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- I've got some BALLS v1.02 (3D-engine v4.0)
- (C) Sebastian Aaltonen 1999
- -----------------------------------------------
-
- This game is fully FREEWARE so you may copy it as much as
- you want. The game is allowed to be distributed by all
- distribution channels (like collection CDs, WWW-pages and BBS
- etc.) without special authorization. Selfmade levels to the game
- and other addons may be distributed freely as long as you
- don't try to change the name of the author or try in any
- other way to cause harm to author. If you make addons to
- the game then remember also to mention that you have made them
- yourself and they are not my productions. You are permitted
- to make money with the game and it can be used for advertising
- purposes, etc...
-
-
-
- NOTICE!
- Balls requires DirectX 6.0 to function but recommendation
- is however newest possible version of DirectX because they
- usually have better optimized processor's instruction set
- usage (like 3dNow/SSE). Don't run any other programs on
- the background when you use the game because they can cause
- sudden slowdowns and thus worsen the playability enormously.
- Especially avoid launching the game from MSDOS "fullscreen" -
- prompt, or you may get problems with 3d-cards because some
- old 3d-cards don't recognize all of their screen modes.
-
-
- About 3D-engine
- ---------------
-
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- This information is out of date. Now my newest engine is
- Shatter3D and you can go to my www-site to see all it's
- features.
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-
- This is my first game based on my new 3D-engine and hopefully
- it can show some of it's abilities. The new 3D engine is
- almost completely reprogrammed (from v2.0) and it uses DX6.1's
- Direct3D API.
-
- New in the engine:
- * Considerable faster and code has been improved in other ways too
- * Uses "strips" to draw polygons (speeds rendering up a lot)
- * Realtime moving lights
- * Specular reflections of lights
- * Object's path routes
- * Object pivot-points for rotation etc.
- * Decent colliding routines via raytrace
- -> makes multiple floors possible etc.
- * Decent bouncing routines
- * Better material handling
- * Better object handling and object groups
- * No object, texture, face, vertex, etc limitations anymore
- * Support for different instruction sets through DX6.1's D3D (3dNOW! and SSE)
-
- I haven't had time to do lens flares, vertex shadows,
- %-transparency and few other things to the newest version of
- the engine. Flares are just piece of cake but shadows and
- %-transparency are harder to do now because I don't use
- anymore my own lightning routines but DX6's integrated routines.
- This because of that engine can support the special instructions of
- the processors (3dNOW!/SSE) and in future 3d-card's internal rotations
- and light calculations.
- (...just when NV10 and others will come)
-
- You can take screenshots from the game by pressing PRINTSCRN-
- key. (Notice, Windows' build up screen capturing works only
- with video cards which also have 2d-abilities so NOT with
- Voodoo 1/2).
-
- The game has been tested with following systems and it has worked
- without problems and fast:
-
- Tested processors:
- AMD K6 (200)
- AMD K6-2 (300/333/350)
- Celeron (333/433/462)
- Pentium (166MMX/200/200MMX)
- Pentium II (262)
- Dual celeron (433*2)
-
- Tested DX-versions:
- DirectX 6.0
- DirectX 6.1
- DirectX 7.0
-
- Tested operating systems:
- Windows 95 (my÷s OSR2)
- Windows 98
- Windows 2000 (Release Canditate 1)
-
- Tested memory amounts:
- 32MB, 64MB, 128MB, 192MB, 256MB
-
- Tested 3d-cards:
- VOODOO 1 (4/6 MB)
- VOODOO 2 (8/12 MB)
- VOODOO 3 3000 (16 MB)
- VOODOO RUSH (6/8 MB)
- VOODOO BANSHEE (16MB)
- RIVA 128 (4MB)
- RIVA TNT (16MB)
- RIVA Ultra-TNT2 (32MB)
- MATROX G400 (16MB)
- S3 SAVAGE4 (16MB)
- INTEL I770 (8MB)
- SOFTWARE RGB EMULATION (OK, but really slow)
-
- If you own a 3d-card which haven't been tested here could you send
- mail and tell how does the game work on your card. Please send
- also the information of your computer (processor+memory).
-
-
- About game making and other
- ---------------------------
- Tappo II's last version had finally gotten to distribution and
- I thought that I had enough time for the next game... But
- matriculation examination took all my time... Now, however
- everything is over and I've also got free-time for programming. First
- I was going to start Tappo III, but then I noticed one thing:
- MBNet's pages were every month full of new "cave shoot'em ups" and
- more is coming... Maybe there would be demand for other kind games
- too. I myself felt in love last year with game called Action
- Supercross. It was really different from the common games and it
- had before unseen ideas. I was in hook immediately.
-
- Hopefully BALLS is also a bit more idea-rich than my former
- shoot'em ups:
- Tappo II, Fight 2, Space Command 2, Tappo!, Cruiser, Fight, Star...
- (In fact Tappo III got almost ready and it would had been the
- world's first 3d-"cave shoot 'em up"...)
-
-
- ----------------------------------
- I've got some BALLS game's actions
- ----------------------------------
-
- Menus
- -----
- In menus you move with arrowkeys and select options with SPACE-button.
- With ESC you get backwards. If you have altered keys then you of course
- use them.
-
- When you first time start the game, it goes automatically to SETUP menu
- position. Change settings and keys to which you like. Game saves settings
- and you don't have to change them in future.
-
-
- Mainmenu
- --------
- START GAME - Starts game. In game you go through all 12 levels.
- SINGLE MAP - In single map game you choose one level and you can
- play it thorugh many times. This game type is useful
- for making level records.
- SETUP - Setup menu, in which you can change game settings and keys.
- QUIT - Quits game and goes back to Windows.
-
-
- Setup Menu
- ----------
- SPECULAR: OFF / ON(NORMAL) / ON(AMD FIXED)
- Toggles light's specular reflections on/off. If you own DX6.1 and AMD
- 3dNOW! processor then choose "AMD FIXED" otherwise select "NORMAL".
- If your system's 3d card is too slow then choose "OFF" and you gain some
- more speed.
-
- ANTIALIAS: OFF / FULLSCENE
- Toggles antialias. This feature works only with newest 3d-cards and
- with them only if feature has been enabled from drivers. Fullscene
- antialiasing 'costs' a heck lot of 3d-card's power and only the most
- powerful 3d cards can maintain some kind of playable game speed.
-
- CONTROLS
- Changings key settings. You can restore default settings by deleting
- file "keys.dat" from game's directory.
-
-
- How do I play BALLS??
- ---------------------
- In "I've got some BALLS" your mission is to guide a small ball through
- levels full of dangers. In order to complete the level you must collect
- all the diamonds. You are helped by different colored balls, to get through
- the levels, which you'll get on your use by moving through different colored
- gates. Different balls have their own special abilities.
-
- Game controls: (unless you have changed default settings)
- Arrows - Accelerates balls's speed to desired direction
- R - Restart level
- SPACE - Ball's special ability (jumping/braking etc.)
- ESC - From game to menu
- F2 - Changes graphic-settings
- F12 - Quits to Windows (fast quit)
- ALT+ENTER - Toggles between fullscreen/windowed graphics mode
-
- Different colored balls:
- Red: 200% speed
- Yellow: Can jump (from ACTION-button)
- Blue: Shoots diamonds with electricity from distance
- Green: Can brake quickly and can float in the air (from ACTION-button)
-
- You'll get different balls on your use by moving through different
- colored gates, which changes the color of your ball. The special
- ability of the ball can be activated with ACTION-button (normally SPACE).
-
- Controlling of the ball may feel difficult at the beginning but
- you'll get used to it. Let's fix a common misunderstandment:
- Sidearrows DON'T turn the moving direction of the ball and the
- upper arrow doesn't accelerate ball's speed or down arrow doesn't
- deaccelerate... Rather all arrow keys work in the same way, which means
- that they INCREASE ball's speed to wanted direction. It is completely normal
- if you'll lose your nerves with the game controls during the first test
- times - I have experience with it. (so don't send me a mail
- about the jerkiness of the controls after the first game, but learn
- those properly and you'll notice that they work well)
-
-
- ----------------
- Balls' WWW pages
- ----------------
-
- All new game levels are added to Balls' WWW pages. There are also links
- in which you can download the levels to your computer.
- If you have made a level and want it to be in list just send email
- to me.
-
- Worldwide map records are also found from the pages.
- You can also copy records to your computer and see how they have been
- made and then you can try to get better record.
- If you have made a better records than in WWW pages then send me email
- which must include:
- 1. Your name
- 2. As attachment : ".rep" and ".rec" -files from specified record
- (files can be found from Balls' MAPS directory)
-
-
- ----------
- Map making
- ----------
-
- There are 12 levels and more of them are still needed. You can
- make and distribute levels by yourself.
- If your levels are good quality you can also contact me with
- email and thus you get your levels with Balls' next version.
- There is a list of all levels made to game in Balls' WWW pages
- and links in which you can download them. If you want your
- level to list then email me.
-
- In order to make level you need 3D-studio or some other 3d-modelling
- program which can save in 3DS format (as Lightwave, etc.).
- Or you can get from Internet a compiler which will convert your
- modellers files to 3DS format. There are many compilers and probably
- for almost all favourite 3d-modelling programs. But easiest way is to
- use 3D-Studio Max because I have made a easy compiler for it which
- direcly makes files used by the game.
- Level making instructions can be found from file MAKEMAPE.TXT.
-
- Also remember to include all new textures with your level, when
- you send it to me. Use ".MAX" format if possible so I can
- edit it, if it has problems or it is unoptimimal. And with newest
- versions of the game old level files may not work because engine
- develops continuously. When you use ".MAX" format I can recompile
- your level easily when new version of the engine comes and you have
- not to send your level for me again and again. And ofcourse if you
- don't use 3D Studio you should save as ".3DS" format if possible.
-
- Free Paint Shop PRO 5 suits very weel to textures and background pictures
- drawing. You can copy it to you from MBNET (www.mikrobitti.fi). Ofcourse
- if you already own some commercial drawing program like Photoshop use it.
- Textures' size can be 256x256, 128x128, 64x64, 32x32 or 16x16. Background
- picture recommended size is 256x256. Textures' should be saved as 256 colors
- and background picture can be saved in truecolor as well.
-
-
- --------
- Versions
- --------
-
- v0.11
- + Text drawing rutines
- + More accurate timer (0.1sec)
- + BMPs are saved in RLE-packing (reduces the size of the packet)
-
- v0.2
- + Colliding/moving rutine has been fixed (works better on rotating and
- close to each other objects)
- + The pathbug of the points/lights has been fixed
- + Texts are scaled depending to the screen (bugfix)
- + Numerous text-informartions ("Best time", "level completed" etc.)
- + Mouse button won't bring the popup-menu anymore (mouse can be used
- better if needed)
- + You can get back to the starting menu from the game (ESC or by playing
- all levels through)
- + F12 quickquit
- + "Fadeout" to the end of the levels
- + Fps-meter back (now you can see the average fps also)
- + Instructions to make your own levels (MAKEMAP.TXT). Only in finnish at
- this version.
-
- v0.3
- + Level loading rutines (makes own levels possible)
- + Single map -mode
- + Levels transferred to their own directory (MAPS)
- + Minor bug fixes
-
- v0.4
- + Again a more accurate timer (0.01sec)
- + Backgrounds have been improved (loopapble from the edges)
- + Top scores -menu works now
- + Setup -menu works now
- + ... and all of the other menus work now completly
- + New level (now 5)
-
- v0.5
- + Windows icon
- + Colliding rutines of the ball are improved (rotating objects work
- better)
- + MIDAS-soundlibrary added for the sounds
- + Sound effects
- + Musics (argh... few years old...)
- + Minor bugs fixed
- + New map (now 6)
- + Single map -option works now more than 13 levels, now there may be
- 39 levels on the screen.
-
- v0.6
- + 3D-ENGINE'S v3.5 completed:
- + Objects are drawn as strips instead of single polygons. Fastens
- engine dramatically (about 30% ++)
- + Coordinates of the vertexes and normals which are near to each
- other changed to same -> specular-reflections looks better and
- there won't be any holes between the objects anymore.
- + Optimization: Reduction of the additional vertexes/tvertexes from
- the objects.
- + Object's ADDSPEED-ability (makes bouncing floors / speedarrows
- possible)
- + "MAKEMAP.EXE" compiler's new version. Old 3DOs won't work anymore,
- and they must be converted again. (that means your own levels)
- + Rotating objects are refreshed every tic. (now it won't go through
- easily)
- + The "waves" of the start-menu works now in equal speed and height
- despite the 3d-speed.
- + WHOOPS: I forgot (too hard) topscores on the previous version, now
- emptied.
-
- v0.9
- + Game completation thing... (when you pass-through all levels)
- + 3D-engine rotation/scaling optimizations (extra matrixes are not
- calculated -> considerable faster when there are lots of objects)
- + Fixed a bug in ADDSPEED object and detailed ADDSPEED-command
- (makemap.txt)
- + 3D engine's route things fixing:
- + Fixed a bug in object's and light's route routines
- + Object's and light's route wait, angles, and changing velocities
- + When level begins at start ("R"-key) also object's route locations are
- resetted.
- + Now diamonds can travel through routes (like other objects).
- + Makemap.exe has been optimized (twice as fast but still SLOW)
- + Detected a bug in specular lights with AMD/DX6.1 combination.
- This bug is caused by a DirectX driver problem. Because of it
- there are two specular modes from which to choose. One normal
- and if it won't work (= white screen) then there's also other
- alternative mode (this is why now specular is off by first start
- time)
- + New level (now 7)
- + SETUP-settings are saved
- + Bug fixed: BEST-TIME resetting between levels (records 'transfered'
- from level to level)
- + Bug fixed in menus (exitted game in wrong locations)
- + Small bug fixed in FPS calculators
- + Replays and "Best-Time"-REPLAY saving
- + From TOP-SCORES menu you can watch "BEST-TIME"-REPLAYs
- + Key changing to SETUP menu
- + Levelmenu (Restart level/View replay/Quit to menu/Continue to next)
- + English documents (old 0.6 version)
-
- v1.0
- + New 3d engine v4.0 (bug fixing and better materials, groups, objects, etc,
- fullscene antialias and better extendability)
- + 5 new levels (now total 12)
- + Name letters to Besttime (finally)
- + Worldwide TOP-SCORE tables to WWW pages
- + New musics
- + New sound effects
- + Plenty of new textures and level backgrounds
- + Name's to levels
- + Mainmenu improved
- + Movement has been speed up
- + Cooler appearance
- + No more level limitations. Now menus scroll
- + You are now always returned to right position in menus
- + Old levels fixed and improved
- + Engine's "smoothing" bug fixed
- + Visibility distance increased (2000->3000)
- + New font draw routine (handles character widths) and detailed font (64x64)
- + Gamemenu improved
- + "Return to game" option so you need not to restart the level
- if you visit the menu
- + Continue remains as option if you restart level after completing it
- + Time won't elapse in menus (you can use it as pause)
- + Ball's colliding routine has been improved (with fast speed won't go
- through walls anymore)
- + Now up to date english documents
-
- v1.01 [FINAL]
- + 24bit textures, now works with VOODOO/G400/G200 too. Also better image
- quality.
-
- v1.02 [FINAL]
- + Now all textures really work on G400/G200 too. I have a G400 myself
- so this patch is fully tested.
- + Some updates in TXT-files.
- + Maps TRAPPED and CASTLECOASTER included.
- + Forgotten example map to 3d-studio now included. (MAP.MAX)
-
-
- Coming soon:
- * Balls 2. It will use my new Shatter3D-engine and Dx7. There will be lots
- of new effects, maps and much more... News will be at my www-site.
-
-
- --------------------------------
- Producers of I've got some BALLS
- --------------------------------
- Designing: Sebastian Aaltonen
- Programming: Sebastian Aaltonen
- 3d-models : Sebastian Aaltonen
- Textures: Sebastian Aaltonen, Jaakko and Jukka Tapio, Heikki VΣisΣnen
- Levels: Sebastian Aaltonen
- Finnish documents: Sebastian Aaltonen
- English documents: Ismo Horppu
- Sound effects: Tommi Lahtinen
- Musics: Tommi Lahtinen and Sebastian Aaltonen
- Betatesting: Andrei Stepanov and Sebastian Aaltonen
-
- Soundlibrary:
- MIDAS Digital Audio System 1.1.2
- Copyright 1996, 1997 Housemarque Inc.
-
-
- -----------------------
- If the game won't work:
- -----------------------
-
- 1. Game crashes right in the beginning before any windows appear:
- Ensure that you have DirectX 6.0 or newer installed. Also old drivers
- of the 3d-card and soundcard may prevent the game to work properly.
-
- 2. Game crashes when I choose my 3d-card from the list but it works in
- software RGB-emulation:
- You have propably out of date or somehow non-compatible DX-drivers. Update
- to the most recent version of your drivers and try again. If your 3d-card
- is not mentioned in the 3d-card list (at the beginning of the TXT) then it
- might be, that the game won't work on your card for some reason.
-
- 3. Game crashes when I choose the sound card or when game/menu starts:
- Try choosing "No sound" from the SoundCard-menu in start up. If the game
- works this way without sounds you may also try to choose "Never use
- DirectSound" from Advanced-menu and then try if sounds would work.
-
-
- -------------
- Contact info:
- -------------
-
- EMAIL: seppo.j.aaltonen@kolumbus.fi
-
- SHATTERSTORM WWW-SITE:
- www.kolumbus.fi/seppo.j.aaltonen/shatter
-
- PS. Remember to send all your new ideas and possible bugs/faults found
- from the game. Level ideas are extremely welcome and levels even more...
-
-
-