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- S I C K A M I G A S O F T
-
- OFFICIAL DOCUMENTATION
-
- Name : turboMCP.asm
- Usage : turboMCP
- Version : V13.76 (2nd release)
- Date : 09.-11.09.1990, 8.12.1990-02.04.1991
- Author : Jörg Sixt
- File under : games
- Purpose : another implementation of TRON
- Features : - max. 4 human players
- - "Playing field - ED"
- Software : A68k V2.41 (Fish 314)
- Hardware : - programmed on an AMIGA 500, 1MB, Kick V1.2
- - certainly it runs on every AMIGA with at least 512 KB and
- Kick 1.2/1.3
- - Incompatibilty with future models is possible
- as the programme needs direct hardware access
- to the joystick registers & VHPOS
- Bugs : - doesn't use devices
- - can't check joystick 1 fire button when
- mouse is plugged in port 2
-
-
- I. DISTRIBUTION AND OTHER JURIDICAL KNICK-KNACKS
- ================================================
-
- THIS PROGRAMME IS FREEWARE!!
-
- This software may not be sold nor used as part of commercial products
- without the explicit permission of the author (hey,that's me!!). This
- material may be copied (don't forget the documentation) and used without
- the moral restraint of sending money (of course you can if you want) This
- programme may emerge on any PD-disk whose price doesn't exceed 5$/6DM. Of
- course a written permission countermands this restrictions. Anyway, you
- MUST leave my name in both programme and documentation file, except if you
- redo the code. Then, please, send me your improved versions. The author is
- not responsible for any damage that is caused by or while using this
- programme.
- (c) by Jörg Sixt worldwide in 1991. All rights reserved!
-
- II. THE STORY BEHIND...
- =======================
-
- "We all know the cruelty in the world, the evil that is dogging our foot
- steps, the terrible things that happen to every one of us. You find them
- everywhere. Everywhere. Even on an AMIGA." Jörg Sixt
- programmer,s.a.s.
-
- I know, I know! You were just about starting the damned proggy hoping of
- an interesting application, a thrilling game or just something that's
- worth spending a few hours on. But at the same time those omnipresent
- fears flatter around your mind and destroy all your anticipations. Fears
- of the extraordinary terror of laziness and stupidity that origin from
- the minds of all those god-damned programmers:
-
- "What is it alike? The 563th version of Tetris? Perhaps with 6-player-
- simultan-mode and a 'shoot-em-up'-level. Or maybe it's again one of these
- Hack-like dungeon adventures! Surely f---ing difficult then, brutal (the
- poor monsters! Have such programmers no respect for godmade creatures? And
- what'll say Greenpeace?) and requiring 5 MB of chip-ram! Or even more
- terrible: one of these highly intelligent jump, pop and run games...."
-
- Thank God, I can soothe you. turboMCP is neither a Tetris-clone, nor a
- "slay all the monsters in this dungeon"-game, nor a PD-Bubble-Bobble.
- turboMCP is just the 1027th implementation of TRON.
- No! No! Stand by! Don't give up now! I know, there are billions of "cycle"
- versions in this part of the universe but nevertheless this version has
- some really unique features:
- - it has no computer rivals
- - up to 4 human players can play simultaneously
- - you can determine how your playing field will look like
- - savety pods implemented
- - fully written in assembly language
- - that means it's fast and small
- - it's not commercial, it's not shareware, it's for FREE
-
- NOTE: Actually the programme's length is about 8-9 Kbytes. I'm afraid the
- title graphic needs about 18-19 Kbytes. If you can't afford spending
- 19000 bytes (although my artistic efforts should be worth it!) delete
- the following lines from "MCP.asm"
- - INCLUDE "MCP.im" (at the very end of the file)
- - jsr DRAWIMAGE(a6) (in the "OpenScr"-subroutine)
- and re-assemble the code.
-
- III. HANDLING THE BASTARD
- =========================
-
- 1. The MAIN MENU SCREEN
- -----------------------
-
- After you've started turboMCP your first glimpses will fall onto an
- almost incredible startup screen which was meant to be the MAIN MENU
- SCREEN. Roughly speaking the MAIN MENU SCREEN consists of 16 gadgets. If
- here I use the word 'gadget' I have to add that those gadgets aren't the
- normal intuition gadgets you surely know from a lot of UTIL programmes.
- However the handling is quite simple. Just press the
- up/down/left/right/fire - buttons respectively keys of the four players
- and the cursor moves to the next gadget. Simple, eh?
-
- Player 1 uses joystick in port 1 up/down/left/right/fire red
- Player 2 uses joystick in port 2 up/down/left/right/fire blue
- (if you use joystick 2, remove the mouse from port 1. Otherwise it
- doesn't work. I don't know why)
- Player 3 uses the main keyboard E /X /S /D /SPACE green
- Player 4 uses the number pad 8 /2 /4 /6 /ENTER orange
-
- (Note: Colours and key-codes are used when you are playing as well as when
- when you are chosing a gadget in the MAIN MENU or when you have a look at
- your actual scores. Remember both and you'll find your way through this
- jungle without any problems. At least I hope, you will)
-
- Maybe you wonder why all this has been programmed. (I mean the MAIN MENU
- SCREEN not the WHOLE PROGRAMME. The latter leads to a more philosophic
- problem and Socrates always said that Kant.....) Well, the MAIN MENU
- SCREEN with all its gaddies allows you to adjust the playing field on YOUR
- needs and desires! It's almost something like the preferencers on your
- Workbench disk. Here is a list of the gadgets:
-
- 1. Row : Choose input devices e.g. three humans want to play
- against each other they may activate "joystick 2", "Number
- pad" and "Keyboard" or "Joystick 1", "Joystick 2" and
- "Keyboard", etc. Choose the ones you like best!
-
- Border (on) When someone drives against the border of the field
- he...err... R.I.P.
- (off) When someone tries to drive out of the field he
- appears again on the other side
- PAL (off) This is to give all the U.S.-users a bad feeling about
- their damned NTSC.
- (on) uses the whole PAL-screen.
- Explosion (on) A crash will always be followed by a explosion i.e.
- a ring of fire which burns everything around down.
- Any cycle inside the explosion will be killed.
- (off) The cycles have anti-fire motors.
-
- HighRes (on) The playing field will be a HIGHRES screen
- (off) The playing field will be a LOWRES screen
- Interlace (on) The playing field will be a INTERLACE screen
- (off) Now, guess my friend!!
- Speed ¹) 0-10 Speed justification:
- 10 = "break your neck"-level
- 0 = the "snail ralley"-level
-
- Boxes ¹) 0-99 number of boxes
- Stars ¹) 0-99 amount of stars
- Sav. Pods¹)0-9 Numbers of savety pods
-
- Play Action: Play the game
- Clear Action: Set scores to zero
- Quit Action: Should only be used in extreme emergency cases!
-
- ¹) increase values via pressing FIRE
-
-
- 2. The SCORE SCREEN
- -------------------
-
- When activating "Play" the so-called SCORE SCREEN will appear. After every
- round it will show you the latest charts (not Madonna...) with your latest
- scores. But maybe you don't want my laboriously developped score system -
- you just want to know who has won the most games. No problem! turboMCP
- counts the games every player has won and prints them in the "victories"
- column. Despite of this extra service the order of the players in the
- charts depends on the main scores.
-
- But back to the game. If you want to continue/start the game press FIRE
- (i.e. <space>, <enter> or joystick buttons). If you want to go back to the
- MAIN MENU SCREEN press <esc>. There you can change the preferences again
- without losing the scores. If you wish to begin a new game you simply
- click on the CLEAR-gadget. Now all the scores are deleted.
-
-
- 3. The GAME SCREEN
- ------------------
-
- After pressing FIRE above, the computer build the combat field with the
- features you've adjusted. Immediatly after the beep (I had no gong,
- sorry!) the game starts:
-
- +----------------------------------+
- | Joystick 1 Joystick 2 |
- | red blue | This are the
- | \/ \/ | starting positions
- | | of the cycles
- | /\ /\ |
- | green orange |
- | Keyboard Number Pad |
- +----------------------------------+
-
- The rules of the game itself are very easy. Just drive along and watch
- out! Every crash with a wall, a box, a star or eventually the border of
- the field is absolutely and irretrievably deadly. (Live's hard, y'know)
-
- In dangerous situations press the FIRE button and you jump over 1 - 6
- pixels. The game ends when all but one cycle are gone or when the <esc> key
- has been stroken. Then the SCORE SCREEN appears again. The game may go on.
-
- But there's a third possibility: running into a savety pod. A savety pod
- crash doesn't cost your live but restarts the round. That's particularly
- helpful in ticklish situations. But be careful!!! Only use it in extreme
- emergency cases: Only once a round a savety pod can save your life - a
- second time and you're crashing! (Note: This feature isn't new. I stole it
- from another PD game named "Cycle". But don't tell the author!!)
-
- IV. FUTURE IMPROVEMENTS
- =======================
-
- - IFF-pictures as playing fields
- - computer rivals
- - more than 4 players
- - better input handling
- - playing field editor with more options and possibilities
- - save/load options for play fields
- - a WB gag version
-
- V. THE FAMEST LAST WORDS
- ========================
-
- Greetings to Charlie Gibbs, Brian R. Anderson, Software-Distellery,
- Mike Mehrl, Leo Schwab, John Tobes Nr.???, Fred Fish &
- of course all people who hate me!!
-
- If you want to send me something neaty.... I need:
- money, more money, last version of a68k and blink, much more money,
- records, disks, lots and lots of money, that 250 MB harddisk or PCs
- (or an Atari ST - I've always dreamt of taking a hammer and....)
-
- Bugs, remarks, payements, briberies, improvements, better versions to:
-
- Jörg Sixt
- Tulpenstr. 2
- W-8424 Saal/Donau
- F.R.G.
-