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- X M R I S V1.01
-
- (C) 1992 Nathan Sidwell
-
- This program is copyright (C) 1992 Nathan Sidwell. This software and
- documentation is in the public domain. Permission is granted to
- distribute and compile verbatim copies of this software for
- non-commercial, non-profit use, without fee. The software may be
- modified, provided that both the above copyright notice and this
- permission notice appear.
-
- No guarantee is given as to the robustness or suitability of this
- software for your computer.
-
- SCENARIO
-
- Xmris is a version of the arcade game Mr Do, which will run under the X
- windowing system.
-
- You control a gnome, who can walk around a garden, along paths already
- marked, or create new paths wherever you wish. You also have a ball,
- which can be thrown in the direction you're facing, towards the gnome's
- feet. Points are scored for collecting cherries (if you collect 8
- cherries without stopping, you get a bonus), killing monsters (by
- squashing them, or throwing the ball at them), and collecting the prize
- left when all the monsters have come out of their den.
-
- Extra lives are obtained by filling in the 'EXTRA' monsters at the top
- of the screen. One of these comes out every 5000 points, and also when
- you get the prize, along with 3 drones. Killing the EXTRA will kill the
- drones too. When you collect the prize, the normal monsters freeze,
- until the three drones are dead. Beware things go faster after that!
- When all the normal monsters are killed or all the cherries collected,
- or you have got the final EXTRA monster, you advance to the next screen.
-
- You can kill the monsters by throwing the ball at them, or dropping the
- apples on them. You get more points for squashing them. The EXTRA
- monsters and its drones, can eat the apples if they're walking towards
- it when they meet. You die by colliding with a monster (unless its
- eating an apple, in which case no harm done), or by being squashed be a
- falling apple.
-
- GAME CONTROLS
-
- The gnome can be controlled by the mouse or keyboard, this is selected
- when you start a new game. The gnome walks towards the mouse, and
- throws the ball when you press a button. You can move the mouse at
- right angles to the gnome's direction while its walking, the gnome
- continues towards the previous destination, before turning towards the
- new one. Mouse control is not that accurate for fine control of the
- gnome (I don't use it). Keyboard control is by 'z' and 'x' for left and
- right, and '\'' and '/' for up and down. The ball is thrown with the
- space bar. Pressing more than one key, will turn the gnome
- appropriately at the next intersection, so you can go round corners by
- pressing the new direction key before releasing the old one. If you try
- to go in a direction not possible, the gnome will move towards the
- nearest intersection or in the direction it was going, depending on how
- near to an intersection it was.
-
- The game can be paused by iconifying it (when your boss walks in), or by
- pressing 'p'. When de-iconified, the game remains paused. To continue
- press space. When paused, you can abort the game by pressing 'q'. If
- the game is displaying the demo screens, 'q' will quit the game
- entirely.
-
- OPTIONS
-
- -help
- Lists command arguments and version number
-
- -display <display>
- Display to run on
-
- -font <font>
- Text font name
-
- -rv
- Reverse video
-
- -bw
- Force black and white
-
- -iconic
- Starts iconified
-
- -mris
- -msit
- So not to be accused of gender bias, xmris can also be run as
- xmsit. The gender of the game is taken from the program name (mris or
- msit) and may be over ridden by two of the following switches. The game
- is known as Mr Is because the arcade game was masculine. (Happy now
- Geoff?)
-
- The argument list is also fed to XSetStandardProperties, I don't know
- what this does.
-
- PLAYING THE GAME
-
- The game works best with all other processes asleep. If another process
- gets too much processor the animation will be jerky, and the load line
- along the bottom will start to grow. Because an interrupt is used to
- control the frame rate, the animation is smoother than with xchomp.
-
- You probably want to position the pointer at the bottom of the window,
- so that it doesn't interfere with the board. You'll notice it flicker
- if one of the sprites moves under it.
-
- BUGS
-
- The game is always in black and white, I haven't got round to doing
- colour sprites yet, so the -bw argument is superfluous.
-
- The -iconic argument has no effect. (I don't know how to get it to
- work.)
-
- Fatal XIO errors are not handled gracefully. Quiting the game by using
- your window manager results in big error message. I don't know how to
- trap this.
-
- The program was written with a folding editor, it might be hard to find
- your way around without one.
-
- In order to get it to compile correctly with both K&R C and ANSI C, I've
- used several macros to deal with the differences in function prototyping
- and argument lists. These produce either proper K&R declarations or
- proper ANSI ones. I did have mixed declarations, with the correct
- promotions taken care of, but that doesn't work well for the one varargs
- function. It might make it hard for things like ctags to work. Maybe
- I'll revert to the mixed declarations.
-
- Please report modifications and other bugs, so that they can be
- considered for inclusion in later releases (especially true of syste
- specific stuff).
-
- email to nathan@inmos.co.uk
-
- Have fun.
-
- Nathan Sidwell INMOS UK | | nathan@inmos.co.uk DoD#0390
-