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- ******************************************************************************
-
- Hi folks, friends and neighbours !
-
- This is OFFENDER, the first game designed exclusively for A3000 and
- turbo-board users.
-
- ******************************************************************************
-
-
-
- 0. Installation and requirements
- ================================
-
-
- 0.0 Copyright
- ~~~~~~~~~~~~~
- Offender is shareware. You may distribute this demo only with all
- files (see 0.5) in its entirety.
-
- If you enjoy this demo, you're encouraged to send $15 to
- the following address to get the complete registered version.
- You can even obtain the full source code (SAS C 5.10) with all self-written
- tools used in developing this game and documentation for only $50.
-
-
- Fred Bayer
- Artilleriestr. 21a
- W8000 Munich 19
- Germany
-
- Account# 36853751
- BLZ (bank#) 700 202 70
- at "Bayerische Vereinsbank, München"
- (German account, I don't know the internatiomal specification for it)
-
- Be sure to give your full address for I can send you your package
- immediately.
-
-
- 0.1 General
- ~~~~~~~~~~~
- Offender is based on the classical game Defender® by Williams Corporation.
- Offender was coded from the scratch and all game features have been
- based on the memory of the author (spending too much time at the arcade
- machines :-)).
-
-
- 0.2 Hardware requirements
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- Offender requires an Amiga with a 68020 CPU and a 68881 FPU or better.
- It has been developed on an A3000 with 68030 CPU and 68882 FPU (25 MHz).
- 68040 users should know that Offender uses some trigonometric FPU instructions
- not available on their CPU, but with the right F-line trap-handler this should
- not be a problem.
-
- ¡¡¡ Important Note : Offender will definitely NOT run on an Amiga with a
- 68000 or 68010 CPU or without a FPU. I'm NOT planning to release a version
- for those chips !!!
-
- The demo version requires 446 kByte chip and 109 kByte fast memory. If
- there's not enough chip memory available, you won't hear all sounds, but
- the game is playable.
-
- The full version will need 698 kByte of chip memory to load all sounds.
- With fewer memory you won't hear all of them, either.
-
-
- 0.3 Software requirements
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- Offender requires Kickstart 1.3 or 2.0.
- It needs the standard diskfont.library in the LIBS: directory and the files
- Script.font, Script/15 and Script/20 (included with Offender) in the FONTS:
- directory.
-
-
- 0.4 Multitasking considerations
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Offender uses all four sound channels. If it can't allocate them. it'll
- exit. Improper operation can be caused by other programs not using the
- proper sharing protocol.
-
- Though Offender takes control over the keyboard and the mouse, other tasks
- will continue to run. You just can't communicate with them. So you can do
- a lengthy download or compiler run or whatelse while playing Offender.
- You should ChangeTaskPri Offender to a higher priority than the other tasks
- to gain snappy respondence. Offender doesn't Forbid() or Disable(), so
- interrupt-driven background tasks (like downloading) aren't disturbed.
-
- Offender uses CPU time proportional to the number of objects on the screen.
- So, most of the time (when there're only a few objects) other tasks will get
- enough CPU time. On the other hand, sometimes (but only for short periods, e.g.
- when smartbombing a screenfull of aliens) Offender needs much more CPU
- cycles, so you should run Offender at a higher task priority to avoid slowing
- down the animations.
-
-
- 0.5 Files
- ~~~~~~~~~
- Offender.README A short introduction
- Offender_PAL_demo The game itself (PAL version)
- Offender_NTSC_demo The game itself (NTSC version)
- Offender_PAL_demo.info The corresponding icon
- Offender_NTSC_demo.info The corresponding icon
- Offender.logo Logo for titlescreen
- Offender.doc -- this file --
- PoorSounds/#? Various sound effects (poorly sampled)
- Script.font Offender's font
- Script/15 coming in
- Script/20 2 sizes
-
-
- 0.6 Installation
- ~~~~~~~~~~~~~~~~
- Copy 'Script.font', 'Script/15', and 'Script/20' to your FONTS: directory
- Copy all other files (including the 'PoorSounds' subdirectory) into any
- directory you like.
-
-
- 0.7 Running Offender
- ~~~~~~~~~~~~~~~~~~~~
- CD to the directory where Offender resides and type 'Offender_NTSC_demo' or
- 'Offender_PAL_demo' to start it. Or doubleclick the icon. Offender might
- create the file 'Offender.HiScore' in the current directory, but you may
- delete it to start again with a virgin hiscore table.
-
-
- 0.8 Differences between PAL and NTSC versions
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The PAL version uses the extra lines available and plays at 50 frames per
- second; the NTSC version plays at 60 frames per second but is restricted
- to 200 horizontal lines. Because of the higher frame rate the NTSC version
- requires more CPU power, so you should use the PAL version if you have a
- slow CPU. Though timing is based on the frame rate, the overall speed of
- the game is the same in both versions.
-
-
- 0.9 Testing configurations
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- Offender was tested and ran successfully on the following systems:
-
- - A3000, 25MHz 68030 & 68882, 2 MB Chip, 4 MB Fast, 52 MB Quantum HD,
- KS 36.143, WB 36.68
- (my machine)
-
- - A3000, 16MHz 68030 & 68882, 1 MB Chip, 1 MB Fast, 52 MB Quantum HD,
- KS 36.143, WB 36.68
- (Thanks to Pernhard!)
-
- - A2000B with GVP turbo-board, 28MHz 68030, 33MHz 68882,
- Kickstart 1.3
- (Thanks to Pille!)
-
-
- 0.10 Bug reports
- ~~~~~~~~~~~~~~~~
- Offender has been tested many hours and has been found 'bugfree' :-)
- It'll exit if there's a resource not available giving you a short
- explanation. If you should encounter an "Internal error RC = xxx" or
- a guru or other strange behaviour, PLEASE report it to me together with
- your system configuaration, including model, CPU type, FPU type, memory
- configuration, Kickstart version etc.
-
- Offender hasn't been tested yet with 2.04.
-
-
- 0.11 Differences to the registered versions
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This demo contains only the first 2 levels. Additionally all sound
- effects are down-sampled to about 4000 samples per second.
-
- The full registered version will contain all levels plus the original
- sound effects at about 10000 samples per second. (450 kBytes sounds!)
-
- The source code version will further include all sources in C and
- assembler (SAS C 5.10 and SAS Assembler) as well as the IFF images
- and the self-written tools used in developing Offender, together with
- a documentation on the source code (in fact all the files on my hard disk
- concerning Offender !).
-
-
- 1. Handling
- ===========
-
-
- 1.0 Basics
- ~~~~~~~~~~
- I assume, you are comfortable with the game's rules. If so, skip to the
- next section. If not, here's a short description:
-
- You're flying with your fighter over an unknown planet. There are
- some fellows of you on the surface, waiting to get back home.
- But --- there're those ugly bad green (what color else ???) alien landers
- wanting to capture and eat (or whatelse) your friends; of course you
- have to save them. So you have to shoot those landers and if they've
- captured a humanoid, you can save him by touching him with your
- fighter. Now you can put him back to the surface by flying against it.
- If you can't get him, he'll certainly survive falling a certain height,
- but he'll break his neck after a too long fall.
- When a lander has gotten a humanoid and has reached the top, it'll turn
- into a mutant.
-
- Mutants are quite aggressive and you've got to be tricky to shoot them.
- And if all humanoids have been captured or shot, the planet will explode
- and there'll be a lot of mutants fighting against you.
-
- If your mission takes too long, baiters will appear. As the name implies,
- they're chasing you and you have to smartly out-maneuver them.
-
- On later waves there'll also appear pods and bombers. Pods are quite
- harmless, but if you shoot them (giving you many points) they release
- a handful of swarmers, tiny red UFOs jumping on the surface and accele-
- rating towards you. Bombers don't shoot but they leave mines which are
- deadly for you.
-
- All this sounds quite horrible for you (and your fellows on the surface!),
- but wait: There're two extras you can use in your mission: The
- smartbomb, which kills all aliens on the visible screen (you only have a
- limited amount of them), and the hyperspace key, which allows you to
- escape from critical situations and teleports you to another place.
-
- After completing an attack wave you'll receive bonus points for
- the humanoids having survived it.
-
- For every 10000 points you scored, you'll be awarded an extra fighter
- and an extra smartbomb.
-
-
- 1.1 Titlescreen
- ~~~~~~~~~~~~~~~
- It's very simple:
-
- - Start the game by pressing FIRE
-
- - Quit Offender by pressing ESC
-
- - Or watch the titlescreen and hear that wonderful music
-
-
- 1.2 The game itself
- -------------------
- Offender is controlled by the joystick (connected to the 2nd port),
- the mouse (1st port), and the keyboard.
-
- Your fighter is entirely steered by the joystick (yes, there's no reverse
- button!). Lasers are fired with the fire button. Smartbombs can be activated
- either with the left mouse button or the space bar.
- Hyperspace is activated with the right mouse button or the RETURN key.
-
- Sound on/off is toggled with the 'S' key (initially on)
- You can immediately abort the game and return to the titlescreen by pressing
- the ESC key.
-
-
- 1.3 Joining the Hall of Fame
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you hear that Chinese gong after losing your last fighter, you'll have
- made it! One line in the hiscore window is painted red and it's the chance
- to immortalize you. Just type your name (max. 7 chars) and press the ENTER
- key. You can correct typos with the BACKSPACE key.
-
-
-
- 2. Programming
- ==============
- [this chapter only included with the full source code license]
-
- ...
-
-
- 3. Credits
- ==========
- Ok, I've done most things by myself, but:
-
- Thanks to
-
- -- Adrian Aylward, whose post.library and MkBmap programs were used
- to render the fonts
-
- -- Pille and Pernhard for gametesting
-
- -- Funky and Jolly for helpful suggestions at Le Barbú
-
- -- Bassi for support on sampling sounds
-
- -- my coffee machine
-
-
- *****************************************************************************
-
- SnailMail:
- Fred Bayer
- Artilleriestr. 21a
- W8000 Munich 19
- Germany
-
- Email:
- bayerf@lan.informatik.tu-muenchen.de (expires soon)
- or: pilger@lan.informatik.tu-muenchen.de
-
- Voice:
- +49 89 1291711 (possibly german speaking answering machine)
-
-
- *********************** "Wosmoneedsiagtmuassmawissn!" ***********************
-