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- ABOUT THE CARD SHELL GAMES VOLUME #2
- Code and Artwork (c)1992 Ralph S Sutherland.
- Portions of code remain (c) Symantec Corp.
-
- Welcome to a series of solitaire card game releases. These are the second
- release of three games, developed with a new card game framework called the
- Card Shell. They all use full colour graphics including 40 pack designs
- and 60 background patterns.
-
- This release fixes some minor bugs, particularly occuring when
- starting on a machine that doesn't have Color QD.
-
- **************************************************************************
- IMPORTANT: You do not require Volume #1 to use Volume #2, but if you
- already have Volume #1 then you only require one copy of the 'cards' data
- file. It can be shared by all of the Card Shell games. You can simply
- remove the copy that comes with volume #1 and use the Volume #2 'cards'
- file for all the games. This will save about 350K of disk space.
- **************************************************************************
-
- Features include:
-
- *They will (should?) work on all Apple screens at any colour depth.
- The games require a mac with colour quickdraw capabilities (see below).
-
- *The game applications have automatic saving of the current game
- so you can play, quit and restart where you left off.
-
- *They all have full undo and redo features to allow you to step
- forward and backwards through a game and even use fast forward
- and rewind to give rapid replays.
-
- *Copies of games in play may be saved in sepearate files, in this way
- several players could play the same setup and a tournament is possible.
- All the saved games include their playing history.
-
- *The game applications are designed with system 7.0 multiprocessing
- in mind. When the player is not moving any cards around the games
- use almost no cpu cycles and give maximum time to background processes.
- When the user starts to play, the games take much more cpu time to give
- a nice fast response.
-
- *The shell design uses a shared resource file called 'Cards' which
- contains all the bulky colour resources and sounds. This is around
- 350K. Each game can simultaneously share these reosurces, reducing
- the disk space requirements greatly. Each game is about 70-90K.
-
- For more details see the online help in the games ;-)
-
- *****System requirements
-
- They are designed to work best under system 7.0 or newer, although
- they will still function with some loss of smoothness under system
- 6.0.7. The games use full 256 colour colour graphics, but they
- have optimisations to work well under all depths from B&W to
- 32bit colour. However they require a mac with colour quickdraw.
- At the moment this includes:
-
- all Mac II computers (including the SE/30), all LCs, all Quadras,
- Centris machines, Performas, the Classic II and the Colour Classic.
- all powerbooks (except the PB100) and probably all newer macs.
-
- They each want about 1MB of ram under system 7.0 and up to 1.5-2MB under
- system 6 without 32bit Quickdraw
-
- *****Setup
-
- System 7+ setup:
-
- Place the games and the Cards file somewhere on your disk, double click
- on a game. If the game cannot find the Cards file you will be prompted
- for the current location of the file. Thereafter the game will track
- the location of the Cards file even if it is moved elsewhere.
-
- System 6.0.7 setup:
-
- Place the games and the Cards file somewhere on your disk, double click
- on a game. If the game cannot find the Cards file you will be prompted
- for the current location of the file. The games cannot track the Cards
- file under system 6.0 so it is best to put the Cards file either in the
- same folder as the games or in the system folder.
-
- If you double click on a saved game under system 6.0 then the game
- merely starts up and does not load the game. You need to open the
- saved game with the file menu open item.
-
- Under system 6.0.7 The games work more efficiently when the 32bit
- quickdraw 'INIT' is in use, even if you are only using B&W displays!
- If you do not have 32bit Quickdraw installed then the games will still
- work, but they will require more memory allocation. If they don't get
- enough memory you will be prompted for a suitable memory amount.
- The older LC, si, fx and ci machines have a copy of 32bit Quickdraw in
- ROM so the INIT is not completely necessary. The INIT can provide a
- more upto date copy of 32bit Quickdraw however so it is recommended
- that you use it even on these machines when system 6.0.7 is being used.
- The INIT won't install itself if it is not needed. Even older machines, ie the
- II, SE/30, IIx, IIcx will all benefit greatly from the INIT when running
- system 6.0.7.
-
- *****Credits
-
- Design & programming: Ralph S Sutherland.
- Testing: Neville Smythe and Kim Holburn.
-
- Enjoy!
-
- Ralph S Sutherland July. 1993.
-
- PS: The Example games folder contains some games that have worked out.
- you can load them in and replay them with the rewind and fast forward
- options.
-
- -- Ralph S. Sutherland Joint Institute for Laboratory Astrophysics
- -- ralph@zwicky.colorado.edu Colorado University, Boulder.
- -- ralph@madras.anu.edu.au --------------------------------------------
-