home *** CD-ROM | disk | FTP | other *** search
- Path: uunet!news.tek.com!news.cna.tek.com!not-for-mail
- From: billr@saab.cna.tek.com (Bill Randle)
- Newsgroups: comp.sources.games
- Subject: v18i060: xboing - blockout variant with color and sound for X, Part01/30
- Date: 30 Aug 1993 10:26:17 -0700
- Organization: Tektronix, Inc., Redmond, OR
- Lines: 1300
- Approved: billr@saab.CNA.TEK.COM
- Message-ID: <25td7p$hsl@saab.cna.tek.com>
- NNTP-Posting-Host: saab.cna.tek.com
- Xref: uunet comp.sources.games:1860
-
- Submitted-by: jck@kimba.catt.citri.edu.au (Justin Kibell)
- Posting-number: Volume 18, Issue 60
- Archive-name: xboing/part01
- Environment: X11, Xlib, XPM
-
-
- [[Many of you have seen this announced in comp.windows.x and have played
- previous versions. I feel it is stable enough now to warrant posting
- here. The xpm and audio files have been uuencoded. Run the sdecode.sh script
- after unpacking to automatically decode them. BTW, this is version 1.7. -br]]
-
- [[From the author...]
- [XBoing is a simple blockout type game where you have a paddle which you use to
- bounce a ball around the game area blowing up blocks with the ball. You win by
- obtaining points for each block destroyed and each level completed. The person
- with the highest score wins.]
-
- #! /bin/sh
- # This is a shell archive. Remove anything before this line, then unpack
- # it by saving it into a file and typing "sh file". To overwrite existing
- # files, type "sh file -c". You can also feed this as standard input via
- # unshar, or by typing "sh <file", e.g.. If this archive is complete, you
- # will see the following message at the end:
- # "End of archive 1 (of 30)."
- # Contents: README MANIFEST README.changes README.install
- # README.problems README.todo audio bitmaps include levels sounds
- # sounds/ammo.au.uu
- # Wrapped by billr@saab on Mon Aug 30 09:14:22 1993
- PATH=/bin:/usr/bin:/usr/ucb ; export PATH
- if test -f 'README' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'README'\"
- else
- echo shar: Extracting \"'README'\" \(5885 characters\)
- sed "s/^X//" >'README' <<'END_OF_FILE'
- XXBoing Version 1.7
- X==================
- X
- XUpdated: 27th August 1993
- X
- X
- XDescription
- X-----------
- X
- XXBoing is a simple blockout type game where you have a paddle which you use to
- Xbounce a ball around the game area blowing up blocks with the ball. You win by
- Xobtaining points for each block destroyed and each level completed. The person
- Xwith the highest score wins.
- X
- XXBoing was started like many other projects to learn Xlib better. I had the
- XXPM library and was already using it in a Motif application. I thought that it
- Xwould be cool to have nice colour pictures/animations in an Xlib game. So I
- Xdid. Without the XPM library I would be still playing with the colours I think.
- X
- XPlease read the manual page as the manual has some important game play
- Xinformation. Now I have warned you so don't complain if something doesn't
- Xseem to be correct or that another breakout game did it like that or this. :-)
- X
- X
- XRequirements
- X------------
- X
- XThe XPM library. Version 2.3 upwards tested. 3.2g is fine. Not tested below 2.3
- XSuggest you use 3.2g which is available everywhere now.
- X
- XA COLOUR X display. I may fix it to use other visuals later. ie: grey. mono
- X
- XAn ansi or non-ansi compiler. Ansi is better, try gcc.
- XA decent GRUNT box to run XBoing. No network travel if possible! :-)
- X
- XAlso note that if you are on a Sun machine the xnews server is not the
- Xquickest and you may experience delays in the game due to its heavy use
- Xof pixmaps etc. I suggest playing it with the MIT X Server - hassle I know
- Xif you use other Sun software that requires news etc.
- X
- XNote: It will always be a bit slower on a network so playing on the host
- X machine will give the best results. I have tuned the game for my
- X SparcStation 2 and it runs very fast. I cannot test the game on
- X other machines other the some Xterms and SGI Indigo's. Disclamier.
- X
- XThis program doesn't have an Xdefaults file and does not use Motif or Xt. It
- Xis a plain XLib program. It runs VERY fast on my computer which is a sparc II.
- XIf it is slow then check out the README.problems doco.
- X
- XPlease don't mail me and ask why it is slow unless you have read the -
- XREADME.problems
- X
- X
- XWhere do I get it from
- X----------------------
- X
- XVia anonymous ftp from ftp.x.org in the contrib directory.
- XThe most recent version is xboing1.7-tar.Z. It may appear on other mirrors
- Xthat mirror ftp.x.org or whatever.
- X
- XPlease do not try to obtain it from my own machine. ftp.x.org is quicker.
- XThe game is NOT kept in the ftp account on my machine so don't try please.
- X
- X
- XInstallation/Building game
- X--------------------------
- X
- XPlease read the file called INSTALL. It is important to read this file.
- XDon't forget to get the XPM library and compile it up first!
- X
- X
- XUsage
- X-----
- X
- XThe game does have command line options so check them out. 'xboing -help'
- X
- XThe colourmap is taken over as I need all the colours. Sorry but thats the
- Xproblem with only 256 colourmap entries. I cannot see a problem with this.
- X
- XThe colourmap is released afterwards and should return you to your lovely
- Xcolour scheme. If it doesn't please let me know.
- X
- X
- XDevelopement
- X------------
- X
- XXboing was developed on a SparcStation 2 with 48meg memory and a 19" colour
- Xdisplay using the MIT X11R5 X server, Motif Window Manager. I used x11ups
- Xfor debugging - excellent tool - well done. Sunos 4.1.2 sun4c. Compiled using
- Xgcc with warnings on and also tested using the Sun cc compiler (non ansi).
- X
- XReference books: All of O'Reilly Series, X & Motif Quick reference guide
- XGraphics: Titles done on Amiga using Deluxe Paint IV, converted using pbmplus
- X tools and xpm image touch ups with "pixmap".
- XSounds: Mainly from sounds.sdus.edu and also from other places.
- X
- X
- XSpecial Thanks
- X--------------
- X
- XReally Special thanks to Arnaud Le Hors (lehors@sophia.inria.fr) for the
- Xwonderful XPM library and for making it free :-).
- X
- XThanks for a some cool backgrounds found in Anthony's Icons V1.3 (new ones!)
- X Anthony Thyssen - anthony@cit.gu.edu.au
- X
- XThe comp.windows.x newsgroup netters for help over the past few years. See
- Xthe README.changes doco for inline lisitings of the helpers.
- X
- XThankyou to all those who have contributed. Especially the beta testers here
- Xat CATT. It's hard to do any work around here!
- X
- X Michael Stone, Andrew Cassin, Iain Lim, Tim Liddelow, Peter Cupit
- X Craig McNaughton, Chris Fu, David Kershaw, Geoff Lambourne
- X Paul McGregor, my 3 cats ...
- X
- X
- XPatches to XBoing
- X-----------------
- X
- XPatches are great and welcomed. Please do as others have and either send them
- Xto me or post them to news. Please do NOT place them on ftp.x.org and
- Xmake it look like I put it there. I got heaps of mail saying a certain patch
- Xdidn't work and I didn't even know it existed. I think it is common courtesy
- Xto send me some email about what is going on etc.
- X
- XAlso - you can do whatever you like at your own site but don't send a patch
- Xthat changes the flag on the presentation screen. :-)
- X
- X
- XSuggestions/Bug fixes
- X---------------------
- X
- XI have had many suggestions and bug fixes. I cannot list all the names of the
- Xpeople who have helped as it would be a big list and I wouldn't want to
- Xleave anyone out. Thankyou to all those who have mailed - you know. ;-)
- X
- XSee the README.changes doco for more info.
- X
- X
- XGrovel Bit
- X----------
- X
- XIf anyone is feeling really generous or kind they can send money, equipment,
- Xcars, travel vouchers or anything for that matter to my humble self and I
- Xwill be very happy. ;-) If that's all a bit much then a friendly email will
- Xdo fine. Hope you have fun bouncing your balls. Stay cool.
- X
- XSurface Mail: 1/17 Albert Rd, North Warrandyte, Victoria, Australia, 3113
- X
- X--------------------------------------------------------------------------
- XJustin C. Kibell - email: jck@citri.edu.au Phone: +61 3 282 2456
- XCITRI - CATT - Australia - Melbourne - Victoria - 723 Swanston St, Carlton
- XSystems Programmer - X11 Developer - Motif Head - Volunteer Rescuer - VICSES
- END_OF_FILE
- if test 5885 -ne `wc -c <'README'`; then
- echo shar: \"'README'\" unpacked with wrong size!
- fi
- # end of 'README'
- fi
- if test -f 'MANIFEST' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'MANIFEST'\"
- else
- echo shar: Extracting \"'MANIFEST'\" \(9341 characters\)
- sed "s/^X//" >'MANIFEST' <<'END_OF_FILE'
- X File Name Archive # Description
- X-----------------------------------------------------------
- X COPYRIGHT 26
- X Imakefile 24
- X MANIFEST 1 This shipping list
- X Makefile.std 23
- X README 1
- X README.changes 1
- X README.install 1
- X README.problems 1
- X README.todo 1
- X audio 1
- X audio/AFaudio.c 23
- X audio/HPaudio.c 25
- X audio/LINUXaudio.c 25
- X audio/NCDaudio.c 24
- X audio/NOaudio.c 28
- X audio/README.audio 29
- X audio/RPLAYaudio.c 21
- X audio/SUNaudio.c 17
- X ball.c 9
- X bitmaps 1
- X bitmaps/README.bitmaps 24
- X bitmaps/background.xpm.uu 26
- X bitmaps/background10.xpm.uu 14
- X bitmaps/background11.xpm.uu 17
- X bitmaps/background2.xpm.uu 15
- X bitmaps/background3.xpm.uu 22
- X bitmaps/background4.xpm.uu 18
- X bitmaps/background5.xpm.uu 14
- X bitmaps/background6.xpm.uu 17
- X bitmaps/background7.xpm.uu 18
- X bitmaps/background8.xpm.uu 15
- X bitmaps/background9.xpm.uu 16
- X bitmaps/ball1.xpm.uu 28
- X bitmaps/ball2.xpm.uu 28
- X bitmaps/ball3.xpm.uu 28
- X bitmaps/ball4.xpm.uu 28
- X bitmaps/ballbirth1.xpm.uu 29
- X bitmaps/ballbirth2.xpm.uu 29
- X bitmaps/ballbirth3.xpm.uu 29
- X bitmaps/ballbirth4.xpm.uu 30
- X bitmaps/ballbirth5.xpm.uu 29
- X bitmaps/ballbirth6.xpm.uu 29
- X bitmaps/ballbirth7.xpm.uu 30
- X bitmaps/ballbirth8.xpm.uu 30
- X bitmaps/blackblock.xpm.uu 25
- X bitmaps/blueblock.xpm.uu 27
- X bitmaps/bombblock.xpm.uu 30
- X bitmaps/bonus1.xpm.uu 30
- X bitmaps/bonus2.xpm.uu 30
- X bitmaps/bonus3.xpm.uu 30
- X bitmaps/bonus4.xpm.uu 30
- X bitmaps/bullet.xpm.uu 25
- X bitmaps/counterblock.xpm.uu 27
- X bitmaps/counterblock1.xpm.uu 27
- X bitmaps/counterblock2.xpm.uu 27
- X bitmaps/counterblock3.xpm.uu 30
- X bitmaps/counterblock4.xpm.uu 30
- X bitmaps/counterblock5.xpm.uu 30
- X bitmaps/death1.xpm.uu 26
- X bitmaps/death2.xpm.uu 26
- X bitmaps/death3.xpm.uu 26
- X bitmaps/death4.xpm.uu 26
- X bitmaps/death5.xpm.uu 26
- X bitmaps/digit0.xpm.uu 25
- X bitmaps/digit1.xpm.uu 25
- X bitmaps/digit2.xpm.uu 25
- X bitmaps/digit3.xpm.uu 25
- X bitmaps/digit4.xpm.uu 26
- X bitmaps/digit5.xpm.uu 25
- X bitmaps/digit6.xpm.uu 25
- X bitmaps/digit7.xpm.uu 26
- X bitmaps/digit8.xpm.uu 25
- X bitmaps/digit9.xpm.uu 25
- X bitmaps/earth.xpm.uu1 7
- X bitmaps/earth.xpm.uu2 5
- X bitmaps/earth.xpm.uu3 4
- X bitmaps/earth.xpm.uu4 6
- X bitmaps/earth.xpm.uu5 8
- X bitmaps/emptydigit.xpm.uu 26
- X bitmaps/exblueblock1.xpm.uu 9
- X bitmaps/exblueblock2.xpm.uu 30
- X bitmaps/exblueblock3.xpm.uu 30
- X bitmaps/exbombblock1.xpm.uu 26
- X bitmaps/exbombblock2.xpm.uu 26
- X bitmaps/exbombblock3.xpm.uu 26
- X bitmaps/excounterblock1.xpm.uu 30
- X bitmaps/excounterblock2.xpm.uu 30
- X bitmaps/excounterblock3.xpm.uu 30
- X bitmaps/exdeath1.xpm.uu 26
- X bitmaps/exdeath2.xpm.uu 26
- X bitmaps/exdeath3.xpm.uu 26
- X bitmaps/exdeath4.xpm.uu 26
- X bitmaps/exgreenblock1.xpm.uu 30
- X bitmaps/exgreenblock2.xpm.uu 27
- X bitmaps/exgreenblock3.xpm.uu 27
- X bitmaps/expurpleblock1.xpm.uu 27
- X bitmaps/expurpleblock2.xpm.uu 27
- X bitmaps/expurpleblock3.xpm.uu 27
- X bitmaps/exredblock1.xpm.uu 27
- X bitmaps/exredblock2.xpm.uu 27
- X bitmaps/exredblock3.xpm.uu 27
- X bitmaps/extanblock1.xpm.uu 27
- X bitmaps/extanblock2.xpm.uu 27
- X bitmaps/extanblock3.xpm.uu 27
- X bitmaps/exx2bonus1.xpm.uu 28
- X bitmaps/exx2bonus2.xpm.uu 28
- X bitmaps/exx2bonus3.xpm.uu 28
- X bitmaps/exyellowblock1.xpm.uu 27
- X bitmaps/exyellowblock2.xpm.uu 27
- X bitmaps/exyellowblock3.xpm.uu 27
- X bitmaps/flag.xpm.uu 24
- X bitmaps/fulldigit.xpm.uu 25
- X bitmaps/greenblock.xpm.uu 27
- X bitmaps/highscores.xpm.uu 19
- X bitmaps/hyperspace.xpm.uu 26
- X bitmaps/icon.xpm.uu 24
- X bitmaps/justin.xpm.uu 20
- X bitmaps/kibell.xpm.uu 21
- X bitmaps/killer.xpm.uu 30
- X bitmaps/leftarrow.xpm.uu 28
- X bitmaps/life.xpm.uu 27
- X bitmaps/machinegun.xpm.uu 20
- X bitmaps/mainbackground.xpm.uu 16
- X bitmaps/mouse.xpm.uu 25
- X bitmaps/multiballblock.xpm.uu 26
- X bitmaps/paddleexpand.xpm.uu 7
- X bitmaps/paddlehuge.xpm.uu 26
- X bitmaps/paddlemedium.xpm.uu 27
- X bitmaps/paddleshrink.xpm.uu 28
- X bitmaps/paddlesmall.xpm.uu 28
- X bitmaps/presents.xpm.uu 13
- X bitmaps/purpleblock.xpm.uu 27
- X bitmaps/redblock.xpm.uu 27
- X bitmaps/reverse.xpm.uu 28
- X bitmaps/rightarrow.xpm.uu 28
- X bitmaps/star1.xpm.uu 30
- X bitmaps/star10.xpm.uu 30
- X bitmaps/star11.xpm.uu 30
- X bitmaps/star2.xpm.uu 30
- X bitmaps/star3.xpm.uu 30
- X bitmaps/star4.xpm.uu 30
- X bitmaps/star5.xpm.uu 30
- X bitmaps/star6.xpm.uu 30
- X bitmaps/star7.xpm.uu 29
- X bitmaps/star8.xpm.uu 29
- X bitmaps/star9.xpm.uu 29
- X bitmaps/stickyblock.xpm.uu 25
- X bitmaps/tanblock.xpm.uu 27
- X bitmaps/tink.xpm.uu 28
- X bitmaps/titleB.xpm.uu 6
- X bitmaps/titleBig.xpm.uu 3
- X bitmaps/titleG.xpm.uu 16
- X bitmaps/titleI.xpm.uu 12
- X bitmaps/titleN.xpm.uu 8
- X bitmaps/titleO.xpm.uu 15
- X bitmaps/titleSmall.xpm.uu 24
- X bitmaps/titleX.xpm.uu 3
- X bitmaps/walloff.xpm.uu 28
- X bitmaps/x2bonus1.xpm.uu 28
- X bitmaps/x2bonus2.xpm.uu 28
- X bitmaps/x2bonus3.xpm.uu 28
- X bitmaps/x2bonus4.xpm.uu 28
- X bitmaps/x4bonus1.xpm.uu 28
- X bitmaps/x4bonus2.xpm.uu 28
- X bitmaps/x4bonus3.xpm.uu 28
- X bitmaps/x4bonus4.xpm.uu 28
- X bitmaps/xtraball.xpm.uu 27
- X bitmaps/xtraball2.xpm.uu 14
- X bitmaps/yellowblock.xpm.uu 27
- X blocks.c 2
- X bonus.c 19
- X error.c 25
- X gun.c 19
- X highscore.c 11
- X include 1
- X include/README.includes 29
- X include/audio.h 19
- X include/ball.h 25
- X include/blocks.h 25
- X include/bonus.h 26
- X include/copyright.h 26
- X include/error.h 29
- X include/gun.h 29
- X include/highscore.h 26
- X include/init.h 29
- X include/inst.h 29
- X include/intro.h 28
- X include/keys.h 11
- X include/level.h 26
- X include/main.h 28
- X include/mess.h 6
- X include/misc.h 28
- X include/paddle.h 27
- X include/presents.h 29
- X include/score.h 13
- X include/sfx.h 28
- X include/special.h 28
- X include/stage.h 22
- X include/version.h 29
- X init.c 12
- X inst.c 14
- X intro.c 23
- X keys.c 5
- X level.c 21
- X levels 1
- X levels/README.levels 29
- X levels/level1.data 29
- X levels/level10.data 29
- X levels/level11.data 29
- X levels/level12.data 29
- X levels/level13.data 29
- X levels/level14.data 29
- X levels/level15.data 29
- X levels/level16.data 29
- X levels/level17.data 29
- X levels/level18.data 29
- X levels/level19.data 29
- X levels/level2.data 29
- X levels/level20.data 29
- X levels/level21.data 29
- X levels/level22.data 29
- X levels/level23.data 29
- X levels/level24.data 17
- X levels/level25.data 29
- X levels/level26.data 29
- X levels/level27.data 29
- X levels/level28.data 29
- X levels/level29.data 29
- X levels/level3.data 29
- X levels/level30.data 29
- X levels/level31.data 29
- X levels/level32.data 29
- X levels/level33.data 29
- X levels/level34.data 29
- X levels/level35.data 29
- X levels/level36.data 29
- X levels/level37.data 29
- X levels/level38.data 29
- X levels/level39.data 29
- X levels/level4.data 29
- X levels/level40.data 29
- X levels/level41.data 29
- X levels/level42.data 29
- X levels/level43.data 29
- X levels/level44.data 29
- X levels/level45.data 29
- X levels/level46.data 29
- X levels/level47.data 29
- X levels/level48.data 29
- X levels/level49.data 29
- X levels/level5.data 29
- X levels/level50.data 29
- X levels/level6.data 29
- X levels/level7.data 29
- X levels/level8.data 29
- X levels/level9.data 29
- X levels/newlevel.data 29
- X main.c 12
- X mess.c 25
- X misc.c 13
- X paddle.c 4
- X presents.c 23
- X score.c 21
- X sdecode.sh 27
- X sfx.c 7
- X sounds 1
- X sounds/README.sounds 29
- X sounds/ammo.au.uu 1
- X sounds/applause.au.uu 11
- X sounds/balllost.au.uu 13
- X sounds/ballshot.au.uu 24
- X sounds/boing.au.uu 18
- X sounds/bomb.au.uu 22
- X sounds/bonus.au.uu 28
- X sounds/click.au.uu 28
- X sounds/evillaugh.au.uu 20
- X sounds/game_over.au.uu 22
- X sounds/hyperspace.au.uu 24
- X sounds/intro.au.uu 10
- X sounds/key.au.uu 26
- X sounds/shoot.au.uu 22
- X sounds/shootdeath.au.uu 29
- X sounds/stamp.au.uu 23
- X sounds/superbonus.au.uu 24
- X sounds/toggle.au.uu 25
- X sounds/tone.au.uu 28
- X sounds/touch.au.uu 30
- X sounds/weeek.au.uu 30
- X sounds/whoosh.au.uu 9
- X special.c 18
- X stage.c 10
- X version.sh 29
- X xboing.6 20
- X xboing.man 21
- END_OF_FILE
- if test 9341 -ne `wc -c <'MANIFEST'`; then
- echo shar: \"'MANIFEST'\" unpacked with wrong size!
- fi
- # end of 'MANIFEST'
- fi
- if test -f 'README.changes' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'README.changes'\"
- else
- echo shar: Extracting \"'README.changes'\" \(14052 characters\)
- sed "s/^X//" >'README.changes' <<'END_OF_FILE'
- XXBoing Changes
- X==============
- X
- XVersion 1.7 - 27th August 1993
- X-----------------------------
- X
- X- Checked mail and response. Generally good :-)
- X- Fixed Imakefile for the lack of any clue on the install sounds script :-)
- X- in -help option -pointerGrab was incorrect.
- X- Cannot shoot your ball as it is being created. I think.
- X- Made the copyright notice more complete.
- X- Made the highscore file save the real user id and use that for the comparing
- X when updating the highscore file so all those cheats out there cannot chfn
- X and get in the global highscore file more than once :-)
- X- Updated troubleshooting in INSTALL.
- X- Added the network to long stuff to all the entries in highscore table that
- X are bigger than 1 char.
- X- Added flock to the highscore file locking as a define. Thanks to :-
- X Joe Ilacqua <spike@world.std.com> for the idea.
- X- Moved all header files to include/ directory and changed all .c to reflect.
- X- Added a better way to handle audio source in Imakefile. LinkFile()
- X- When more than 1 ball is active and level finishes you get your balls back!
- X- Added audio for rplay - thanks to Joel J. Fleck II - <joel@cc.bellcore.com>
- X- Removed tone1-9.snd
- X- Added Normal/WarningMessage() and changed all calls over to use it if needed.
- X- Changed all references to export to ftp.x.org new name for export.lcs.mit.edu
- X- Added the trouble shooting doco.
- X- Added a cool fading effect to the window.
- X- Did a bit of a clean up on some older functions and removed old shit.
- X- Border now glows when showing intros.
- X- Added -usedefcmap to use default cmap if possible.
- X- Removed the animations on the intro screen :-( This is because the new slide
- X effect didn't work with the animations - pity but no great loss.
- X- Removed the copyright message from the Imakefile so it is not duplicated.
- X- Added AudioFile sound support - Andrew Leahy <A.Leahy@st.nepean.uws.edu.au>
- X- Made pointer grabbing default to ON. Suggested by a few people.
- X- Made the parsing of the keys much more modular so that it will be easy to
- X add other modes.
- X- Added a quit question mode to ask if the user really wants to quit? y/n
- X- Added a blind wipe fade effect for highscore - really cool look.
- X- Added a special debug macro for debugging.
- X- Added a shattering effect.
- X
- X
- XVersion 1.6 - 6th August 1993
- X-----------------------------
- X
- X- Replied to mail argghhh.
- X- Added version number to presents screen.
- X- Fixed multiball bug where there may be 2 balls bouncing - i dies and you have
- X none spare so it ends - no longer the case.
- X- Added some more doco to INSTALL and README
- X- Added a new special effect where the specials flash around on the intros.
- X- Changed the thankyou to thank you!! Requested too :-)
- X- NULL terminated the string returned form strftime() function in highscore.c
- X- Added some new backgrounds from Anthony's Icons Volume 1.3.
- X- Killed of the spin.au file as it kills the audio for some reason - put
- X a new one in called intro.au that is a powerdown sound.
- X- All buttons now shoot bullets in game mode. Also the button starts of the
- X ball instead of the space bar now.
- X- Starting level code added. You can start at any level but the highscore
- X table will subtract the starting level from the level attained so the scores
- X are kept even. ie: start = 34 end = 67 level = 33
- X- Answered mail - more patches.
- X- Note that xnews slows the game down heaps. Bummer.
- X- Lots of people getting bad drawable errors :-(
- X- FAST_SPEED has been changed from 3L to 1L for gruntish speed.
- X thanks - billr@saab.cna.tek.com
- X- Changed a few levels like 7 & 8 to make them a tad easier.
- X- Changed the corner bouncing - idea pgh@computer-science.strathclyde.ac.uk
- X- Now supports NCD audio format. Thanks to Dave Lemke <lemke@verbosa.ncd.com>
- X- Fixed up SUNaudio.c to not have #ifdefs AUDIO.. everywhere - not needed now.
- X- Fixed up Imakefile so it wont install sounds if not required.
- X- Global highscore file only has one entry per person now. So god like beings
- X cannot completely take over the whole scoreboard!!
- X- All level and score functions use u_long so that I can use htonl ntohl for
- X network independent conversion of the score and level. May now work over
- X networks where the machine has different byte ordering for score file only.
- X- Added a killer mode where the ball turns red and the ball goes through all
- X blocks like butter. It is activated after 10 bonuses have been collected.
- X- Only real errors now get written to stderr - all others to stdout.
- X- Added some patches to Imakefile for audio on sparcs jra@hrcms.jazz.att.com
- X Also patched SUNaudio.c so that it opens the audio device without hanging.
- X- Pointer grabbing is now an option with default OFF.
- X- Fixed bug in options code.
- X- You can now set the maximum value for the audio volume.
- X- Fixed a bug in the bonus coin code where on some levels they never appeared.
- X- Added heaps to the manual page especially on the options.
- X- Fixed bug with ball being killed off - didn't work correctly.
- X- No longer exits with errorcode 1 on normal exits.
- X- Changed the func RenderShape() so it only creates one huge backing store
- X pixmap and reuses it so it reduces calls to server.
- X- MAXPATHLEN not found on SYSV apparently and bug in highscore.c fixed. Thanks
- X to John M. Scott <jmscott@setex.august.com>
- X- Now displays how many bonuses you have during level.
- X- Plays sound when touching a block
- X- Added 3 env variables for the highscore file, levels dir, and sounds dir so
- X that you can change them to point to your own cheat level files!!
- X
- X- Following changes provided by :-
- X - Jean Yves VIONDURY (viondury@mururoa.imag.fr) and
- X Olivier DUMAS (dumas@mururoa.imag.fr) from Bull-IMAG, France.
- X
- X . The ball bounce on the paddle has been modified, so that the ball can
- X be oriented better than before.
- X . The autotilt-random function has been changed, to make the auto-tilt
- X function more reliable.
- X . Speed modifiers due to Warp values now propose a linear evolution.
- X . The global high score file is locked when updated, to avoid conflicts
- X and score losses when several people finish their game at the same time.
- X This feature hasn't been extensively tested, as these situations aren't
- X easy to provoke. But we rely on the system to make it work properly.
- X
- X- You will all notice the improved ball bouncing off the paddle thanks to the
- X above dudes. Thanks again.
- X- Thanks to christos@deshaw.com for the patch on alt.sources regarding the
- X extra error cases in error.c and the ansi trigraphs bug.
- X- Supports HP audio which I think is .au format as well on the device.
- X- Discovered the UNOFFFICIAL patch on export. Hmm - don't like the flag change!
- X- Sent a patch by soulard@corto.inria.fr that fixes the problem where the
- X teleport can have problems when it puts the ball in an enclosed area. Thanks.
- X- Added a paddle shrink and expand block - removed paddlesize getting smaller
- X as you get higher in the levels as it is too hard.
- X- Added README's in all subdirectories. Cleaned up code and directory.
- X
- X
- XVersion 1.5 - 23rd July 1993
- X----------------------------
- X
- X- Thanks for all the responses :-) I think I better post it to news!
- X Our machine is slowwwwwing down from all those ftpers! I asked for it!
- X- After first posting I received quite a few mail messages about the
- X Imakefile and compiling on other machines. Well I never said it would
- X so I have now added the patches/suggestions.
- X- The semicolin missing was unfortunate. I use gcc by default and that
- X of course didn't need that line of code. Sorry folks.
- X- Colourmap problems - well I did warn that it only works for colour!
- X I'll try to get it to work for greyscale - XPM handles it but the
- X pixmaps look bad as they were designed for colour only. Sorry.
- X- I forgot a manual page - Done. Please forgive me if it is pox as it is
- X my first go at nroff.
- X- Updated the Imakefile more to include the directory installation.
- X- A few lose ends in highscore.c fixed. Also took some useless stuff out of
- X the Imakefile.
- X- Added a pirate block that will kill the ball when hit. You can shoot the
- X pirate 3 times and lose 1000 points, saves your ball though.
- X- Fixed the bullet bug where sometimes on a new level you couldn't shoot
- X even if you had bags of ammo.
- X- Displays level name when starting.
- X- The way bonuses are added is much better now. Less time wasting.
- X- Turned off the graphics exposures in the graphics contexts to speed the
- X while event loop up considerably. Wow, what a difference.
- X- Added the timer and special bonus area after squashing the message area
- X smaller. This area will have a count down timer and special modes will be
- X indicated in the special area. The bonus screen now uses the timer bonus.
- X- Added TrueColour to the colour test for all those SGI people.
- X- Added tink code to clear off tinks.
- X- Improvement for the bullet/ball collision.
- X- Added an I key for quick Iconification if the boss walks passed.
- X- Added a -scores option to print highscores to command line.
- X- If the user has a '&' in their gecos it should be expanded to their user
- X name and then the first letter upper case. Patch by jeff@rd1.interlan.com
- X- Better parsing of level data. Time bonus is now part of level data.
- X- Fixed major ball debris bug. Easy - clear background before copying it for
- X the backing store. Also done for the paddle/bullet. However, I must fix the
- X collision detection though. Sometimes a bit of a block is cut out. :-(
- X- Added code so that when the ball get stuck in a loop, if the paddle is not
- X hit in n seconds then the board will auto tilt.
- X- Put code in to time the game and show up in highscore table.
- X Updated both the X bit and commandline bit.
- X- Fiddled with the timing routines. Still a bit dodgy.
- X- Made some calls in highscore table better and to use misc routines.
- X- The ball collision detection now uses regions that get created as the block
- X is created. This is better than a whole lot of if's if you ask me.
- X- Also fixed the addbonus code and made a MakeBlockGeometry function to
- X make code more modular.
- X- Added a personal highscore feature. Your highscores get saved to a highscore
- X file in your home directory.
- X- Took out the beep if the key isn't recognisied. Started shitting me!!
- X- Install procedure finally fixed. yeah.
- X- Made the mouse move the paddle relative to it's position. Asked for a lot.
- X- Also a new commandline option [-keys] will disable the mouse mode and only
- X allow keys to move the paddle. This is better than having both.
- X- Added a reverse block - when hit the controls reverse for a time span.
- X- The highscore file is now always fchmod()ed to make sure permissions are
- X correct for all players.
- X- Added a hyperspace block that will turn off the side wall for the
- X ball and it will wrap around as such.
- X- Fixed the text routine calls in intro.c to use calls in misc.c
- X- Added SUN audio - yeah yeah yeah again.... -sound option for audio.
- X- Fixed the Imakefile to use the audio settings and how to find sounds.
- X- Added some sound effects. More later.
- X- Added code to highlight the score you just obtained in a game in highscore.
- X- Adjusted the code in bonus.c to allow the space to pressed to skip bonus
- X animations but still add the bonus score onto the score etc.
- X- Add the specials display at bottom of the window indicating the current
- X specials mode.
- X- Added another 10 levels to make a total of 40 levels. It is rather boring
- X creating levels :-)
- X- Added a ball kill key <d>.
- X- Highscores are saved when quitting with q key.
- X- Redesigned the keys screen - added a = audio on/off g = game control
- X added 1-9 for speed control
- X- Added an extra ball animation and block.
- X- Changed the ball slightly so that it has a white circle around it so it will
- X stand out better on all backgrounds.
- X- Cursor is now gone and grabbed to main window.
- X- Added applause sound when level is finished.
- X- Found a bad bug in FreeBlocks() or something. Cool. fixes -static bug.
- X- The gun.c code is re-written so you can shoot more than 1 bullet at a time
- X making a machine gun effect. Really cool!!
- X- Added the maching gun block. It now lasts for a whole level.
- X- Removed the fore/background colours for gcand to init.c instead of being
- X in the misc.c code - reduces the rendershape routine down by 2 calls.
- X- Took out the backgrounds that were complicated and guady. 4 of them
- X- Added a walls off block
- X- Added a teleport block and it works.
- X- Audio can now be toggled on or off while playing game. a key
- X- Added the -setup option so sysops can find out whats going on.
- X- Removed the sideways level off on scrolling.
- X- Took out a few shitty things.
- X- Added the presenting screen and all its quirks. More sounds!
- X- Added a random block that changes colour every now and then.
- X- Fixed the event loops so that when it is iconified it uses hardly and cpu
- X and is much better on the system. Almost dissapears of top!
- X- Added multi ball mode - what a change!! Anyway up to six balls can now
- X bounce around causing havoc!
- X- Added sticky paddle block and mode - ball sticks to paddle and requires you
- X to shoot it off again.
- X- Added some neat sound effects - sorry for the voice ones but I am no sound
- X expert! :-)
- X- I think I have removed the flash before the window appears.
- X- Fixed they way the blocks explode after a bomb block.
- X- Pause is now more friendly to the system like iconify is.
- X- added a x2 and x4 bonus as well as fixing the old bonus code.
- X- Fixed the kill ball routine to work for multi balls - kill first in array.
- X- Made the x2 x4 turn off for each dead ball.
- X- You can now shoot some of the specials and get rid of them (3 times)
- X- Changed the way the ball checks for collisions - works well now - no
- X left overs and few muck ups. Cool - at last.
- X- Manual page update - install updated - readme updated - Imakefile updated
- X- Fixed a few little bugs - cannot use escape in bonus mode
- X
- XVersion 1.4/1.0 BETA
- X--------------------
- X
- X- Under developement, no time for notes. ;-)
- X
- X-------------------------------------------------------------------
- XJustin Kibell - jck@citri.edu.au - +61 3 282 2456 - Vic - Australia
- END_OF_FILE
- if test 14052 -ne `wc -c <'README.changes'`; then
- echo shar: \"'README.changes'\" unpacked with wrong size!
- fi
- # end of 'README.changes'
- fi
- if test -f 'README.install' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'README.install'\"
- else
- echo shar: Extracting \"'README.install'\" \(8908 characters\)
- sed "s/^X//" >'README.install' <<'END_OF_FILE'
- XXBoing Installation
- X===================
- X
- XUpdated: 27th August 1993
- X
- XRequirements
- X------------
- X
- X- You must be using X11R4 or X11R5. It may work on X11R3 but cannot test it!
- X- You must have the XPM pixmap library. The XPM library can be obtained from
- X the following sites:-
- X
- X avahi.inria.fr (138.96.24.30) - Latest revision. (Europe) V3.2g
- X - in /pub/xpm
- X ftp.x.org (18.24.0.12) - Latest revision. (America) V3.2g
- X - in /contrib
- X archie.au (139.130.4.6) - Latest revision. (Australia) V3.2g
- X - in /X11/contrib
- X
- X The author of XPM is lehors@sophia.inria.fr - BULL Research FRANCE
- X I suggest you use 3.2g as it has had the best reports. 3.2f may have some
- X problems but works for me!
- X
- X- v1.6 has now been compiled and I've be told works on the following machines,
- X
- X + SunOS 4.1.2 5 sun4c/sun4m
- X + SunOS Solaris 2.2 LX
- X + IRIX 4.0.5G 12171207 IP7
- X + SGI 310/GTX
- X + HP 9000/720 HP-UX 8.07
- X + DEC 2100
- X + Coherent on i486/386!
- X + NCR 3000
- X + DEC OSF/1 AXP
- X + DECstation 5000/133 ULTRIX 4.2/4.3 0 RISC
- X + AIX 3.2.3e rs6000/350
- X + NetBSD on i486
- X + Linux on i486.
- X + Intel 486 ESIX 4.0.4 X11R4
- X
- X- You must have a COLOUR display. Sorry to all those B&W dudes. I'll look
- X into greyscale.
- X
- X- An ANSI compiler would be nicer however I spent ages changing code with
- X all those lovely #ifdefs so you can use a non-ansi compiler. :-)
- X
- X- This game DOES NOT need Motif or Xt or anything except pure XLib.
- X
- X- The xnews Sun X server is NOT the quickest with this game. Be warned.
- X
- X
- XMakefiles
- X---------
- X
- XIncluded in this package is an Imakefile which generates a Makefile that will
- Xcompile XBoing using your system setup. For those people without imake, or
- Xwho can't get it to compile, a Makefile.std is also included.
- X
- X
- XCompilation
- X-----------
- X
- XEdit the Imakefile or the Makefile.std and change the default compiler to
- Xyour compiler. Also change the compiler flags if necessary.
- X
- XChange the $(XBOING_DIR) to point to the place where xboing is to be
- Xinstalled. In that directory xboing will create the highscore file and also
- Xplace the level data and sound data.
- X
- XNOTE: The user can now specify the sounds, level and highscore file locations
- X as environment variables. They are :-
- X
- XXBOING_SCORE_FILE = the highscore file to be used.
- XXBOING_LEVELS_DIR = the directory containing the levels.
- XXBOING_SOUND_DIR = the directory containing the sounds.
- X
- XAlso set the AUDIO_AVAILABLE flag to True or False to enable the audio in
- Xthe game if possible. You may want to disable audio for everyone even if it
- Xis available. ie: universities.
- X
- XCheck the audio directory and see if audio is supported by xboing. Then check
- Xthe Imakefile and see if it will automatically use the correct audio source.
- XIf not then change the default NOaudio.c to the one you want. For NCD & RPLAY
- Xusers that's what you'll have to do. Don't forget to set the AUDIO_LIB and the
- XAUDIO_INCLUDE variables.
- X
- X LINUXaudio.c - SoundBlaster support on Linux for PC.
- X RPLAYaudio.c - Support for the rplay sound system.
- X SUNaudio.c - Sun workstation audio
- X NCDaudio.c - NCD X terminal NCDaudio support. See below.
- X HPaudio.c - HP audio which is .au format?
- X NOaudio.c - Default - no audio support file.
- X AFaudio.c - Audiofile sound server. See below.
- X
- XThe default will be no audio at all. ie: NOaudio.c
- X
- X
- XAudiofile Sound Server
- X----------------------
- X
- XAlso, the Imakefile needs an "-lAF -lAFUtil" added to it for AudioFile.
- X-I<audiofileroot>/AF/AFlib.h -L<audiofileroot>/AF/lib
- X
- X
- XNCD Audio Server or NetAudio
- X----------------------------
- X
- XNeeds -laudio -L<ncdaudiolibdir> -I<ncdincludedir>
- X
- XRplay sound system
- X------------------
- X
- X?
- X
- X
- X
- XPlease work on NOaudio.c if you have another machine that you want to post
- Xthe sound too. Note that I am not going to support and other file format than
- X.au as I'll have sound files everywhere. :-)
- X
- X**************************************************************************
- XSee the troubleshooting bit near the end of the doco if you have problems.
- X**************************************************************************
- X
- XIf you have imake, type:
- X
- X xmkmf
- X make depend
- X make all
- X
- XX11R5 users can type 'xmkmf -a ; make all' if they like.
- X
- XIf you do not have imake, type:
- X
- X cp Makefile.std Makefile
- X make depend
- X make all
- X
- X
- XInstallation
- X------------
- X
- XTry 'xboing -setup' and see if the compilation has gone as you planned.
- XThis option will print out useful information about where xboing will look
- Xfor its data files.
- X
- XPlease note that you must be root to install the game. If you are not root
- Xthen you can just run XBoing from your own account.
- X
- XDon't forget to set the $(XBOING_DIR) in the Makefile/Imakefile and re-compile
- Xif you don't like where it will be installed.
- X
- XFor imake users, type:
- X
- X make install - install XBoing binary.
- X make install.man - install the manual page.
- X
- XIf you do not have imake then you must first edit the Makefile.std to check
- Xthat where you want the program to be installed.
- X
- X make install - install XBoing binary.
- X make install.man - install the manual page.
- X
- XYou should now have XBoing installed and it's manual page. If not, then please
- Xread README.problems.
- X
- X
- XHighScore File
- X--------------
- X
- XIt is automatically created and chmoded to 0666. There will also be a personal
- Xhighscore file saved in each users account home directory. This keeps their
- Xpersonal highscores. If you have problems then touch one and chmod it to
- Xsomething that will work for you. ie: rw for all.
- X
- XGlobal file is different as it now only contains one entry per person. ie:
- Xtheir highest score.
- X
- XNOTE: **** The highscore file format has changed since v1.6. Any old ones
- X will barf! Global files have one entry now. Just erase them please.
- X
- XCopyright
- X---------
- X
- XXBoing:
- X
- X/*****************************************************************************
- X
- X (c) Copyright 1993, Justin C. Kibell, All Rights Reserved
- X email: jck@citri.edu.au
- X
- X Permission to use, copy, modify, and distribute this software and its
- X documentation without written agreement is hereby granted. You cannot sell
- X this software without written permission from the author. This entire
- X copyright notice must appear in all copies of this software.
- X
- X IN NO EVENT SHALL THE AUTHOR BE LIABLE TO ANY PARTY FOR DIRECT, INDIRECT,
- X SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OF
- X THIS SOFTWARE AND ITS DOCUMENTATION, EVEN IF THE AUTHOR HAS BEEN ADVISED
- X OF THE POSSIBILITY OF SUCH DAMAGE.
- X
- X THE AUTHOR SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, BUT NOT LIMITED
- X TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- X PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS ON AN "AS IS" BASIS, AND THE
- X AUTHOR HAS NO OBLIGATION TO PROVIDE MAINTENANCE, SUPPORT, UPDATES,
- X ENHANCEMENTS, OR MODIFICATIONS.
- X
- X *****************************************************************************/
- X
- XXpm:
- X ----------------------------------------------------------------------------
- X/*
- X * Copyright 1990-93 GROUPE BULL
- X *
- X * Permission to use, copy, modify, and distribute this software and its
- X * documentation for any purpose and without fee is hereby granted, provided
- X * that the above copyright notice appear in all copies and that both that
- X * copyright notice and this permission notice appear in supporting
- X * documentation, and that the name of GROUPE BULL not be used in advertising
- X * or publicity pertaining to distribution of the software without specific,
- X * written prior permission. GROUPE BULL makes no representations about the
- X * suitability of this software for any purpose. It is provided "as is"
- X * without express or implied warranty.
- X *
- X * GROUPE BULL disclaims all warranties with regard to this software,
- X * including all implied warranties of merchantability and fitness,
- X * in no event shall GROUPE BULL be liable for any special,
- X * indirect or consequential damages or any damages
- X * whatsoever resulting from loss of use, data or profits,
- X * whether in an action of contract, negligence or other tortious
- X * action, arising out of or in connection with the use
- X * or performance of this software.
- X *
- X */
- X
- XArnaud LE HORS BULL Research FRANCE -- Koala Project
- X (XPM - X PixMap format version 2 & 3)
- X Internet: lehors@sophia.inria.fr
- XSurface Mail: Arnaud LE HORS, INRIA - Sophia Antipolis,
- X 2004, route des Lucioles, 06565 Valbonne Cedex -- FRANCE
- X Voice phone: (33) 93.65.77.71, Fax: (33) 93 65 77 66, Telex: 97 00 50 F
- X ----------------------------------------------------------------------------
- X
- X-------------------------------------------------------------------------------
- XJustin Kibell - jck@citri.edu.au - +61 3 282 2456 - Vic - Australia
- END_OF_FILE
- if test 8908 -ne `wc -c <'README.install'`; then
- echo shar: \"'README.install'\" unpacked with wrong size!
- fi
- # end of 'README.install'
- fi
- if test -f 'README.problems' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'README.problems'\"
- else
- echo shar: Extracting \"'README.problems'\" \(3318 characters\)
- sed "s/^X//" >'README.problems' <<'END_OF_FILE'
- XXBoing Trouble-Shooting
- X=======================
- X
- XUpdated: 27th August 1993
- X
- XI was hoping you wouldn't be reading this but anyway ...
- X
- Xmake depend
- X
- X Some header files in xboing were not found. Check the includes and see
- X if the Imakefile/Makefile.std includes in the correct directory. If all
- X else fails then xmkmf/cp Ma..std Makefile again and forget it.
- X
- Xxpm.h
- X
- X You must have the Xpm library as explained in the requirements section.
- X XBoing uses the Xpm library extensively. If you have it then please check
- X that the XPMINCLUDE dir is set correctly in the Imakefile/Makefile.std
- X
- XHeader Files
- X
- X Maybe you have the X11 header files in another place. Please check the
- X Imakefile or Makefile.std and change the -I directories to your site.
- X If you are using imake then tell your sysop that imake didn't look
- X in the correct place for the X11 header files.
- X
- XHighscore file is corrupt
- X
- X I have changed the highscore file format since v1.6. Sorry but it is
- X much better now and will save times etc. Just delete the old one and
- X start again. The file locking will not work over NFS.
- X
- XHighscore file locking problem
- X
- X I am currently locking the file with either lockf or flock. lockf() will
- X work over a NFS file system when the lockd deamon is running. Some people
- X with machines that have their bits backwards :-( may have some problems.
- X I may need to work on the highscore file format read and writing. :-(
- X
- XStrange libraries needed
- X
- X Check the Imakefile or Makefile.std and make sure the sysop has installed
- X the Imake.rules correctly. If all else fails just remove them one by one
- X until it compiles.
- X
- XCrashes with bad drawable
- X
- X Make sure that the program is not compiled with -ansi as ansi trigraphs
- X may have been found during compilation and that stuffs up the pixmap data.
- X
- X Also check that the version of xpm is the latest ie: 3.2g as people have
- X mentioned that any version below can cause problems. :-(
- X
- X Also try with K&R C compiler that is non-ansi and see if that makes any
- X difference.
- X
- XColourmap is all black
- X
- X Don't use the -pointergrab option as some window managers barf when the
- X pointer is grabbed :-(
- X
- XSound not working & Levels not working
- X
- X Check your sound directory and make sure that you don't have any ENV vars
- X set that will be used first.
- X
- XClicks in sound
- X
- X This may be because the sound files have a small header and your audio
- X device may not support .au Sun Audio files so you will hear a small click
- X which is actually the sound header. If it becomes a problem edit the files
- X and remove the first bit of the file until it doesn't click!
- X
- XAnsi trigraphs
- X
- X Try not to use -ansi as it can cause ANSI trigraphs in the data files and
- X that converts a few characters to one causing an XPM error. Bummer.
- X
- XIf you cannot get it working still and you have tried hard email at the
- Xaddress supplied and send along 'xboing -setup' output, obviously if you have
- Xgot it compiled!!
- X
- XPS: You can try xboing -debug to find out which function the program is barfing
- X in. If you can send me the function name with the email it will help.
- X
- X-------------------------------------------------------------------------------
- XJustin Kibell - jck@citri.edu.au - +61 3 282 2456 - Vic - Australia
- END_OF_FILE
- if test 3318 -ne `wc -c <'README.problems'`; then
- echo shar: \"'README.problems'\" unpacked with wrong size!
- fi
- # end of 'README.problems'
- fi
- if test -f 'README.todo' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'README.todo'\"
- else
- echo shar: Extracting \"'README.todo'\" \(2704 characters\)
- sed "s/^X//" >'README.todo' <<'END_OF_FILE'
- XXBoing Version 1.7
- X==================
- X
- XUpdated: 27th August 1993
- X
- X-------------------------------------
- XThings that *may* be done in the future
- X-------------------------------------
- X
- XBuiltin level editor. Next of the old block!
- X
- XHave blocks that drop onto paddle and give you different things. - very hard!
- X
- Xinvisible blocks that flash every now and then and also when hit. - maybe
- X
- XGreyscale version or b&w - ages or soonish. Depends. I would have to redisgn
- Xa lot of the game and take out a lot of features.
- X
- XGravity? Block - not likely.
- X
- Xput specials in level file that can appear randomly - next version.
- X
- Xunlimited ammo block - last for entire level - next version.
- X
- XBall to ball collisions to work. Someone could work on this using vectors to
- Xmake it realistic ie: like billiard balls but not too complicated or slow?
- X
- XMake multi-player with a paddle at each end of playfield. Long way off!
- X
- XBTW, the Imakefile claims that AUDIO_AVAILABLE is set to True for HP-UX and
- Xyet I can't enable it during the game. One tip: you might like to do a:
- Xmaybe way to go - system("cat sound.au >/dev/audio &");
- X
- Xheadphone jack idea - on non-headphone machines issue message.
- Xsuggested by Carl Johnson <carlj@cyclone.bt.co.uk>
- X
- XWhen creating ball it can be popped. Argg.
- X
- XPlace all sounds in memory in array when used.
- Xsuggested by Xyvind Yrke <oyvind@stavanger.sgp.slb.com>
- X
- XPeople want autotilt back in place. :-) Arggh.
- X
- XChange filenames so all sizes are less than 14 chars for shitty unix's. :-(
- X
- XAutomatically adjust paddle pos when reverse is turn on and off. Sort of done.
- X
- XMake sure that multiball does work correctly and give you back a ball if you
- Xhave more than one on the screen when finishing a level.
- X
- X
- X----------
- XKnown Bugs
- X----------
- X
- XSmall cut away on some bricks when bouncing off them.
- X
- XSometimes the ball zooms straight through the paddle - mostly vertical.
- X
- XWhen the shrink paddle block gets hit it may not refresh the paddle the
- Xbest and leave a bit behind but will be erased if you move the paddle.
- X
- XMaybe still bugs in the multiball code when more than one ball is moving and
- Xa ball dies.
- X
- XBall can still get stuck in an infinite loop on two solid walls and may
- Xsometimes zoom straight up one wall on the left or right.
- X
- XUses too much memory in the X Server for some people. he he
- X
- XI think on the SGI the paddle isn't refreshed between levels? Verify??
- X
- X ___
- X (o o)
- X+-oo0-\_/-0oo---------------------------------------------------------------+
- X|Justin Kibell - Systems Programmer - VICSES Rescuer - Chief Fire Warden ;-)|
- X| email: jck@citri.edu.au Phone: +61 3 282 2456 Fax: +61 3 282 2490 |
- X+---------------------------------------------------------------------------+
- END_OF_FILE
- if test 2704 -ne `wc -c <'README.todo'`; then
- echo shar: \"'README.todo'\" unpacked with wrong size!
- fi
- # end of 'README.todo'
- fi
- if test ! -d 'audio' ; then
- echo shar: Creating directory \"'audio'\"
- mkdir 'audio'
- fi
- if test ! -d 'bitmaps' ; then
- echo shar: Creating directory \"'bitmaps'\"
- mkdir 'bitmaps'
- fi
- if test ! -d 'include' ; then
- echo shar: Creating directory \"'include'\"
- mkdir 'include'
- fi
- if test ! -d 'levels' ; then
- echo shar: Creating directory \"'levels'\"
- mkdir 'levels'
- fi
- if test ! -d 'sounds' ; then
- echo shar: Creating directory \"'sounds'\"
- mkdir 'sounds'
- fi
- if test -f 'sounds/ammo.au.uu' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'sounds/ammo.au.uu'\"
- else
- echo shar: Extracting \"'sounds/ammo.au.uu'\" \(2634 characters\)
- sed "s/^X//" >'sounds/ammo.au.uu' <<'END_OF_FILE'
- Xbegin 644 ammo.au
- XM+G-N9````"#_____`````0``'T`````!``````````"UM34U-34U-;6UM;6U
- XMM34U-34U-;6UM;6UM34U-34U-;6UM;6UM34U-34U-4VUM;6UM;4U-34U-36U
- XMM;6UM;4U-34U-36UM;6UM;4U-34V-C:VMK:VMK99-C8V-C:VMK:VMK8V-C8V
- XM-C9`MK:VMK:V-C8V-C8VMK:VMK:V-C8V-C<WMK:VMK:V.#@X.#@XN+BXN+BX
- XM.3DY.3HZ.KJZNKJZ.SL[.SL[N[N[O+R\O#P\/#P]/;V]O;V]O3X^/CX^/KZ^
- XMOK^_OT!`0$!`0<'!P<'!P4%$1$1$1.O$Q,7%Q<5&1D9&2$C(R,C(R,](2DI*
- XM2DK*RLK,S,Q-34U-34_/S\_/S\]/3T]/3T_/S\_/T=%34U-34U/_T='1T='1
- XM4U=75U=7U]?7V]O;6UM;6UM;V]O;V]O;6UMC8V-CW]_?W]_?8V-C8V-CY^?G
- XMY^?G:VMK:VMK____________M;4U-34U-34U-36UM;6UM;6UM34U-34U-34U
- XM-;6UM;6UM;6U-34U-34U-34UM;6UM;6UM;6U-34U-34U-36UM;6UM;6UM;4U
- XM-34U-34U-36UM;6UM;6UM34U-34U-34U-;6UM;6UM;6UM34U-34V-C8VMK:V
- XMMK:VMK:V-C8V-C8V-C:VMK:VMK:VMK8V-C8V-C8V-C:VMK:VMK:VMC8V-C8V
- XM-C8V-K:VMK:VMK:VMC8V-C8V-S<WMK:VMK:VMK:V.#@X.#@X.#@XN+BXN+BX
- XMN+@Y.3DY.3DZ.CJZNKJZNKJZNCH[.SL[.SL[.[N[N[R\O+R\O#P\/#P\/#T]
- XMO;V]O;V]O;V]/3X^/CX^/CX^OKZ^O[^_O[]`0$!`0$!`04'!P<'!P<'!P<%$
- XM1$1$1$1$1,3$Q,3%Q<7%Q49&1D9&1D9(R,C(R,C(R,C(2$I*2DI*2DI*RLK*
- XMRLS,S,Q-34U-34U-34_/S\_/S\_/ST]/3T]/3T]/3\_/S\_/T='1T5-34U-3
- XM4U-34]'1T='1T='14U-75U=75U=7U]?7U]?;V]M;6UM;6UM;6UO;V]O;V]O;
- XMV]M;6V-C8V-C8]_?W]_?W]_?WV-C8V-C8V-CY^?GY^?GY^?G:VMK:VMK:VMK
- XMM34U-34U-;6UM;6UM34U-34U-;6UM;6UM44U-34U-36UM;6UM;4U-34U-36U
- XMM;6UM;4U-34U-36UM;6UM;4U-34U-36UM;6UM;4U-34V-C:VMK:VMK99-C8V
- XM-C8VMK:VMK:V-C8V-C8VMK:VMK:V-C8V-C8VMK:VMK:V-C8V-C<WMK:VMK:V
- XM.#@X.#@XN+BXN+BX.3DY.3HZ.KJZNKJZNCL[.SL[.[N[O+R\O#P\/#P]/;V]
- XMO;V]O3T^/CX^/KZ^OK^_OT%`0$!`04'!P<'!P4%$1$1$1.O$Q,7%Q<5&1D9&
- XM1DC(R,C(R,A(2DI*2DK*RLK,S,Q-34U-34W/S\_/S\]93T]/3T]5S\_/T='1
- XM4U-34U/_T='1T='14U=75U=7U]?7V]O;6UM;6UM;V]O;V]O;6UMC8V-CW]_?
- XMW]_?=V-C8V-C8^?GY^?GYVMK:VMK:____________________^?W]W=WM;4U
- XM-34U-34U-34U-36YM;6UM;6UM;6UM;4U-34U-34U-34U-37.M;6UM;6UM;6U
- XMM;5'-34U-34U-34U-35+M:^[N[N[N[NOKZ^O.SLO+R\O+R\[.SMOKZ^[N[N[
- XMN[NOKZ_$.SLO+R\O+R\S.SL[KZ^ON[N[N[N[KZ^O.SL[+R\O+R\O.SL[KZ^O
- XMN[N[N[N[KZ^O.SL[+R\O,#`P/#P\L+"PO+R\O+R\N;"P3#P\/#`P,#`P,#P\
- XMM["PL+R\O+R[N["P[SP\/#`P,#`P,#L[P["PL+N[N[N[N[&Q3#L[.S$Q,3$Q
- XM,3HZ8[&QL;&ZNKJZNKJRLCHZ.CHR,C(S,S,[Z[*SL[.ZNKJZNKJSMCL[.SLT
- XM-34U-34X.[6UM;6UN[N[N[NVMCP\/#P[-S<W.#@X/+BXN+BXO+R\O+R[N$8\
- XM/#P\.3DY.3DY/+FYN;FYO;V]O;V]O$@^/CX^/CL[.SP\/,:\O+R\O+Z^OKZ^
- XMOL,_/S\_/ST]/CX^/M6^OKZ^OL#`P,#`P$M!04%!04!`0$!!04G!P<'!P<'!
- XMP;JZS<TZ/#P\/#P\45%145&\O+S1T=/3T]/3T]E55555555553T^/C[9V=G9
- XMV;Z^OKZ^OKY963\_/S\_/S\_75V_O[^_O[_`X^/CX^-'04%!9V=G9V=G9V]*
- XM[^_O[^_O[^_#P\/O;V]O;V]#0T-#0T-G[\/#P\/#Q,3$Q/=O145%145%____
- XM___CQ,3$]_?W]_?W]_=*___O[^_O[^]'1T=*;V]O;V_'Q\G)R<G)Y^=)24E)
- XM24I*2N?GR<G)R<G)R6MK:VMG2DI*2]_?W]_?W]_?9V=G9V=G9V=GS<W-X^/C
- XMX^-.3T]/3T]/8V/1T='1T='1T=%C5U-34U-55>/CX^/CV]O;VUM;6UM;6UM;
- X"V]M.
- X`
- Xend
- END_OF_FILE
- if test 2634 -ne `wc -c <'sounds/ammo.au.uu'`; then
- echo shar: \"'sounds/ammo.au.uu'\" unpacked with wrong size!
- fi
- # end of 'sounds/ammo.au.uu'
- fi
- echo shar: End of archive 1 \(of 30\).
- cp /dev/null ark1isdone
- MISSING=""
- for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 ; do
- if test ! -f ark${I}isdone ; then
- MISSING="${MISSING} ${I}"
- fi
- done
- if test "${MISSING}" = "" ; then
- echo You have unpacked all 30 archives.
- echo "Now execute sdecode.sh to build files."
- rm -f ark[1-9]isdone ark[1-9][0-9]isdone
- else
- echo You still need to unpack the following archives:
- echo " " ${MISSING}
- fi
- ## End of shell archive.
- exit 0
-