home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Amiga Collections: Nordlicht Spiele
/
Nordlicht Spiele 24-08 (19xx)(Nordlicht)(DE)(PD).zip
/
Nordlicht Spiele 24-08 (19xx)(Nordlicht)(DE)(PD).adf
/
read-me
< prev
next >
Wrap
Text File
|
1993-07-11
|
6KB
|
139 lines
Pacmans return. (c) Tony Brice 1993.
------------------------------------
The game and all of the associated doc files, source code, diary etc are all
copyright by myself with the exception of the files named further. Feel free
to use, fiddle or discard whatever you want to, although if you feel the urge
some form of payment would be greatfully recieved - as I`m hoping to get Amos
Profesional in the near future - and I`ll send you a copy of my next game
when I finish it. Of course, if you are broke, some P.d etc would also be
welcome if you feel the urge.
The Music on the title screen is a rendition of Blue Monday by New order and
was obtained from an old Amiga Computing coverdisk. I presume that it is ok
to use this music but I am mentioning it here anyway so I don`t get into any
trouble for nicking it.
The little track that plays on the high-score entry screen was obtained from
an Amiga format coverdisk and hopefully they won`t mind either.
And all those Jazzy little sound-effects in the game are from another cover
disk. This time C.U. Amiga, who also gave me Amos and a great little
tutorial on using the language, so thanks a lot guys.
What I want most from this game is input. Go on, drop me a line. Even if it
is just to say my game sucks like a thunderstorm in Spain. I`d like to know.
As I said in the diary of the game, I have only recently started to work in
Amos and I welcome any hints,tips,suggestions or dead rats etc. I look
forward to hearing from you.
Tony Brice.
42 Edward road,
North Harrow,
Middlesex
HA6 2QA.
The game.
---------
What? Don`t tell me you need to know how to play pacman. Well, it goes like
this. Move the little yellow blob around the screen eating all the nice
little dots. Watch out for the ghosts though, as they aren`t interested in
the dots. They just want a peice of Pacmans hide. If,however, you can eat one
of the big green dots, then the ghosts will flash, and you have a limited
amount of time to bite them back. Have fun.
By the way, it's very hard until you get used to it, so don't start
complaining until you've played it for a bit and worked out some strategies.
You'll soon be clearing the earlier screens no problem if you have patience.
Oh yes, nearly forgot: Use joystick to adjust options on the title
screen. Press M to toggle music, F for screen fast-forward, Q to quit the
game, and *** for the cheat mode. If you have the cheat mode on - and no I
am not telling - then you can press L to advance screens. Talk about making
it easy for you.
The ingame keys are: P for Pause - obvious really, S for sound on or
off, and Q to end your game. And no you can't have a high score if the cheat
mode is on - that would be too easy.
The diary.
----------
Also on this disk you will find a text file which is my very own programers
diary. Read it if you are interested, and you will learn all about many of
the problems I had writing the game, and maybe learn something useful too.
You wouldn`t believe how much I learned writing this game.
The Editor.
-----------
The game has a total of twenty different screens, although only ten of them
can be played in any one game. On the title screen you can set the screens
to custom which means that you can play the screens that you create on this
editor. Full instructions are in the program (just press Help) and I hope
this helps the gameplay for you. I`ll bet you don`t come up with screens as
horrible as mine, though.
The Source code.
----------------
On the disk you will find an ascII dump of the source code. Just load it into
Amos, and the associated banks with it (see later), and you can play with
the program to your hearts content, although do remember that I wrote it and
you shouldn`t change the names etc and try to pass it off as your own. The
walls have eyes, you know. And big brother is watching.
As a bonus the editor source code is here as well, although you must
load the sprites bank for it to work in Amos.
Others.
-------
Also on this disk - although you can only load them through Amos - are the
rest of the files that make up the complete game. You will find them in the
banks directory of this disk and must Load them in direct mode, after loading
the source code, then you can play - or fiddle - with an uncompiled version
of the game. I hope someone finds it useful, if just to learn how I achieved
a particular effect.
Banks list
----------
1 = Sprites
3 = Music
4 = Tracker
5 = Samples
6 = Pac.pic (title screen display)
Bank 2 is reserved as work for all the maps data.
All of the files in the banks directory must be loaded into the
proper banks else the program won't work in Amos.
To load the whole game and data into Amos, use the following:
Load the Pacman-ASC file as an ASC file.
Go into direct mode by pressing Escape and type
Load "df0:banks/sprites",1
Load "df0:banks/music",3
Load "df0:banks/tracker",4
Load "df0:banks/samples",5
Load "df0:banks/pac.pic",6
Make sure that the game disk is in Df0: before doing this, or you
can specify another path if you wish, as long as the game disk is there.
Once you have loaded all the banks, you can save the whole program -
banks included - as one file if you so desire to make it easier to edit next
time. Ain't I nice to you.
Finally.
--------
I hope you get as much fun out of fiddling or playing with this game, as I
had writing it. Alright so it wasn`t fun for me all the time - programing
never is - but it was great when I finished it. Most of all I hope you can
better it. That`s what programming is all about: doing something better than
someone has done before. Like I said: I more than welcome input. Bug reports,
you name it. Even if it`s just for a chat, or some advice. I`ll try to
accomodate, although others are much more qualified than I. Drop me a line.
All it costs is a stamp. Enjoy the game.
Tony Brice. 13th July 1993.