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read_me.txt
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1995-01-31
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D E S __ ______ _____ ______ ______ _____
/ / / __ | / __// ____// ___ | / __/
/ / / /_/ / | | / ___/ / /__| / | |
/ /__ / __ /___| | / /___ / ____ | ___| |
/____//_/ /_//_____//_____//_/ |_|/_____/ E T D E S
__ __ ____ _ __ _ __ ______ _____
/ /_/ // __ \ / \_/ // |_/ // ____/ / __/
/ __ // / / // // // ___/ | |
/ / / // /_/ // /\/ // /\/ // /___ ___| |
/_/ /_/ \____//_/ /_//_/ /_//_____//_____/
פפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפ
פ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| פ
פ | » DES LASERS ET DES HOMMES « | פ
פ | (Of Lasers and Men) | פ
פ |__________________________________| פ
פ פ
פ ß-graphics by Yann Leroux, Christophe Mallard פ
פ & Arnaud Linz. פ
פ פ
פ All code, levels and conception by Arnaud Linz. פ
פ פ
פ פ
פ © 1993,1994 Arnaud LINZ, assembled with Assemble (Brainstorm™) פ
פ & Devpac DSP (Hisoft™) פ
פ פ
פ Data Compression: Cyrille Dupuydauby פ
פ פ
פ v1.0 released 1994 February,the 18th. פ
פ Graphisms released 1994, December the 5th פ
פ v2.0 released 1994, January the 31st פ
פ פ
פפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפפ
W A N T E D
I am looking for the adress of Magnus SUDIN
Magnus THYLANDER
Christian ANDERSON
Living Spiskroksgatan 7
near Stockholm, Sweden.
They gave me 300FF through my bank account during Spring 1994
without notifying their complete address, and without any
further claim ! If you read these lines, please send me
immediately your co-ordinates.
PRELIMINARY NOTE: This game is SHAREWARE.
¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨
The unregistered version has only two levels. You should send a donation to its
author if you intend to use it.
If you send a donation, you'll be a registered user. This way you will receive
extra levels (there are 21), the lastest version of D.L.E.D.H., etc...
You may also send any remark, demand of improvment or anything else. They will
be read and if possible followed. Further information about GETTING REGISTERED
will be found later in this file.
PLEASE GET REGISTERED, it will be helpful and encouraging.
UNLESS WRITTEN AGREEMENT:
COMMERCIAL USES ARE FORBIDDEN, no extra fee can be charged, except mailing
and/or duplication fees.
/¯¯¯¯¯¯¯\
|SUMMARY|
\_______/
(I) Introduction & rules.
(II) Inventory.
(III) Getting Registered.
(IV) Future Improvements.
(V) Tech Notes.
(VI) Bugs Report.
-=-=-=-=-=-=-=-=-=
(I) INTRODUCTION:
-=-=-=-=-=-=-=-=-=
DES LASERS ET DES HOMMES is a 100% machine code True Color game for
the expensive and slow Atari FALCON030. This is a 'Wolfenstein 3D' style game
which can not be compared with DOOM... (ID software)
This release is the v2.0. All graphs are not ready, and they certainly
never will, due to a catastrophic lack of graphic-man.
Rules:
¨¨¨¨¨¨
The scene takes place in a spatial complex, where 2 spatial
commandos are fighting, namely the browns and the blues.
You are one of the browns, your aim is to eradicate the blues
out of this area. (Quite simple, isn't it ?)
Each guy has specific values of abilities, you'll soon learn
to recognize the strongest ones ! (They aren't in your team...)
These values are:
- speed
- precision
- paranoia (i.e. the propencity to shoot friends...)
This last ability can be turned off.
The implemented soldiers are:
- Néphistophélès
- Fer
- K.S.
- Dupdob as FOES
- Ju-ju
- K-rho
- Didbo
- the hacker
- many 1st class soldiers
- Bill (the colour-blind who shoots everybody)
- many 2nd class soldiers as FRIENDS
Your shield is the protection of your spatial armor. When to 0,
flee !
It auto-regenarates himself with the time, and can be partially
refueled with an energy source.
The first score table shows the score of the 10 best human or
computer-controlled characters. The computer cheats a lot because it's really
a lamer.
The final score table shows the 10 best human scores. (It is saved
to the disk when returning to Gem Desktop by pressing ESC (no reset, please...))
Score:
¨¨¨¨¨¨
. To hit a foe: 12 points
. To be hit : -6 points
. To hit a friend: -3 point
. rate > 75: bonus of 200 points
. rate > 50: bonus of 100 points
. To not be killed: bonus of 600 points
Movements:
¨¨¨¨¨¨¨¨¨¨
Use the mouse (LEFT button to go forward, RIGHT one to shoot
(I had to change the order because of the simultanate Joystick),
joystick 1, or the cursor keypad (with insert and clr home to turn and
right shift to shoot) to move.
N.B. : 1) Mouse is non-linear: large movements are amplified, small ones
are attenuated - use it in priority.
2) The keyboard keys <- and -> are the only way to move lateraly.
3) You CANNOT walk on inclined floors... For your eyes only.
Doors are opening when you press the space bar and the ESCape
key will allow you to return to the main menu.
Some walls are not really solid, going through them is possible but
will cost you a few energy.
Dialogs:
¨¨¨¨¨¨¨¨
By pressing the 'T' (talk) key, you are able to communicate with
the guy just in front of you. If he's a friend, you are telling him to
go away - not very useful in this version: you can pass your friends...
When you are under attack, 'ALERT' will flash on the top of the
screen. Use your scanner on the bottom of the screen to determine the
positions of characters at any time.
Resolutions:
¨¨¨¨¨¨¨¨¨¨¨¨
Use F1/F2 (toggle 160x pixels mode for walls) or F3/F4 (toggle
double line mode for floor) to dynamically change the resolution.
Begining:
¨¨¨¨¨¨¨¨¨
Press SPACE to go further in the displaying of screens.
Use the cursor keys and space to choose your level and your
screen resolution (320x100 is not really emulated on VGA monitors:
shapes are distorted... You'd better use an RGB monitor, you know...)
Press Y or N to fix paranoia ON/OFF
The ESCape key will allow you to return to the GEM desktop, and
to save the preferences.
-=-=-=-=-=-=-=-
(II) INVENTORY:
-=-=-=-=-=-=-=-
The DES LASERS ET DES HOMMES Package consists of:
- LISEZMOI.TXT La version française de cette doc.
- READ_ME.TXT This file in poor english.
- LASEDZOM.PRG The compressed program file.
- LASEDZOM.INF Some permanent data & scores
- TC4\AMIS.C4S Some compressed graphs.
- TC4\ENNEMIS.C4S
You must spread this package with ALL FILES.
¯¯¯¯¯¯¯¯¯
(anyway, it won't run if a file is missing, even a .TXT)
-=-=-=-=-=-=-=-=-=-=-=-=-
(III) GETTING REGISTERED:
-=-=-=-=-=-=-=-=-=-=-=-=-
To get registered, send donations to the following address:
Until August 15, 1995:
SCI LINZ
785ème C.G.E.
Quartier Bellecombe
75, rue du Parc
BP 2555
45038 Orléans Cedex 01
FRANCE
¯¯¯¯¯¯
and after:
Arnaud LINZ
7c, rue de la Vieille Eglise
59870 VRED
FRANCE
¯¯¯¯¯¯
Please give me the version number of DLEDH (pre-preview, preview, v1.0)
and don't forget to give a complete mail address for response.
Reasonnable donations should be 100FF (50FF if you're really poor),
£10, $20, DM30, etc. Those donations will be use for user support (see below)
and improvment of the game.
Bank account:
¨¨¨¨¨¨¨¨¨¨¨¨¨
Arnaud Linz 7c, rue de la Vieille Eglise 59870 VRED - FRANCE
Bank code: 16306 00012 / account: 078714E / key: 27
(Caisse régionale de crédit agricole mutuel du Nord
10 avenue Foch BP 369 - 59020 Lille Cedex)
Payment place: Douai 27 888805
User Support:
As mentionned, being registered offers many advantages. First, you'll
receive a disk with the last version of DLEDH (or with the next version, if
you've already got the lastest). You may ask questions, send advice, demands
or even support. Each message will have a response.
(But please, don't say anything about the graphics !!!)
Registered users will also be warned when new versions will be released
and the way to *freely* receive them.
-=-=-=-=-=-=-=-=-=-=-=-=
(IV) FUTURE IMPROVMENTS:
-=-=-=-=-=-=-=-=-=-=-=-=
None scheduled. I am currently working on a sequel.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
(V) TECH NOTES (IN FACT, PUBLICITY):
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- 100% MC68030+DSP56001 machine code game
- The DSP is used at 50%
- All calculations are in real-time (except cosine !)
- All displays are in True Color Mode
- Almost independant from the system
- Almost real 3D - bitmap mapping
=-=-=-=-=-=-=-=-=
(VI) BUGS REPORT:
=-=-=-=-=-=-=-=-=
They are numerous:
- The VIDEL isn't initialised right when starting from a RGB ST mode.
- The others's lasers display routine is so basic that lasers
seem to cross the walls.
- Guys are sometimes really shooting you across the walls...
- The others are sometimes teletransporting for a frame.
- The hidden-face algo. isn't perfect, especially while
processing upper walls or when you go out of an hologram...
- It's sometimes possible to see behind a wall.
- When you are shooting a foe behind another one, it's the one
in front of you who's hit (this one will never be corrected, I'm afraid)
- When you'are shooting a guy, sometimes your score is increasing but
nothing happens when your target is near the edges.
(Move and shoot again)
- The bitmapping of the floor isn't perfect. (euphorism)
They might be corrected one day. I doubt it.
Arnaud Linz.
P.S. I have no more e.mail