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ISV Strong Games
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sokobas
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!Help
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Text File
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1995-07-28
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122 lines
!Help for !SokoBas v1.4
PURPOSE :
---------
!SokoBas is a desktop version of the ancient PC game Sokoban. The purpose is
to drive around with the little bulldozer and to push all the yellow boxes
on the blue crosses.
COPYRIGHT MATTERS :
-------------------
!SokoBas is FREEWARE. This means that you may freely distribute it, as
long as you include all files unaltered, and don't charge any money for it.
(This doesn't include disc- and p&p costs for PD-libraries.)
HOW TO USE :
------------
Doubleclick on the !SokoBas icon and the game will install itself on the
iconbar. Clicking on this icon will open the main window displaying the
first level of the game. You can move the little bulldozer around by using
the arrow keys or by clicking in the window while the mousepointer is over
it. If the mousepointer is to the right of the bulldozer and you click the
Select button, the bulldozer will move to the right. If you click beneath
it, it will move down etc.. Clicking the Menu button while the mousepointer
is over the window will bring up a menu with the following entries:
Undo - With this option it's possible to undo your last legal move. Legal
moves don't include attempts to drive trough a wall, or to push two
yellow boxes at once. The menu item will be greyed out if there is
nothing to undo. Important: you can only undo the last move. Hence,
take care moving around and decide quickly if you want to back up
one step.
Instead of using the menu to undo a move, you can also press 'U'.
Level - If you move the mousepointer to the right over the arrow, a
writeable icon will appear in which you can enter the number of a
level you wish to try. Currently there are 90 levels included in the
game. After finishing a level the game will move on automatically to
the next. The number in the writeable icon will also change. This
makes it possible to retry a level from the start by simply clicking
on the writeable icon.
Instead of using the menu to retry a level, you can also press 'R'.
With the keys '<' and '>' you can go back respectively go forward
one level.
WARNING :
---------
I don't take ANY responsability for damage or losses caused by using this
program! This means that you use it entirely at your own risk!
THANKS TO :
-----------
A big thanks must go to Pervect of Topix who wrote some speedy code. He
wrote the fast SpriteOps which make it possible to obtain smooth redrawing
of the screen, even on the slowest Archimedeses, like my own A340. He also
made a little decrunch routine that decrunches the leveldata from memory.
This makes it possible for Archimedes owners with only one floppy drive to
load the game and to remove the floppy disc, because all necessary data is
allready loaded.
And thanks again to Pervect for rewriting his fast SpriteOps so that they
work in modes with more than 256 colours too.
FUTURE :
--------
All redraw code is now written in machine code. The next step could be to
rewrite the entire game in machine code. Furthermore it is possible to make
animation smoother by moving the objects in little steps, or to add
soundeffects. Another thing I can think of is a level editor which makes it
possible to create your own levels. If there is anything you would like to
see added to the game, or if you have found bugs please contact the author.
HISTORY :
---------
0.1 - 0.9 Development versions. Never released.
1.0 First release. Uses fast SpriteOps and decrunching.
1.1 This version also works on Risc-PC's! Thanks to Pervect for
finding the little bug. The decrunch routine now decrunches to a
DIM'ed area of memory instead of to a BASIC array. Reasons are
less hackish decrunch code and a first step towards rewriting the
redraw routine in machine code. Logic wanted the keyboardshortcuts
back that I removed from the program somewhere in the development
phase. Well here they are! Also thanks for letting me copy your
!Help file layout. (He was waiting for that one.... :-)
1.2 After running into !Sokoban written by Jason Howat and Paul Denize
somewhere on the Internet I took the liberty of copying the levels
51 to 90 from their game. This meant that I had to enlarge the
playing area from 19x16 to 20x17, and to resize the main sprite and
window. Off course I also had to change some small parts of the
program to take into account of the new size. I noticed that there
were some differences between the two versions on levels 20, 42 and
50. Because the version of level 20 I already had is somewhat more
difficult than that of !Sokoban I kept my old version. The diffe-
rence on level 42 doesn't really influence gameplay, but I think
that the new version of level 50 is more playable. (And now maybe
even solvable :-)
Added the use of the '<' and '>' keys to skip levels.
1.3 All redraw code is now written in machine code. This has halved the
size of the !RunImage file and gameplay is smoother now.
1.4 The game now uses the new fast SpriteOps that work in modes with
more than 256 colours on the Risc-PC too.
CONTACT :
---------
E-mail: opmeer@cs.utwente.nl or a.d.opmeer@student.utwente.nl
Snail-mail: Arjan Opmeer
Calslaan 40-44
7522 ME Enschede
The Netherlands