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-
-
- AntiMatter User Manual
-
- ($VER: AntiMatter.doc $Revision: 1.5 $ $Date: 95/01/25 22:30:27 $)
-
- Copyright © 1995 Adam Levin-Delson All Rights Reserved
-
- Permission is hereby granted to distribute the AntiMatter executable and
- documentation via electronic means and in Amiga software collections for
- which no charge or only a small amount of money more than production costs is
- charged.
-
-
- AntiMatter is a single-player strategy game in which the computer hides a
- number of atoms in a chamber. You must determine the locations of the atoms
- by firing plasma rays into the chamber and observing where the rays (which
- are influenced by the atoms) emerge.
-
-
- This documentation is divided into the following categories:
-
- 1 Features - Features of this implementation.
-
- 2 Instructions - How to play AntiMatter.
-
- 3 Bug reports - How to report bugs to the author.
-
- 4 Source code - How to obtain the Source code.
-
- 5 Acknowledgements - Acknowledgements and credits.
-
- 6 Release history - Describes the various versions of AntiMatter.
-
-
- Documentation is available during gameplay at the press of the Help key. To
- enable this feature, assign "AM:" to the directory where AntiMatter.doc can
- be found.
-
-
- =============================================================================
-
- 1 AntiMatter Features - Features of this implementation.
-
-
- Stereo sound
- - Four-channel stereo sound follows the action!
- - Conforms to the Amiga's "channel-locking" convention, allowing channels to
- be stolen by higher priority requests, and later returned to the original
- owner.
-
- Animated Pointer
- - 30fps animated pointer using a proprietary vertical-blank interrupt handler.
- - Multiple instantiations of AntiMatter share the animating routine.
-
- Configurable
- - The player can choose how large a chamber to use (6x6 through 14x14)
- as well as how many atoms will be hidden (3 through 8). (See "Starting
- AntiMatter".)
-
- OS-sensitive
- - Runs under AmigaOS 1.3, 2.x and 3.x and on all 680x0 processors.
-
- Low memory usage
- - Opens a lo-res screen and uses a "shading" pattern to extend the color
- palette.
- - Chip RAM audio samples are shared for the various sound effects.
-
- Well tested
- - Developed using Enforcer and Mungwall.
-
-
- =============================================================================
-
- 2 AntiMatter Instructions - How to play AntiMatter.
-
-
- A new game is set up when Antimatter is first invoked. Changing the
- configuration of the board (see "Starting AntiMatter") will also set up a
- new game, as will selecting "New game" from the "Project" menu.
-
-
- The instructions are divided into the following sub-categories:
-
- 2.1 Starting Antimatter
-
- 2.2 Firing rays
-
- 2.3 Ray travel
-
- 2.4 Marking choices
-
- 2.5 Scoring
-
- 2.6 Menus
-
- 2.7 Online Help
-
- 2.8 Tips
-
-
- =============================================================================
-
- 2.1 Instructions - Starting Antimatter
-
-
- Antimatter can be started from either the Workbench (by double-clicking on
- the Antimatter icon) or from the shell. Game preferences can be specified
- from either interface.
-
- --------------------------------------
-
- 2.1a Starting AntiMatter - Workbench
-
-
- The number of atoms and size of the chamber can be set in AntiMatter's icon
- (using "Information" from the Workbench) with "ATOMS=" and "SIZE=" tooltypes.
- An additional ToolType parameter, "SOUNDPRI=" can be used to set the priority
- of AntiMatter's sound effects. If SOUNDPRI is set to the special value
- "999", AntiMatter will not generate any sounds.
-
- Valid numbers of atoms range from 3 to 8; chamber size from 6 (6x6) to 14
- (14x14).
-
- The default values for the tooltypes are as follows:
-
- ATOMS=4
-
- SIZE=8
-
- SOUNDPRI=127
-
-
- --------------------------------------
-
- 2.1b Starting AntiMatter - Shell
-
-
- The number of atoms and size of the chamber can be specified when starting
- AntiMatter from the Command Line (Shell). An additional argument can be used
- to set the priority of AntiMatter's sound effects. If SOUNDPRI is set to the
- special value "999", AntiMatter will not generate any sounds.
-
- Valid numbers of atoms range from 3 to 8; chamber size from 6 (6x6) to 14
- (14x14).
-
- The syntax of the command depends upon the version of the operating system
- installed on your Amiga.
-
-
- Newer versions of AmigaDOS (specifically, version 2.04 and later) use the
- "ReadArgs" syntax:
-
- Antimatter ATOMS=4 SIZE=8 SOUNDPRI=127
-
- Older versions use a Unix-style syntax:
-
- AntiMatter -a4 -s8 -p127
-
-
- Both formats shown above illustrate the default AntiMatter values.
-
-
- --------------------------------------
-
- 2.1c Starting AntiMatter - Sound Priority
-
-
- AntiMatter allocates all four Amiga audio channels to create action-specific
- stereo sound. A priority level of 127 will prevent any other application
- from stealing AntiMatter's audio channels. Anything less than 127 (down to
- -128) will allow applications with a higher audio priority to steal the
- channels. AntiMatter will attempt to reallocate stolen channels as soon as
- they are freed.
-
-
- =============================================================================
-
- 2.2 Instructions - Firing Rays
-
-
- Fire a ray by positioning the laser (cursor) at one of the chamber entrances
- (the squares along the chamber edges) and clicking the left mouse button.
-
- The entrance (and exit, if the ray ultimately exited the chamber) will then
- be indicated with a colored marker (described in Ray travel) determined by
- how the chamber's atoms influenced the ray.
-
-
- =============================================================================
-
- 2.3 Instructions - Ray travel
-
-
- A ray will normally travel in a straight line (an Unimpeded flight, the ray
- passes straight through the chamber) unless acted upon by one or more atoms.
-
- There are two primary ways in which a ray can be effected by atoms:
-
- Absorption - The ray is absorbed by an atom in the chamber.
-
- Deflection - The ray is caused to veer 90° from a straight line.
- There are two special cases of Deflections known as Reflections.
-
-
- Note that the influence of multiple atoms in the chamber can combine to yield
- complex results.
-
-
- --------------------------------------
-
- 2.3a Ray travel - Unimpeded flight
-
-
- If there are no atoms directly in the ray's path, nor along the left or right
- of the path, the ray will pass straight through the chamber, exiting on the
- opposite side.
-
- The entrance and exit locations will be indicated with like-color markers.
-
-
- --------------------------------------
-
- 2.3b Ray travel - Absorption
-
-
- If a ray is fired directly into an atom, it is absorbed, and does not exit
- the chamber.
-
- The square where the ray entered the chamber will be indicated with a black
- marker.
-
-
- --------------------------------------
-
- 2.3c Ray travel - Deflection
-
-
- If a ray would pass immediately alongside an atom the ray will be deflected
- away from the atom at a right angle to its original path.
-
- If the ray would have passed the atom on the atom's right side, the ray is
- deflected to the right.
-
- If the ray would have passed on the atom's left side, it is deflected to the
- left.
-
-
- Note that the deflection occurs one square *before* the ray and the atom
- would be next to each other. The entrance and exit locations will be
- indicated with like-color markers.
-
-
- There are two important conditions that result in a special type of
- deflection known as a Reflection.
-
-
- ......................................
-
- 2.3d Ray travel - Reflection
-
-
- If the deflecting atom is alongside the square at which the ray would enter
- the chamber, the ray is unable to be deflected, and is instead reflected
- directly back out.
-
- This reflection is indicated with a white marker at the attempted entrance
- point.
-
-
- A reflection also occurs if there are two atoms straddling the ray's path (ie
- they are exactly one square apart and the ray is traveling down the path
- between them). The ray is deflected both right and left at the same time,
- but cannot overcome either atom, and is instead reflected back along the path
- from which it came.
-
- The ray emerges from the same location it entered, and the reflection is
- indicated with a white marker.
-
-
- =============================================================================
-
- 2.4 Instructions - Marking choices
-
-
- As you fire rays into the chamber, and observe the results, you will start to
- form an idea of where the hidden atoms are.
-
- You can mark your suspected locations by positioning the cursor over the
- desired location in the center grid of the chamber and clicking the left
- mouse button, creating a white marker.
-
- Clicking on the same location again will remove the marker. While you may
- place as many markers in the center grid of the chamber as you like, you will
- not be able to score your guesses if you have more markers than there are
- atoms hidden in the chamber.
-
-
- =============================================================================
-
- 2.5 Instructions - Scoring
-
-
- During game play, you may place as many markers in the center grid of the
- chamber as you like. In order to calculate your score, however, you may have
- no more markers than there are atoms hidden in the chamber.
-
- Once you believe that you have correctly guessed the location of all the
- atoms in the chamber, (as indicated by your white markers in the center
- grid), choose the menu item "Guess/How did I do?".
-
- If the "How did I do?" menu choice is ghosted (disabled), you have too many
- markers on the center grid of the chamber. Simply click on the unneeded
- markers until you have as many (or fewer) markers as there are atoms hidden
- in the chamber.
-
- To calculate your score, the actual locations of the atoms will be displayed.
- Atoms which you correctly guessed will be marked with a checkerboard marker,
- atoms which you missed will be solid red, and atoms which you thought existed
- but didn't are left in white.
-
- Your score is calculated from the number of rays fired, and the number of
- atoms correctly guessed. The lower your score the better.
-
-
- =============================================================================
-
- 2.5a Instructions - Score calculation
-
-
- The formula used for calculating the score is:
-
-
- ( 5 * ( A - C ) ) + R
-
-
- where
-
-
- A is the number of atoms embedded in the chamber.
-
- C is the number of atoms correctly identified
- with markers in the center of the chamber.
-
- R is the number of ray markers along the edges
- of the chamber.
-
-
- =============================================================================
-
- 2.6 Instructions - Menus
-
-
- AntiMatter has three main menus:
-
-
- 2.6a Project menu
-
- 2.6b Prefs menu
-
- 2.6c Guess menu
-
-
- --------------------------------------
-
- 2.6a Menus - Project Menu
-
-
- The "Project/New Game" menu item (Keyboard shortcut "Right-Amiga N") will
- begin a new game with the selected game parameters of chamber size and number
- of atoms.
-
- The "Project/About..." menu item ("Right-Amiga A") gives credit for the
- original board game upon which AntiMatter is based.
-
- The "Project/Quit" menu item ("Right-Amiga Q") will exit the game.
-
-
- --------------------------------------
-
- 2.6b Menus - Prefs Menu
-
-
- There are several menu selections that will help you tailor AntiMatter to
- your desired level of difficulty. The "Prefs/Atoms" and "Prefs/Size of
- Chamber" menu items will allow you to set the number of atoms and the size of
- the chamber. The currently selected values are displayed in a "ghosted" or
- dimmed manner. As soon as you change one of these parameters, a new game
- will be created using the new value(s). You can choose from both the "Atoms"
- and "Size of Box" menus without releasing the "menu" (right) mouse button in
- between. This is known as extended-selecting the items.
-
- These preferences can also be specified when AntiMatter is invoked from
- either the Workbench or Shell.
-
-
- --------------------------------------
-
- 2.6c Menus - Guess Menu
-
-
- The "Guess/Clear Markers" and "Guess/Set Markers" menu items (Keyboard
- shortcuts "Right-Amiga C" and "Right-Amiga S", respectively) will allow you
- to clear or set all the center grid markers at once.
-
- The "Guess/How did I do?" menu item ("Right-Amiga T") will tally up your
- score. You will be unable to select this item if there are too many "guess"
- markers on the center grid.
-
-
- =============================================================================
-
- 2.7 Instructions - Online Help
-
-
- Pressing the "Help" key during game play will interrupt the action and call
- up "AmigaGuide" to display this documentation.
-
- AmigaGuide will be instructed to look in the same directory that AntiMatter
- is located in for "AntiMatter.guide".
-
- Should either AmigaGuide or the guide file not be found, AntiMatter will
- attempt to call up "More" (actually Sys:Utilities/More) on
- "AM:AntiMatter.doc".
-
-
- =============================================================================
-
- 2.8 Instructions - Tips
-
-
- 2.8a Preferences
-
- 2.8b Beginner games
-
- 2.8c Deflections
-
- 2.8d Impossibilities
-
-
- --------------------------------------
-
- 2.8a Tips - Preferences
-
-
- The default size of 8x8 and 4 atoms is a good starting point, but feel free
- to make the chamber smaller or the atoms fewer when learning how the rays are
- effected by the atoms.
-
-
- --------------------------------------
-
- 2.8b Tips - Beginner Games
-
-
- To help in understanding how rays are effected by the atoms, you may choose
- to fire rays into all possible entrances, then select the "Guess/How did I
- Do" menu to see the locations of the atoms, and then study the path of all
- the rays.
-
-
- --------------------------------------
-
- 2.8c Tips - Deflections
-
-
- Keep in mind that Deflections occur one square before the ray would be
- alongside an atom.
-
-
- --------------------------------------
-
- 2.8d Tips - Impossibilities
-
-
- There are configurations of atoms ("molecules") which cannot be completely
- determined even if rays are fired into all chamber entrances.
-
- The likelihood of such molecules increases with the number of atoms embedded
- in the chamber.
-
-
- =============================================================================
-
- 3 Bug reports - How to report bugs to the author.
-
- Bug Reports are encouraged, and may be sent electronically or by mail to the
- author.
-
- The first person to report each reproducible bug will receive a corrected
- copy as soon as it is available.
-
-
- =============================================================================
-
- 4 Source code - How to obtain the Source code.
-
- SAS 'C' (v6.51) source code for AntiMatter is available from the author for
- US$10 (this includes postage in the United States; peoples of all other
- countries [unite!] must include appropriate postage to pay for the shipment
- of one diskette from the US to your country).
-
- 680x0 assembler source code for AnimPtr, the sharable vertical-interrupt
- handler for pointer animation is available for US$5.
-
- Note that the source code for AntiMatter and AnimPtr are not redistributable.
- They may, however, be used as the basis for other programs, which may be
- distributed as you see fit, so long as an acknowledgement of my original
- source is clearly given.
-
-
- --------------------------------------
-
- 4.a AntiMatter - Contacting the author
-
-
- Contact me to report bugs found in AntiMatter, or to obtain a copy of the
- source code.
-
- My mail address is:
-
- Adam Levin-Delson
- 22325 53rd Ave SE
- Bothell, WA 98021 USA
-
- My E-Mail address is: aklevin@bix.com
-
-
- =============================================================================
-
- 5 AntiMatter - Acknowledgements
-
-
- AntiMatter is based upon the board game "Black Box", by Eric Solomon. It was
- originally produced by Waddingtons House of Games in the United Kingdom, and
- then by Parker Brothers in the United States of America.
-
- AntiMatter is Copyright © 1988-1995 Adam Levin-Delson All Rights Reserved
-
-
- Many thanks to the following people:
-
- Bernie Cosell and Bruce Barnett, for their kind help in providing
- information and materials pertaining to the two board-game
- versions of "Black Box".
-
- Michael Sinz, Peter Cherna, Spencer Shanson and Carolyn Scheppner,
- all of(at the time) Commodore Business Machines.
-
- Peter Kunath for audio channel-sharing example code.
-
- Boyd & Gian Edmondson for beta-testing.
-
- Toby Douglass for bug-reporting.
-
- =============================================================================
-
- 6 AntiMatter - Release history
-
-
- AntiMatter's version number can be found in the information provided by the
- "About..." menu selection as well as from the AmigaDOS "Version" command.
-
- Version Date Comments
- 1.0 1988 Working (audioless) version. Not distributed.
- 1.XX 1993 - 1994 Took advantage of AmigaOS 2.x/3.x features.
- Added animated pointer.
- Added sound routines.
- 2.0 06 Jan 1995 First full release.
- 2.1 25 Jan 1995 Fixed bug preventing Euro36 screens from opening.
- (Toby Douglass found this.)
-