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-
- Asteroid Mayhem
- (C) 1994 Ed T. Toton III
- All Rights Reserved.
- NecroBones Software (tm)
-
-
-
- CONTENTS:
-
- Contents: Right here.
- Credits: Next thing.
- Overview: After the credits.
- Important info: A little further down.
- Tech notes: Even further.
- Getting started: Fairly far down.
- The opposition: Pretty far.
- Playing: Way down that-a-way,
- Customizing: Way way away!
- NecroBones: Wooohie! Tis distant!
- About the Author: Way way way down near that end...
- Legal Shtuffs*: Way way down at the end, far far away.
-
- * Includes information for registering this game
- and for shareware/disk vendors.
-
-
- NOTE:
-
- To reset the human hi scores or the computer hi scores, delete
- ASTEROID.HIS or ASTEROID.CHI respectively.
-
-
-
-
- OVERVIEW:
-
- Long long ago, in a star system far far away, there was a great war.
- Back in those days, space travel was still limited to sub-light speeds,
- and deflector technology was extremely limited, and therefore asteroid
- fields tended to be an extreme nuisance.
-
- To deal with this problem, it became quite common for ship captains to
- order their fighter pilots to clear paths for them. Now that the war is
- over, and technology has improved, these things are but a distant memory.
- Or are they? As it turns out, this whole thing has developed into an
- extremely popular form of entertainment in which pilots test their skills
- by locking themselves into a duel with rocks as large as 40 meters in
- diameter.
-
- Do you have what it takes to pilot a fighter, blow up rocks, and avoid
- being brutally annihilated by simulated alien creatures?
-
-
-
-
- IMPORTANT INFO:
-
- VGA AND 386+ AND 585,000 bytes FREE RAM REQUIRED!!!
-
- 486/33DX and SoundBlaster recommended!
-
- And a keyboard too!! :-)
-
- And a monitor! And a CPU!! :-)
-
- Asteroid Mayhem requires slightly over 580k free DOS RAM in order to
- load all of the sound effects. If not enough memory is available to
- load all of the sounds, then AM will only load as many as it can. The game
- currently supports the following sound devices: Adlib, Internal Speaker,
- and Sound Blaster (in both the direct and DMA modes).
-
- When selecting the sound options, here are a few tips to keep in mind.
- If you use the DMA mode of the soundblaster, you may want to select 16khz
- or 22khz for the DMA transfer, even if the mixing rate you selected was
- considerably lower, since having a high DMA transfer gives better sound
- quality, and uses practically no processor time. On my 486/33DX I've found
- that a mixing speed of 11khz or so, DMA speed of 16khz or 22khz, and 8
- channels seems to work fairly well (though it barely runs at the right
- speed).
-
- If you select Adlib, remember one thing: The adlib was never designed
- for digital playback, and therefore the sound may be very quiet.
-
- The internal speaker is supported, but the sound quality sucks rocks.
- But since this game uses no speech (well, not much anyway), that is not
- as much of a big deal...
-
- If you ever want to reset the hi-scores, delete ASTEROID.HIS.
-
- Remember, you can use "slow mode" on slower computers, details further
- down...
-
-
-
-
- TECH NOTES:
-
- Excluding my usual libraries, this game is only 1600 lines of code.
- (although the libraries add up to over 5000 lines amongst themselves).
-
- I am also using a few 386 instructions in the game, and hence you should
- not try running it on a 286 or lower.
-
- For the most part, this game has been a 3-day project for me. At the end
- of the third day I had the game working, with all of the menus, high scores,
- demo mode, 11 aliens w/ sound effects, etc etc, and wrote this document.
-
- The rocks were generated in a 3D rendering program, all other images
- were drawn by hand. And of those, all were rotated by hand except the
- player's ship (which was done with an algorithm since 32 images is a
- bit much to draw for one character).
-
- All of the vocals in this game were made by me, with my own voice, though
- I changed the playback speed on a few of them. This includes "Boing",
- "Most unfortunate", "Welcome to your doom", "Ya!", "Ow!" et al!
-
- There are four different computer players programmed in for the demo
- mode, see if you can figure out what they're styles are! I've watched the
- Robot #3 complete 8 levels and accumulate over 22,000 points before
- dying! (which is phenomenal since it doesn't do any fancy vector
- calculations etc)... After seeing another run break that number of points
- by several thousand, in only 4 levels, I decided to add the "Top Ten Robot
- High Scores".
-
- As of the time of the initial release of this game, my personal high
- score was 133,910 points, ending on level 20 (without cheating). (By the
- way, once you reach level 13 or so, the levels are all pretty much the
- same from that point on, except for a few details). I certainly won't be
- surprised if you beat that eventually. After all, I tend to spend more time
- designing my games than playing them.
-
- This is the first game of mine to support DMA (in one form or another)
- for soundblaster output. This has the benefit of making the sound less of
- a speed-bottleneck. If the game runs too slowly on your system, try
- decreasing the mixing speed, or play without sound, or try "slow mode".
-
- NOTE!!! - There are two numbers above your status bars on the right side
- of the screen. The lower one is free memory. The upper one is
- unused CPU time. You should never see this number go down to
- 1. If it goes down to 1, then your system is not keeping up
- with the game's intended speed. Instead, the number should be
- wildly swinging around (since the CPU usage depends on what
- the aliens are doing, what you are doing, what sounds are
- playing, how many shots/asteroids/aliens are active, etc).
- If it goes down to 1, try "slow mode", details below...
-
-
-
-
- GETTING STARTED:
-
- Well, to get started simply run ACONFIG, choose the sound settings you
- want, then run ASTEROID. The menu is pretty self-explanitory...
-
-
-
-
- THE OPPOSITION:
-
- 01 BugFaces - These are slow and stupid, but deadly!
-
- 02 Tin Cans - These robotic cylinders are weak, but
- travel at a good clique.
-
- 03 GreenBugs - Fast, evasive, hard to shoot.
-
- 04 Bouncer - These bounce around the arena at extreme
- speeds, and they're just waiting to
- bounce you out of existence! (boing!)
-
- 05 Throbber - Slow, shoots. (yow! take this!)
-
- 06 Saturn Ball - Little purple ball with a ring; Slow, shoots,
- tough. (oooops!)
-
- 07 Spinner - Blue ball with cyan tentacles; Slow, shoots a lot,
- very tough. (ouch! ouch! patow!)
-
- 08 Red Brooder - Slow, tough, and launches little aliens at you!
- (Aieee!!)
-
- 09 Yellow Brooder - Faster, tougher, and launches nastier aliens!
- (Banzai!!)
-
- BiBrood - Slow, tracking, wimpy. Launched by Red Brooders.
-
- TriBrood - Slightly faster, and they shoot! Launched by
- Yellow Brooders.
-
- Asteroids - Big massive rocks, need I say more?
-
-
- You can see what these aliens look like by selecting the "aliens" option
- on the game main menu. As with any non-game and non-demo screen, after
- 30 seconds a demo will start. If you do not wish this to occur, simply
- press a key periodically so that the game knows you haven't walked away.
-
-
-
-
- PLAYING ASTEROID MAYHEM:
-
- Well, the game is quite straitforward. Use the arrow keys to steer,
- thrust, and so forth (up arrow thrusts, down arrow is reverse thrust,
- left arrow rotates left, right arrow rotates right). Spacebar fires,
- and CTRL detonates a flashbomb. At any time you can press ESC or Q to
- quit whatever it is you are doing.
-
- To complete each level, you must destroy all of the asteroids. Large
- asteroids break down into medium ones, mediums break into small ones, and
- small ones break down into gems. Collecting the gems gets you extra points,
- as does shooting alien creatures. Every 2000 points you will be rewarded
- with a free life. Gems and aliens are worth 100 points, and you get 5 points
- every time you break down a rock.
-
- When you see a large crystal, don't shoot it, catch it. You will get 500
- points plus some sort of bonus (such as a free life, some bombs, 20 to 40
- seconds of invulnerability, or 20 to 40 seconds of limitless shooting).
-
- The following keys can be used in the game:
-
- ESC,Q = Quit
- P = Pause
- F1,F2 = Change sound volume
- F3 = Toggle Friction
- F4 = Toggle Reverse thrust allowed
- F5 = Toggle Sound on/off
- F6 = Add 10 seconds battery power (cheater!)
- F7 = Die (makes up for that cheating... <grin>)
- F8 = Toggle "slow mode" (turn this on for really slow computers)
- F9 = Go up a level (need a challenge?)
- F10 = Cheat mode (invulnerable, limitless shooting, infinite bombs)
-
-
- What "slow mode" does is make the game only draw the screen updates half
- as often. Internally the game is still running at the same speed, but the
- graphics are one of the largest speed bottlenecks (sound being the other).
- The sound settings can of course be altered in ACONFIG (slower mixing rates
- will also allow the game to run faster). Please note that slow mode looks
- rather ugly (what choppy animation!?), so a fast computer is preferable.
-
- Note that while cheating you don't get any points for what you do.
-
-
- Now what exactly changes from level to level? Several things. In levels
- 1 through 9, the aliens you encounter will be inthe range from 1 to the
- level number (i.e. on level 5 you will encounter aliens #1 through #5 on
- the list above). After level 9, the weaker aliens don't appear as so much
- any more, up until about level 13 where you will only be facing the
- nastiest 4 (mostly).
-
- When aliens are generated, there is (on average) five seconds between
- the charge-up cycles. When the charging is happening, you will see the
- lights flashing on the generator, and a few seconds later the alien will
- emerge. Starting on level 14, the time between charge cycles begins to
- shorten until it reaches 0 on level 36. This means that aliens will be
- pumped out every few seconds, but only if there are less than 8 active
- already.
-
- After level 17 the brood have an increased speed, and after level 20 they
- take an additional point of damage to kill.
-
-
-
-
- CUSTOMIZING ASTEROID MAYHEM:
-
- Two programs have been included to help you to customize the sound of
- Asteroid Mayhem. If you have played any of my other digital-sound using
- programs, then you are already aware that I use my own file format for the
- sound effects. By use of WAV2NSN, you can convert WAV sound files to my
- NSN format. By using PLAYNSN (if you have a soundblaster) you can playback
- these NSN files.
-
- To replace a sound in AM, you must create the NSN file and give it a
- specific filename in the form: AST##.NSN (where ## is a number from 00
- to 22). Yes, the number must be two characters in size (ie '00', not '0',
- and '01' instead of '1', etc). The following chart shows which numbers
- correspond to what:
-
- 00: "Welcome to your doom!" 12: "awwman!" (greenbug killed)
- 01: Blast (shot rock, etc) 13: Saturn Ball hit
- 02: Clank for getting gem 14: Saturn Ball killed
- 03: Saturn Ball shoot 15: Spinner shoot
- 04: You shoot 16: Throbber shoot
- 05: "Most unfortunate!" 17: Spinner hit/killed
- 06: <redirected to 1, octave up> 18: Bugface hit/killed
- 07: Died or used bomb. 19: Throbber hit/killed
- 08: Boing! (bouncer bounced) 20: BiBrood launched
- 09: Alien created 21: Brood/Brooder hit/killed
- 10: You got hit 22: TriBrood launched
- 11: Got crystal, free life, etc
-
- AM will automatically load these sound files if they exist.
-
-
-
-
- WHAT THE HELL IS NECROBONES ANYWAY?:
-
- Well, here's an interesting story. Here it is in a nutshell...
- One thing I have noticed is that people tend to download games that simply
- bear a name that they are familiar with from other games that they felt were
- enjoyable. I wanted to have a logo that would be instantly recognizable,
- something different and unique. Finally, in the fall of 1993 I decided that
- my games had reached a certain level of quality that the time had come for
- a name.
-
- In the BBS world, and in role playing games, I had often gone by the
- alias of Necromancer. In games and the like, I had always heavily used
- undead stuff (for about as long as I've been playing games, the undead
- were always my favorite nasty evil things).
-
- About eight years ago I created a small comic series (for fun) called
- Bones Comics (which I had continued to work on for about four years or
- so), and decided to merge that name with "Necromancer", resulting in
- "NecroBones". I wasn't sure (I'm STILL not sure) how well that name goes
- over with most people, but I DO know that it will stand out.
-
- So, what it all comes down to is this: NecroBones is me. Period. It's
- a name that I put on my games (and related things) that I feel are up to
- a certain level of quality. If I make something that doesn't meet those
- standards, I won't put the name on it. I'm not going to try to use the name
- to sell a smaller inferior product. The whole purpose of it is for you to
- be able to recognize the work of mine that meets certain standards I have
- set for myself.
-
-
-
-
- ABOUT THE AUTHOR:
-
- Well, It's not often that I talk about myself in my documentation, but
- I'm sure some of you are curious (I know I'm always curious about the authors
- of programs I download).
-
- As of this writing, I'm a college student at UMBC (University of Maryland,
- Baltimore County), majoring in Computer Science (big surprise eh?). I've
- been programming as a hobby for about 6 years straight. I started out in
- GWbasic, and finding it too slow and restrictive I quickly moved on to
- QuickBasic, which I continued to program in until about 3 years ago.
- I again switched at that time due to speed and size limitations in the
- language, and have since been programming primarily in Turbo Pascal 6.0,
- though occasionally in C as well.
-
- Why haven't I switched to C altogether? Well, it's this deal with what I'm
- most familiar with, and the fact that I have built up a huge collection
- of routines for every possible situation that could take forever to convert
- over to C, including my digital sound system, custom file accessing routines,
- and my graphics library. Also, I tend to get extremely impatient, and I'm
- quite happy with the fact that games such as this take no more than 3 or 4
- seconds or so to compile on my computer in TP6. I've found pascal to be quite
- sufficient for writing shareware... well, at least with a little inline
- assembly language anyway (my graphics system, file system, and sound system
- are all written mostly in assembly).
-
- While programming, and other general computer topics (such as anti-virus
- tactics, artificial life, digital music composing, etc) constitute my primary
- hobby, I do have others. A number of years ago I used to perform magic at
- childrens birthday parties, for instance. I used to be an avid Role Playing
- and Strategic War-Gaming fanatic as well. More recently I have gotten into
- some sculpting, and computer art.
-
- Meanwhile, my game programming is finally getting afloat. I'm starting
- to see some moderate success with my more recent games. I hope to continue
- the trend, and release more and more exciting and detailed games as time
- pushes forth...
-
- ** Job offers welcome **
-
-
-
-
- OTHER NECROBONES PRODUCTS:
-
- The following is a list of some NecroBones programs as of 8/4/94:
-
- Dragon's Domain - While not specifically a NecroBones product, this
- package or four games, Dragon's Domains 1 through 4,
- has been received well in certain circles. All four
- games are roughly based on the old Atari game
- ADVENTURE, but with *slightly* better graphics. Each
- game has graphics improvements over its predecessor.
- DragDom1 is better in graphics over Adventure only
- in the monsters and objects, while DragDom4 has
- completely bitmapped walls and such. The basic
- concept of each of these is to find your way through
- mazes, some lit, some not, and find certain objects.
- Along the way you will be presented with having to
- find the keys to the various castles, which can
- be a puzzle in itself. (sorry, no scrollie graphics,
- it's all static backgrounds). The 1-year anniversery
- package contains the entire tetralogy, plus a small
- "dragon card game" called Drahkarin.
- (yes, yes, yes, I know the graphics
- stink, it was on purpose!!)
-
- Skull Quest - Skull Quest I, The Cyan Sarcophagus, and Skull Quest
- II, The Vortex, are two fairly recent games of mine.
- They are side-view action/adventure games with
- smooth scrolling parallax backgrounds, and adlib
- music and sound effects. Can you save the crypt
- (and the rest of the world)? Only time will tell.
-
- Stellar Conquest II - This isn't so much a sequel as it is a revision of
- SC1. It is a stretegy space wargame for 0 to 4 human
- players (2-4 human/computer). It features full color
- VGA, taking advantage of both the hi-res and
- 256-color modes (256 color for menus, ship
- construction, etc, and hi-res for maps and the like).
- Players have to mine star systems with which to get
- resources to spend on more cargo ships, and weapon
- ships to fight the other players. There are many
- configurable options, and players get to design
- their own ships during gameplay.
-
- Stellar Conquest III- Like SC2, SC3 is more of a revision than a sequel.
- It is the same concept as SC2, same equations and
- numbers, etc. The interface has been greatly revised,
- and many new options are now available for the
- players. Ships can now have Jump pods, torpedo
- launchers, minelayers, and a new type of cloaking
- device. Since SC3 is basically the same game as SC2
- but with so many more options and a much better
- interface, I rarely even advertise SC2 anymore.
-
- UFO, The Card Game - This one is quickly becoming one of my most
- popular releases. UFO is an UNO clone in which
- you play against a whole host of alien opponents,
- each with their own playing styles and their
- own voices! That's right, they talk! The game
- rules can be configured, and you can even choose
- your own mouse cursor. External aliens can be
- downloaded seperately, as can replacement desktops.
- Registered users can even make their own aliens
- if they also downlaod the UFO-Utils!
-
- Codex Arcana - The first chapter, "Gate Crystal", has been
- completed. In this VGA/Soundblaster adventure,
- you find yourself lost in a strange land ruled
- by the elements. Can you find your way through the
- mazes, avoiding and destroying elementals, while
- surviving intense heat and cold, to reach the center
- of the map and find a way out? Only time will tell.
- As usual, digital sound, hand-drawn graphics, etc.
-
-
- All of these games can be downloaded from my BBS. In fact, you can download
- some of my older and more embarassing games as well! That's right, you can
- even download some of the ones I wrote in QuickBasic several years ago, such
- as Stellar Conquest #1!
-
-
-
-
- REVISION HISTORY:
-
- 1.01 - Documentation revisions
-
-
-
-
- LEGAL SHTUFFS:
-
- This game is being distributed as "shareware", which basically means
- "try before you buy". You are entitled to try out this program to evaluate
- its use to you. If you continue to use it you are expected to pay for it,
- as outlined in the REGISTRATION section below. You are also encouraged to
- give copies of the unregistered version to your friends, and upload it to
- bulletin boards. The copies you distribute MUST be unmodified, and must be
- the unregistered version of the program. If you are a shareware disk vendor,
- please see the section labelled "VENDORS" below.
-
-
-
- REGISTRATION:
-
- This program is being distributed on the "shareware" concept. This means
- that you can distribute it on BBS's, give copies to your friends, etc, as
- long as you don;t turn it into a commercial venture. However, in terms of
- its use, it is by no means completely free. If you think the program is of
- use to you, or you use it for any reasonable amount of time, please send a
- registration fee of $10 (US). 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
- (USA)
-
- For CONTACT INFORMATION see: NBONES.DOC
-
- We accept cash, checks (ones that are paper, not rubber, if you catch my
- meaning), or money orders. Please make sure all checks and money orders
- are from US banks/postal-services, and all cash must be US legal tender.
-
- We regret to inform you that we no longer accept the following forms of
- payment: briefcases full of drugs, top secret documents, women, firstborn
- children, slaves, work animals, crates of firearms, and thumbtacks. :-)
-
- Please make sure you clearly spell out your name the way you would
- like it to appear in the program. If you would like copies of some of my
- other software, please send me a blank disk to send them to you on.
-
-
- 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. It's the right thing to do.
-
-
- ---------------------------------------------------------------------------
-
- This Program, Manual, and Data Files, are all protected by U.S. Copyright
- Law (title 17 United States Code). Unauthorized reproduction, distribution
- and/or sales may result in imprisonment of up to one year and fine up to
- $10,000 (17 USC 506). Copyright infringers may also be subject to civil
- liability. If you mess with us, we'll delete you!
-
- The author of this program makes no warranties of any
- kind, expressed or implied, as to the fitness, functionality,
- effectiveness, or safety of this software and accompanying
- documentation. Under no circumstances shall the author and
- developer be liable for any damages incurred during or as a
- result of the use of, or misuse of, or inability to use, this
- software and documentation. All risk is assumed by the user,
- and we hereby disclaim any implied warranties of fitness or
- performance of this software. Use at your own risk.
- The developer and author reserves the right to make
- revisions and changes to the software and documentation without
- warning at any time. Any and all changes and revisions will be
- made without obligation to inform any person or persons of said
- changes.
-
- ---------------------------------------------------------------------------
- VENDORS:
-
- Recently I have altered my policies concerning shareware vendors. Now you
- must first obtain written permission from the author before you can
- distribute this program. One reason for this is so that I may try to avoid
- certain "unpleasant" situations, but the main reason is merely so that I
- may keep track of what is being distributed where, and by whom.
-
- To obtain permission to distribute this program, simply write to me
- (same address as listed above for registration), and include the following
- information:
-
- 1. Your name (or company name) and address.
- 2. Your policies for encouraging your customers to
- register the shareware they obtain from you.
- 3. The cost the customers will pay for the program.
- 4. The means of distribution (i.e. mail order, disks
- in computers stores, disks at computer shows, etc).
-
- If you do not include this information, your request will be denied.
- If you do include the information, your request will most likely be granted.
- I simply need to know where my programs are going, and I need to make sure
- that I regulate the pricing.
-
- ---------------------------------------------------------------------------
-
- Disclaimer:
-
- Before installing, backup your hard-drive (what!?). The program is
- harmless, but if by some chance it blows up in your face, burns down your
- house, or attacks your cat with a fake pickled trout, or incurs any other
- damage (to data or otherwise), I am not responsible. If you can not accept
- these terms, delete this package now and don't use it.
-
-
-
-
- Welp, that's all! Have fun!!!
-
-
- For CONTACT INFORMATION see: NBONES.DOC
-
-
- -Ed T. Toton III
- "Necromancer"
- NecroBones Software.
-
-