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PC-SIG: World of Games
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PC-SIG World of Games (CDRM1080710) (1993).iso
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REVISION.HST
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1992-07-04
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Tank Wars
Release 3.2
Copyright 1990, 1991, 1992 Kenneth Morse
All Rights Reserved
-----------------------------------------------
NOTE: This game requires a VGA or MCGA video system to
operate. Your computer must be capable of 320x200
resolution with 256 simultaneous colors.
Revision History
V1.0 October 28, 1990: (116K) First Release
V1.1 November 5, 1990: (90K) Speed Upgrade
Minor bug fix. When a 5Meg nuke exploded, player 10s
trail would flash due to a palette overlap.
Major speed upgrade, CRI's are now travel 10 times
faster, and players die faster too.
Code size greatly decreased.
BOMB2.RAW rewritten to enhance compression.
This release was made mainly due to the fact that I
recently discovered numerous techniques to
optimize code.
V1.2 November 16, 1990: (111K) Program Enhancement
Graphics files BOMB1.RAW and BOMB2.RAW no longer
necessary for operation, see addition to BOMB.TXT.
The tanks now fall at a decent speed during setup.
BOMB.ICO added for MS Windows 3.0 users.
Three new types of death have been added, death by
dirt, fading away, and nuclear meltdown.
We finally have tank on the title screen thanks to
Chris Sparks.
A new computer intelligence has been added, Twanger.
This ones a killer.
Bug fixed that caused the program to hang if you hit
somebody with a ball of dirt and tracking system.
Command line parameters are now documented.
V1.3 November 23, 1990: (121K) Program Enhancement
More code changed from TP to ASM, causing some
noticeable speed increases and some smoother
movements.
If the only people playing are computer intelligences,
the game will attempt to go faster in certain
places that were slowed down for user convenience.
Twangers will no longer pick on the players on the left
first, they now shoot towards the easy kills.
There was a fundamental error in Lobbers strategy,
preventing him from accurately shooting to the
left, this has been corrected.
Computers can now buy and use weapons. Currently they
only have the simplest of algorithms, but they're
much more dangerous.
A new menu option and command line parameter has been
added to select weather computers are allowed to
purchase weapons.
V1.4 November 30, 1990: (111K) Code Optimization & Bug Fixes
For this release, I basically went through all the code
line by line looking for places to trim down,
speed up, and correct the code. This reduced the
size of the program, and increased the speed by a
almost unnoticeable amount.
Some people noticed that very rarely the bomb would
continue to travel, regardless of the dirt in the
way until it hit a tank. This happened when power
was set to exactly 800, and has been fixed.
The amount owned of certain weapons was not showing up
on the weapons list. Sorry for this oversight,
that too has been corrected.
When playing a many-player game, there is no longer a
60 pixel margin on each side that caused the edge
players to be side by side.
The direction arrow was not being updated when the tank
would change direction by way of changing the
angle, this is now fixed.
TP version 6.0 arrived, so it has been re-compiled.
With the new system kernel it shrunk by 10K.
There was also a minor change in speed, but almost
unnoticeable.
V1.5 December 4, 1990: (112K) Program Enhancement
All keyboard handling is now controlled by the program,
BIOS is still accessed at times but not as often.
This has caused a dramatic speed increase in angle
and power selection, it now requires quite a
delicate touch to change either by 1. This also
game me the ability to add the next few additions.
A sound toggle has been added. Pressing Ctrl-S at any
appropriate time will turn sound on or off.
A Mass Kill command has been added. At any appropriate
time you may press Ctrl-M. You will be asked to
confirm. If you say Yes, all players on the
screen will die after the current players turn
ends. This will end battles between computers
that can go on for hours.
You can now exit the game at almost any time. At any
Appropriate time (As defined in the Documentation)
you may press Ctrl-Q to quit the game. At most of
the non Appropriate times you can press Ctrl-Break
to exit.
If you wish to increment/decrement anything by 1 while
using the keyboard hold down ALT while pressing
the appropriate key.
All palette handling had been taken out of Turbo's
hands and are now controlled directly by the
program. Hopefully this will cure the ATI
problem.
A new parameter has been added. Keyboard and mouse
handling was going too fast on machines with fast
video cards. If you are having trouble selecting
your angle and power add the parameter SPEEDxxxx
to the command line. See documentation for
further information.
V1.6 :(K) Bug fixes and Switch additions.
The keyboard was locking up during the purchasing
screen on some computers. In fact it was not
locking, but somehow the computer was convinced
that the a control key was down, misinterperating
everything. I believe this is fixed, but if not
simply press each ctrl, alt, and shift key once.
The keyboard was too sensitive on changing weapons and
guidance systems on fast computers. Fixed.
The palette switching routines have been rewritten
again. I now talk directly to the video chip when
doing palette rewrites. This may not work on all
computers. Add the H- parameter to the command
line to disable the new code.
Some people like the suspense of watching their tanks
fall slowly. To please these people the
FALLDELAYxxxxx parameter has been added. The
default is 0, and it works just like SPEEDxxxxx.
Some mouses were not being detected, and some mouses
were registering that weren't there. M+ and M-
bypass mouse identification and force it one way
or another.
Slight oversight, the mouse pointer was not initialized
to an arrow on loadup. Although this is the
default for most mouse drivers, there have been
problems. Fixed.
It seems that some computers will lock up when using my
new KB handler. A command line switch, X+- has
been added. X+ enables the driver, X- removes it.
V2.0 January 21, 1991:(K) Major Additions.
The main menu has been created to full graphics. If
you have played V1.5 the all the new options are
mentioned here so don't bother rereading that
section of the docs.
The player selection screen is also full graphics. You
may want to read the docs for this one, or you can
muddle through like a true game player.
Background images have been added, nothing like GIFs or
the like, but interesting none the less. A new
menu item has been added to reflect this. Select
NONE to play as before (the default), the screens
are labeled A, B, C, etc.. You can also select RND
which includes all screens.
Command line parameter /BKb has been added for
background selection.
Now when players move around between rounds their
colors remain constant. This was a tricky bit of
programming, so I expect some oddities, (some
people don't have to worry, their colors are
screwed up enough already).
The palette routines were changed again. Maybe this
time......
The status screen is now graphics, and the colors of
the names now truly reflect the color of the
players.
Weapons purchasing has been improved significantly (in
addition to graphics) you can now select weapons,
and deselect them. For those not wishing to read
the docs I must mention that DONE automatically
does a PURCHASE.
Included are two defenses, to protect you from vicious
computers.
V2.5 May 17, 1991: Lots o' new stuff
Even when no mouse was detected I was still attempting
to read it. This prohibited anyone from selecting
menu options with the keyboard as the mouse
buttons were always reading as pressed. Fixed.
More tricky hardware programming. Those background
images that can give you such a headache, Now
your worst nightmare has come true, they move. By
default the screens move a full speed. The new /P
parameter toggles them on or off (+,-) or can
select a delay time (0..999). A corresponding
menu option has been added.
The moving screens can, and will slow down the speed of
the game. This will make some of you happy, as
you complained the game was too fast. For those
others, increasing the delay in rotation (/P) will
allow more processor time for the game. /P10 moves
the screen slowly and has almost no effect on the
game.
Added an option to rotate the palette more crudely. Add
the command line parameter CRUDE to put this into
effect. With Crude on I don't wait for a retrace
to send info to the screen. This means the main
reason rotation slowed the game is now removed.
/P0 with CRUDE has almost no effect on game speed.
The side effect is light snow, barely noticeable
on mine, but you'll have to find out for yourself.
The final scores are also displayed on the text screen
after the games has terminated in case you didn't
see them.
Finally, a new weapon. High powered lasers have now
been developed. They replace the CRI 4/ND's. The
icon on the weapons strip is obvious.
Twanger, Lob and Shoot, and Rifleman are now capable of
buying lasers, and using them with some logic.
Twanger's weapon selection strategy has been improved.
How many times have you seen him plant a 5meg nuke
on a target less than an inch away. No more..
The ATI bug has finally been swept under the rug. This
will allow those irritated users to now play the
game with ease. (If this is untrue please tell me)
Energy shields now should protect you from exploding
opponents debris.
Computers can now buy defenses. Have Fun.....
You can now select a computer from the menu by pressing
the highlighted key.
There is now a small indicator on the weapons selection
screen indicating what weapons are available and
what ain't. Red you can buy, black you can't.
Wind level is now selectable. The new options goes
from None to Gale, and Random. The /Wn option is
included with 0..4 being None..Gale, and 5 is
random.
Two minor glitches fixed. When a sonic blaster was
fired the shot would not clear itself from the
screen. When a shot landed outside the screen it
sometimes caused 4 random pixels on the screen to
be blacked out. Fixed..
Lobber no longer spends countless hours drawing funny
lines all over the screen for no reason when too
many shots are out of bounds.
As suggested by many users, the number of weapons you
begin with has been lowered. You now start with
only 3 normal weapons per game to play, 10 hand
grenades per game, and 100 lead balls total.
Again, I always use a mouse so this bug escaped me.
When selecting Crumbles with a keyboard and using
BOMBFX, you were allowed to go negative numbers.
The max number of games has been increased to 99.
When the mouse was forced off, it was still appearing,
but not acting. Now solved.
Pressing Ctrl-P will now bring up a status screen
indicating game number, and other information. It
will work any time Ctrl-Q and Ctrl-M would.
WARNING: It seems that whenever you use this
option while demonstrating the game to anyone from
IBM it will hang the system.
A whole new program has been added. BOMBCFG.EXE
creates a file named BOMB.CFG which holds the
setup defaults, and most anything you would pass
along on the command line. I contains in depth
descriptions of every option available. Anyone
familiar with the TP IDE will find this program
very familiar looking.
BOMB will not run without a proper BOMB.CFG created by
BOMBCFG.EXE in the current directory.
If the shot goes off the screen, in the direction the
wind is blowing, and no guidance systems are
activated, BOMB will stop the shot knowing it had
no chance of re-entering the screen.
V3.0 : May 31, 1992
A few more backgrounds added, also initial display of
these backgrounds has been speeded up.
You can now obtain more detailed statistics from the
game status screen by clicking on the players
name, or pressing his number.
Team Play has now been added. A new Team Status screen
has been added to reflect this, and you can also
obtain detailed stat's as above.
Explosions now vanish from the inside out instead of
from the outside in, for those who cared.
For those who discovered it, the "Magic 800" has been
changed, it was 1000-Power*2 for those who never
discovered it.
After detonating, a sonic blaster now clears itself
from the screen.
Lead Balls now take off 5 men when they hit directly.
This makes them only slightly less than completely
useless.
You now have the option of selecting random colors for
the backgrounds instead of the Red-Green-Blue
pattern. Also pressing CTRL-R will change the
color pattern. (Pressing CTRL-R is not recommended
for use on the blue or starry screens).
When selecting player names, the color of the player is
displayed in the text box.
All CTRL Keys now work almost all the time. Previously
only during specific procedures could they be
received (ie. during explosions, but not during
computer targeting, etc). Now they are linked into
the keyboard handler, and work anytime the main
game screen is active.
Some stuff I forgot to write down... Sorry...
Palette rotation speed may now be altered from within
the program during a round. Press F3 to slow it
down, and F4 to speed it up.
A few backgrounds have been added or altered.
A help screen, F1 (should have put that in a long time
ago.
If a game is taking too long, (ie >15 round or more)
the computer will start to take steps to end the
game, currently it enjoys playing Zeus (You'll
see!)
A new defense, a repulser. These make you very hard to
hit, especially if your enemy is above you, but
one good hit or fall and the repulser is ruined.
A new computer intelligence has been added. Wind Master
(for lack of a better name) is now the equivalent
of a windless wit who knows how to compensate for
wind. Extremely accurate in any windy condition
as long as the walls do not get in his way.
A new weapon, the long awaited MIRVs are here.
I have removed the Fire Kills option, now fire always
kills. See Bomb.TXT for details.
I have also removed the eXtended keyboard and /X
options. Tank Wars now Requires the use of its
internal keyboard handler. If this creates
problems please see Bomb.TXT for details on
finding a solution.
A boss screen, just press F10. To exit press space bar
to return to your game. Alternatively, if your
boss just won't go away you can press ESC and Tank
Wars will drop to DOS, attempting to save your
game under the name 'BOSS'.
You can now obtain a complete list of command line
parameters by typing "BOMB H".
V3.1 : June 20, 1992 -- Bugs, Bugs, Bugs....
Evidently removing support for older keyboards was a
bad idea. Its amazing how many people there are
playing Tank Wars on souped up XT's with old BIOS.
Although the old keyboard code has returned, it is
significantly smaller than it was before and
should work better.
I didn't realize it, but abandoning an overlayed
structure shot the memory requirements through the
roof. The overlay system has now returned.
The boss screen was saving all 63K of video memory when
F10 was pressed, this made 63K unavailable to the
rest of the system. Some video systems will allow
you to change video modes without erasing the
graphics image, and the flip back. When this is
the case only a small portion of memory needs to
be saved, you can specify and test this amount in
BOMBCFG. Thus allowing more memory for Tank Wars.
The speed of the laser is now a separate parameter.
When sorting the team score screen, teams with equal
wins, but less points would rank higher. No
longer.
After exiting BOMBCFG the shift keys could be "stuck"
down in the computers eyes, causing 6's to come
out as ^'s etc..
You may have noticed parts of V3.0 going as slow as a
snail. This was the first time I tried to link in
Borland's math coprocessor routines, these doubled
the speed of the game when using a coprocessor and
slowed it down to quarter speed for those not.
V3.2 : July 4, 1992 -- More Bugs....
I forgot to link VGA256.BGI into BOMBCFG as I did to
BOMB. The result is that when you pressed TEST it
looked for C:\LANGS\TP\BGI\VGA256.BGI. I doubt it
was found there on any other system than mine. It
is now linked in.
The way I handled memory allocation changed in V3.1,
and had one flaw. It didn't ensure that screen
buffers were created on even paragraph boundaries.
This caused incorrect double images to appear at
times (most noticeably when WindMaster is
targeting).
Tank Wars only allocated mouse buffer memory if there
was a mouse present. But it always tried to
release that memory. End result, if you didn't
have a mouse the program crashed when you tried to
exit.
Some devices that use IRQ-2 (such as mice and MIDI
controllers) lock up when using the Vertical
Retrace palette interface. No way around it, just
either select Timer interface or None.