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-
- NANOTECH -- VERSION 2.6 -- BY SEAN LANE FULLER
- a first-person textured 3d platform game with source code.
-
- ------------------------------ THE STORY ---------------------------------
-
- The people of Earth have been at peace for many years ... a peace
- ensured by a superpowerful spacestation that is controlled by an
- advanced artificial intelligence. The peace may shortly end because
- the space stations computers have become infected with a virus and
- it is now threatening several major superpowers. Their only hope
- is a remotely controlled nanobot that has been lying dormant within
- the space station's computer. You must pilot the nanobot to the
- computer's central core and destroy the virus.
-
- ------------------------- SYSTEM REQUIREMENTS ----------------------------
-
- IBM PC Compatable >= 33 Mhz 486DX
- DOS >=5.0
- >=4Mb
- >=1.5 MB Disk
- >=VGA graphics
- Soundblaster compatable sound board optional
-
- ------------------------ STANDARD DISCLAIMER ----------------------------
-
- In no event will the author be liable for any damages, including any lost
- profits, lost savings or other incidental or consequential loss or damages
- arising out of the use or of the inability to use this program -- even if
- the author has been advised of the possibility of such damages. The author
- will in no event be held liable for direct, indirect, or incidental damages
- resulting from the omission of any part of this product, including this
- document. The author makes no warranties, either expressed or implied,
- respecting the software, its quality, performance, merchantability, or
- fitness for any particular purpose.
-
- "NanoTech" is copyright Sean Lane Fuller 1995.
-
- "NanoTech" is freeware in the public domain and may be distributed
- freely following the GNU Public License and the following
- if all of the following rules are applied:
-
- 1. No fees are to be collected from the distribution or use of this
- software, except for reasonable shipping and handling.
- 2. The program and associated files may be distributed in a
- modified form as long as credit is given to Sean Lane Fuller
- in the distribution.
- 3. If "NanoTech" or a modified version of it is distributed
- in CDROM or floppy disk format for profit, you are required
- to send a free copy to me.
-
- --------------------------- CONTACT INFORMATION -------------------------
-
- Sean Lane Fuller
- 124 Autumn Lane
- Tullahoma, TN 37388
- 615-393-4550
-
- email: fuller@edge.net
- web : http://edge.edge.net/~fuller/
-
- If there are any oversights or errors in the documentation or any part of
- this game please feel free to let me know.
-
- If you have the time please send me a postcard. I'm not working for
- money, only for the enjoyment of others. A postcard would let me know
- that I should continue to write games like NanoTech and give me a
- nice feeling about it. Thanks!
-
- I welcome constructive criticism and comments.
-
- ---------------------------- RELEASE NOTES ------------------------------
- Release 2.6 - October, 1996 - fixed 486 problem, 256x256 textures,
- fixed texture overflow problem (with slight speed sacrifice)
-
- Release 2.5 - September, 1996 - faster, cleaned up a bit,
- added GPL comments, now releasing it with source code for
- everything but the sound.
-
- Release 2.4 - September, 1996 - faster (floor drawing is twice as fast),
- removed tunnel, support for medium (640x400) and high (1024x768) resolution,
- better textures, all texture mapping now perspective corrected.
-
- Release 2.3 - September, 1996 - faster, better tunnel, -fastest, -edit,
- a few map changes
-
- Release 2.2 - July, 1996 - A few fixes, better tunnel,
- -nosound, -nomusic, -tunnel, -nostars, -notextures
-
- Release 2.0 - July, 1996 - Finally got perspective correct texture
- mapping, a background, using Varmit Audio Tools, using dos4gw,
- switched to watcom compiler
-
- Release 1.0 - November, 1995 - I'm finally going to release the game.
- I believe it still needs work (and more levels), but it is quite playable.
- I feel pretty good about switching to MOD music. Faster. I sure wish
- I had a Watcom compiler (for inlining assembler routines and optimization).
-
- Release 0.x - July, 1995 - Never saw the light of day and was only used
- for beta testing on a few different machines. It used MIDI music, which
- didn't work well for me. Used mode X graphics.
-
- ----------------------------- INSTRUCTIONS --------------------------------
-
- Uncompress the game into a new directory (ex: c:\ntech). Then cd to
- that directory and type "ntech" and then press <enter>. If you want
- to quit the game press <escape>. If you want to restart on a level
- then type ntech followed by the level you want to start on (ex: "ntech 5").
- Give yourself a while to get the timing right to jump between platforms
- in 3d. You can also use -nosound and -nomusic if you don't have a
- Sound Blaster compatible sound card, if you are having trouble, or
- if you are on a slower computer. If you want, you can also use -nostars
- to make it even faster. And, last but not least, you can turn off
- textures using -notextures to increase the speed even more. If you
- have a really fast computer, then you can use the -mediumres, or
- the -highres options. These options put the game in 640x400, and
- 1024x768 modes respectively. You must have super VGA to use these modes.
-
- so, on a slow computer use:
- ntech -fastest
-
- on a computer with no sound card use:
- ntech -nosound
-
- on a 133 MHz pentium with a sound card use:
- ntech -highres
-
- Controls: F1 ............ display help screen
- up arrow ...... move forward
- down arrow .... move backward
- left arrow .... turn left
- right arrow ... turn right
- page up ....... look up
- page down ..... look down
- spacebar ...... jump
- escape ........ quit to DOS
- o ............. options toggle menu
-
- Instructions: Try to collide with the spinning sphere to exit a level. The
- cubes are switches and landing on one will toggle platforms.
- The objective is just to get through all the levels.
- You cannot die. There is no time limit. The goal is
- just to have fun!
-
- ------------------------ CREATING YOUR OWN LEVELS ---------------------------
-
- The game has a built-in level editor if you start it with the -edit option
- followed by a level number (for ex: ntech -edit 4). This will automatically
- set -nosound, -nostars, and -nointro. It also disables spacebar as
- the jump key. Instead you use the u key to move up and the d key
- to move down. And it also disables collision detection. To toggle collision
- detection and gravity when in editing mode use the g key.
-
- Pressing 'a' will let you add objects and pressing <tab> will allow you
- to modify the object in front of you.
-
- To create a new level start with a world file like 000.wld and copy
- it to a new level number like 999.wld then start nanotech with
- "ntech 999" to go directly to that level. To insert the level in the
- game you will have to renumber the files by renaming them and then
- rename your new level to a number you opened up. This kind of sucks,
- but it is the way I created the game. Its a lot easier to just add
- it as a level number 1 higher than the ones that come with the game.
-
- The name of the song that will be played during the level is on the
- second line of the .wld file.
-
- If the first line of the .wld file starts with a 'b' then the lighting
- will fade on and off in the level.
-
- Pressing 'l' will bring up a dynamic location and frames per second
- display. Pressing 'c' will bring up a directional compass.
- Pressing 'i' will display statistics such as the number of facets
- and objects and the current level.
-
- The background and ending pictures are stored in 256 color 320x200 PCX format.
- Use an editor like PC Paintbrush to edit the PCX files. I started by
- rendering with the POV ray tracer.
-
- The music is stored in MOD or ST3 format. You can use a tracker like
- Scream Tracker 3 to edit the music and DigiPlayer to edit the samples.
-
- The sound effects are stored in WAV format without compression at
- 8000 samples per second. I used wrec that was included with my Sound
- Blaster to create these files. I also dynamically add echo to them
- during the game.
-
- ------------------------------ COMPILING ----------------------------------
-
- The code was written using Watcom C++ 10.6. You will also need
- to get a copy of Varmint's Audio Tools by Eric Jorgensen & Bryan Wilkins.
- You will need the PMODE version of their library.
-
- -------------------------------- CREDITS ----------------------------------
-
- I learned a lot of 3d graphics concepts from "High-resolution Computer
- Graphics Using C" by Ian O. Angell. I also played around a lot with Rend386
- and XSharp several years ago. They both taught me a lot about speeding up
- my graphics routines. XSharp was published in Dr. Dobbs Journal
- by Michael Abrash (I think), and Rend386 was written by Dave Stampe
- and Bernie Roehl. I also used the concept of an S buffer from
- Michael Abrash. I read about it in a description of the algorithms
- used in Quake and found some sample code on the web.
-
- Thanks to the participants in comp.graphics.algorithms,
- comp.sys.ibm.pc.demos, and rec.games.programmer.
-
- Thanks to John DiCamillo for his wonderful tale of writing a 3d first
- person perspective game engine and level editor.
-
- Thanks to Sami Tammilehto for writing DigiPlayer and Scream Tracker.
- Thanks to the POV-Ray team (Chris Young, coordinator).
-
- I got my disclaimer from a game called Board War. It was written
- by a friend of mine, Mike Cozart. His war simulation game is
- pretty cool. Take a look at it (BWxx.ZIP) if you get a chance.
-
- I used Varmint's Audio Tools version 0.6.
- VAT was written by Eric Jorgensen and based on ideas and a bit of code from
- Peter Sprenger's library called SOUNDX. Eric has since expanded and improved
- greatly on the code.
-
- -------------- PLANS --------------------------------
-
- I'm considering adding the following features to NanoTech.
-
- * elevator-like platforms
- * more levels
- * better music
- * time limit?
- * nanorobot energy and damage?
- * ???
-
- ------------------------- THOUGHTS --------------------------------
-
- Sure hope somebody gets a little enjoyment out of this game. The
- graphics routines are the product of several years of work.
- I wish somebody had a free, good, fast, easy to use 3d graphics library
- that I could use because I would really like to concentrate on
- Artificially Intelligent critters instead. I just kind of got side tracked.
- I am releasing the code so that others won't have to figure it
- all out for themselves. I'm always happy to hear from others
- about computer game programming.
-
- Sean Lane Fuller <fuller@edge.net>
-
-