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1991-01-21
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6KB
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116 lines
Tank Wars
Release 2.0
Copyright (C) 1990 by Kenny Morse
-----------------------------------------------
DESCRIPTION: This is a game for 1 to 10 players. Opponents
attempt to destroy each others tanks by firing various
weapons at them. There are also 6 computer intelligences
available to compete against.
NAME CHANGE: This program was written under the working title of
BOMB, as the files are still called. However, due to the
fact that there is already a game of that name, I was forced
to change it to Tank Wars. If there is already a game of
that name, would the author please inform me so that I can
change the name again.
REQUIREMENTS: This program runs in 320x200x256 color mode.
Currently it will only run with a VGA monitor attached, and
running as the current monitor. A mouse is not required,
but utilized if present and Microsoft compatible. This was
written on my 16MHz PS/2 55SX. The game is currently
untested on machines of greater speed. At 8MHz certain
parts are a little slow. At 4.77Mhz the game is painfully
slow.
SHAREWARE: TANK WARS is distributed as Shareware. You are free
to try the game and make copies for others. If you continue
to use the game, however, you are required to pay the author
a registration fee of $10. Please include any comments you
may have. Registered users will be added to my mailing
list. You will be notified of major releases of this
program.
FILES: The following files are included in this package:
BOMB.EXE: Main File
BOMB.OVR: Overlay File
BOMB.TXT: This File
BOMB.DOC: Documentation
REVISION.HST: List of changes
BOMB1.RAW: Graphics file
BOMB2.RAW: Graphics file
BOMB.ICO: Icon file for Windows 3.0 users.
All previously listed files are Copyright (C) 1990 by Kenny
Morse and may not be modified in any way.
SUPPORT: Currently electronic support will be provided to
everybody. I can be reached on Prodigy at TGTM35B, and on
Compuserve at 76427,3305. My address is listed in the
documentation file. Mailed questions will be answered only
for registered users, please include a self addressed
stamped envelope or CIS or Prodigy ID so that I can respond.
TECHNICAL INFO: This program has been tested on very few
machines. It was designed on a 16Mhz PS/2 55SX, with 6MB of
memory. Thus it is almost sure to work on another 55SX. It
has shown repeated problems ATI VGA cards. The ATI does not
palette switch correctly with my program. If this problem
exists on your machine, player 3 will be the same color as
player 1, instead of being blue as it should be, and the
third weapon in the selection strip will be highlighted
regardless of whether you own it. I would appreciate a
response from any ATI users stating whether or not they
encounter this problem. Since this problem was first
discovered, it has been reported on 3 other ATI's. I have
rewritten the palette routines, with luck this solved the
problem. If not, I would appreciate a response from anyone
with knowledge about ATI cards.
When this problem manifests itself it can become
difficult to determine what weapon is currently selected. I
am working on the problem, for the moment the best advice I
can offer is that you when you are ready to fire, call up
your status, in the status box the current weapon will be
red.
Again, the problem may be solved. If anyone using this
new version has previously had the problem, would you please
inform me as to whether it is fixed or not. There were many
things I did not add because they would not work on
problemed cards. If the problem is solved I can add these
in.
GRAPHICS FILES: It is no longer necessary to have BOMB1.RAW and
BOMB2.RAW to play the game. If you need the disk space,
delete BOMB1.RAW. This will cause the program to only load
BOMB2.RAW and the title screen will be less spectacular.
Deleting BOMB2.RAW causes the title screen to be skipped
altogether.
MEMORY USAGE: This program was written in Turbo Pascal, and uses
the internal overlay manager. If EMS is present, it will
load the entire overlay file into EMS. It will then swap in
and out of conventional memory. If you don't have EMS, all
swapping will be to/from disk. The program will take
advantage of all the conventional memory present. If you
have enough conventional memory, the entire overlay will be
loaded in, and no swapping will occur. If you have less
memory, swapping will occur and the program will run
noticeably slower. To determine whether you have enough
memory, simply execute BOMB /MEM. If the number listed as
"Overlay Set To" is greater than the size of the overlay
(BOMB.OVR), no swapping is necessary.
ACKNOWLEDGEMENTS: I would like to thank Borland, for without
Turbo Pascal, this program could never have been written. I
would also like to thank Microsoft, for I could not have
written this so easily without a multi-tasking environment.
I also would like to thank WordPerfect Corp. for WordPerfect
with which I wrote these files. Finally I would like to
thank Chris Sparks and Brett Moseley for their endless hours
of beta testing and contributed ideas.