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-
-
- StratSys v2.0
- "Strategy-System"
- (C) Dec 1991, Jan 1992 Ed T. Toton III
-
-
-
- OVERVIEW:
-
- Before starting, please note that you must have a microsoft compatable
- mouse and a VGA in order to play this game.
-
- StratSys (pronounced "Strat' siss") is a game of strategy (imagine that).
- The game is designed to allow a wide variety of games. The possibilities are
- endless!! Each game scenario is contained in a file with a SCN extension
- (ex- "MYGAME.SCN"). This file tell the program where to place the units and
- what type they are. It also instructs the program to load 3 different data
- files. One ontains the images for the background, another contains the
- images for the units, and the other has the map.
- Anything you can imagine is possible. The game comes with a few scenarios
- to get you started. At a later date I will distribute a map and icon editor
- for this game. Right now this game comes with an editor that can be used for
- that purpose, but a nicer one will be around someday. You will be able to make
- your own scenarios! Extension packs are also be available! These packs contain
- more data files and scenarios. Ideas in the works right now (or are in
- library packs) are as follows:
- 1) Bug War!! Bug colony vs Bug colony!!
- 2) Space conflict Ship to ship warfare!!
- 3) The middle east A modern scenario..
- 4) Computer war! Viruses and programs fight in a computer!
- 5) Fantasy Land! Dragons and wizards fight to the death!
- 6) Chess world!! Chess peices battle it out!!
-
- If you have any ideas for more, or you have made a scenario that you think
- is worth a bit, then send them to me and they may appear in a future release
- of this game, or a Library Set (expansion pack)!!
-
- Here's a list of what's in this package:
- OCEAN1 1) Naval Conquest! Battle it out with carriers and destroyers!
- CYBER1 2) CyberWar! Robots fight in a futuristic landscape!
- CIVWAR1 3) Civil War! A historical concept! Enjoy the cannons!
- MED1 4) The middle ages! I can hear the sound of swords and armor!
- ^^ filenames.
-
-
- RULES:
-
- The game has one basic idea that must always be kept in mind. It is:
- "Kill the enemy leader, while protecting your own." Each team will get at
- least one unit with a rank of 1 (leader). You must have one of those at all
- times to remain in existance. You lose if you have no leaaders!
- You will have several commanders (rank 2). The more of these you have, the
- more move-points you'll get each turn. More commanders means you can do more
- commanding right? Everything else will be rank 3 or worse. These are your
- main combat force.
- Every unit has five basic statistics. They are:
- 1) Attack strength (Take this, subtract enemy defense
- 2) Defensive strength rating, divide by 20, prob. of hit)
- 3) Speed (4-speed is cost per move)
- 4) Range (distance you can shoot)
- 5) Rank (Leader? Commander? Soldier?)
-
- On the title screen you will be shown these statistics, but you need not
- memorize them. You should click on a few units when the game begins to
- familiarize yourself with your units. When you click on a unit it will
- show you it's stats, and you can hit 'cancel' to avoid doing something with
- that unit. Don't try to memorize their stats, simply keep in mind which ones
- are tough and slow, or fast and week, or whatever.
- Each turn you get 10 move-points (or MP's). You have those just for being
- alive with at least one leader. For every unit you have of rank 2 you will
- get an additional 5 MP's per turn. MP's are used for moving and attacking.
- A unit of speed 3 will use 1 MP every time it moves, whereas a unit of speed
- 1 will use up 3 (hence the equation 4-speed=cost). Attacking always requires
- 2 MP's. Watch how you use them! They go FAST!
- You will want to note that the computer beeps when you try to do something
- illegal (such as try to keep moving without enough MP's, or try attacking
- without enough MP's, or try moving over impassible terrain, etc..).
- Each unit may only make 2 attacks per turn. Also, even if your range is
- greater than 1, you must still get within a distance of 1 to attack a unit
- of rank 1. You will also want to note that rough terrain causes the cost of
- movement to double. If you can't move a unit to the desired location, it
- is due to lack of MP's, or there is something in the way (such as another
- unit, or impassible terrain).
- There are some simple on-screen instructions in the upper-right corner.
- A lot can be done with the mouse, but movement will always be done using the
- cursor-keys. Most commands can be selected by either pressing the key of
- the first letter of the word, or by clicking on it with the mouse. "Quit"
- and "Skip" are an exception. They must be done from the keyboard. They will
- work in most places. Occasionally those two commands won't work (like if you
- are presently moving a unit), but most of the time they will work. QUIT
- quits the game, and SKIP ends your turn.
-
- Occasionally you may be confused by what the computer won't allow you to
- do. Sometimes you will try to move and it won't let you. Well, it all falls
- under the rules, it's simply a matter of figuring out which one. If you can't
- move, it's because you are either trying to move where you can't (impassible
- terrain, or there is another unit there, be it enemy or friendly), or you
- don't have enough MP's. Remember, the cost of moving double if you are
- presently moving from a place that is rough terriain. So if you try to move
- a cannon through woods it will cost 6 MP's for each move!
-
-
-
-
- USING THE GAME:
-
- The game is run with the following syntax:
- STRATEGY <scenario file-name>
-
- There will often be batch-files included with the various scenarios for
- your convenience. Just type the name of the batch file at the DOS prompt,
- and the game will automatically load. To see a list of the batch files just
- type "DIR *.BAT", likewise you can type "DIR *.SCN" to see a list of
- the scenarios.
-
- To make a new scenario, you should probably only edit the old ones but
- save them under new file names (so as not to lose the old ones). You can
- change the file names listed in the scenario to load a new map or new icons.
- As far as the locations of the units, well, here goes...
- In the scenario pack there is a section that begins with the number 4,
- and ends with a 0. This is where all the units are defined. Each unit takes
- up two lines. The first line is the type of the unit (for instance, if you
- are using the ships from the naval thing, and put a 1, you get an aircraft
- carrier). The second line has the locations for the units. Here is the
- format: X1 Y1 X2 Y2
- Where x1,y1 is the location for that unit for player 1, and
- x2,y2 is the location for that unit for player 2.
-
- Here is a sample:
- 4 (to start the unit definitions)
- 1 (unit type one)
- 1 20 40 20 (units are at center of left and right sides)
- 0 (to end the unit definitions)
-
- In such a scenario, each player would only have one unit. And if that unit
- is not a leader, that means (of course) they don't have ANY leaders, and
- the game is over. You must make sure both players have at least one leader
- each. If you were to use this with the naval scenario, each player would
- have one aircraft carrier.
-
- All of the scenario file segments are discussed in detail in appendix A.
-
- In the scenario files, it should be pretty easy to discover which parts
- of it load the map and icon files.
-
- Note that if the game seems to not want to run, and there is a file called
- STRATEGY.REG, delete it. It may start working. But only do that if you are
- sure it's not the scenario that you're trying to run that's causing it.
- Also, if worst comes to worst you can always delete everything and re-unzip
- the original zip-package. The data files and so forth that come with version
- 2.0 and forward are different than the ones that came in pre-2.0 packs. You
- must use EITHER ALL the new ones OR ALL the old ones. They cannot be mixed.
-
-
- NOTICE:
-
- This program is being distributed on the "shareware" concept. It is by
- no means completely free. If you think the program is of use to you, or you
- use it somewhat regularly, or you use it over a decent period of time, then
- please send a registration fee of $8 (price is dropping). If you think that
- is rediculous, then send less (or more for that matter). If you hate the
- program or found too many bugs, write me and tell me, and include a graphic
- explanation (but don't be too harsh!! Heheheh). In any event, write to:
-
- Ed T. Toton III
- 7101 Talisman Lane
- Columbia Md 21045
-
-
- And WHY should you register it?
- 1. To support my continuing efforts to bring you some level of
- functional programs. If I get no cash, you get no improvements
- in these programs, and I won't be encouraged to make new and
- better software!
- 2. To get that warm glow for knowing that you supported the author
- of at least one of the many shareware programs you probably use.
- 3. To find out if there is a newer version. All you need to do is
- ask! But letters with money take priority!
- 4. You could be sick and demented and thus register everything you
- get your hands on.
- 5. You can save your games!!
- 6. To stop your Num-lock, Scroll-lock, and Caps-lock from blinking
- throughout your game! (it's a little reminder while you play).
- 7. It's a copyright infringement not to if you use this program
- with any level of regularity, or over a period of time greater
- than a week! (but that's only a law, right? I hate guilt tactics)
-
-
- DISCLAIMER:
-
- This program is provided "AS IS" and I make no gauruntees about it's
- performance. I will not be and can not be held responsible for any damages
- incurred during it's use. It's on a "use at your own risk" basis. Nothing
- at all should happen, the program is harmless, but I have to say it anyway.
- This program is not here to support the concept of war. It simply provides
- war as a topic for a fun strategic game.
-
-
-
- COPYRIGHT:
-
- This program may be freely distributed (which is actually encouraged)
- AS IS. No one may modify this program in ANY way. ESPECIALLY where names
- and credit is given, and INCLUDING all the documentation and data files.
- It may NOT be used for comercial or profit-turning ventures of any kind,
- including sale by disk vendors, without the written consent by ME, with
- ONE exception. Disk vendors MAY sell it without my written consent ONLY
- if they charge no more than $5 higher then the cost of the disk, AND they
- register it first. NOTHING may be added to it either. NO BBS ads are
- allowed EXCEPT as zip comments, or as a single SEPERATE text file.
-
-
- CHANGES:
-
- v1.1 -Now the file contains the BGI file needed to initialize graphics!
- Thank goodness only one copy of version 1.0 got out.
-
- v1.2 -You can save your games (if you are a registered user of this
- game).
- -Also, there are some added features such as you can
- toggle the sound, and it prompts you with "Are you sure?" when
- you try to quit the game or skip your turn.
- -Several miscellanious bugs that probably no one noticed, but
- never the less needed to be fixed.
- -On some systems the mouse wouldn't initialize properly and thus
- wouldn't be able to move over the entire screen. Fixed.
-
- v1.3 -Some odd bugs were fixed. Again, mostly unnoticeable. Major ones
- however; older versions would occasionally use up memory until
- there was no more to use, which would lock up the system. It all
- depended upon how often you used things that called up the
- 'windows', such as saving the game. Fixed.
- -New chart added. That chart you see on the title screen can now be
- accessed during the game, to registered users of StratSys only.
- -That annoying little beep that you would hear everytime you exited
- one of those 'windows' from the main menu ("select a unit" thing)
- has been removed. I never intended for it to do it in the
- firstplace, and it is now gone.
-
- v1.4 -A REALLY stupid error has been corrected. If the game was
- unregistered and you attempted to view the chart, after you exited
- the window that told you that you couldn't do it, the window would
- remain on the screen (and thus blocking your view to the map). That
- has been fixed.
-
- v1.5 -Due to a silly mistake, v1.4 would not allow you to click on
- anything on some systems. This has been fixed.
-
- v2.0 -Apparently not all sound was shut off when you would turn the
- sound off. You would still hear the attack sound effects. Fixed.
- -Some more minor bugs have been cleaned up. (including removing
- more of those annoying little beeps that would occur when you
- close a window).
- -Some of the file formats have been changed. You can still use the
- old ones, but the new ones will be the standard from now on.
- The DAT files for background and units used to be incompatable
- with one-another. This is no longer true. They can be interchanged.
- But now a UNT file is used in the scenarios.
- -I have now included an image-editor you can use to edit or create
- icons and maps.
- -As I have done several times before, more felxibility has been
- added to the scenario options, Including keyboard blinkies,
- palette changing, window colors, seperate file loads for UNT and
- DAT files for the two seperate teams, and of course UNT files.
- -Documentaion (this file!) now includes appendices with which
- you can understand and make scenario files!!
- -Game files (MAP & DAT files to be specific) have been saved in
- a more compact way. They are still in the same format and can
- be used by previous versions of this game, but only take 3 to 5
- kilobytes now as opposed to the 9 used previously.
- -New keyboard blinkies for you unregistered people!! (of course
- it doesn't do much if you don't have keyboard LED's).
-
-
-
- FINAL NOTE:
-
- If you have any questions, concerns, suggestions, criticisms, donations,
- remarks, praise, or opinions, please write! I WANT TO HEAR FROM YOU!!
- (the address is listed above). Also, PLEASE write me if you spot any bugs.
- It might still have a few. I fixed all the ones I could find, but I may
- have overlooked something. Also, if you think you can write better
- documentation (it's not one of my strong points), please go ahead and do
- it, then send it to me. If I like it I'll put it in and give you the credit
- and free registration!
-
- And also- please feel free to distribute any scenarios, icons, or
- utilities you come up with that are designed for use with this program.
- If you are to design utilities (best of luck to ya!), I require that you
- send me a copy, but that is all. If you design something for use with this
- game, and you send it to me (be it scenario or whatever), and I like it,
- I may give you free registration (the keyword being 'may', for I make no
- garauntees, and it will only happen if somebody out there DOES register.
- however, if it's a utility that I think is worth it, you WILL get free
- registration). But at anyrate, enjoy!
-
-
- Ed T. Toton III
- "Necromancer"
- -1992
-
-
-
- ----------------------------------------------------------------------------
-
- APPENDIX A:
-
- Scenario file formats.
-
- Scenario files are like scripts. The program reads along through the
- scenario file and does what the file tells it to. The instrictions are
- given in numerical format. It will read a line, and depending on what number
- it is, it will do whatever it is supposed to (which may include reading the
- next few lines to get some data). This appendix explains what each number
- code does, and what data must be given with it. If you include the wrong
- number of lines in the file, or leave out something, or put extra data, the
- game will crash. It's VERY picky about the scenario files, so a great deal of
- care is necessary to create a scenario. There should be no blank lines in
- the SCN (scenario) file.
-
- IMPORTANT NOTE!!!!!- The first line of ANY scenario MUST be the name of that
- scenario!!! No exceptions!!!
-
- The code descriptions will be in the following format:
-
- # [function]
-
- description,
- data,
- example.
-
-
- Anything in angle brackets (<,>) represents putting what the words inside
- imply (whatever).. and stuff in square brackets ([,]) are comments.
-
- - - - - - - - - - - - - - - - -
-
- 1 Read in map file.
-
- This code tells StratSys to read it's map from the file-name given. There
- should only be one of these in the SCN file. Multiple ones will not hurt,
- but whichever one came last is the one used.
-
- format:
- 1
- <filename>
-
- example:
- 1
- mymap.map
-
-
-
- - - - - - - - - - - - - - - - -
-
- 2 Read in background icon file.
-
- This code tells StratSys to read it's background icons from the file-name
- given. There should only be one of these in the SCN file. Multiple ones can
- theoretically eat up memory and lock up the system.
-
- format:
- 2
- <filename>
-
- example:
- 2
- mystuff.dat
-
-
-
- - - - - - - - - - - - - - - - -
-
- 3 Read in unit icon file. (old format)
-
- This code tells StratSys to read it's unit icons from the file-name given.
- There should only be one of these in the SCN file. Multiple ones can
- theoretically eat up memory and lock up the system.
-
- format:
- 3
- <filename>
-
- example:
- 3
- myguys.dat
-
-
- Note that the files that came in this zip package will not work
- with this command. The only files in existance at the time of this
- writing with which this command will work are the files that came with
- pre-2.0 StratSys and with Library Set 1.
-
-
- - - - - - - - - - - - - - - - -
-
- 4 Read in unit placement.
-
- This code tells StratSys to read in the unit placement. For every listing
- given, a unit will be added to both teams. After the '4' is read, StratSys
- will keep reading in units until a 0 is encountered. There is no problem
- with having multiples of these. But keep in mind that the limit is 100 units
- per team.
-
- format:
- 4
- <unit #1>
- .
- .
- .
- <unit #N>
- 0
-
- unit format:
- <unit type number (1-6)>
- x1 y1 x2 y2 [x1,y1 is location for player 1 unit,
- x2,y2 is location for player 2 unit]
-
-
- example:
- 4 [start reading ]
- 1 [add a type 1 unit ]
- 1 1 40 40 [player 1: 1,1 player 2: 40,40 ]
- 5 [add a type 5 unit ]
- 1 20 40 20 [player 1: 1,20 player 2: 40,20 ]
- 3 [add a type 3 unit ]
- 13 13 20 20 [player 1: 13,13 player 2: 20,20 ]
- 0 [end reading ]
-
-
-
- - - - - - - - - - - - - - - - -
-
- 5 Read in player 2 unit placement.
-
- This code tells StratSys to read in the unit placement. For every listing
- given, a unit will be added to both teams. After the '5' is read, StratSys
- will keep reading in units until a 0 is encountered. There is no problem
- with having multiples of these. But keep in mind that the limit is 100 units
- per team.
-
- format:
- 5
- <unit #1>
- .
- .
- .
- <unit #N>
- 0
-
- unit format:
- <unit type number (1-6)>
- x y
-
-
- example:
- 5 [start reading ]
- 1 [add a type 1 unit ]
- 1 1 [player 2: 1,1 ]
- 5 [add a type 5 unit ]
- 1 20 [player 2: 1,20 ]
- 3 [add a type 3 unit ]
- 13 13 [player 2: 13,13 ]
- 0 [end reading ]
-
-
-
- - - - - - - - - - - - - - - - -
-
- 6 Read in player 1 unit placement.
-
- This code tells StratSys to read in the unit placement. For every listing
- given, a unit will be added to both teams. After the '6' is read, StratSys
- will keep reading in units until a 0 is encountered. There is no problem
- with having multiples of these. But keep in mind that the limit is 100 units
- per team.
-
- format:
- 6
- <unit #1>
- .
- .
- .
- <unit #N>
- 0
-
- unit format:
- <unit type number (1-6)>
- x y
-
-
- example:
- 5 [start reading ]
- 1 [add a type 1 unit ]
- 1 1 [player 1: 1,1 ]
- 5 [add a type 5 unit ]
- 1 20 [player 1: 1,20 ]
- 3 [add a type 3 unit ]
- 13 13 [player 1: 13,13 ]
- 0 [end reading ]
-
-
-
- - - - - - - - - - - - - - - - -
-
- 7 Change unit icon colors.
-
- This code tells StratSys to change the colors in the unit icons. You
- can define up to 20 of these. Note that they will only have an effect if they
- are found in the SCN file BEFORE the code 3 (to load the icons). Also note
- that if you DO do that, they WILL take effect if you save your game and
- then re-load the save-game. To see a list of the color codes, see appendix B.
- Also note that it will change them in the order you specify them. If you
- tell it to change blue to green, then tell it to change whit to blue, you
- will have both green and blue, however if you do it in the other order,
- what used to be white will become blue and then in turn be turned to green.
-
- format:
- 7
- <old color>
- <new color>
-
- example:
- 7
- 1 [take dark blue,]
- 15 [change to white]
-
-
-
- - - - - - - - - - - - - - - - -
-
- 8 Read in unit icon file. (new format)
-
- This code tells StratSys to read it's unit icons from the file-name given.
- There should only be one of these in the SCN file. Multiple ones can
- theoretically eat up memory and lock up the system.
-
- format:
- 8
- <filename>
-
- example:
- 8
- myguys.dat
-
-
- The files that came in this zip package, and all that will be created for
- Library Sets after set 1 will be in this format.
-
-
-
-
- - - - - - - - - - - - - - - - -
-
- 9 Toggle flip.
-
- This code tells StratSys to toggle it's present setting for the
- flip-option. Most scenarios are set up to have player one's icons facing
- right, and player two's facing left. Thus the flip option (which flips the
- icons around for player 2) defaults to ON. Whenever StratSys reads a '9', it
- toggles this setting. The chess games in Library Set 1 are a good example
- of the use of this command.
-
- format:
- 9
-
- example:
- 9
-
-
-
- - - - - - - - - - - - - - - - -
-
- 10 Read in unit stats file. (StratSys 2.0+ format)
-
- This code tells StratSys to read it's unit stats from the file-name given.
- There should only be one of these in the SCN file. Multiple ones can't hurt.
- But as with maps, if multiple ones are specified, it will use the last one.
-
- format:
- 10
- <filename>
-
- example:
- 10
- myguys.unt
-
-
-
- - - - - - - - - - - - - - - - -
-
- 11 Change palette.
-
- This code tells StratSys to change the palette for the whole game. You
- can define up to 20 of these. Note that they will have an effect wherever
- they are found in the SCN file. Everything will be changed. Foreground,
- background, menus, windows, etc. Each change is independant of each other,
- and order of declaration has no specific effect. A change in color is
- dependant upon the original color, not the present one (as in code 7).
-
- format:
- 11
- <old color code> <red> <green> <blue>
-
- The new color is made up of components of the three primary colors, red
- green, and blue. Each component can be in the range of 0 (off) to 63 (full).
-
- Please note that not all the colors can be changed on some systems
- (including mine). I have no idea why, but I just thought I'd inform you.
-
-
-
- example:
- 11
- 1 63 63 63 [Take what used to be dark blue and make it white]
-
-
- - - - - - - - - - - - - - - - -
-
- 12 Turn-on Keyboard-Blinkies.
-
- This code tells StratSys to make the Caps-Lock, Num-lock, and Scroll-lock
- blink even if you have the game registered. Don't ask why this is here..
-
- format:
- 12
-
- example:
- 12 [real hard to use, ain't it?]
-
-
-
- - - - - - - - - - - - - - - - -
-
- 13 Define window-colors.
-
- This code will instruct StratSys to read in three numbers for colors for
- pop-up windows. For a list of the color codes see appendix B.
-
-
- format:
- 13
- <Foreground color (text)>
- <Background color>
- <Border color>
-
- example:
- 13 [start color definitions, the following are the default values]
- 15 [white text ]
- 1 [blue background ]
- 4 [red border ]
-
-
-
- - - - - - - - - - - - - - - - -
-
- 14 Read in unit icon file for team 1. (new format)
-
- This code tells StratSys to read it's unit icons from the file-name given.
- There should only be one of these in the SCN file. Multiple ones can
- theoretically eat up memory and lock up the system.
-
- Note- it loads Icons for team 1 only... if you use this you will need a
- code 15 or 19 in the file as well.
-
- format:
- 14
- <filename>
-
- example:
- 14
- myguys.dat
-
-
-
-
- - - - - - - - - - - - - - - - -
-
- 15 Read in unit icon file for team 2. (new format)
-
- This code tells StratSys to read it's unit icons from the file-name given.
- There should only be one of these in the SCN file. Multiple ones can
- theoretically eat up memory and lock up the system.
-
- Note- it loads Icons for team 2 only... if you use this you will need a
- code 14 or 18 in the file as well.
-
- format:
- 15
- <filename>
-
- example:
- 15
- myguys.dat
-
-
-
-
- - - - - - - - - - - - - - - - -
-
- 16 Read in unit stats file for player 1. (StratSys 2.0+ format)
-
- This code tells StratSys to read it's unit stats from the file-name given.
- There should only be one of these in the SCN file. Multiple ones can't hurt.
- But as with maps, if multiple ones are specified, it will use the last one.
- If you combine this with code 10, and then you save your game, it may come
- out different (in other words use the one from code 10), although it will
- probably use this one.
-
- Note- it loads unit stats for team 1 only... if you use this you will need
- a code 17 in the file as well.
-
-
- format:
- 16
- <filename>
-
- example:
- 16
- myguys.unt
-
-
-
- - - - - - - - - - - - - - - - -
-
- 17 Read in unit stats file for player 2. (StratSys 2.0+ format)
-
- This code tells StratSys to read it's unit stats from the file-name given.
- There should only be one of these in the SCN file. Multiple ones can't hurt.
- But as with maps, if multiple ones are specified, it will use the last one.
- If you combine this with code 10, and then you save your game, it may come
- out different (in other words use the one from code 10), although it will
- probably use this one.
-
- Note- it loads unit stats for team 2 only... if you use this you will need
- a code 16 in the file as well.
-
- format:
- 17
- <filename>
-
- example:
- 17
- myguys.unt
-
-
-
- - - - - - - - - - - - - - - - -
-
- 18 Read in unit icon file for team 1 with flip. (new format)
-
- This code tells StratSys to read it's unit icons from the file-name given.
- There should only be one of these in the SCN file. Multiple ones can
- theoretically eat up memory and lock up the system.
-
- Note- it loads Icons for team 1 only... if you use this you will need a
- code 15 or 19 in the file as well.
-
- Also note that this flips the images as a code 8 would automatically do for
- player two. This means the images will become their own mirror-images, and
- the green colors will be changed to the reds.
-
- format:
- 18
- <filename>
-
- example:
- 18
- myguys.dat
-
-
-
-
- - - - - - - - - - - - - - - - -
-
- 19 Read in unit icon file for team 2 with flip. (new format)
-
- This code tells StratSys to read it's unit icons from the file-name given.
- There should only be one of these in the SCN file. Multiple ones can
- theoretically eat up memory and lock up the system.
-
- Note- it loads Icons for team 2 only... if you use this you will need a
- code 14 or 18 in the file as well.
-
- Also note that this flips the images as a code 8 would automatically do for
- player two. This means the images will become their own mirror-images, and
- the green colors will be changed to the reds.
-
- format:
- 19
- <filename>
-
- example:
- 19
- myguys.dat
-
-
-
-
-
-
- ----------------------------------------------------------------------------
-
-
- APPENDIX B:
-
- Color codes:
-
- code name
- 0 black
- 1 dk blue
- 2 dk green
- 3 dk cyan
- 4 dk red
- 5 dk magenta
- 6 brown
- 7 lt grey
- 8 dk grey
- 9 lt blue
- 10 lt green
- 11 lt cyan
- 12 lt red
- 13 lt magenta
- 14 yellow
- 15 white
-
-
-
-