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- SPACEWAR version 1.11
-
- Copyright 1989, Jeff Petkau
-
- Program by Jeff Petkau
- Graphics by Brian Fehdrau
-
-
- This program may be copied and distributed via bulletin boards, online
- services, disk collections, or any other means, with the following
- restrictions:
-
- 1. No fee may be charged for distribution except to cover the cost of media,
- shipping, or online time.
-
- 2. No additional copyright of any sort may be claimed over it.
-
- 3. The complete, original archive must be distributed. You may convert the
- archive to other formats, such as lhz and zip, but all files in it must
- be included unmodified.
-
- There is no restriction on how much money you can send me after trying this
- program and deciding that it is the greatest thing you have ever seen.
- However, different sums will get different results:
-
- - Send me $100.00 and you will receive a bound copy of the 150-page manual
- and maybe a free subscription to "Spacewar" magazine.
- - Send me $20.00 and I'll order myself a pizza.
- - Send me $5.00 and I'll tell everyone that you are cheap.
- - Send me no money and I won't even know that you exist; you will spend the
- rest of your days wandering in despair.
-
- Jeff Petkau
- 829 3rd Street East
- Saskatoon, Saskatchewan, Canada
- S7H 1M6
-
-
-
- This .zoo should contain the following files:
-
- readme 10775 bytes
- SpaceWar 38028 bytes
- SpaceWar.info 398 bytes
-
- damage.8svx 15648 bytes
- engine.8svx 18134 bytes
- entdeath.8svx 16500 bytes
- entfire.8svx 3176 bytes
- klindeath.8svx 4904 bytes
- klinfire.8svx 1408 bytes
-
- swabout.ilbm 3558 bytes
- swcoalesce.ilbm 14196 bytes
- swmoon.ilbm 5488 bytes
- swnumber.ilbm 644 bytes
- swships.ilbm 17532 bytes
- swsun.ilbm 956 bytes
- swtitle.ilbm 2070 bytes
- swtransport.ilbm 4880 bytes
-
-
-
-
- History
-
- 1.11
- Version 1.11 is basically the same as 1.10, except that I have moved up
- to Manx 5.0a and no doubt introduced all kinds of new bugs in the process.
- This release was delayed about three months because I was going to locate
- and fix all those bugs, but I never got around to it. So basically this
- is 1.10 with some really minor changes and a bunch of new bugs.
-
-
- 1.10
- Many many many changes from 1.0. Since hardly anyone has ever seen
- 1.0, I won't list them here.
-
- 1.0
- I wrote this game about two years ago, and ever since then have been
- delaying releasing it because I kept wanting to add one more feature.
- Somewhere along the line, I decided to try to sell it to a magazine
- (Amiga Resource, to be specific) since I figured I'd get more money out
- of that than shareware. Soon after, I discovered that a beta version
- had already made it at least as far as Georgia, so I had to scrap that
- idea. I then continuted to hold off releasing it until I could get a
- digitizer and record some decent sounds. I still haven't got a digitizer,
- and I'm still using rotten sounds, but I really don't care any more. So
- here it is.
-
-
-
- The Game
-
- To start SpaceWar from the CLI, change your current directory to wherever
- the sound and graphics files are and start the program. The default
- stack should be big enough. To start from the Workbench, click on the
- icon. The sound and graphics files must be in the same directory as the
- program and icon.
-
- SpaceWar is a two player game. One player controls the Enterprise, the
- other the Klingon ship. Why the little triangle is always called the
- Klingon, I do not know. The object is to shoot the other player (no
- kidding). One point is scored when you kill the other player. The game
- ends when a player reaches fifty points.
-
- Each player can have a maximum of eight shots out at once, or twelve if
- you count the fragments from an explosion.
-
-
-
- Menu Options
-
- Game
- pause [TAB] Pause.
- new Start a new game.
- about... Display vital information.
- quit Quit the program.
-
- Options
- rapid fire When selected, hold down trigger for rapid fire.
- black hole Makes sun invisible. Shots can pass a bit closer to it
- without being destroyed, but ships will still be ripped
- apart by the gravity. If there is no gravity, then the
- sun is gone; objects can safely pass through where it
- isn't.
- asteroid Causes a small round asteroid to orbit the sun.
- space Controls the size of space. At the larger settings, ships
- can go some distance past the edges of the screen before
- they hit the end of the universe.
- edges Controls what happens when ships (and shots) hit the
- aforementioned edge of the universe. "Wrap" means they
- simply come in the other side, retaining their original
- velocity. "Bounce" means they bounce off. "Nasty" causes
- shots to disappear and ships to be annihilated.
- gravity Controls the strength of gravity. If gravity is set to
- "none" and the sun is invisible ("black hole") then there
- is no sun at all.
- thrust Controls the strength of ship thrusters.
-
- Control
- Use this menu to select which controls control which ship.
- Joystick 1 and 2 are pretty obvious. The keyboard
- controls are keypad 4 and 6 to turn, keypad 8 to thrust
- and keypad 5 to fire. Select "Remote" after establishing
- a modem connection to indicate that the other player is
- controlling this ship. "Computer" is inactive at the
- moment, and is there mainly to remind me to get around to
- adding a computer-controlled ship.
-
- Remote
- begin remote Opens the serial device and displays the chat lines on the
- screen so that you can talk to your modem.
- end remote Closes the serial device and removes the chat lines.
- baud rate You figure it out.
- chat lines These two options control the number of lines of
- chat text visible on the screen. The top text
- is incoming chat, the bottom is outgoing.
- Sound
- load sounds This attempts to load all the sound files from disk. See
- below for more info.
-
-
- There are hotkeys for some menu items, but they aren't visible in the
- menus because they looked like hell (colors all wrong).
-
- pause TAB
- newgame A N
- quit A Q
- about HELP
-
- begin remote A R
- end remote A E
-
- load/unload sounds A S
-
-
-
- Sound
-
- All game sounds are loaded from 8SVX sound files when the "load sounds"
- option is selected. There are four basic sounds: FIRE.8SVX (when someone
- shoots), ENGINE.8SVX (the engines), DEATH.8SVX (when someone explodes),
- and DAMAGE.8SVX (when someone has been hit but isn't dead yet.) For each
- of the sounds, you can specify that only the Klingon is to use this sound
- by prefixing the filename with KLIN, or that only the Enterprise is to use
- it by prefixing the filename with ENT. For example, this archive has
- different explosion sounds for the two ships (ENTDEATH.8SVX and
- KLINDEATH.8SVX) but only one engine sound (ENGINE.8SVX).
-
- NOTE: I scavenged all of these sounds from various sources. As far as I
- know, none of them are copyrighted; if one of them is, please inform
- me and I will remove it from the archive. I would really like to
- digitize all the sounds myself anyway (thought you'd heard the last
- of that old explosion sound? Ha!)
-
-
-
- Remote Game
-
- The remote game options allow two players with Amigas to play over the
- phone lines (or with a null modem). The first step is for both sides
- to start up spacewar and select begin remote from the "Remote"
- menu. As long as neither ship's control is set to remote, you can use
- chat as a simple terminal to get your modems connected and ready to go.
-
- After you are all connected and able to chat with the other player, decide
- who is going to play what ship. The player with the Enterprise should
- select remote from the Klingon's control menu, and the player with the
- Klingon should set the Enterprise to remote. All options must be the same
- on both sides, and you cannot both be controlling the same ship.
-
-
-
- Features and Other Members of the Insect World
-
- - It flickers a lot. This gets more annoying every time I look at it, so
- I'll probably fix it Real Soon Now.
-
- - If there is no gravity, the moon just kind of hangs there. Enterprising
- players can actually push it over to where the other guy's ship appears
- to collect a few dozen points.
-
-
-
- Future Versions
-
- Various sorts of fuel supplies will be added, along with limits on fuel.
-
- An option for Gorfian shots.
-
- More variety when someone is hit. The arcade game was great for this.
-
- Better sounds. These ones suck. Again, the arcade game was wonderful.
-
- As soon as I get around to it, I will add some method for re-syncing the
- two sides in the middle of a remote game, if they get messed up. It
- should be fairly tolerant of line noise already, though. I can usually
- pick up the phone and scream without screwing it up.
-
- A four-player option, with two players on each side of a phone hookup.
- Speed is the main restriction here. Could also add support for a
- joystick parallel interface, except that I don't even know what that is.
- (Mr. Franklin in Georgia's idea. If he's reading this: I tried to
- reply, but it bounced.)
-
- Eventually, I might allow one of the ships to be computer-controlled so
- that you can play the game without having to find another person.
- Unfortunately, some really Nasty Math might be required to make the
- computer player even tolerably good; I'm not sure if I can do it or not.
-
- ---
-
- Jeff Petkau
-
- usenet: petkau@skdad.usask.ca
- no net: (306)664-3185
- 829 3rd Street East
- Saskatoon, Saskatchewan, Canada
- S7H 1M6
-