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-
- B A T T L E F L E E T (C)
- ------------------------------
- VERSION 3.01
-
- Written By Wade L. Corby
- Redmond, WA
-
-
- BATTLE FLEET is similar to the Milton Bradley Battleship(R) game. The
- differences are the board grid numbers and the ship names and values.
- (BATTLE FLEET's board grid numbers are 0 to 9 instead of 1 to 10.)
-
- BATTLE FLEET requires an EGA or VGA graphics card and can be played
- against your computer or over the telephone via Hayes or 100% Hayes
- compatible modem.
-
- PLAYING AGAINST THE COMPUTER
- ------------------------------
-
- At the DOS prompt type BATLSHIP.EXE and select PLAY COMPUTER.
-
- PLACING YOUR SHIPS
- --------------------
-
- The ships in your fleet have the following values...
-
- Carrier - 5 spaces
- Battleship - 4 spaces
- Submarine - 3 spaces
- Destroyer - 2 spaces
- PT-Boat - 1 space
-
- The ships are placed on the lower grid by specifying their starting
- points. The starting point is the intersecting point on the grid which
- corresponds to the letter/number or number/letter combination selected.
-
- If you were placing the carrier and selected the letter/number
- combination B4, then the carrier would be placed HORIZONTALLY across
- B4, B5, B6, B7 and B8.
-
- If you were placing the battleship and selected the number/letter
- combination 6C, then the battleship would be placed VERTICALLY across
- 6C, 6D, 6E and 6F.
-
- RETURNING ENEMY FIRE
- ----------------------
-
- After all 5 ships have been placed, the enemy then moves into position
- and takes the first shot. This can take as long as 80 seconds with an
- IBM PC without a math co-processor and as little as 10 seconds with a 386
- based machine.
-
-
-
- (1)
- A peg is placed on the lower grid where the enemy called his shot. (White
- peg for a "miss", red peg for a "hit".)
-
- Using the upper grid to keep track of your shots, you respond with a
- letter/number combination such as F3. If you called a "miss", a white
- peg will be placed at F3 on the upper grid. If you called a "hit", a
- red peg will be placed at F3 on the upper grid and a red peg will also
- mark a ship on the left side of the screen, indicating which enemy ship
- was hit. The pegs on the left side of the screen indicate which ship
- was hit; they do not represent where the "hit" took place on the ship.
-
- A new feature has been added which allows you to use the direction
- arrows to move a highlight box to the coordinates you choose on the
- upper grid. Once you've placed the highlight box, simply press the
- space bar and your shot will be made.
-
- If your keyboard does not have a set of separate arrow keys, make sure
- the NUM LOCK is turned off when arrow and number keys are combined on
- the same keyboard area.
-
- OTHER OPTIONS
- ---------------
-
- Changing your mind...
-
- Your number/letter or letter/number combination is automatically entered
- after pressing the second coordinate. However, if you enter the first
- coordinate and change your mind before pressing the second, you can
- press ESC to clear your choice and then select a new number/letter or
- letter/number combination. This does not apply when using the highlight
- box during battle.
-
- Sound...
-
- The sound default is on. On your turn, you may toggle the sound off or
- on by pressing "S".
-
- Quit...
-
- On your turn, you may end the game by pressing "Q". The enemy will
- then show you the location of his fleet on the upper grid.
-
- PLAYING ANOTHER OPPONENT BY MODEM
- -----------------------------------
-
- Each player must have the following...
-
- 1. IBM or compatible computer with EGA/VGA graphics.
- 2. Hayes or 100% Hayes compatible modem.
- 3. A copy of the SAME VERSION OF BATTLE FLEET.
-
-
-
-
-
- (2)
- The modem switches should be set for auto answer, send result codes
- and respond in English (verbose).
-
- At the DOS prompt type BATLSHIP.EXE and select PLAY BY MODEM.
-
- Determine beforehand who will be making the call. The program will ask
- you which COM-PORT your modem is attached.
-
- After locating the modem, a dialing directory will appear on the screen.
- You may now use the ARROW keys to move the highlight bar to one of nine
- lines.
-
- Type your opponent's names in the left hand columns. Use the CTRL+LEFT
- ARROW key to move the highlight bar to the right hand columns and type
- in the phone numbers. The phone numbers and dialing strings can be up
- to 36 characters long, which should handle most long distance dialing
- services requiring additional phone numbers and access codes.
-
- Example...
- 123-4567 ,,,,, 654321 765-4321
- |--------|-----|------|--------|
- ^ ^ ^ ^
- [Dialing service number]___| | | |
- [Commas used to wait for answer]___| | |
- [Access Code]_____________________________| |
- [Opponents phone number]_________________________|
-
- You can edit any highlighted line and your changes are automatically
- saved.
-
- To call an opponent, simply press ENTER and the highlighted name or
- number will be called.
-
- To wait for an opponent to call, simply press ALT+"A" and a "WAITING FOR
- CALL" window will appear in the middle of the screen.
-
- If you selected the wrong opponent and want to stop the dialing process,
- or want to leave "WAITING FOR CALL" mode, simply press ESC.
-
- Once the communication link is established between the modems, the game
- will begin. Place your ships and try to destroy your opponents fleet.
-
- When it is your turn, you can "CHAT" with the enemy by pressing and hold-
- ing the ALT key and pressing "C", then releasing them. Both players will
- then enter the "CHAT" mode and the "CHAT" screen will be displayed. You
- can type a message to the enemy and the enemy can respond.
-
- If you mis-type a word, you can use the BACK SPACE [<----] key to back
- space over characters. Pressing ESC will exit "CHAT" and resume play.
-
-
-
-
-
-
- (3)
- If for some reason your opponent does not seem to respond in a
- reasonable amount of time or you encounter a situation where the
- communication link locks-up the program, you can exit at any time by
- pressing CTRL+BREAK.
-
- USING A NULL MODEM
- --------------------
-
- For those of you who are lucky enough to own 2 computers, each with a
- serial port and EGA/VGA graphics, and can still afford to spend $10.00
- on a null modem and maybe $10.00 on a gender changer, heres how you can
- play an opponent in the same room without using a phone line...
-
- 1. Cable your computers together at their serial ports with the null
- modem. If you end up with a male cable end, you'll need a female
- to female gender changer in order to plug your cable into the serial
- port of the second computer.
-
- 2. The BATTLE FLEET command line must be modified to let the program
- know you are playing over a null modem. Since the sign-on screens
- and dialing directory are by-passed when using a null modem, the
- command line informs the program which computer is considered the
- "caller" and which computer "answers" the call. The command line
- also specifies which communications port the null modem is attached.
-
- For example...
-
- Computer #1 will be the "caller" and is cabled at COM1: - at the DOS
- prompt, type BATLSHIP C 1 and press ENTER. ( C>BATLSHIP C 1 )
- ^ ^
- Call___| |
- com1:_____|
-
- Computer #2 will "answer" and is cabled at COM2: - at the DOS prompt,
- type BATLSHIP A 2 and press ENTER. ( C>BATLSHIP A 2 )
- ^ ^
- Answer___| |
- com2:_____|
-
- It doesn't matter which computer "calls" or "answers", but both may
- not do the same as this will lock up the program and will require a
- CTRL+BREAK to exit.
-
- The "caller" will take the first shot in the first game when play
- begins. From this point on, the game is played exactly as if it
- were being played over the phone.
-
-
- HAVE FUN!
-
-
-
-
-
-
- (4)
- PUBLIC SERVICE MESSAGE
- ------------------------
-
- IF YOU LIKE THIS PROGRAM and would like to support my further efforts
- in bringing useful, fun and affordable software to the SHARE-WARE field,
- please consider registering your program copy for a small fee. In
- doing so, you will receive technical support, notification of program
- updates and new SHARE-WARE programs I might offer in the future.
-
- Included in this documentation is a blank registration form. Please
- fill it out and include it with your payment. Feel free to include
- any comments or suggestions for improving the software or any ideas
- you might have for future programs.
-
- Remember, in order for the SHARE-WARE concept of software distribution
- to succeed, people like you and I must support it. Please make copies
- of this program for your friends and be sure to include this documenta-
- tion file as it is the only way that I can continue to offer low cost,
- quality software to the general public.
-
- Thank you for YOUR support...
-
- Sincerely,
-
- Wade L. Corby
-
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- (5)
- BATTLE FLEET - Version 3.01
- -----------------------------
-
- REGISTRATION FORM
- -------------------
- (Please Print)
-
-
- Name: Telephone:
- ------------------------------------------------------------------------
- Address:
- ------------------------------------------------------------------------
- City: State: Zip:
- ------------------------------------------------------------------------
-
- * Comments Or Suggestions:
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- ========================================================================
-
- Please mail this registration form along with $15.00 to...
-
-
- WADE L. CORBY
-
- 24322 - S.E. 47th. Street
- Issaquah, WA 98027
-
- ========================================================================
-
- * Feel free to send comments and suggestions without registration fee.
-
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- (6)