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-
-
- Tank Wars
- Release 2.5
- Copyright (C) 1990 by Kenny Morse
- -----------------------------------------------
-
- Revision History
-
- V1.0 October 28, 1990: (116K) First Release
-
- V1.1 November 5, 1990: (90K) Speed Upgrade
- Minor bug fix. When a 5Meg nuke exploded, player 10s
- trail would flash due to a palette overlap.
- Major speed upgrade, CRI's are now travel 10 times
- faster, and players die faster too.
- Code size greatly decreased.
- BOMB2.RAW rewritten to enhance compression.
- This release was made mainly due to the fact that I
- recently discovered numerous techniques to
- optimize code.
-
- V1.2 November 16, 1990: (111K) Program Enhancement
- Graphics files BOMB1.RAW and BOMB2.RAW no longer
- necessary for operation, see addition to BOMB.TXT.
- The tanks now fall at a decent speed during setup.
- BOMB.ICO added for MS Windows 3.0 users.
- Three new types of death have been added, death by
- dirt, fading away, and nuclear meltdown.
- We finally have tank on the title screen thanks to
- Chris Sparks.
- A new computer intelligence has been added, Twanger.
- This ones a killer.
- Bug fixed that caused the program to hang if you hit
- somebody with a ball of dirt and tracking system.
- Command line parameters are now documented.
-
- V1.3 November 23, 1990: (121K) Program Enhancement
- More code changed from TP to ASM, causing some
- noticeable speed increases and some smoother
- movements.
- If the only people playing are computer intelligences,
- the game will attempt to go faster in certain
- places that were slowed down for user convenience.
- Twangers will no longer pick on the players on the left
- first, they now shoot towards the easy kills.
- There was a fundamental error in Lobbers strategy,
- preventing him from accurately shooting to the
- left, this has been corrected.
- Computers can now buy and use weapons. Currently they
- only have the simplest of algorithms, but they're
- much more dangerous.
- A new menu option and command line parameter has been
- added to select weather computers are allowed to
- purchase weapons.
-
- V1.4 November 30, 1990: (111K) Code Optimization & Bug Fixes
- For this release, I basically went through all the code
- line by line looking for places to trim down,
- speed up, and correct the code. This reduced the
- size of the program, and increased the speed by a
- almost unnoticeable amount.
- Some people noticed that very rarely the bomb would
- continue to travel, regardless of the dirt in the
- way until it hit a tank. This happened when power
- was set to exactly 800, and has been fixed.
- The amount owned of certain weapons was not showing up
- on the weapons list. Sorry for this oversight,
- that too has been corrected.
- When playing a many-player game, there is no longer a
- 60 pixel margin on each side that caused the edge
- players to be side by side.
- The direction arrow was not being updated when the tank
- would change direction by way of changing the
- angle, this is now fixed.
- TP version 6.0 arrived, so it has been re-compiled.
- With the new system kernel it shrunk by 10K.
- There was also a minor change in speed, but almost
- unnoticeable.
-
- V1.5 December 4, 1990: (112K) Program Enhancement
- All keyboard handling is now controlled by the program,
- BIOS is still accessed at times but not as often.
- This has caused a dramatic speed increase in angle
- and power selection, it now requires quite a
- delicate touch to change either by 1. This also
- game me the ability to add the next few additions.
- A sound toggle has been added. Pressing Ctrl-S at any
- appropriate time will turn sound on or off.
- A Mass Kill command has been added. At any appropriate
- time you may press Ctrl-M. You will be asked to
- confirm. If you say Yes, all players on the
- screen will die after the current players turn
- ends. This will end battles between computers
- that can go on for hours.
- You can now exit the game at almost any time. At any
- Appropriate time (As defined in the Documentation)
- you may press Ctrl-Q to quit the game. At most of
- the non Appropriate times you can press Ctrl-Break
- to exit.
- If you wish to increment/decrement anything by 1 while
- using the keyboard hold down ALT while pressing
- the appropriate key.
- All palette handling had been taken out of Turbo's
- hands and are now controlled directly by the
- program. Hopefully this will cure the ATI
- problem.
- A new parameter has been added. Keyboard and mouse
- handling was going too fast on machines with fast
- video cards. If you are having trouble selecting
- your angle and power add the parameter SPEEDxxxx
- to the command line. See documentation for
- further information.
-
- V1.6 :(K) Bug fixes and Switch additions.
- The keyboard was locking up during the purchasing
- screen on some computers. In fact it was not
- locking, but somehow the computer was convinced
- that the a control key was down, misinterperating
- everything. I believe this is fixed, but if not
- simply press each ctrl, alt, and shift key once.
- The keyboard was too sensitive on changing weapons and
- guidance systems on fast computers. Fixed.
- The palette switching routines have been rewritten
- again. I now talk directly to the video chip when
- doing palette rewrites. This may not work on all
- computers. Add the H- parameter to the command
- line to disable the new code.
- Some people like the suspense of watching their tanks
- fall slowly. To please these people the
- FALLDELAYxxxxx parameter has been added. The
- default is 0, and it works just like SPEEDxxxxx.
- Some mouses were not being detected, and some mouses
- were registering that weren't there. M+ and M-
- bypass mouse identification and force it one way
- or another.
- Slight oversight, the mouse pointer was not initialized
- to an arrow on loadup. Although this is the
- default for most mouse drivers, there have been
- problems. Fixed.
- It seems that some computers will lock up when using my
- new KB handler. A command line switch, X+- has
- been added. X+ enables the driver, X- removes it.
-
- V2.0 January 21, 1991:(K) Major Additions.
- The main menu has been created to full graphics. If
- you have played V1.5 the all the new options are
- mentioned here so don't bother rereading that
- section of the docs.
- The player selection screen is also full graphics. You
- may want to read the docs for this one, or you can
- muddle through like a true game player.
- Background images have been added, nothing like GIFs or
- the like, but interesting none the less. A new
- menu item has been added to reflect this. Select
- NONE to play as before (the default), the screens
- are labeled A, B, C, etc.. You can also select RND
- which includes all screens.
- Command line parameter /BKb has been added for
- background selection.
- Now when players move around between rounds their
- colors remain constant. This was a tricky bit of
- programming, so I expect some oddities, (some
- people don't have to worry, their colors are
- screwed up enough already).
- The palette routines were changed again. Maybe this
- time......
- The status screen is now graphics, and the colors of
- the names now truly reflect the color of the
- players.
- Weapons purchasing has been improved significantly (in
- addition to graphics) you can now select weapons,
- and deselect them. For those not wishing to read
- the docs I must mention that DONE automatically
- does a PURCHASE.
- Included are two defenses, to protect you from vicious
- computers.
-
- V2.5 May 17, 1991: Lots o' new stuff
- Even when no mouse was detected I was still attempting
- to read it. This prohibited anyone from selecting
- menu options with the keyboard as the mouse
- buttons were always reading as pressed. Fixed.
- More tricky hardware programming. Those background
- images that can give you such a headache. Now
- your worst nightmare has come true, they move. By
- default the screens move a full speed. The new /P
- parameter toggles them on or off (+,-) or can
- select a delay time (0..999). A corresponding
- menu option has been added.
- The moving screens can, and will slow down the speed of
- the game. This will make some of you happy, as
- you complained the game was too fast. For those
- others, increasing the delay in rotation (/P) will
- allow more processor time for the game. /P10 moves
- the screen slowly and has almost no effect on the
- game.
- Added an option to rotate the palette more crudely. Add
- the command line parameter CRUDE to put this into
- effect. With Crude on I don't wait for a retrace
- to send info to the screen. This means the main
- reason rotation slowed the game is now removed.
- /P0 with CRUDE has almost no effect on game speed.
- The side effect is light snow, barely noticeable
- on mine, but you'll have to find out for yourself.
- The final scores are also displayed on the text screen
- after the games has terminated in case you didn't
- see them.
- Finally, a new weapon. High powered lasers have now
- been developed. They replace the CRI 4/ND's. The
- icon on the weapons strip is obvious.
- Twanger, Lob and Shoot, and Rifleman are now capable of
- buying lasers, and using them with some logic.
- Twanger's weapon selection strategy has been improved.
- How many times have you seen him plant a 5meg nuke
- on a target less than an inch away. No more..
- The ATI bug has finally been swept under the rug. This
- will allow those irritated users to now play the
- game with ease. (If this is untrue please tell me)
- Energy shields now should protect you from exploding
- opponents debris.
- Computers can now buy defenses. Have Fun.....
- You can now select a computer from the menu by pressing
- the highlighted key.
- There is now a small indicator on the weapons selection
- screen indicating what weapons are available and
- what ain't. Red you can buy, black you can't.
- Wind level is now selectable. The new options goes
- from None to Gale, and Random. The /Wn option is
- included with 0..4 being None..Gale, and 5 is
- random.
- Two minor glitches fixed. When a sonic blaster was
- fired the shot would not clear itself from the
- screen. When a shot landed outside the screen it
- sometimes caused 4 random pixels on the screen to
- be blacked out. Fixed..
- Lobber no longer spends countless hours drawing funny
- lines all over the screen for no reason when too
- many shots are out of bounds.
- As suggested by many users, the number of weapons you
- begin with has been lowered. You now start with
- only 3 normal weapons per game to play, 10 hand
- grenades per game, and 100 lead balls total.
- Again, I always use a mouse so this bug escaped me.
- When selecting Crumbles with a keyboard and using
- BOMBFX, you were allowed to go negative numbers.
- The max number of games has been increased to 99.
- When the mouse was forced off, it was still appearing,
- but not acting. Now solved.
- Pressing Ctrl-P will now bring up a status screen
- indicating game number, and other information. It
- will work any time Ctrl-Q and Ctrl-M would.
- WARNING: It seems that whenever you use this
- option while demonstrating the game to anyone from
- IBM it will hang the system.
- A whole new program has been added. BOMBCFG.EXE
- creates a file named BOMB.CFG which holds the
- setup defaults, and most anything you would pass
- along on the command line. I contains in depth
- descriptions of every option available. Anyone
- familiar with the TP IDE will find this program
- very familiar looking.
- BOMB will not run without a proper BOMB.CFG created by
- BOMBCFG.EXE in the current directory.
- If the shot goes off the screen, in the direction the
- wind is blowing, and no guidance systems are
- activated, BOMB will stop the shot knowing it had
- no chance of re-entering the screen.