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- VERSION 3
-
- 1. Graphical interface added (optional). Requires ega/vga/svga.
-
- 2. SCOMPILE is now part of the main program.
-
- 3. File handling errors are now caught by the program and do not halt it.
-
- 4. Torpedo speed is now 600.
-
- 5. POS command added. This allows the routine to obtain a calibrated position
- of another ship (or its own) instead of just the relative position.
-
- 6. DST command added. Causes immediate self-destruct, which jeapordizes
- all ships within 3000.
-
- 7. Alt-X now exits a battle, with the loser being the fleet with the furthest
- ship from the origin.
-
- VERSION 2
-
- 1. Time command added (TIM). It returns the current time to A. This could be
- helpful if you wanted to compute accelerations or something like that. I
- should probably tell you something about how movement works, or this won't be
- that helpful. Every 10 clock cycles, each ship and torpedo moves a distance
- of 0.4 times its velocity.
-
- 2. I got rid of the directional shields, and replaced it with one shield,
- which is twice as strong as the original. (Although it has to protect four
- times as much, chances are good that you're not taking hits on all four
- shields in the old version.)
-
- 3. Instead of having your systems (shields, torpedos, phasers, and engines)
- become progressively weaker as the ship takes on damage, the systems now have
- a full level, a 50% level, and a dead level. The systems will randomly be
- damaged as the ship takes on damage. (Much like real life: the torpedo tubes
- can be missed entirely by a weapons barrage, while the engines get knocked
- out.)
-
- 4. You can now have 10000 bytes of object code (there's no way anyone could
- want more, right???) and up to 15 ships. This also will change the class
- limits, so see #6.
-
- 5. There are some new compiler directives and commands for starship
- configurations:
- ARM sets the number of cycles*10 before a torpedo will arm. Its speed is
- 250, so be sure it is out of range of the firing vessel before it arms. The
- range is 0 to 255. Default is 10.
- PRX will set the distance (times 10) a torpedo has to be from the target
- vessel to detonate. The range is 0 to 255, default is 40.
- $PWR will set the power of the phaser banks. The range is 0 to 100. There
- is also a PWR command to return the values of other ships to X, much like the
- TRP or ENG commands.
-
- 6. Because of the addition of the PWR command and fleet limits, I have a new
- points system for starship fleet classes.
- class 1: one ship, 200 points
- class 2: up to ten ships, 800 points
- class 3: up to fifteen ships, 4000 points
-
- 7. The fleet size command has been added (FSZ). It returns the size of fleet
- V to A.
-