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1993-03-22
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AsteriodsII 0.91
Copyright © 1992 Mike Seifert
******************************************************************************
* *
* Permission is hereby granted to distribute this program's archive *
* containing the executables and documentation for non-commercial purposes *
* so long as the archive and its contents are not modified in any way. *
* *
* This program may not be distributed for a profit. *
* *
* Commercial use prohibited without written permission. *
* *
* This program is not in the public domain. *
* *
******************************************************************************
First, let me just say that this game was never tested on a 68000 machine or
machines with 1.3 ROMs. Since the entire game was programmed using standard OS
routines and compiled using SAS/C 6.0, asteriodsII should run fine on a stock
500, 1000, or 2000. I'll make no such predictions about machines with 1.3 ROMs.
Future AGA revisions are planned, but Ill need to get my A4000 first. The game
uses around 300K chip memory and 200K fast memory.
Here are the particulars for those interested:
- Programmed in C using SAS/C 6.2, slightly optimized using ASM.
- Tested on an A3000 with both 68040 and 68030 processors.
- Entire game was programmed using OS functions, and should multitask flawlessly.
- All rotating images are now defined using vectors and stored into memory
at the initialization screen. This speeds up load times for non-HD users, and
allows for the quick creation of new ships.
- Some images and sounds are loaded from disk as IFF files, and can be replaced if
you want to use your own.
- The extended AsteroidsII game is shareware and has been partially disabled to
keep the player from going past level 5. If you would like the fully operational
game, just send me $10 (or $5,a disk, and postage--or just $5 if you would like
it sent to you through internet).
- Be forwarned that the source code is bloated, kludged, and basically not very nice.
However, it is available for some small donation ($5 or $10-- I can always be
dealt with reasonably...)
-----------------------------------------------------------------------------------
NOTE: The regular asteroids game has not been disabled.
-----------------------------------------------------------------------------------
KNOWN PROBLEMS
--------------
- Fonts MUST be in FONTS: directory, so copy them over or reassign FONTS:
- Although the game reconizes different processors, timing functions may still be
a bit off. This results in the game sometimes noticably speeding up or slowing
down as different ships appear and are destroyed. I'll correct this as I
continue to test it. I dont know how the game reacts on a 68000 machine, but I
did allow the player to alter the base delay. This should make the game playable....
Time based events would be the best solution, but Im not really eager to add this....
- Program does not clean up after an error. If you get an error message, its best
just to quit the program. (I know this sucks, but I just dont feel like fixing it....)
----------------------------------------------------------------------------------------
VERSION CHANGES
---------------
(0.80) FIRST RELEASE VERSION
(0.81) (unreleased)
- Pause function now multitasks.
- Internal list routines slightly optimized.
(0.85)
- Machines without FASTMEM can now run the program. (I set a stupid compiler flag)
- Option save function added.
- Definable key codes added (with save option).
- Player ship release routine has been improved to eliminate frustrating instant
deaths. (Youll still have to deal with the saucer fire, though.)
- Three difficulty levels have been added to make the game easier for the beginner.
These levels only control the asteroid speeds, and no one should keep the level
below one. In future revisions, the high score list will display the play level.
(0.90)
- Added vector graphics to speed up load time and lower the mass of image files.
- Added a different image for player 2.
- Program now recognizes music in the background and shuts up instead of crashing.
- Star Destroyer escorts now cease to drop flotsam after the star destroyer has been
damaged.
- Shield flotsam image has been changed due to confusion with debris.
- Hyperspace effects have been added to give visual indication of new position.
- Saucers now stop firing after they destroy a player.
- Mines no longer appear in basic game.
- Random screen glitch eliminated.
- Backspace key now works with high score list (only DEL worked before...)
- Enemy minelayers added.
- Option for the wrapping of fire around the screen added.
- Ships now drop flotsam only when destroyed.
- Program now quietly exits if fonts are not located
(0.91)
(a) Keystrokes are no longer echoed to active consoles on the workbench.
(a) Game now clears mouse pointer.
(a) Pause function has been adjusted.
(b) Keyboard key repeat has been eliminated.
(b) Auto fire has been added.
(NOTE: The higher speeds of autofire will probably
become another gained ability in later versions.)
(c) Fixed photon fire wrap option
(c) Updated help screen
(c) Fixed enemy ship point values
(c) Finally! Player release routine checks for saucer proximity.
(d) Asteroids now rotate
(d) Enemy fire rates have been adjusted
(e) Enemy dreadnoughts have been added (watch for their displacement weapons)
(e) Hyperspace problems at level end have been fixed
(e) Changed saucer fire image
(f) AGA/OS3.0 problems eliminated
(g) Save option omissions fixed
(0.92)
- Fully implemented M-Cruisers and X-Cruisers
- Adjusted game play considerably
- Deleted star destroyer level indefinitely
- Added autofire flotsam (removed autofire option)
- Adjusted Pause function so pause window no longer has to be active to
read keypress
FUTURE ADDITIONS (to be added after version 1.x)
------------------------------------------------
-PAL SCREEN When I eventually get enough loose cash together to buy my
RKRM:Libraries manual, I plan to make the default screen PAL for
the extra vertical resolution.
-THIRD PLAYER You can never have enough simultaneous action. This guy will
probably use the mouse and numeric keypad for control.
-COLOR I may add a color option, but I dont know if Ill bother. The
graphics are what one might call 'functional', and thats all theyll
ever be with my artistic abilities.
-AGA SUPPORT If I should opt for an A4000 (instead of joining the PC world),
I may recode some of the graphics routines to take advantage of
the AGA's hires sprites and faster blitter. This would allow for
future game additions.
-MODEM SUPPORT This would be the first step in turning this game into an X-pilot
clone. I definitely wouldnt attempt it alone....
-------------------------------------------------------------------------------------
CREDITS
-------
Designed and Coded by mike seifert using SAS/C.
Thanks to Doug Walker and Michael Van Elst for answering my stupid questions.
Thanks to Chris Hames for debugging the program on AGA/OS3.0 machines.
Graphics by mike seifert using DeluxePaint 2.0.
(Truly incredible graphics...)
Game sound was from various public domain (hopefully) sources. I havent the
money for a digitizer. (I just had to upgrade that compiler to 6.0, and I would
do it again.) If anyone hates the sound, I would appreciate any weapon or
explosion donations...
Lets give credit where credit is due--this little game is in existance thanks to
SAS/C 6.x.... The source i