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-
-
- Tank Wars
- Release 2.0
- Copyright (C) 1990 by Kenny Morse
- -----------------------------------------------
-
-
- DESCRIPTION: This is a game for 1 to 10 players. Opponents
- attempt to destroy each others tanks by firing various
- weapons at them. There are also 6 computer intelligences
- available to compete against.
-
- NAME CHANGE: This program was written under the working title of
- BOMB, as the files are still called. However, due to the
- fact that there is already a game of that name, I was forced
- to change it to Tank Wars. If there is already a game of
- that name, would the author please inform me so that I can
- change the name again.
-
- REQUIREMENTS: This program runs in 320x200x256 color mode.
- Currently it will only run with a VGA monitor attached, and
- running as the current monitor. A mouse is not required,
- but utilized if present and Microsoft compatible. This was
- written on my 16MHz PS/2 55SX. The game is currently
- untested on machines of greater speed. At 8MHz certain
- parts are a little slow. At 4.77Mhz the game is painfully
- slow.
-
- SHAREWARE: TANK WARS is distributed as Shareware. You are free
- to try the game and make copies for others. If you continue
- to use the game, however, you are required to pay the author
- a registration fee of $10. Please include any comments you
- may have. Registered users will be added to my mailing
- list. You will be notified of major releases of this
- program.
-
- FILES: The following files are included in this package:
-
- BOMB.EXE: Main File
- BOMB.OVR: Overlay File
- BOMB.TXT: This File
- BOMB.DOC: Documentation
- REVISION.HST: List of changes
- BOMB1.RAW: Graphics file
- BOMB2.RAW: Graphics file
- BOMB.ICO: Icon file for Windows 3.0 users.
-
- All previously listed files are Copyright (C) 1990 by Kenny
- Morse and may not be modified in any way.
-
- SUPPORT: Currently electronic support will be provided to
- everybody. I can be reached on Prodigy at TGTM35B, and on
- Compuserve at 76427,3305. My address is listed in the
- documentation file. Mailed questions will be answered only
- for registered users, please include a self addressed
- stamped envelope or CIS or Prodigy ID so that I can respond.
-
- TECHNICAL INFO: This program has been tested on very few
- machines. It was designed on a 16Mhz PS/2 55SX, with 6MB of
- memory. Thus it is almost sure to work on another 55SX. It
- has shown repeated problems ATI VGA cards. The ATI does not
- palette switch correctly with my program. If this problem
- exists on your machine, player 3 will be the same color as
- player 1, instead of being blue as it should be, and the
- third weapon in the selection strip will be highlighted
- regardless of whether you own it. I would appreciate a
- response from any ATI users stating whether or not they
- encounter this problem. Since this problem was first
- discovered, it has been reported on 3 other ATI's. I have
- rewritten the palette routines, with luck this solved the
- problem. If not, I would appreciate a response from anyone
- with knowledge about ATI cards.
- When this problem manifests itself it can become
- difficult to determine what weapon is currently selected. I
- am working on the problem, for the moment the best advice I
- can offer is that you when you are ready to fire, call up
- your status, in the status box the current weapon will be
- red.
- Again, the problem may be solved. If anyone using this
- new version has previously had the problem, would you please
- inform me as to whether it is fixed or not. There were many
- things I did not add because they would not work on
- problemed cards. If the problem is solved I can add these
- in.
-
-
- GRAPHICS FILES: It is no longer necessary to have BOMB1.RAW and
- BOMB2.RAW to play the game. If you need the disk space,
- delete BOMB1.RAW. This will cause the program to only load
- BOMB2.RAW and the title screen will be less spectacular.
- Deleting BOMB2.RAW causes the title screen to be skipped
- altogether.
-
- MEMORY USAGE: This program was written in Turbo Pascal, and uses
- the internal overlay manager. If EMS is present, it will
- load the entire overlay file into EMS. It will then swap in
- and out of conventional memory. If you don't have EMS, all
- swapping will be to/from disk. The program will take
- advantage of all the conventional memory present. If you
- have enough conventional memory, the entire overlay will be
- loaded in, and no swapping will occur. If you have less
- memory, swapping will occur and the program will run
- noticeably slower. To determine whether you have enough
- memory, simply execute BOMB /MEM. If the number listed as
- "Overlay Set To" is greater than the size of the overlay
- (BOMB.OVR), no swapping is necessary.
-
- ACKNOWLEDGEMENTS: I would like to thank Borland, for without
- Turbo Pascal, this program could never have been written. I
- would also like to thank Microsoft, for I could not have
- written this so easily without a multi-tasking environment.
- I also would like to thank WordPerfect Corp. for WordPerfect
- with which I wrote these files. Finally I would like to
- thank Chris Sparks and Brett Moseley for their endless hours
- of beta testing and contributed ideas.