home *** CD-ROM | disk | FTP | other *** search
- AsteriodsII 0.92
-
- Copyright © 1992 Mike Seifert
-
- ******************************************************************************
- * *
- * Permission is hereby granted to distribute this program's archive *
- * containing the executables and documentation for non-commercial purposes *
- * so long as the archive and its contents are not modified in any way. *
- * *
- * This program may not be distributed for a profit. *
- * *
- * Commercial use prohibited without written permission. *
- * *
- * This program is not in the public domain. *
- * *
- ******************************************************************************
-
- First, let me just say that the entire game was programmed using standard OS
- routines and compiled using SAS/C 6.0, asteriodsII should run fine on a stock
- 500, 1000, or 2000. The game should run fine on all AGA machines.
-
- Here are the particulars for those interested:
-
- - Programmed in C using SAS/C 6.2, slightly optimized using ASM.
- - Tested on an A3000 with both 68040 and 68030 processors.
- - Entire game was programmed using OS functions, and should multitask flawlessly.
- - All image vectors are defined at runtime and stored into memory. This should
- make for faster load times for non-HD users and it allows for the quick creation
- of new graphics (such that they are).
- - Some images and sounds are loaded from disk as IFF files, and can be replaced if
- you want to use your own. All IFF disk routines were programmed using
- Commodore's iffparse.library.
- - The extended AsteroidsII game is shareware and has been partially disabled to
- keep the player from going past level 5. If you would like the fully operational
- game, just send me $10 (or $5,a disk, and postage--or just $5 if you would like
- it sent to you through internet).
- - Be forwarned that the source code is bloated, kludged, and basically not very nice.
- However, it is available for some small donation ($5 or $10-- I can always be
- dealt with reasonably...)
- -----------------------------------------------------------------------------------
- NOTE: The regular asteroids game has not been disabled.
- -----------------------------------------------------------------------------------
-
-
-
- KNOWN PROBLEMS
- --------------
- - Fonts MUST be in FONTS: directory, so copy them over or reassign FONTS:
- - Program does not clean up after an error. If you get an error message, its best
- just to quit the program. (I know this sucks, but I just dont feel like fixing it....)
- ----------------------------------------------------------------------------------------
-
-
- VERSION CHANGES
- ---------------
-
- (0.80) FIRST RELEASE VERSION
-
- (0.81) (unreleased)
- - Pause function now multitasks.
- - Internal list routines slightly optimized.
-
- (0.85)
- - Machines without FASTMEM can now run the program. (I set a stupid compiler flag)
- - Option save function added.
- - Definable key codes added (with save option).
- - Player ship release routine has been improved to eliminate frustrating instant
- deaths. (Youll still have to deal with the saucer fire, though.)
- - Three difficulty levels have been added to make the game easier for the beginner.
- These levels only control the asteroid speeds, and no one should keep the level
- below one. In future revisions, the high score list will display the play level.
-
- (0.90)
- - Added vector graphics to speed up load time and lower the mass of image files.
- - Added a different image for player 2.
- - Program now recognizes music in the background and shuts up instead of crashing.
- - Star Destroyer escorts now cease to drop flotsam after the star destroyer has been
- damaged.
- - Shield flotsam image has been changed due to confusion with debris.
- - Hyperspace effects have been added to give visual indication of new position.
- - Saucers now stop firing after they destroy a player.
- - Mines no longer appear in basic game.
- - Random screen glitch eliminated.
- - Backspace key now works with high score list (only DEL worked before...)
- - Enemy minelayers added.
- - Option for the wrapping of fire around the screen added.
- - Ships now drop flotsam only when destroyed.
- - Program now quietly exits if fonts are not located
-
- (0.91)
- a Keystrokes are no longer echoed to active consoles on the workbench.
- a Game now clears mouse pointer.
- a Pause function has been adjusted.
- b Keyboard key repeat has been eliminated.
- b Auto fire has been added.
- (NOTE: The higher speeds of autofire will probably
- become another gained ability in later versions.)
- c Fixed photon fire wrap option
- c Updated help screen
- c Fixed enemy ship point values
- c Finally! Player release routine checks for saucer proximity.
- d Asteroids now rotate
- d Enemy fire rates have been adjusted
- e Enemy dreadnoughts have been added (watch for their displacement weapons)
- e Hyperspace problems at level end have been fixed
- e Changed saucer fire image
- f AGA/OS3.0 problems eliminated
- g Save option omissions fixed
-
- (0.92)
- - Fully implemented M-Cruisers and X-Cruisers
- - Adjusted game play considerably
- - Deleted star destroyer level indefinitely
- - Added autofire flotsam (removed autofire option)
- - Adjusted Pause function so pause window no longer has to be active to
- read keypress
- a Initial rotation input no longer cleared at level beginning
- a Level limit of around 28 raised to 64. Good enough.
-
- (0.95 nr)
- - Eliminated use of dual playfield displays for better AGA compatibility
- - Recoded vector rendering routines (much faster now)
- - Finally! Real machine independent timing routines.
- - All OS2.0 screens supported (still a 2 bitplane limit... no color yet)
- - Font independence added
- - Changed Medium font to Diamond for clarity on superhires screens
- - Internal image loading routine recoded using iffparse.library
- - Added real error checking with requesters
- (Theoretically the game should never crash now)
- a Fixed drawing beyond screen boundaries. This should make mungwall much happier.
-
-
-
-
- FUTURE ADDITIONS (to be added after version 1.x)
- ------------------------------------------------
-
- -THIRD PLAYER You can never have enough simultaneous action. This guy will
- probably use the mouse and numeric keypad for control.
-
- -COLOR I may add a color option, but I dont know if Ill bother. The
- graphics are what one might call 'functional', and thats all theyll
- ever be with my artistic abilities.
-
- -AGA SUPPORT If I should opt for an A4000 (instead of joining the PC world),
- I may recode some of the graphics routines to take advantage of
- the AGA's hires sprites and faster blitter. This would allow for
- future game additions.
-
- -MODEM SUPPORT This would be the first step in turning this game into an X-pilot
- clone. I definitely wouldnt attempt it alone....
- -------------------------------------------------------------------------------------
-
-
- CREDITS
- -------
-
- Designed and Coded by mike seifert using SAS/C.
- Thanks to Doug Walker and Michael Van Elst for answering my stupid questions.
- Thanks to Chris Hames for debugging the program on AGA/OS3.0 machines.
- Thanks to Jeff Bevis for giving me the much needed timing ideas.
-
- Graphics by mike seifert using DeluxePaint 2.0.
- (Truly incredible graphics...)
-
- Game sound was from various public domain (hopefully) sources. I havent the
- money for a digitizer. (I just had to upgrade that compiler to 6.0, and I would
- do it again.) If anyone hates the sound, I would appreciate any weapon or
- explosion donations...
-
- Lets give credit where credit is due--this little game is in existance thanks to
- SAS/C 6.x.... The source is not optimized in any sense of the word, (Ive
- had more than one programmer say 'good god--how can this thing run as fast as
- it does?') Yet the SAS compiler has managed to make a playable game out of it.
- Incredible.
- -----------------------------------------------------------------------------------
-
-
- I dont feel like writing any more.... If you have any questions, just send
- me internet mail: seifert@gn.ecn.purdue.edu
-
- Mike Seifert
- 400 N. River Rd. apt.816
- West Lafayette, IN 47906
- (317)743-5999
-
- IMPORTANT!!
- These addresses are only good through April, 1993. After I graduate in early May,
- all inquiries should be sent to:
-
- Mike Seifert
- 7771 W US 224
- New Riegel, OH 44853
- (419) 595-2460
-
- Hopefully Ill have a another email address at that time.
- -----------------------------------------------------------------------------------
- -----------------------------------------------------------------------------------
-
-
-
- -------------------------------------------
- ASTERIODSII RANDOM NOTES AND CONTRIVED PLOT
- -------------------------------------------
-
- --------------------------
- Conventional Enemy Designs
- --------------------------
-
- Minelayer
-
- Technologically unsophisitcated and cheap to produce, the enemy minelayer
- is unarmed, slow, and relatively unmaneuverable. The ship is still an
- important element in enemy fleet tactics, as its store of powerful proximity
- mines can severely disrupt opposing fleet maneuvers. The combination of
- high effectiveness and low cost makes the minelayer the most common warship
- in the enemy inventory.
-
-
- Heavy Cruiser
-
- A mature and battle-proven design, the enemy heavy cruiser serves as the heart
- of their fleet. The balanced vessel is armed with a unique 360 degree pulse
- phaser and two conventional plosma torpedo launchers, compensating for the
- ship's lack of maneuverability. With its relatively high speed and strong
- defensive shielding system, the heavy cruiser is particularly well suited for
- direct combat in any arena.
-
-
- Light Cruiser
-
- The first enemy vessel armed with modern phasers and plasma launchers, the
- obsolete light cruiser design is only now beginning to be withdrawn from the
- enemy inventory. Underarmed and slow, the relatively high maneuverabilty of
- the ship is its only saving grace. Although recent shield refits have
- extended its service life, the light cruiser is no match against modern
- front line units.
-
-
- Fighter
-
- Although recent propulsion advancements have enabled fighter squadrons to enter
- hyperspace, the small size of these units still severely limits their offensive
- weaponry. Armed with relatively weak direct-fire phasers, the enemy fighter
- squadron is usually little more than a nuisance to a modern warship. For this
- reason, enemy tactics call for their use only against a seriously weakened
- opponent.
-
-
-
-
- ----------------------
- Advanced Enemy Designs
- ----------------------
-
- Dreadnought
-
- The enemy dreadnought is the most powerful and technologically advanced
- vessel in their inventory. With two anti-matter expanders and a
- seeking displacer torpedo, the dreadnought can put more firepower into
- play faster than any other enemy ship. While its large size makes
- it less maneuverable, the enemy dreadnought is quite fast and has a
- huge defensive shielding system. Currently, dreadnoughts make up less
- than 2 percent of enemy fleet.
-
-
- X-Cruiser
-
- Long in development, the x-cruiser is the newest design currently
- serving in the enemy fleet. Fitted with experimental propulsion
- system, it is also the fastest and most maneuverable of their vessels.
- Armed with double pulse phasers and a plasma shotgun, the x-cruiser
- is quite capable of standing toe-to-toe with any opponent.
-
-
- M-Cruiser
-
- Another experimental craft, the m-cruiser is the most radical design
- in the fleet in that it is fitted with no offensive weaponry. Instead
- the ship has the ability to create a powerful magnetic field, capable
- of sending opponents out of control. Although relatively cheap to
- produce, only a limited number of m-cruisers are being commissioned.
- This is mostly due to their restricted field of operations--within
- dense asteroid fields.
-
-
-
- ----------------------
- Player Cruiser Designs
- ----------------------
-
-
- Shrouded in secrecy, the high-priority Advanced Heavy Cruiser program resulted
- in the design and fabrication of two prototype cruisers-- the Britannia Class
- Control Cruiser, and the Lexington Class Command Cruiser. The prototypes are
- almost identical in ability, and their operation cannot be distinguished in
- the game. The XCN and XCC represent giant advances in warship technology,
- and are currently the fastest, most maneuverable, and potentially the most
- devastatingly armed vessels known in existance. They are the only cruisers
- to possess local hyperspace navigation computers, and have shield capacitors
- with unlimited maximum storage levels. Under the control of an able commander,
- the XCN and XCC have no equal in direct combat.
-
- The CNX and CCX cruisers were designed to incorporate advanced
- modular defensive and offensive systems. This allows the warships
- to quickly upgrade capabilities as additional energy or technologies
- become available. This flexibility is reflected in the game by
- the possibility of the player increasing his shields or weaponry
- through the capture of flotsam from destroyed enemy ships.
-
- Four types of flotsam are currently implemented:
-
- i) Shield - Increases player cruiser shield level by 50 points
- ii) Weapon Type - Increases player weapon type to a more advanced
- design. There are four types of offensive firepower:
- a) Single Pulse Phaser
- b) Double Pulse Phaser
- c) Double Photon
- d) Photon Shotgun
- iii) Weapon Rate - Increases weapon autofire rate.
- iv) Production - Increases player cruiser fleet by one vessel.
-
- The accrual of these increased capablilities is the single most
- important task of the player, as later levels will be impossible
- to face without better firepower and shielding. Enemy ships and
- neutral saucers will drop a set number of flotsam icons until
- asteroid numbers drop below some arbitrary number.
-
-
- NEUTRAL SAUCERS
-
- These alien warships appear randomly throughout the asteroid belt,
- always travelling perpendicular to the standard navigation plane
- of the galactic powers. Although their objectives remain unknown,
- the aliens are obviously hostile and will open fire without warning.
- Their weapon technology is far more advanced than that of the galactic
- powers, with each burst of fire normally capable of destroying any
- conventional warship. Their defensive systems, however, are nearly
- non-existant and unable to withstand a single phaser hit. There are
- currently two known types of alien saucers: the scout saucer and the
- attack saucer. The only known operational difference between them
- is that the scout appears to fire in random directions while the
- attack saucer will fire in the direction of nearby warships.
-
-
- ----------------------------------------------------------------------------
- SHIP Vmax Maneuver Maximum Direct Seeking Weapon Fire
- Rating Shield Weapons Weapons Types Delay
-
- Player Cruiser 6 0 200* 20(20) 20(30) variable 0
-
- Light Cruiser 3 1 100 3(20) 1(30) a/d 5
- Heavy Cruiser 4 3 200 5(20) 2(30) b/d 4
- Minelayer 2 2 50 ------ ----- e ---
- X-Cruiser 5 1 150 10(20) 3(30) c/f 4
- Dreadnought 5 3 250 12(20) 1(**) g/h 10
- M-Cruiser 4 2 100 ------ ----- i ---
- ---------------------------------------------------------------------------
-
- WEAPON TYPE CODES
-
- a Single Forward Pulse Phasers
- b Single 360 Degree Pulse Phaser
- c Double Forward Pulse Phaser
- d Single Seeking Plasma Torpedo
- e Proximity Mine
- f Plasma Shotgun
- g Antimatter Expander
- h Displacer
- i Repulsor Field
- ------------------------------------------------------------------------------
-
-
-
- ------------------------------
- ATTENTION REGISTERED USERS!!!
- ------------------------------
- Evolution to Final Version 1.0
- ------------------------------
-
- With release v0.92 of AsteriodsII, the game is approaching a finalized design
- course. I need feedback from you guys about whether my design decisions are
- what you would like to see in the program. Ive decided to keep the
- game fundamentally similar to the real asteroids, without adding too much
- original game play. Other than new features and bug reports, I need to know
- what you would like to see in the game and what you would delete. Ive
- eliminated the star destroyer level, at least tentatively, because it makes the
- game too easy and it doesnt blend in well. Give me any enemy ship or weapon
- ideas you can come up with. This is my top priority right now, and will lead
- the way for the more advanced modifications to come after version 1.0
-
- So, give me the simple, basic, necessary additions and corrections... the next
- released version will probably be 1.0. Thanks.
-
- Here's my simple list:
-
- i) Read fonts from current directory
- ii) Have separate high score lists for basic and extended games
- iii) Add real error checking with requesters (whoa...)
- iv) Add enemy carriers
-
- mike
- 3-20-93
- ------------------------------------------------------------------------------