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-
-
- GuTTeRBoWL Version 1.0 May 1996
- Program & Design by Robert Kidwell & Charlie Wardick
- KIDware Software (c) Copyright 1996 All Rights Reserved
-
- DISCLAIMER
- ====================================================================
- The authors have taken every precaution to insure that no harm
- or damage will occur on computer systems operating this package.
- Nevertheless, the author shall NOT be held liable for whatever
- may happen on your computer system or to any computer systems
- which connects to your own as a result of operating this package.
- The user assumes full responsibility for the correct operation of
- this software package, whether harm or damage results from software
- error, hardware malfunction, or operator error. NO warranties are
- offered, expressly stated or implied, including without limitation
- or restriction any warranties of operation for a particular purpose
- and or merchantability. If you do not agree with this then do NOT
- use this program.
-
- LICENSE AGREEMENT
- ====================================================================
- GuTTeRBoWL(c) is copyrighted by Robert Kidwell and KIDware software
- and retains full rights to said software. GuTTeRBoWL is Shareware.
-
- The Shareware concept is simple. Try before you Buy.
-
- We hope you will register soon after you install the game on your
- system. The registered features are well worth the effort.
-
- KIDWARE Software permits this software to be carried on Bulletin
- Board Systems (BBS), Internet sites, and CD media for distributing
- this archive.
-
- The archive must include ALL files listed in the archive contents.
- The archive name, filedate, and internal file descriptions may not
- be changed.
-
- GuTTeRBoWL cannot be altered to reflect exchange of ownership.
- GuTTeRBoWL cannot be transferred or re-sold. Doing so will void
- the Licensing Agreement.
-
- If a Licensed Keyholder looses their keyfile info. A new key may be
- issued to the Licensed Keyholder if the Licensed Keyholder can provide
- valid Proof of Purchase to the author via Postal mail.
- The cost of a key replacement is $5.00 The Keyholder must call the
- authors BBS to pick up the replacement keyfile.
-
- Definition: Valid Proof of Purchase - A photo copy of the printed
- receipt mailed to each registered user of GuTTeRBoWL from the author.
-
-
- INTRODUCTION:
- ====================================================================
- GuTTeRBoWL is designed to be the greatest Online effort of as
- true to life bowling as the real thing. With the user in total
- control of ball curve action for realistic rolls to hit those sweet
- spots in the lane. GuTTeRBoWL's design was taken from the orginal
- source code of BBSBowl by J.Fair. We have taken the game to a
- higher level with support for V34 modems and automatic multitasking
- timeslices given. Now supports more dropfiles than ever before.
- GuTTeRBoWL has been tested on all known operating systems and works
- on all known modem speeds including ISDN.
-
-
- WHY YOU SHOULD REGISTER THIS GAME?
- ===================================================================
- GuTTeRBoWL is Shareware, which is an innovative approach to selling
- Quality software at a reasonable cost. You simply try, before you
- buy the software.
-
- GuTeRBoWL is fully functional in it's present state, but some added
- features requires registering to make them definable.
-
- Why would you register GuTTeRBoWL?
-
- * It's the BEST Bowling game EVER for Online use.
- * More than 13 player can play. REGISTERED Max of 100
- * Player can use MAKEUP days. If the player skips a day. It can be
- played at a later date thru the MakeUp option.
- * Remove that tacky UNregister BBS and replace with YOUR BBS name.
- * Allow a user to donate and be recognized in the closing credits.
- * Allow more than one game play per day. Unregistered only allows
- one game per day. Not cool..
- * Allow the sysop to configure COMMENTS off when game starts.
- * A one time registration fee.
- * A warm fuzzy feeling that you're helping to support the Programmers
- to continue to support and add to the game.
-
- See REGISTER.DOC on how to register this super game.
-
- REQUIREMENTS:
- ===================================================================
- At this point in time the only requirements are FILES=30 (or more)
- in your config.sys file and ANSI.SYS. SHARE must also be loaded IF
- you intend to use the game in a multi-node environment OR under
- DesqView. The game is RIP aware but NOT a RIP Game at this time. A
- FOSSIL is NOT required to run the game, although one will be
- supported if it exists. Automatic time slicing support is provided
- to most common multi-taskers as well.
-
- DESQView users should have DVANSI loaded prior running this door.
-
- GuTTeRBoWL may appear at times to be choppy, this is the game giving
- timeslices to the CPU. If your CPU isn't fast enough, with a multi-
- line system this effect will be more pronounced. This cannot be
- avoided due to the animation action of the game.
-
- GuTTeRBoWL is an ANSI animated intensive game. GuTTeRBoWL is an ANSI
- ONLY Doorgame and should NOT be played by non-ANSI players.
- Baud rates below 2400 will feel somewhat sluggish during screen
- redraws.
-
- GuTTeRBoWL has built in ansi detect and should turn away non-ansi
- players.
-
- GuTTeRBoWL may require DOS SHARE to be loaded for multi-line
- operation.
-
- FILES INCLUDED:
- ====================================================================
- Below is a listing of all files for the this Game. If you are
- missing ANY of these files, the archive may have been altered.
-
- Files marked (*) are not needed for GuTTeRBoWL to work properly.
-
-
- GUTBOWL.EXE - Main executable
- * GBWLAD.ANS - A announcement ad for this version you may post.
- (not needed for GB to run)
-
- * SAMPLE.CTL - A DDPLUS sample control file showing some available
- control options. You may edit it and rename it to
- Gutter.ctl This file is created with Gutcfg.exe
- * GUTBOWL.DOC - This document giving details of the game.
-
- GUTCFG.EXE - A neat setup program to create the Gutter.ctl file
- written by Chas Wardick and Robert Kidwell.
- Totally sets up GuTTeRBoWL without DOCs!
-
- * BALL-DE.LAY - This is a control file that sets the delay on ball
- rotation curve, and speed the ball rolls at. If
- missing the game uses it's internal settings.
- You may rename to compare performance before removing
- this file.
-
- * QUICKST.ART A down and dirty DOCs to get you running super fast.
-
- ===================================================================
- Files created by GuTTeRBoWL upon first playing initialization:
- ===================================================================
-
- PLAYER.DAT - Created when the first player enters the game.
- If data becomes corrupt, simply delete this file and
- a new one is created.
- GUTTER.MSG - Built in Oneliner Data file This file uses the
- L.O.R.D. type coloring scheme. This file is created
- when the first player enters the Bowlers Bater.
-
- CENSOR.DAT - Another Onliner created file that can be edited to
- include those NASTY words you want to filter.
- This file will be created when the first player post
- a line of wit in the Bowlers Banter.
-
- CAUTION: This file contains obscene words. These
- words are not to offend. These words are to protect
- your system from those using them. This file may be
- edited to include your own colorful metaphors.
-
- GUTWIN.DAT - Created at the end of each month showing winners of
- each catagory of stats
-
- GUTTER.CTL - This file is created thru GUTCFG.EXE which holds vital
- information on how the game reacts. (needed file)
-
- GUTTER#.CTL - Same as above but created with node# to be used with
- the /M# option.
-
- ==================================================================
- COMMANDLINE GAME SWITCHES
- ==================================================================
- Some of the below switches are redundant because GUTCFG.EXE sets
- these functions in the GUTTER.CTL file.
- ===================================================================
- Switches marked (*) can be set with GUTCFG.EXE upon your first
- installation and can edited thru GUTCFG at a later date.
-
- These are commandline switches that may be used that override some of
- the CTL file settings.
-
- * "/Bxxxxx" This tells GAME.EXE to lock its baud rate at
- xxxxx. In order to get the most efficiency out of a high speed
- error correcting modem (9600 baud or above), you may lock the baud
- rate to a speed higher than what the caller is actually using.
- By locking the baud to say 38,400, the modem can compress text data
- that is being sent and achieve a baud rate much higher than the
- actual transmission rate.
- This will lock the baud rate at the same value for all nodes that
- use this command line. If you perfer a more selective way to lock
- baud use 'LOCKBAUD' command in the GAME.CTL file.
-
- * "/Cx" (where x is 1..4) This specifies a comport number.
- Some bbs software does not create door information files (dropfiles)
- that contain the comport number. If your bbs does have a comport
- listed in the dropfile then there is no need for this parameter.
- The default is comport 0, local mode.
-
- If you are using non standard IRQs try creating them with DDSETUP
- and the settings will be placed in the control file for you.
-
- "/E" - Expanded Memory Specification If your machine has over one
- megabyte of memory, then you may have some available. GAME.EXE can
- utilize EMS to improve game performance and reduce conventional
- memory requirements.
- This command will tell GAME.EXE to use EMS memory to hold its
- overlay buffer. Otherwise disc area may be used to hold this buffer.
- This needs a memory manager and when enabled and is compatible with
- DESQview. Default is NOT to use available EMS.
-
-
-
- "/L" This tells GAME.EXE to load up in LOCAL mode.
- This is good for testing or when a sysop just wants to "try out" the
- door without messing with his BBS setup. The "/L" mode will ask the
- user for his name and run the door in local mode.
-
- Use this to test your door to see if things are working properly.
-
- "/Nx" (where x is 1..9) This specifies a "node number".
- Some bbs software support multinode environments in which you must
- know the node number of the drop file to use. For example, RBBS-PC
- uses DORINFOx.DEF. If you specified "/N2" then GUTBOWL.EXE would use
- DORINFO2.DEF.
-
- Author's Note: For multi-line systems use this switch to recognize
- multi-Gutter#.ctl files
- Example:
- /M1 = GUTTER1.CTL for node1
- /M2 = GUTTER2.CTL for node2
- /M10= GUTTER10.CTL for node10
-
- "/Mx" (where x is up to 2 filename acceptable characters)
- Used to specify one of Multiple control files. If you have created
- more than one GAME.CTL file (GAME1.CTL, GAME2.CTL, etc.) for each
- node or network PC then you can select the one you want by using
- the /M parm.
- Example: "/M2" will force GAME.EXE to use GAME2.ctl.
-
- "/Pyyy" This specifies the path to the drop files.
- For example, "/PC:\WILDCAT\WCWORK\NODE1" would tell GAME.EXE to
- look for the drop file in C:\WILDCAT\WCWORK\NODE1. If this is left
- out the program assumes the drop file is local.
-
- GUTBOWL /Pc:\ra\node1
- Would look to node1 for the dropfile
- GUTBOWL /Pc:\ra\node2
- Would force the game to look in node2 for the dropfile
-
- "/R" To force local RIP for the sysop. Used only if the program
- has RipLink built in and the door supports RIP. Use AFTER the
-
- "/L" parameter if you are using the door in local mode.
-
- "/V" This command will tell GAME.EXE not to show any display
- on the local screen. Only a colored screen and a message will be
- displayed. The cursor will not move as it will be turned off.
- Saves a little processing on multi-tasking systems.
-
- "/W" This flags the program that a network is present even
- though no multitaskers are detected. This is useful if the door is
- run on a network such as Novell that doesn't use multitaskers.
-
- For those that have complicated setups, take a look at the SAMPLE.CTL
- file to ALL DDPLUS door switch options.
-
- Example: GUTBOWL /M1 /PC:\RA\NODE1
-
- This would startup GuTTeRBoWL using GUTTER1.CTL and look
- at C:\RA\NODE1 for it's dropfile
-
- My GUT2.BAT to start it up would be.
-
- Example: GUTBOWL /M2 /PC:\RA\NODE2
-
- This would startup GuTTeRBoWL using GUTTER2.CTL and look
- at C:\RA\NODE2 for it's dropfile.
-
- Sample batchfile:
-
- cd\ra\doors\gutter
- gutbowl /m2 /pc:\ra\node2
- cd\ra
-
- Be sure to use GUTCFG.EXE to create all your nodes CTL's
- IT'S SOOOO EASY THIS WAY!!!!!!!
- ===================================================================
- Setting up your GUTTER.CTL file
- ===================================================================
- Run the inclosed program called GUTCFG.EXE which will create the
- GUTTER.CTL for you and allow you to select CTL options.
-
- If you run multi-node and have different comports for each node. You
- will need to create a seperate GUTTER#.CTL for each node. GuTTeRBoWL
- will recognize each differnt *.CTL when it's started up with the /M#
- switch. Example: GUTBOWL /M2 /PC:\RA\NODE2
- This shows using the /M# switch to recognize GUTTER2.CTL and the /P
- switch locates the path the node2 dropfile. Simple!
-
- If you have ONLY one node you may run the commandline in your batchfile
- as such. Example: GUTBOWL /PC:\PATH\TO_DROPFILE
-
- By using GUTCFG.EXE one could have more than one CTL file for the same
- node thus allowing the game to react differently in two CTL setups.
-
- GUTTER1.CTL GUTTER2.CTL GUTTER3.CTL and so forth must be in the
- game directory.
-
- Here's the slick part of GUTCFG.EXE.
-
- If you have more than one GUTTER#.CTL files, you can update them all
- almost instantly when entering your registration information.
-
- If you are running GUTCFG.EXE from a new DESQView window, be sure to
- load DVANSI before running GUTCFG for proper display.
-
- ===================================================================
- COMMON ERRORS
- ===================================================================
- 003 File path not found. Check to make sure the game
- directory is correctly named as GAMEDIR.
- 201 Files not found. Check to make sure that all required
- games files are in the GAMEDIR directory.
-
- Install the door into your BBS software (see your BBS
- software documentation for more information). A batch file is
- normally used to do this. To run the program just have your
- batch file change to the GAMEDIR directory and run GAME.EXE -
- Thats all there is to it! Three different batch files sample
- are included to help you run the game. These are included with
- the game for editing and your use. Remember when writing the
- batch routines for my games you must ensure that the game is
- run from it's home directory AND that the game knows where to
- find the drop file. Satisfy these two requirements and you
- should have no problems running the game as long as the other
- setup criteria has been met. For dorinfo systems try using the
- following:
-
-
- Multinode use
- -------------
- This game supports multinode use and provides automatic
- multi-tasker support (time slice releasing) for a wide variety
- of multi-taskers.
-
- Common Problems (Locked Bauds, High Speed modems, etc)
- ------------------------------------------------------
-
- 1. The game does NOT require a fossil driver to run.
-
- 2. If you are running a high speed modem (9600 baud or above),
- then I suggest you run your bbs/mailer/doors at a locked baud
- rate. On high speed error correcting modems, locking the baud
- rate will have a noticeable increase on the speed of text that
- is sent. It's beyond the scope of this document to discuss
- configuring your BBS and mailer for a locked baud rate; you may
- wish to consult those docs for information on that. Here are a
- few things to keep in mind when setting up GAME with a locked
- baud rate:
-
- a. When using a locked baud rate, I highly recommend
- using a FOSSIL driver. This game will work at high
- speeds without one though. BNU is a good fossil driver
- which can even be loaded and unloaded before and after
- you run this game.
-
- b. If you are using a fossil, then make sure to tell the
- fossil that the port is locked. For BNU, to lock com1:
- at 38,400, you would use something like "L0=38400" on
- BNU's command line.
-
- c. If you lock the baud for one program, it must be
- locked for everything. You can't lock the baud for just
- this game, but not your BBS/mailer.
-
- d. You may need to use the /B switch on the game.exe
- Command line to specify the locked baud rate. For
- 19,200 this would be "/B19200" and for 38,400 this
- would be "/B38400". Please note there is no space
- between the "/B" and the baud rate.
- e. For IRQ settings can be setup with DDSETUP program.
-
- 3. What follows is some information on possible strange
- situations that may occur:
-
- a. Low speed users can play the game, but high speed
- users get garbage.
-
- - If you are not using the DORINFOx.DEF or
- DOOR.SYS drop file then you may wish to find a
- converter program to convert whatever drop file
- your BBS produces to the DORINFOx.DEF or DOOR.SYS
- format and tell game.exe to use that.
-
- Several converter programs are readily available
- on most BBS systems. CallDoor is a good one if you
- can find it. I have it on my BBS for download if
- you need it.
-
- b. The game hangs up when a user enters the game.
-
- - Sounds like the game is getting the wrong baud
- rate somehow. Try switching over to the DOOR.SYS
- drop file method if possible.
-
- c. Text and screens are getting cut off.
-
- - If you are running with a locked baud, then this
- could be caused by some sort of FLOW CONTROL
- problem. Try using a fossil if you aren't already.
-
- d. If you're using something other than the DOOR.SYS
- drop file, then I always suggest trying to use
- DOOR.SYS if possible. It is the most reliable method
- and has had the most testing. If that is not possible
- try DORINFOx.DEF as an alternative.
-
- e. A door locks up node 1. This can happen with fossils
- or the internal communications routines because it
- uses the default comport of 1 when NONE is found in
- the dropfile or game.ctl file. To correct this make
- sure the right port is shown in the dropfile OR
- game.ctl file.
-
- f. ANSI is reflected correctly on the local screen but
- the user is getting garbage. Assuming the user has
- ANSI installed then most likely the problem is at
- your end. First make sure you have configured the
- game.ctl file to show the correct locked port rate.
- Second make sure the dropfile is passing the locked
- port rate INSTEAD of the actual connect rate. If it
- is not passing the locked port rate then you may
- need to use a different dropfile format OR use a
- dropfile converter program to change the line to
- show the locked port rate INSTEAD of the actual
- connect rate.
-
- "Corrupted" data files
- ----------------------
- It is possible that something could happen to your game
- data file. A power outage, game crash, or other event could
- damage the data files.
-
- If the Player info looked screwed up, delete the player.dat
- file and the game will create another one.
-
-
- CREDITS:
- --------
- This relatively small section is just to recognize the
- GOOD people who have made this door a possibility.
-
- *-----------------------------------------------------------------*
- GuTTeRBoWL Beta Team Members
- *-----------------------------------------------------------------*
- Name Fidonet# BBSname & number Modem Speeds & #
- -------------------------------------------------------------------
- Charlie Wardick @1:234/68 Never Surrender V34+(419)475-8705
- ===================================================================
- Kitt Brown @1:133/3003 KABOODLE V34+(706)602-9085
- Mark Bloss @1:116/180 A Spyer V32b(615)831-9284
- Charles Dobbs @1:116/6 Police Station V34+(615)226-7841
- John Meeks @1:116/694 Nashville Windows V34+(615)832-1874
- Della Moore @1:14/787 Moore Fun V34+(316)221-2408
- Tom Smith @1:109/630 Gray Hawks Lair V34+(703)751-2729
- Tom Wall @1:116/209 The Law and Order V34+(615)441-3302
- Jeff Watkins @1:234/60 YES Another BBS V34+(419)389-6568
- ===================================================================
- Robert Kidwell @1:116/52 The Borg V34+(615)368-7003
-
- *-----------------------------------------------------------------*
- The DDPlus Team
- *-----------------------------------------------------------------*
- Thanks to Scott Baker, Steve Lorenz, Bob Dalton, Andy Stewart
- Tom Morgan and other contributors for that great turbo pascal
- door kit. If you ever want to make a door product for use with
- BBS's then this is the kit to get!
-
- L.O.R.D. is (c) of Robinson Technologies
-
- DESQview is a registered trademark of Quarterdeck Office Systems.
- Doordriver kit is proprietary software by Scott Baker.
- Ripscript & Ripterm are registered trademarks of TeleGrafix
- Communications.
-
- Turbo Pascal 7 (r) of Borland International Inc.
-
- Thanks Chas for putting up with me over the last nine months over
- this project. We've struggled with this. For a couple of rookies
- "WE DID GOOD!" Thanks PAL!
-
- My hats off to those names mentioned in the Beta team list. Without
- them, this game would just be another game. Thanks Ladies and Dudes.
-
- Thanks Della for editing my third grade grammer.
-
- Where to reach me
- =================================
- KIDWARE Software
- c/o Robert Kidwell
- 6427 Arno College Grove Rd
- College Grove,Tennessee 37046-9130
- USA
-
- FidoNet 1:116/52 @speeds to 33,600
- BBS name: The Borg (615)368-7003
-
-