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-
-
- ===---> Amiga NetHack News Flash <---===
-
-
- This is Amiga NetHack 2.3e, based on the sources as posted on
- comp.sources.games, and their updates, by Mike Stephenson. It has been
- ported to your Amiga by Olaf Seibert (KosmoSoft), Vossendijk 149,
- 6534 TN Nijmegen, the Netherlands.
-
- ********************************************************************
- * This program or any associated or related files may not be *
- * used for profit in any way. They may only be redistributed *
- * in their original form, and charges may be made only to cover *
- * material and transportation costs. *
- * Also, this notice must remain intact at all times. *
- ********************************************************************
-
- I added the PATH in NetHack.cnf, which is used on files like record,
- help, hh and data. The HACKDIR directory is always tried first to locate
- one of those files, and if not found, the PATH is tried. Note that you
- receive a warning message when 'record' could not be found in the HACKDIR.
- This is because 'record' will be written to, while the other files are used
- to read only. This warning won't harm as long as the record file can be
- found along the PATH. Initially the PATH is Ram:;df0:;NetHack:
-
- I also changed the format of level, bones and save files, so that they
- would be smaller. Level and bones files can get about half the size they
- otherwise would have been (about 4K minimum), but save files are less
- affected.
-
- NetHack uses the font Hack.font. You need not re-assign FONTS: to the
- NetHack disk, but it must be reachable on NetHack:, ie your game disk must
- be called NetHack, or the directory you move it into must be ASSIGNed
- NetHack:. Otherwise, there are no restrictions on assigns :-) Note that in
- order to load the font, the diskfont.library will be opened so you need to
- keep your Workbench disk around. If you have enough memory, however, the
- font may remain in memory between successive games, and the requester for
- the Workbench disk may safely be cancelled after the first game. The only
- bad thing that could happen is that you get accented letters instead of
- graphics characters.
-
- Speaking of graphic characters, I have put in a few starting from $C0.
- They are most useful as walls and corners. There are two sets of these:
- single and double line walls. I also duplicated the non-letter characters
- with ASCII codes with the high bit set. You may wish to use, for example,
- the alt + sign instead of the normal + for doors, since + signs are
- highlighted because they could be spell books. (all objects get an extra
- accent by a black background (if you have standard Workbench colors), and
- monsters also have an orange foreground).
-
- Sounds complicated? Well, it depends. Just have a good game.
-
- Olaf 'Rhialto' Seibert.
-
-