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-
- WANDERER 2.2 X3
-
- A game door for Xenolink, DLG, and TransAmiga
-
- Alan Bland
- 442 Seven Hills Drive
- Boulder, CO 80302
-
- CYBERMIGA BBS (303)939-9923
- Fidonet 1:104/121
-
-
- -------------------------------------------
- | Refer to the end of this file for a |
- | list of changes since the last release! |
- -------------------------------------------
-
-
-
-
- ---=== WHAT IS IT? ===---
-
- What is Wanderer? It's a UNIX game written several years ago by
- Stephen Shipway. The game is somewhat like Emerald Mines, Boulderdash,
- etc. I ported it to the Amiga several years ago as my first programming
- project, complete with spiffy graphics and digitized sound effects.
- The original version appeared in an issue of the disk-based magazine
- New AMnews right before they went bankrupt (they never paid me for it).
- I released an updated version shortly afterwards, and then left it
- alone for a few years. More recently, one of the other disk magazines
- published the old version of Wanderer. Why they didn't grab the newer
- version from the Fish disk, I'll never know!
-
- What you're looking at now is my latest version, recompiled as a
- Xenolink door. Oh yeah, it works on DLG too, just like my other BBS
- game door, Al's Xeno Casino. I had to do quite a bit of hacking to
- make it work respectably at 2400 baud, but I think I've succeeded.
- I also fixed a few minor display bugs along the way, and modified the
- load/save game feature to work in a BBS environment, but otherwise
- it's identical to the stand-alone version.
-
- Reports have come in that Wanderer also works with TransAmiga BBS!
- The more the merrier!
-
- Some users complain that they can't see all of the graphics characters.
- The DLG local port problems are fixed in version X2 so that DLG sysops
- can run the game locally. I've done extensive testing using JRcomm 1.02
- connected to Xenolink and DLG systems and have seen no problems. JRcomm
- is one of the most complete IBM ANSI emulations available on the Amiga.
- Since Wanderer works well with JRcomm, I assume any problems are due to
- terminal programs that are incorrectly implemented. I regret that I
- don't have the time to insure that it works with every possible terminal
- program. If your users are having troubles, tell them to switch to a
- different terminal program.
-
-
-
- ---=== HOW DO I INSTALL IT? ===---
-
- First you must create a directory named DOORS:Wanderer. Extract the
- distribution archive in this directory. Note that it will create a
- sub-directory named "screens" containing all of the screen files.
- If this sub-directory isn't there, the game won't run.
-
- Next, if you're running a Xenolink BBS, use the following menu entry:
-
- XenolinkDoor "wanderer/wanderer"
-
- If you're running a DLG BBS, do the appropriate magic to cause the
- following command to be executed:
-
- doors:wanderer/wanderer -u "%NAME" -p %PORT
-
- For DLG, the -u option specifies the name of the user, and the -p
- option specifies which port the game is using. The port is used
- to determine whether Wanderer is running remotely or locally, and
- assumes the default DLG port names are used (TLx for local, TRx for
- remote). The AMIGA console window does not display certain IBM graphics
- characters, so if Wanderer is running locally, it will display those
- characters as ugly ASCII characters instead. When running locally, you
- should use an 8 or 16 color Workbench screen and an IBM font.
-
- For TransAmiga, please read the enclosed README.TRANSAMIGA file. It
- looks somewhat involved, so rather than botch it by trying to paraphrase
- it here, I'll let you digest the enclosed instructions from Sami Radwan.
-
- And for you folks who just want to run it from a CLI (8 or 16 colors
- with an IBM font, please) run the following command that makes it
- appear to be running locally on DLG:
-
- doors:wanderer/wanderer -u "Your Name" -p TL0
-
- The game correctly handles score file contention, so you may run it
- on any number of nodes at once. I haven't really looked at RAM usage,
- so you might want to check it before running it on 22 nodes at once!
- I've linked it using SAS/C cres.o, which means it should be possible
- to make it resident. I haven't verified that this actually works, so
- use at your own risk.
-
- Wanderer sets its own stack size, so you don't have to worry about it.
- A rather large stack is needed to handle the boulder avalanches (hey,
- I didn't write the code, I just ported it!).
-
- The first time the game runs, the "hiscore" file will be created.
- Remove this file whenever you wish to reset the high scores. A directory
- named doors:wanderer/save will also be created automatically to hold saved
- game files. Each user can only have one saved game at a time, so you
- don't have to worry much about disk space.
-
-
-
- ---=== CREATING NEW SCREENS ===---
-
- Take a look in the doors:wanderer/screens directory and you'll see
- one file per screen level. The non-door version of Wanderer supports
- a level-editor so you can create your own screens. I have not compiled
- the level-editor into this version of Wanderer, but you can grab the
- non-door version and use it. Any screen files created for that version
- are compatible with this version. I think this version is limited to
- 127 screens. If you need more, let me know and I'll see what I can do.
-
-
-
- ---=== IS THIS SHAREWARE, OR WHAT? ===---
-
- No, it's freeware. The original author holds the copyright and has made
- it freely distributable. As the person who ported it to the Amiga, I
- only ask that you let me know how your BBS users like this game. Give
- my BBS a call, or send me net-mail or snail-mail to let me know what you
- think. If you're ever in the Boulder/Denver area, feel free to drop in
- and buy me a beer!
-
-
-
- ---=== REVISION HISTORY ===---
-
- Version 2.2 X1
-
- * First release of Wanderer for Xenolink and DLG.
-
- Version 2.2 X2
-
- * Fixed a rather annoying bug when reading in a new level that causes some
- levels to be unsolvable (level 4 being the first one!) If you've saved
- a game on level 4, the bug will remain when the game is restored. Just
- save on an earlier level to get things back to normal.
- * Removed BEEP commands since they weren't fully implemented in the
- original version 2.2 anyway.
- * ANSI cursor sequences are done a bit more intelligently in an attempt to
- make screen updates go faster.
- * Added PORT kludge to allow certain characters to display properly in a
- CLI window. This allows DLG sysops to run it locally.
- * Arrow keys are now recognized as input when run locally on DLG.
- * ^C now returns the console to cooked mode.
- * Restoring a game no longer removes the save file. That was really
- obnoxious!
- * Instructions for TransAmiga BBS are now included.
-
- Version 2.2 X3
-
- * The number of moves remaining is now displayed properly after eating a
- time capsule.
- * Password selection was buggy and has been reworked. Players should no
- longer be able to jump to levels higher than they've played.
- * The bug that allowed boulders to fall into the right-side border has
- been squashed. This bug made level 10 (and possibly others) unsolvable.
- UNFORTUNATELY, any users who have a saved game on level 10 will have to
- restart the game because the conditions that caused this bug are saved
- in the save file.
- * The TransAmiga BBS instructions have been updated to include a slightly
- different script file.
-