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- Space Donuts Sample Game
- ------------------
-
- This game demonstrates many of the features of DirectDraw. It will take
- advantage of hardware acceleration if it is supported by the driver.
-
- Roids defaults to 640x480 at 256 colors. You may specify a different
- resolution and pixel depth on the command line (roids 800x600x16).
-
- This program requires less than 1 Meg of video ram. However, all of its
- art may not fit in the vram on a 1 Meg rectangular memory card.
-
- The commands which this game recognizes are listed on the opening screen.
-
- ESC, F12 - Quit
- NUMPAD 4 - Turn left
- NUMPAD 6 - Turn right
- NUMPAD 5 - Stop moving
- NUMPAD 8 - Accelerate forward
- NUMPAD 2 - Accelerate backward
- SPACEBAR - Fire
- NUMPAD 7 - Shield
- ENTER - Starts game
- F5 - toggle frame rate display
- F3 - toggle audio
- F1 - toggle cheesy trails effect
-
- Command line switches:
-
- -e - Use emulation, not hardware acceleration
- -t - Test mode. Runs game for you.
- -x - Stress mode. Never halt if you can help it.
- -S - turn off sound
-
- These switches may be followed by three option numbers representing:
- X resolution
- Y resolution
- Bits per pixel
-
-
-
- Sound code
- ----------
-
- The sound code in this application is deliberately designed
- to be stressful. For example, each bullet on the screen uses a different
- sound buffer. Over 70 sound buffers are created (including duplicates)
- and 20-25 may be playing at any time. This could be made much more
- efficient, but we wanted code to stress our API and mixer.
-
- The sounds are implemented using the helper functions in dsutil.h and
- dsutil.c (found in the sdk\samples\misc directory). These helper
- functions may help you to add sound to your application quickly and
- easily.
-