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- ┌─────────────────────────────┐
- │ MASTERROIDS Version 0.9 │
- └─────────────────────────────┘
-
- MASTERROIDS is a shoot'em-up game running as a PM-program
- for up to four players.
-
- FIRST NOTE:
- When you try to start the game first time (without having changed the
- configuration), it could happen, that the game won't start, cause the
- configuration does not fit to your computer. Use the delivered program
- "MRRESET" first to set critical options to non-critical values
- and then try to start the game again.
-
- Configuration helps:
- Below, I am speaking of threads. If you don't know what this is, don't
- panic. The only thing you must know here is that you can make the game
- faster when you set the thread's priority higher ( see below ). If you
- don't know what to do with the options described below ( belonging to
- the thread or the sound ), just press the Default-Button ( which is
- present for all difficult-to-handle options ). This should do it.
-
- INSTALLING:
- NO CHANGES to your CONFIG.SYS and .INI-files are done :-)
-
- EITHER copy the files in a directory you like and if
- you like create a program-object on the desktop.
- OR (EVEN EASIER) start the INSTALL.CMD-file, which asks you whether
- you want to copy the important files into a seperate directory
- and whether you like a program-object on the desktop.
-
- UNINSTALLING:
- In case you should not like MASTERROIDS :-(
- Simple as can be : Just delete the files and desktop-object (if created)
- Maybe you would be so kind and send me a short message WHY?????
-
- IMPORTANT:
- MASTERROIDS loads up to 3 MB data, so your computer should have a
- minimum of 8 MB RAM. ( Sorry about that, but I had no chance to test the
- game on a computer with 4 MB. I even don't know, if 4 MB is enough for
- OS/2 itself. )
- You should have a 486 or better ( 66 MHz or more. 33 MHz is possilbe,
- but slow. Sorry. )
- Cause the game puts your graphic-card to its limits ( and the processor
- as well ) it would be the best, you have no other programs running in the
- background.
-
- ( Please don't change the name "MROIDS" of the program cause this
- is required, else the game won't function. Or you rename all files
- that are of the category "MROIDS.*" and it should work again. )
-
- FEATURES
- - up to 4 players
- - the keys and spacecraft functions can be edited.
- - Shooting another spacecraft will make this one move in that
- direction.
- - Reducing graphics is possible to gain some execution speed and
- reduces the need of memory.
- - You can manipulate some system-near parameters ( the thread's priority
- etc. ) to fit them best for your computer.
- You don't have to change them. The game works with every possible
- configuration, except MMPM and palette manager ( see below ).
- ( If you don't know what to do then press the
- Default-Button in the settings and configuration option. )
- - You can use your own sounds as well as the timings.
- ( Some timings can be changed to reduce the possibility of the
- occurrence of the MMPM-bug. )
-
- PLAYING THE GAME:
- You are flying a little spacecraft and have to shoot all comets flying
- around as well as other dangerous objects.
- Use the keys defined in the players-dialog to move your ship, to shoot and
- to activate your special function ( flying into hyperspace, a shield or
- flying with extra speed. )
- OBJECTS IN THE GAME:
- - Comets:
- Shoot them ! Destroy them !
- ( Do they really seam to be comets ? )
- - Extras:
- They appear when you shoot at the alien (the gray ball) and will remain
- for 20 seconds. After your spacecraft was destroyed, all extras except
- the protector ( the dark shield-extra-ball ) were freed so they can be
- picked up again by someone. If you lost your last live, the protector
- as well will be freed.
- ( By the way: In the unregistered version only 2 green extras can be
- picked up. )
- > Shield-Balls:
- You can have up to 3 Shield-Balls, no matter what color they have.
- ( If you have a protector, you can get only 2 more yellow shield
- extras. ) They have all a fixed maximum speed for rotating around
- the ship.
- Yellow Shield-Balls:
- You can have up to 3 yellow shield-balls.
- Each one has only some lives ( that means that a shield-ball
- can only resist a number of chrashes and then it disappears ).
- The first one has the lowest number of lives and the lowest
- rotation-speed. The second one lives longer and is faster,
- and so on.
- If the spacecraft explodes, all yellow shield-balls were freed and
- can be picked up again, but their number of lives won't be
- refreshed.
- If you have picked up 3 yellow ones, you cannot pick up a
- protector.
- Dark Shield-Balls ( Protectors ):
- You can have up to 1 dark shield-ball.
- They are much faster than the yellow ones, they live forever
- so you won't loose them if your ship explodes.
- They were freed only if your ship has lost all of its lives.
- If you have picked up a dark one, you can pick up only 2 more
- yellow ones.
- > Green Extras:
- You can pick up up to 5 green extras. They are responsible for
- better moves, rotations und speeds of the spacecrafts.
- If you have picked up neither:
- The values you chose in the settings-dialog were used.
- ( The settings-dialog is accessible when you have started the
- game and chosen the menu Options/Settings )
- If you pick up one after another:
- 1. : increases the rotation speed.
- 2. : enables the backward-key: You can break the spacecraft's
- movement now.
- 3. : sets the maximum speed of the spacecraft to a higher value.
- ( That does not include a higher acceleration ! )
- 4. : the backward-key still can break the movement of the space-
- craft, but if you hold the key a little bit longer, you
- can drift backward as well.
- 5. : doubles the acceleration of the spacecraft.
- > Red Extras:
- You can pick up up to 5 red extras. They are responsible for
- a better weapon-system.
- If you have picked up neither:
- The normal bullet is used. It's a little white point.
- You can choose it's in the settings-dialog.
- If you pick up one after another:
- 1. : The speed of the bullet will be increased.
- 2. : You get a bigger bullet. The range will be increased.
- 3. : The speed will be increased again.
- 4. : You get a laser. You can target easier.
- The range and speed will be increased again.
- 5. : The speed will be increased again.
- > Blue Extras:
- You can pick up up to 2 blue extras. They are responsible for
- a quicker reloading of special-energy.
- > Missiles:
- You can pick up a maximum of 1 missile.
- They fly directly to the nearest target. A target is anything,
- which is dangerous for the player (this does not include the alien).
- If there are radioactive balls ( these are yellow balls with a
- radioactive sign and they turn into blue boxes ),
- they are used as targets first.
- - Mine:
- If the mine explodes ( by shooting or collision ), everything within
- a certain radius will explode.
- - Alien ( the gray ball ):
- It is mostly resistable against collisions, but not bullets and lasers.
- It contains the extras. Shoot it !
- It will contain more extras depending on the level and
- the number of players.
- - Enemy ( the white and red spacecraft which is shooting around ):
- It's making you nervous, doesn't it ?
- - Hunting Radioactive Yellow Balls:
- These are balls with a radioactive-sign and they transform themselves
- into blue boxes. Sometimes they are coming out of comets, hunting
- the nearest spacecrafts. Be careful, you've been warned !
-
- SCORING:
- 10 points for an alien ( the gray ball containing the extras )
- but only if it were destroyed
- 20 points for each large comet
- 50 paints for each medium comet
- 100 points for each small comet
- 150 points for a mine
- and you get the points for all other destroyed objects, that were
- exploding with the mine.
- 200 points for a hunting radioactive yellow ball
- 250 points for an enemy ( the shooting ball-like spavecraft )
-
- You get a new life every 10000 points.
-
- You get points if you shoot something with your gun or with your missile
- but you get no points if an object was destroyed cause it collided with
- your yellow or dark shield-extra-ball.
-
- CONTENTS OF ARCHIVE
- The following files are contained in this archive:
-
- mroids.exe - MASTERROIDS V0.9
- mroids.pic - contains all sprites
- mroids.cmt - contains all comet sprites
- mroids.dig - contains other bitmaps
- mroids.ico - the icon
- wave.dll - contains all sound functions for the game (is only loaded,
- when MMPM used)
- alien.wav
- crash.wav
- danger.wav
- destroy.wav
- dieshldx.wav
- disappr.wav
- enemy.wav
- espeed.wav
- explode.wav
- extra.wav
- hitsteel.wav
- hyper.wav
- laser.wav
- newextra.wav
- newlife.wav
- shield.wav
- shldoff.wav
- shldon.wav
- shot.wav
- takeprtc.wav
- takeshld.wav
- warp.wav
-
- readme.1st - this file
- order.frm - Masterroids order form
- install.cmd - Installation-utility
- ( doesn't manipulate any of your system's config files )
- emx.dll - dynamic link library of the emx-package (if you have the
- same or a newer version (emx 0.9a (Dec.94)) in your
- lib-path you can delete this one !) -
- ( obtained from ftp.cdrom.com )
- mrreset.exe - Resets the configuration to some non-critical values.
- If you chose a configuration ( especially MMPM or
- palette manager ) that your system does not support,
- the game could crash after it was started. This program
- will solve the problem. Don't start it when the game is
- running, cause the the game could write back the
- critical values.
- This program only manipulate some settings and
- configurations of Masterroids. Your system's config files
- won't be touched.
- waveinfo.exe - This program tells you some informations of a wavefile.
- ( If you don't want to use your own sounds but only the
- sounds delivered with this package, you don't need this
- program. )
- If you are playing with sounds and want to use your own
- sounds, then it would be the best, that the wavefile's
- parameters are the same for all of the used wavefiles.
- If they are different, the game will function as well
- ( except your MMPM-Version has the bug ), but only the
- game could get a little bit slower ( maybe you even won't
- recognize it ).
- This program prints the following parameters:
- FormatTag
- Channels
- SamplesPerSec
- AvgBytesPerSec
- BlockAlign
- BitsPerSample
- You don't have to know what these parameters mean.
- The program will tell you the length of the sounds in
- bytes as well, but this is the only parameter that need
- not to be equal for all used sounds.
-
- SETTINGS AND CONFIGURATION:
-
- Chosen from menu "Options":
- - "Players":
- Players:
- Choose the player to edit his options.
- Properties of Spacecraft:
- > Shooting Range:
- How far you can shoot.
- > Spacecraft Thrust:
- That's the acceleration of the spacecraft.
- > Maximum speed:
- The maximum speed possible for the spacecraft.
- > Rotation speed:
- How fast the spacecraft will rotate.
- > Special Function:
- The energy level of the special function.
- Special Function:
- Which function should be done when pressing the special-key.
- > Hyperspace:
- The spacecraft will fly into hyperspace an little bit later it comes
- back on another position.
- > Shield:
- A shield will be activated.
- > Extra Speed:
- For the time you press the special-key, you will be able to fly very
- fast.
- Color:
- You can choose one of 4 colors for your ship.
- Key Codes:
- The backward-key will be enabled if you have picked up a certain
- number of green extras.
- Between the Ok- and Cancel-button there are 6 round buttons with
- a text-field. They are used for the keys up/down/left/right,
- weapon and special-function. To choose a different key click on
- the round button of the function you want change ( e.g. of
- the up-key ) and then click on the key in the drawed keyboard in the
- middle of the dialog. You can only choose black or white keys.
- The red ones indicate, that they are used by another player and the
- white ones are your keys.
-
- - "Settings":
- Graphic-Detail:
- > Stars in background:
- If you switch off the stars in background, no bitmap will be loaded.
- This will reduce the need of memory.
- > Sprites overlapping:
- If you switch this off, the drawing runs a bit faster, but the
- objects will flicker when they overlap. And sometimes moving
- objects delete parts of other not moving objects, when they overlap.
- > Background pass through sprites:
- If you switch this off, the background will not be painted in the
- rectangle area of an object. This makes the drawing a bit faster.
- > short Explosions:
- This will draw only short explosions in order to draw quicker.
- This option is helpful for slow computers.
- This option does not use more or less memory.
- Sound:
- > ON:
- Switch Sound on/off. Maybe after you switched on the sound you must
- wait a certain time for the soundfiles to be loaded into memory.
- WARNING: If you have set the priority to IDLETIME ( see below ),
- the harddisk access will be very slow. Maybe you have to wait some
- minutes till the sounds are loaded.
- > share:
- I implemeted this function for flexibility.
- You should switch it off. Otherwise another program that starts to
- play a sound could hang the game ( if you have another program
- running in background ).
- Emulate mathematic functions:
- If you don't have a mathematic coprocessor, some sqrt-functions must
- be simulated by the system. Then switch this button to on and the
- game will use its own (faster) functions. But if you have a
- coprocessor, switch this button off cause the coprocessor is the
- fastest possibility.
- Pause when game inactive:
- When switched on, the game will stop when you click on another window.
- "More":
- This enables the more system-near settings:
- This is the Priority Class and the Priority Level of the thread.
- Here you can edit the priority of execution.
- Try out some values, if you want to.
- If you don't know what to do with these values then ignore them
- ( or set them to default ).
- Priority Class:
- > Idletime:
- This is the lowest priority. The thread will run very slow.
- WARNING: All harddriveoperations will work very solw, even if
- there is no other program running in background. So you better
- should not use this setting.
- > Regular:
- This the default value.
- > Foregoundserver:
- This is better than Regular, but not so good as Timecritical.
- > Timecritical:
- This allows the best performance, but other programs will run very
- slow in background.
- Priority Level:
- In addition to the priority class you can change the priority within
- a priority class.
- Minimum level: -31
- Maximum level: +31
- ( By the way: If you choose a Priority Class of Timecritical and you set
- the Level to a value greater or equal to 1, maybe the sound won't
- function correctly. Set the priority level to a lower value, or don't
- use sounds. )
- Default:
- Sets the thread's parameters back to normal
- ( Regular, priority level 0. )
- By the way: The program "MRRESET" sets the thread's parameters to
- its defaults.
-
- - "Configuration":
- All Options edited in this dialog will be activated at the next start of
- MASTERROIDS. If you don't know what to do with these options, just press
- the button "Set All to Default".
- If you change some options in here (especially the MMPM and the palette
- manager to force their usage) and the game crashes the next time you try
- to start it, start MRRESET.EXE first. Then critical options will be set to
- non-critical values and the game should work again. ( Now the MMPM
- and the palette manager will be switched off. ) Now can edit the settings
- and configurations again.
-
- Reduce graphics details:
- With this button the animations are reduced, but the game loads faster
- at startup and not so much memory will be used.
- This is helpful for computers with low main memory.
- Default is deactived.
- Palette manager:
- Normally the program determines automatically if a palette manager is
- available. But I have implemented these option for flexibility.
- So the default is the automatic detection and this should be chosen
- normally.
- Without palette manager, the colors in the game won't be as beautiful
- al with palette manager. But this will only happen, when you are using
- a OS/2-graphic-resolution with 256 colors. A resolution with 32768,
- 65536 or 16 million colors doesn't need a palette manager.
- If you set it to "force usage", the game could hang the next time you
- try to start it (if your OS/2-system has no palette manager). In that
- case start MRRESET.EXE. It sets some values back as well as this one
- here to "don't use palette manager".
- Default is autodetection.
- MMPM:
- Here is the same to say like at the palette manager. The MRRESET.EXE
- will set this value to "don't use MMPM".
- Default is autodetection.
- Sounds:
- All time settings in this section ( in the "global" and the "Wave"
- section as well ) are entered in milliseconds. They should be multiples
- of 60. So you should use values like 0, 60, 120, 180, 240 and so on.
- > global:
- The time settings in this "global" section are the same for all the
- sounds defined in the "Wave" section.
- These values here are implemented ONLY to reduce the occurrence of
- the MMPM-bug. If you have a OS/2-version with a correct working MMPM,
- just set these all to default (by pressing its Default-Button).
- If you are using no sounds or no MMPM then you can ignore these ones.
- According to the MMPM-bug the settings in this "global" section have
- a higher priority than the timings in the "Wave" section described
- below.
- PS: Please excuse the complexity of the following parameters. So if
- you don't understand them, just press the "Default"-button in this
- section. The game will work as well ( only if your MMPM-Version has
- the bug, the game or OS/2 itself will crash sometimes ).
- Besides: If you change values in here, the occurrence of the MMPM-
- bug may only be reduced but cannot be abolished. So the last
- possibility is only to play without sound :-(
- - SwitchTime:
- This is the time that must elapse after a sound has been started
- and another sound should be played. If the time has not elapsed,
- the sound will NOT be forgotten. It will be played, when the
- time has elapsed.
- But if it's the same sound that should be played, this time will
- be ignored.
- The greater value of "SwitchTime" and "HoldTime" will be used.
- This is implemented, cause the MMPM could have problems by switch
- between different(!) sounds if they are following too quick one
- after another.
- Default = 0.
- - HoldTime:
- This has the same effect like the "SwitchTime", but it's belonging
- to ALL sounds, even if two SAME sounds shall be played one after
- another.
- If two following sounds are DIFFERENT, then the greater value
- of "HoldTime" and "SwitchTime" will be used.
- Default = 0.
- - SilenceTime:
- This time takes effect, when a sound shall be played that is
- DIFFERENT to the actually playing sound. ( If two same sounds
- shall be played one after another, the "SilenceTime" will be
- ignored. )
- This is the most powerful option to reduce the occurrence of the
- MMPM-bug. If you have the bug and want to play with sounds, set
- this value to 120 or higher.
- Default = 0.
- - Number of Stops:
- If a sound shall be played while anotherone is playing, the game
- will call a stop-command to the actually playing sound, if the
- new sound is a DIFFERENT one than the playing one. ( If it's
- the same sound again, no stop command must be called by the
- program. )
- But sometimes a stop command does not take effect. This is another
- bug of MMPM (I think). So you can set here the number of stop
- commands to be called directly one after another.
- You should not set this value too high, cause this costs execution
- time. Something between 1 and 4 is enough.
- The lower value of "Number of Stops" and "total Number of Stops"
- will be used.
- Besides: This value must be greater or equal to 1.
- Default = 1.
- - Repeat Stops:
- Cause the "Number of Stops" should not be too high, I decided to
- implement this function. This means, that after 60 milliseconds
- there will be called the stop commands once more. Their number
- is the same like defined in "Number of Stops" except when the
- "total Number of Stops" is lower.
- Only if the "total Number of Stops" has elapsed, the next sound
- will be started, if there is one to play.
- Defualt = deactivated.
- - total Number of Stops:
- This is the sum of all stop commands ( occured because of the
- "Number of Stops" and the "Repeat Stops" ).
- (If you set this to 1, then the "Number of Stops" and the
- "Repeat Stops" have no effect, cause with this value you have
- allowed only one stop command before a new sound will be started.)
- Example:
- Number of Stops = 2
- Repeat Stops = activated
- total Number of Stops = 3
- This means that first there will be called 2 stop commands. After
- 60 milliseconds there will be called 1 stop command. That's it.
- Now the new sound will be played.
- Besides: This value must be greater or equal to 1.
- Default = 1.
- - scale Sound Memory:
- Normally a sound is loaded into memory that is as large as the
- sound itself. But sometimes MMPM tries to get access to more
- memory ( that's the MMPM's bug fault ). So I decided to include
- a possibility to use more memory for a sound. The sound itself
- will be as large as always, but only more memory will be used.
- So be careful. If your computer has few memory ( 8 MB or less ),
- then don't set this value too high, cause the higher you set
- this value, the higher will be the needed memory.
- This value depends on the value of "use Maximum Sound Memory":
- If "use Maximum Sound Memory" is deactivated: The memory for
- a sound will "scale Sound Memory" times larger than the size
- of the sound itself.
- If "use Maximum Sound Memory" is activated: The largest sound
- will be searched first ( of course the list of sounds used for
- the searching consists only of the used sounds which can be set
- or changed in "Wave"-section, ) and the used memory for each sound
- will be "scale Sound Memory" times larger than the size of the
- largest sound used in the game.
- Besides: This value must be greater or equal to 1.
- Default = 1.
- - use Maximum Sound Memory:
- See "scale Sound Memory" description.
- Default = deactivated.
- > Wave:
- These values are the sound definitions:
- The sound files and the major timings are set here. ( These values,
- especially the timings are NOT used in connection with the MMPM-bug )
- The Default-Button is the normal solution for these settings.
- - Sounds-list:
- Here the game's events are listed for which sounds can be defined.
- They are sorted in their priority-order. The most top sound has
- the highest priority, the most bottom one has the lowest
- priority. The priority of a sound ( so the position in the list )
- can be changed by clicking on that sound event in the list and
- moving in up or down with the UP- and DOWN-buttons.
- For more information see the descriptions of "Minimum Play Time"
- and "Sure Play Time" below.
- - Filename:
- Here stands the sound file name (and path) for the chosen sound
- in the "Sounds-list". It must be a file with the extension ".WAV".
- If no file name is entered in here, the defined file does not
- exist or the file is not a wave file, no sound will be played
- for that event.
- - Browse-Button:
- With this button you can search a sound file name on your drives.
- - Minimum Play Time:
- This time takes effect, only if the "Sure Play Time" has elapsed.
- If the "Sure Play Time" has elapsed but not the
- "Minimum Play Time" while a sound is playing and another sound
- should be started, then the playing sound will be stopped and
- the other one started only if the new sound has a higher or
- equal priority then the playing one.
- A value of 0 means that sounds with higher priority can always be
- stopped by sounds with lower priority ( but only if the
- "Sure Play Time" has elapsed ).
- - Sure Play Time:
- This is similar to the "Minimum Play Time", except that the
- priority of the sounds make no difference. A playing sound will
- never be stopped during the "Sure Play Time", no matter which
- priority the new sound has.
- This time setting has a higher priority than the
- "Minimum Play Time". So if this value here is greater than the
- "Minimum Play Time", the "Minimum Play Time" looses it's sense as
- well as the priorities of the sounds.
- A value of 0 for the "Sure Play Time" and the "Minimum Play Time"
- means that a playing sound can always be stopped by another one.
- This includes, that the priorities of the sounds make no more
- sense.
- - UP-Button and DOWN-Button:
- See "Sounds-list" description.
-
-
- BENEFITS OF REGISTERING
- *) you'll keep the shareware-idea alive :-)
-
- *) no annoying registering-dialog at startup and end
- *) all options are accessible
- *) you can pick up all extras
- *) no limitation of 5 levels
- *) the last settings will be saved in an INI-file
- *) you'll be informed when there are updates which will work with
- your old registration-Number
- -> Updates are for FREE !!!
-
-
- HOW TO REGISTER
- You are allowed to use Masterroids for a period of 30 days, after
- this trialperiod you are asked :-) to register.
-
- The registration fee is 20 US$ or 200 ATS or 30 DM.
- You can send the money in cash (which is cheaper for you)
- or you use a postal order (you have to pay the extra-money).
-
- If you choose a postal order, please send the money in ATS
- (Austrian Shillings), and if you send cash don't send coins !
- DO NOT use any other form of payment (e.g. credit cards) as
- I won't be able to accept that !
-
- I am really honest, so you don't have to worry when sending
- the money in cash !
-
- Of course all of the given information will be treated confidentially !
-
- Take care your first and last name are readable and correct, because I
- will send you a code calculated based upon these informations.
- After you enter this code together with your names in the registration-
- menu in the game, your version of Masterroids is registered.
- It will be much easier if you also send me your Internet e-mail address,
- so I can send you update-infos & registration-Nr. faster and easier.
-
- To register, send the filled in order-form & the payment to:
-
- Roman Komary
-
- Am Hundsturm 11/12
- A-1050 Vienna
- AUSTRIA
-
- e-mail : e8925453@stud1.tuwien.ac.at
-
- The registration is for personal use only !!!
- Running this program on more than one machine requires a special
- registration - contact the author for special prices.
-
- Students can ask me for special prices, too.
- (just send me a letter or e-mail, I know how hard your life is :-)
-
- REPORTING BUGS
- If you find any bugs, or have ideas of improving Masterroids I will
- be very happy hearing your ideas.
- Send me a letter or e-mail :
-
- Roman Komary
- e-mail : e8925453@stud1.tuwien.ac.at
-
- When you send me a bug report, please include a description of the
- procedure for reproducing the bug and a description of your system
- configuration (hardware and software and Masterroids-configuration).
-
- KNOWN BUGS:
- *) Sound-Troubleshooting:
- Sometimes, when playing with sound, the game hangs ( or even OS/2 itself
- hangs ).
- This happens cause the MMPM of OS/2 3.0 has a bug.
- So I have added some configuration parameters to reduce the occurence of
- this bug. But sometimes it will happen nevertheless.
- See the "Configuration" description above.
- If you tried out all the settings explained above, switch off
- the sound in the settings-dialog, or switch off the MMPM in
- the configurations-dialog.
- By now, my computer didn't hang playing the game without sound.
- By the way:
- I've heard that the new version of OS/2 that should be appearing soon
- ( I hope ) has solved many big bugs of the MMPM. ( I hope once more )
- *) If you were playing with sounds and have opened the sound device as
- NON-shared ( see in the settings-dialog ) and you have a program running
- in the background that wants to play a sound sometimes (maybe a clock
- that wants to play a sound every hour etc.), then this could make
- problems: When the program tried to play a sound ( but that didn't work
- cause the game opened the sound device as non-shared ), there was no
- sound any more to here while playing. Solution: Press the PAUSE-Key
- twice. The sound will be playing again. If you don't, the game could
- hang a some seconds or minutes later. The best would be to turn off
- all programs in background that tries to play sounds.
- By the way:
- I tried to open the sound device as shared. So the clock program could
- play its sound. But after the sound has finished, the game did hang.
- *) If you play the game together with one or more players and you recognise,
- that some pressed keys don't function, then it's NO(!) bug. This is a
- problem of the keyboard's hardware. You cannot press as many keys as you
- want at the same time.
-
- SOME HELP
- *) If you have installed MMPM and the WAVE.DLL is in the directory of the
- game, but the game says, it can't load the WAVE.DLL, then look in
- the LIBPATH in the CONFIG.SYS. The beginning should be:
- LIBPATH=.;
- With this setting, DLLs will be searched in the actual directory first.
-
- TO COME
- Currently I am working on :
- *) some more extras and dangerous objects
- *) hopefully correcting bugs
- *) And of course your suggestions :-)
-
- DISTRIBUTION CONDITIONS
- You are free to distribute this shareware version of Masterroids as long as
- the following conditions are met:
- 1) The distributed archive must contain ONLY the files listed above.
- 2) The contents of this archive are NOT MODIFIED in any way.
- 3) This version is not to be sold. However, a reasonable disk copying fee
- is permitted.
-
- DISCLAIMER (as usual :-)
- The author of this program accepts no responsibility for damages that
- are caused by this program and make NO WARRANTY or representation,
- either express or implied, with respect to this software. This software
- is provided "AS IS," and you, its user, assume the entire risk when you
- use it.
-
-
- SOME EXTRA NOTES:
-
- Where to get emx
- ----------------
-
- emx (and the emx.dll) is available for anonymous ftp on
-
- ftp.uni-stuttgart.de [129.69.18.15]: /pub/systems/os2/emx-0.9a
- ftp-os2.cdrom.com: [192.153.46.2]: /os2/32bit/unix/emx09a
- src.doc.ic.ac.uk [146.169.2.1]: /packages/os2/32bit/unix/emx09a
- ftp.informatik.tu-muenchen.de [131.159.0.198]:
- /pub/comp/os/os2/devtools/emx+gcc
-
- By the way:
- -----------
-
- Have you seen "SYSMON20.ZIP" on
- ftp-os2.cdrom.com: /pub/os2/incoming (or another directory) ?
- It's a system monitor program and very helpful program which tells you what's
- happening in your computer and offers some advantages. It shows you time,
- date, the processor's execution time, virtual memory, swap file, info
- about your drives and more. There are features like different versions to
- shutdown your system and restart it automatically, a new tasklist,
- an option to start programs, ...
-
-
- Please excuse that I am not able to answer your mails very often or fast.
- I have an account from the university and no modem. So I will look for
- mails onyl once a week. Sorry :-)
-
- Please excuse as well that this game appears so lately. Friends of mine,
- who have programmed Sysmon 2.0, told you to look for my game, but
- unfortunately I was ill and had no possibility to go into the internet.
-
- So, at last, I only can say:
- Have fun with the game !