┼┼┼┼┼┼┼┼┼┼┼┼┼╢ │ < > │├─> SELECTION
- │ └─┴─┘ ╚╧╧╧╧╧╧╧╧╧╧╧╧╧╧╧╝ └───────┘│ AREA
- └ └─┬───────────────┘ ┘
- └─> EDITING AREA
-
-
- 5.4.2.2 Block Area
- ───────────────────
- Use it to select the color you want to use. Just point &
- click on the square with the block color desired. The big
- block in the information area will change to that color.
- Then, anything you draw on the editing area will be of
- that color.
-
-
- 5.4.2.3 Reference & Selection Areas
- ────────────────────────────────────
- To move from one zone to another you can use the arrow
- keys LEFT & RIGHT, or point & click on the left/right
- arrow key buttons in the selection area. The editing area
- will show the new zone to be edited, and the reference
- area will also be updated.
-
- IMPORTANT:When you move to a different zone, you will
- lose the changes in the last zone, UNLESS you COPY it to
- the file (the COPY button can be found in the menu
- area).
-
-
- 5.4.2.4 Editing Area
- ─────────────────────
- The usage of the mouse for drawing a new zone (or make
- changes) on the grid is very intuitive. All gray small
- squares indicate the available locations for single
- blocks.
-
- The left and right buttons of the mouse have different
- functions :
-
- * Left Mouse Button : When you click this button pointing
- inside one of the gray squares in the grid, a block in
- that location will be placed with the current block
- color. If there was already a block OF THE SAME COLOR,
- instead of redraw it, it will delete it. You just need to
- click again to put the block back.
-
- * Right Mouse Button : This button is used to delete
- blocks. Whenever you want to delete some particular
- blocks, use this button. If you want to start over,
- select the option 5 (CLEAR) from the menu.
-
-
- 5.4.2.5 Menu Area
- ──────────────────
- There are ten working options available from the menu.
- Select anyone by pointing and clicking on it, very much
- like in Windows.
-
- 1 - COPY: It updates the changes to memory. The zone
- being edited will not be saved in memory until you select
- this option. For example, if you have been working on
- the zone 1, and now you want to save it and start with
- the number 2, you must select COPY in order to save this
- zone before you go to the zone 2. On the other hand, if
- you try to modify a particular zone, but you don't like
- what you did, you can retrieve the original by leaving
- that zone and going back to it.
- Notice that when you draw on the editing area, the
- reference area does not show the modifications. The
- reference area shows the zones AS IN MEMORY. Remember,
- the zone will not be saved until you press COPY and see
- it updated in the reference area.
-
- 2 - DEL: It eliminates the current zone from the set. No
- undo option is available. However, it will ask you if you
- really want to delete it. Just press Y or N, (or use the
- mouse). You can't use delete if there is only one zone in
- the set. In other words, you cannot have a set with 0
- (zero) zones.
-
- 3 - GRID: It toggles the gray grid on/off.
-
- 4 - ADD: It will insert an empty zone right before the
- current zone. If you ADD while in the last zone, the new
- zone will be added as the last zone. So far, a maximum of
- 99 (ninety nine) zones are allowed. If you already have
- 99 zones, this option will do nothing.
-
- 5 - CLEAR: It will delete all blocks currently in the
- editing area, clearing the current zone. Again, updates
- will be reflected in memory only after you select COPY.
-
- 6 - FLIP: It flips (mirrors) the current zone design. The
- first time you click on this option, a vertical flip will
- take effect. The second time it will do a horizontal
- flip, then another vertical one and so on...
-
- 7 - ROTATE: I don't know if this option is actually
- useful. It will rotate (clockwise) the current design.
- Since the editing area is not a perfect square (it's
- 10x15), only a portion of the area will be rotated
- (corner points are: 3,1 to 12,10, a 10x10 area). This
- fact is probably what makes this option rather useless
- but in any case and for whatever is worth, here it is.
-
- 8 - COLORIZE: It will apply random colors to the blocks
- in the current design.
-
- 9 - MOVE: Moves the current zone to a new location. This
- new location must be a valid one (a number between 1 and
- the total number of zones). The zone that was in the new
- location will not be deleted but rather displaced to the
- next available zone, pretty much like if you were adding
- a new zone.
-
- 10 - LOAD To select a different zone set (ZNE file). Same
- as the LOAD ZONE option in the main menu. Refer to
- Chapter 5.5 LOAD ZONES for more information. Remember
- than when you load a new set, the current one will be
- lost, unless you previously saved it.
-
- 11 - SAVE: Save the current zone set in the disk. Read
- next section.
-
-
- 5.4.2.6 Saving Zones to Disk
- ─────────────────────────────
- If you want to save the zones to disk or simply use them,
- select SAVE or press ESC while in the design screen (or
- click in the EXIT button).
-
- The program will ask you if you want to save the set on
- the disk.
-
- · If you answer N, you are still able to play with the
- new zones, and, if you like them, you can go back to the
- designer, add more or save them. If you don't save a custom
- set and you load/create a new one, or exit the game, the new
- set will be lost forever!
-
- · If you answer Y, it will ask you for a file name. DO
- NOT INCLUDE EXTENSION, nor invalid characters for DOS
- filenames such * : ? and spaces between words... If the name
- is not valid or DOS reports any error, your data file will
- not be saved, probably the program will exit to DOS with an
- error, and you will likely end up rebooting your machine. So
- make sure you give valid DOS names and have some free space
- in your disk. The best thing to do is to use letters and
- numbers only.
-
- For this game, it would not make sense to have a zone
- containing no blocks at all. Every single zone needs to
- have at least one block on it (so it can find a place
- for the flickering block). If you try to ESC the Zone
- Designer when there is at least one empty zone, the
- program will inform you of that fact, and it will bring
- you back to the editor with the first empty zone found
- as the current zone to edit (so you know which zone is
- empty).
-
- If you create a set of zones that you didn't save, but
- after playing it, you decide you want to save it, you
- have to select ZONE DESIGNER again, then select
- Continue editing current set, click with the mouse on
- the COPY option (this is important), then click in
- SAVE. If you don't click on COPY at least once, the
- program will assume that you didn't make any changes
- and it will not ask you whether you want to save it or
- not.
-
-
- 5.5 LOAD ZONES
- ══════════════
- This option is accessible from the main menu and also
- while in the zone designer, and it allows you to load
- different sets of zones from the disk that you previously
- created or obtained from other sources.
- There are some restrictions :
-
- · You can only load one set of zones (ZNE file) at a
- time. This means that if you create a file by using the ZONE
- DESIGNER, and you create four zones, when you exit the zone
- designer and go to play the game, you will play only those
- four zones, until you exit the game and run it again, or
- until you load a different set. Every time you run the
- program, the default set will be loaded. This set does not
- exist as a ZNE file, and you cannot select a different
- default set, although you can edit it and save it under any
- name. New zones you create with the Zone Designer will be
- saved using the file extension ZNE. If you, later (from DOS)
- rename these extensions to something different, the program
- will not be able to recognize them, so please, never get rid
- of the ZNE extension.
-
- · In order to load a new file of zones, such file must be
- in the same directory as the game, so Super Retriss Pro can
- find it. Another limitation is that the program will display
- only the first 66 files found (with extension *.ZNE). This
- doesn't mean that you are limited to 66 zone files (that is
- you can create a subdirectory and move the old zone files to
- it), but you are to do the job. However, I don't quite see
- anyone creating more than 66 ZNE files anyway. I mean, is
- the game that much worth?
-
- You can only see seven filenames at a time. Click on
- the UP/DOWN arrow buttons to scroll the list up and
- down. You can also use the UP/DOWN arrow keys to scroll
- the list one file at a time, and the PgUp/PgDn keys to
- scroll one page at a time.
-
- To select a file, point & click with the left mouse
- button on the file name. Its color will change, and on
- the right of the screen you will see a preview of the
- first twenty zones included in that file. If you want
- to select a different one, just point & click on the
- new name.
-
- To load the selected zone, point & click on the LOAD
- button. Double-clicking in the file name will not work.
- If you click on the LOAD button before selecting any
- file, you will leave the menu with the current set of
- zones unchanged. To exit without loading any zone set,
- click in the EXIT button. As usual, you can also press
- the ESC key or click the right mouse button anywhere in
- the screen.
-
-
- 5.6 EXIT
- ════════
- The easiest part of the game. It will quit Super Retriss
- Pro and exit to DOS. You can exit by entering `7',
- pressing ESC or by clicking on the EXIT title.
-
-
- ╔══════════════════════════╗
- ║ 6 - SOUNDBLASTER SUPPORT ║
- ╚──────────────────────────╙───────────────────────────────────────
-
- With Super Retriss 3.0, Sound Blaster support was added
- to the game. In Super Retriss Pro, sound is one of the
- major features of the game, but only if you have a Sound
- Blaster or 100% compatible sound card.
-
- 6.1 Installing the drivers and/or setting up the
- ════════════════════════════════════════════════
- environment variable
- ════════════════════
-
- Releases of the Sound Blaster (v1.5 and up) have included
- an option to set up an environment variable to locate the
- CT-VOICE.DRV file (the only sound driver required by
- Super Retriss Pro) so that it would not have to be copied
- all over one's hard drive in all the directories where
- different programs required it. To set up the environment
- variable, include in your AUTOEXEC.BAT a line that would
- look something like this:
-
- SET SOUND=C:\SB
-
- Where "C:\SB" is the directory where you have the Sound
- Blaster software installed (change it according to your
- setup). Using the environment variable, the need for
- extra copies is not necessary. If you are having trouble
- setting up the environment variable (or for some reason,
- it doesn't seem to work), just copy the driver (CT-
- VOICE.DRV) to the directory where Super Retriss Pro was
- installed.
-
- If you are still having problems to have the Sound
- Blaster work, make sure you don't have SBFMDRV.COM loaded
- to use your particular Sound Blaster driver.
-
-
- 6.2 What can I hear if I have a Sound Blaster?
- ══════════════════════════════════════════════
- To configure Super Retriss Pro to use the SoundBlaster
- capabilities, you must run SETUP.EXE first. Read Chapter
- 3.2 Configuration for more details.
-
- There are three different sound techniques used in the
- game:
-
- 1. Plain digitized sound effects.
- 2. Module songs, using digitized samples of real
- instruments.
- 3. FM songs (used in most games and similar to midi songs
- but with low-quality, pre-"recorded" samples).
-
- * The sound effects can be heard while playing. They are
- the explosions and similar sounds you hear from time to
- time. The driver CT-VOICE.DRV is required because of these
- sound effects.
-
- * The module songs can be heard in the MAIN MENU, the
- HALL OF FAME, the SELECT PIECE SET menu and when you enter a
- New Record. The four themes, in this order, are:
-
- a) "Hash Rock" Composed and written by me.
- b) "Barco a Venus" Song composed by MECANO. Module
- written by me.
- c) "Spanish Beat" Composed and written by me.
- d) "Mucho Bass" Composed and written by me.
-
- These are the routines that require you to specify the
- address port and IRQ number of your sound card (given
- when you run SETUP).
-
- * The FM songs are those you hear while playing. There
- are more than 70 different songs. I have not composed nor
- written any of these songs. They all were obtained from
- local bulletin boards and anonymous Internet FTP sites. They
- were composed by unknown authors and released as freeware.
- Since Super Retriss Pro is also freeware, my conscience is
- clear I am not using somebody else's work for my own
- benefit. The songs were obtained in ROL (Adlib) format, and
- converted to a customized format that Super Retriss Pro can
- understand.
-
- Thanks to Joel Lucsy for the help with the VOC
- routines, as well as Mark J. Cox for the MODOBJ code.
- Without them, Super Retriss Pro might still be limited
- to the poor PC speaker sound capabilities. Here I give
- credits to these two programmers for their very helpful
- routines. Also, the code used to play the module songs
- is copyright of Mark J. Cox.
-
-
- 6.3 What about other sound cards?
- ═════════════════════════════════
- To those users who have a sound card not 100% compatible
- with Sound Blaster, all I can say is that adding Sound
- Blaster support to the game was a major overload of work
- (human and CPU wise). In order to support other cards,
- this load would be duplicated (if not CPU wise, at least
- for me). Besides, all I have is a Sound Blaster Pro. If I
- had another card, I might as well, just support that
- card. And if I had five cards I might even try to support
- them all. In any case, the bottom line is:
-
- I support the cards that I know about and the cards I can
- test. If you want me to support your card, how about
- sending me one? :-)
-
- In any case, sorry you have to miss all the marvelous
- songs and sounds, but such is life... I don't know what
- would be the case by the time you read this document, but
- at this time, Sound Blaster (indeed an old technology) is
- the standard (I hate that word) in the PC sound market.
- I can't help it.
-
-
- 6.4 Why my sound card, 100% SB compatible, doesn't work?
- ═════════════════════════════════════════════════════════
- I don't know why. The easy answer would be "Well, then it
- is not 100% compatible", but then, "Right! So how come it
- works with other games and applications? Huh?"...
- The problem may have to do with several things. As
- pointed out in 5.2, Super Retriss Pro uses three
- different sound techniques. Either one may be causing the
- problem. You can disable any of these by using some
- command line parameters, as described below in Chapter
- 7.2 Sound selection switches.
-
-
-
- ╔═════════════════════════════╗
- ║ 7 - COMMAND LINE PARAMETERS ║
- ╚─────────────────────────────╙────────────────────────────────────
-
- 7.1 General purpose switches
- ════════════════════════════
-
- The executable SRP.EXE accepts a number of parameters
- that will do certain things. These are:
-
- /n Gets rid of the nag screen at the beginning. You can,
- indeed, create a batch file that would call SRP.EXE
- with the /n switch. The nag text is there so I can
- make sure everyone reads it at least once, and nobody
- is cheated without their knowledge. It is NOT meant
- to annoy the users (that is why this switch is
- included).
-
- I think that everyone (even pirates!) are against
- people who SELL freeware, so please, don't be a jerk
- and don't try to crack this little thing (it sure is
- not a big deal to do so, anyway), or re-zip the
- program with a batch file with the /n switch. Just
- add the switch to your installed copy and have fun!
-
- /doc Extracts a copy of the DOC and README files. This is
- to ensure that the documentation will always
- accompany the program, even if someone (accidentally)
- deletes the DOC files. Of course, you have to read
- this to know, but in any case, the docs will be
- there. Besides, you DO know now :-)
-
- /q1 Fixes some problems found with QEMM 7.04, when Sound
- Blaster sound is selected. If you are using this
- version of QEMM and are having problems (screwed
- music, no control, etc.), this switch may fix it. If
- that is not the case, you shouldn't use this switch.
-
- /??? This switch does something. The bad thing is that I
- forgot what the switch name was (hence the question
- marks) and what was it for... Ahh...
-
-
-
- 7.2 Sound selection switches
- ════════════════════════════
-
- The following switches were added to completely disable
- any of the three different sound techniques used in the
- game (read Chapter 6.2 What can I hear if I have a Sound
- Blaster?). If your sound card is not either a Sound
- Blaster or SB/Pro but just a "compatible" card and you
- are having problems to get the sound (or the game) to
- work, you may try using these switches:
-
- /fm0 Disables FM music (the music you hear while playing)
-
- /md0 Disables MODule music (music in menus)
-
- /dg0 Disables sound effects (VOCs)
-
- For instance, your card may not understand very well the
- FM routines, so by using /fm0, you will still be able to
- listen the sound effects and MOD songs.
-
- SRP.EXE is flexible in the way you use the switches. You
- can use as many switches as you desire, in any order.
- You can use `-` instead of `/', or if you prefer, do not
- use any of them, and call the switches by their names
- only. These are valid ways to call SRP.EXE:
-
- SRP -n SRP md0 dg0
- SRP /n -fm0 q1 SRP n /q1
-
-
-
- ╔═══════════════════╗
- ║ 8 - LAST COMMENTS ║
- ╚───────────────────╙──────────────────────────────────────────────
-
- 8.1 Contacting the author
- ═════════════════════════
-
- In the SHARDIST.DOC file I give two addresses where I may
- be reached at. These are, again:
-
- Rogelio Bernal Rogelio Bernal Andreo
- 75 St. Alphonsus St. #1903 Alfonso X, Edf. Wellington, 2ºA
- Boston MA 02120, USA Murcia 30.008, SPAIN
-
- Anything sent to the address in Boston will get to me,
- with a delay of three-five days once the letter arrives.
- However, this address will be history after May of 1995,
- as I will be leaving the area, and don't know where will
- I end up (Alaska, Taiwan, U.K., Disneyland...). Anything
- sent to the address in Spain will definitely get to me,
- but it may take several weeks (after arriving) before I
- can read it.
-
- I can also be contacted in the Internet at
- bernal@fas.harvard.edu and bernal@acad.wit.edu. My
- Harvard account may be canceled anytime from today,
- although it could last for a year more or so. The account
- at WIT will last until the end of 1995 approximately. My
- suggestion is to use the Harvard address first, and if
- your message is bounced back to you, try the address at
- WIT. Once these two "academic" accounts are expired, I
- will be obtaining a new one, but I sure cannot specify
- what would it be or where. If you are really interested,
- send me snail-mail and I will gladly let you know of my
- new e-mail address.
-
- Any comments regarding program features, documentation,
- presentation, are always appreciated.
-
-
- 8.2 Next Releases of Super Retriss Pro
- ══════════════════════════════════════
-
- Should you happen to run across one of those little
- "bugs" (even a minor one), or are you having problems
- using this program, please be sure to notify me so that
- it can be fixed in the next revision of Super Retriss
- Pro.
-
- There will be NO new version!!! Eventually, revisions
- (r1, r2...) and updates (a, b, c...) may appear, but no
- SRP 1.1, 2.0 or else. This is it. No new features, just
- some bug fixes (mostly oriented toward sound
- capabilities), if reported. As anyone else, I have to
- move on some other, more serious things.
-
-
- ╔═══════════════════════════════════════════╗
- ║ 9 - ERROR MESSAGES AND TROUBLE- SHOOTING ║
- ╚───────────────────────────────────────────╙──────────────────────
-
-
- 9.1 Global Errors
- ═════════════════
-
- MODULE ║ MEANING │ SOLUTION
- ───────────────╫───────────────────────┼─────────────────────
- A01, B01, B02, ║ SRP-DATA.000 is │ Delete the
- D01, D03, D05, ║ corrupt. │ corrupted
- D05, E**, F**, ║ │ SRP-DATA.000, and
- H02, H03 ║ │ copy a good one
- ║ │ from the SRP10.ZIP
- ║ │ file.
- ───────────────╫───────────────────────┼─────────────────────
- A02 ║ SRP-DATA.101 (High │ Copy SRP-DATA.101
- ║ Scores file) is │ from the SRP10.ZIP
- ║ missing. │ file.
- ───────────────╫───────────────────────┼─────────────────────
- A03 ║ SRP-DATA.101 (High │ Replace the
- ║ Scores file) is │ corrupted
- ║ corrupt. │ SRP-DATA.101 with a
- ║ │ good one from the
- ║ │ SRP10.ZIP file.
- ───────────────╫───────────────────────┼─────────────────────
- A04, D02, D04, ║ Problems writing to │ The drive is
- D06, H01 ║ drive. │ probably full.Free
- ║ │ up some space.
- ───────────────╫───────────────────────┼─────────────────────
- C01, H02 ║ ZNE file couldn't be │ Reselect the same
- ║ opened. │ ZNE file. If
- ║ │ problem remains,
- ───────────────╫───────────────────────┼─────────────────────
- D07 ║ SRP-DATA.102 (keys │ Copy SRP-DATA.102
- ║ config) is missing │ from the SRP10.ZIP
- ║ │ file.
- ───────────────╫───────────────────────┼─────────────────────
- D08 ║ SRP-DATA.102 (keys │ Replace the
- ║ config) is corrupt. │ corrupted
- ║ │ SRP-DATA.102 with a
- ║ │ good one from the
- ║ │ SRP10.ZIP file.
- ───────────────╫───────────────────────┼─────────────────────
- G01 ║ SRP-DATA.000 could │ Make sure the file
- ║ not be opened. │ SRP-DATA.000
- ║ │ exists. If not, get
- ║ │ it from the
- ║ │ SRP10.ZIP file.
- ───────────────╫───────────────────────┼─────────────────────
- M** ║ Global memory │ Reset the computer
- ║ allocation error │ and run the game
- ║ │ again.
- ───────────────╫───────────────────────┼─────────────────────
- MDTM ║ Module memory │ Reset the computer
- ║ allocation error │ and run the game
- ║ │ again.
-
-
- 9.2 Other Errors
- ════════════════
-
- - ERROR loading SOUND driver
- Something went wrong trying to find the CT-VOICE.DRV file.
- Check that either the SOUND environment variable is set
- correctly, or that the file CT-VOICE.DRV is in the same
- directory as Super Retriss Pro. If problem persists,
- disable digitized effects with the /dg0 switch.
-
-
- - ERROR installing SOUND driver
- The file CT-VOICE.DRV was found, but for some reason,
- Super Retriss Pro cannot understand it. Make sure the CT-
- VOICE.DRV file you are using is the correct one for your
- sound card.
-
-
- - ERROR loading SRP-DATA.20* file
- A file of the form SRP-DATA.20* is missing. The file
- SRP10.ZIP includes all required files for the game.
-
-
- - ERROR loading music module file
- Module SRP-DATA.00*
- Something went wrong while loading a SRP-DATA.00* file.
- Best bet would be to reset the computer and try again. If
- the problem remains, try a different configuration.
-