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TurboMCP
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turboMCP.doc
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1991-06-09
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12KB
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243 lines
********** ******* **********
** ** ** ** > Jörg Sixt <
** ** ** ** > Tulpenstr. 2 <
********** ************* ********** > W-8424 Saal/Donau <
** ** ** ** > F.R.G. <
** ** ** **
********** ** ** **********
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.