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The Complete Encyclopedia of Games 1
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Microforum-Over1000GamesVol1-Win31-CD2of2.iso
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readme.pc
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1991-03-04
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*****************************************************************************
* *
* *
* IBM PC and compatible with VGA card (640*480) BOULDER DASH version. *
* *
* *
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Original version for X11 windowing system :
Jeroen Houttuin
Informatikdienste-Kommunikationssysteme
ETH Zentrum RZ-H7
CH-8092 Zurich
tel +41-1-2565837
fax +41-1-2615389
e-mail: houttuin@ks.id.ethz.ch
X.400 : C=CH;ADMD=ARCOM;PRMD=SWITCH;O=ETHZ;OU=id;OU=ks;S=houttuin
PC Version :
Herve Soulard
e-mail: soulard@sor.inria.fr
PROGRAMS
--------
- XBD.EXE, the game,
- XBDE.EXE, level editor for XBD.EXE,
- BITMAP.EXE, bitmap editor for XBD.EXE.
- CONVERT.EXE, convert raw sound file to my format.
INSTALLATION
------------
To use these programs you must copied them to your play
directory.
You also need to copied some files to the play directory or
another one. This later one can be set in the file XBD.H
with the LIB define, or with the XBDLIB environment variable
(default to .\lib).
Those files are :
- xbdlv*, levels for the game,
- default, default level,
- bitmaps.dat, all bitmaps used by the game,
- scores, all scores.
You find those files in the LIB directory.
If you want your real name in the score file, you must set
the USER environment variable.
COMPILATION
-----------
The Makefile is writen for GMAKE (GNU make) and use the
Microsoft C compiler (6.0) and Assembler (5.0).
XBD.EXE
-------
Usage : XBD [-l level] [-s]
-l -> starting level.
-s -> disable digitized sounds.
The goal is to collect the more of diamonds, the exit to next
level will blink when you will get enough diamond. New level
gives you one life more. For each level you have a limited
time, and a limited number of lives.
Keys used within the game :
- ARROWS, move the guy,
- CTRL-ARROWS, dig around the guy,
- 'R' or 'r', redraw the screen,
- 'D' or 'd', kill the guy,
- SPACE, pauses the game,
- ESC, ends the game.
XBDE.EXE
--------
Usage : XBDE [-h heigth] [-w width] -l level
-h -> heigth of the level screen.
-w -> width of the level screen.
-l -> level to be editied.
With XBDE you can edit the level files for XBD. Those files
must be in the current directory, or in the directory
precised by XBDLIB.
Keys used int the editor :
- ARROWS, move the cursor,
- PG_UP and PG_DOWN, chose the bitmap,
- SPACE, set the current position with the current
bitmap,
- 'C' or 'c', clear the level,
- 'U' or 'u', save the level,
- ESC, ends editing.
All available bitmaps are on the right side of the screen.
The small cursor on their left shows the current selected
bitmap (change with PG_UP and PG_DOWN), the other one on the
right side shows the bitmap under the level cursor.
BITMAP.EXE
----------
Usage : BITMAP
This program allows you to edit all bitmaps available in the
BITMAPS.DAT file. This file must be in the current directory,
and after editing you must copy it in the play directory or
the one precised by XBDLIB.
All bitmaps are drawn on the top of the screen, the current
bitmap is zoomed in the middle, its name is printed and all
colors are drawn on the rigth of the screen.
Keys used in the editor :
- ARROWS, move the cursor on the zoomed bitmap,
- PG_UP and PG_DOWN, chose the current bitmap,
- SPACE, set the current pixel with the current
color,
- '+' and '-', chose the current color,
- 'S' or 's', save the bitmaps,
- ESC, ends editing.
A small cursor indicates wich bitmap is currently being
edited.
On the left of all colors a square indicates the current
color, and on the right another square gives the color of the
current pixel.
CONVERT.EXE
-----------
Usage : CONVERT <InFile> <Hertz> <OutFile> <Comment>
InFile -> name of raw sound file.
Hertz -> digitize frequency of InFile.
OutFile -> name of my format file.
Comment -> comment to add to the OutFile.
This program convert a raw sampled sound file to my own format.
Each sampled is supposed to be a 8 bits value with the middle
value to 128. You have to give the frequency this file is
digitized with.
The OutFile is composed of the datas from the InFile with an
header describing the sound. I recommend to use the '.PSF'
extension for this file.
You can add a comment to the file, like the title of the sound,
up to 250 characters.