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MacWorld 1996 April
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Macworld (1996-04).dmg
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Shareware World
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Entertainment
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Card Games
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Card Shell vol.1
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Readme
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1992-09-26
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5KB
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117 lines
ABOUT THE CARD SHELL GAMES.
Code and Artwork ©1992 Ralph S Sutherland.
Portions of code remain © Symantec Corp.
Welcome to the first of a series of solitaire card game releases.
These are the first four games to be developed with a new card game
framework called the Card Shell. They all use full colour graphics
including 40 pack designs and 60 background patterns.
These games are freeware, they may not be sold or resold. Source
code is available at a cost. (see the online help in the games).
Features include:
•They will (should?) work on all Apple screens at any colour depth.
The games require a mac with colour quickdraw capabilities (see below).
•The game applications have automatic saving of the current game
so you can play, quit and restart where you left off.
•They all have full undo and redo features to allow you to step
forward and backwards through a game and even use fast forward
and rewind to give rapid replays.
•Copies of games in play may be saved in sepearate files, in this way
several players could play the same setup and a tournament is possible.
All the saved games include their playing history.
•The game applications are designed with system 7.0 multiprocessing
in mind. When the player is not moving any cards around the games
use almost no cpu cycles and give maximum time to background processes.
When the user starts to play, the games take much more cpu time to give
a nice fast response.
•The shell design uses a shared resource file called 'Cards' which
contains all the bulky colour resources and sounds. This is around
350K. Each game can simultaneously share these reosurces, reducing
the disk space requirements greatly. Each game is about 70-90K.
For more details see the online help in the games ;-)
*****System requirements
They are designed to work best under system 7.0 or newer, although
they will still function with some loss of smoothness under system
6.0.7. The games use full 256 colour colour graphics, but they
have optimisations to work well under all depths from B&W to
32bit colour. However they require a mac with colour quickdraw.
At the moment this includes:
all Mac II computers (including the SE/30), all LCs, all Quadras
all powerbooks (except the PB100) and probably all newer macs.
(I am not sure about the Classic II).
They all want about 1MB of ram under system 7.0 and up to 1.5-2MB under
system 6 without 32bit Quickdraw
*****Setup
System 7+ setup:
Place the games and the Cards file somewhere on your disk, double click
on a game. If the game cannot find the Cards file you will be prompted
for the current location of the file. Thereafter the game will track
the location of the Cards file even if it is moved elsewhere.
System 6.0.7 setup:
Place the games and the Cards file somewhere on your disk, double click
on a game. If the game cannot find the Cards file you will be prompted
for the current location of the file. The games cannot track the Cards
file under system 6.0 so it is best to put the Cards file either in the
same folder as the games or in the system folder. If you double click
on a saved game under system 6.0 then the game merely starts up and does
not load the game. You need to open the saved game with the file menu
open item.
Under system 6.0.7 The games work more efficiently when the 32bit
quickdraw 'INIT' is in use, even if you are only using B&W displays!
If you do not have 32bit Quickdraw installed then the games will still
work, but they will require more memory allocation. If they don't get
enough memory you will be prompted for a suitable memory amount.
*****Testing
I have tested these games under the follwing configurations:
Machine System Screen
SE/30 7.0.1•, 6.0.7 + 32bit QD , 6.0.7 9" B&W
IIsi 7.0.1•, 6.0.7 13" RGB, 1 - 256 colours
IIcx 7.0.1•, 6.0.7 + 32bit QD , 6.0.7 13" Mono, 1 - 256 colours
IIci 7.0.1• 13" RGB, 1 - millions colours
LCII 7.0.1• A4 , 1 - 256 greys *
Quadra 900 7.0.1• 13" RGB, 1 - millions colours
*The A4 display was driven with a Lapis card. It was a bit slow in 256
shades but fine in B&W.
If your configureation has problems email and let me know the details.
*****Credits
Design & programming: Ralph S Sutherland.
Testing: Neville Smythe and Kim Holburn.
Enjoy!
Ralph S Sutherland Sept. 1992.
PS: The Example games folder contains some games that have worked out.
you can load them in and replay them with the rewind and fast forward
options.
-- Ralph S. Sutherland Mount Stromlo & Siding Spring Observatories.
-- ralph@merlin.anu.edu.au The Australian National University.
-- rss100@cscgpo.anu.edu.au