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- Codex Arcana I, Gate Crystal
- (C) 1994 Ed T. Toton III
- All Rights Reserved.
- NecroBones Software (tm)
- Special Thanks to: Jeremy A. Kusnetz
-
-
- OVERVIEW:
-
- Welcome to Codex Arcana, Episode 1: Gate Crystal! It is the first in a
- new series of games I hope to make, in which you shall be exploring all
- sorts of strange and wonderous worlds, in a continuing quest to get home
- to Earth.
-
- In this first episode, you are taken to a plane of reality in which the
- forces of the four elements collide, and you must work your way through
- each to reach the focal point, and make your exit.
-
- Episode 1 is mostly an action and a maze-pathfinding game, with a slight
- amount of dialogue and little bit of a "puzzle". In future games, I may
- shift more towards plot/story/dialogue, but we'll see!
-
- My intention is to continue the series by re-using the game engine, each
- time making it more flexible and more powreful, so that eventually I might
- have games much larger and more detailed (this one has just barely reached
- the limit of what can be fit in DOS without the aid of XMS/EMS, protected
- mode, some sort of swapping system, or any sort of DOS extender. The game
- could be made longer as it stands, in fact I could make it as long as I
- want, I just can't add any more images, sound effects, or music until I
- create some sort of image/sound manager that can do XMS/EMS/disk data
- swapping).
-
-
-
- SYSTEM REQUIREMENTS:
-
- Codex Arcana I requires about 570,000 bytes free in every-day DOS memory.
- It also requires a minimum of a 386 processor, though a 486/33DX is the
- recommended minimum, since the graphics and the sound system both hog up
- CPU time in large quanities.
-
- This game also runs in VGA mode 13h, 320x200 w/ 256 colors, so any standard
- VGA system with a color monitor should work.
-
-
-
-
- PLAYING CODEX ARCANA:
-
- Playing is quite simple. Before you can run the game however, you must
- run the C-Config program to select your sound settings.
-
- When you run the game you will be presented with the game menu, simply
- select what you want.
-
- During the game there are several keyboard commands you should be aware of:
-
- Cursor keys = Move
- C = Change shirt color
- ~ = Toggle speed control
- [,] = Select object
- Spacebar = Fire weapon
- ! = Redraw screen
- G = Get object(s)
- D = Drop objects
- L = Look at selected object
- T = Talk
- R = System Resources
- S = Change skill level
- W = Select Weapon
- U = Use object
- P = Pause
- F1 = Help
- F2 = Save game
- F3 = Map screen
- F4 = Load game
-
- Once you have a weapon, to use it you must select it and press "U". This
- will put it in the area for readied weapons and armor. To select a weapon
- there, use the "W" key, and Spacebar actually fires the weapon. Pressing
- "U" for a potion makes you drink it immediately. Make sure you stock up
- on potions, you will need many. And Save OFTEN!
-
- To enter debugging (cheat) mode, press Ctrl-D, and the following will
- become active:
-
- Ctrl-T Add weapons, armor, etc.
- Ctrl-A Add Ammo
-
- You'll also want to note the existence of the "Guild of Mages" while you
- are cheating, and the Map screen can now be used to teleport of you have
- a mouse (and to edit the map).
-
-
-
-
- TECH NOTES:
-
- This is the second game of mine to include my new digital sound daemon
- ("daemon" is a network buzzword that refers to a background process that
- basically runs itself. It is simply an alternate spelling for "demon" and
- is pronounced the same), and the first to use the music feature, though
- I have made a few graphics/sound demos that used it.
-
- My sound daemon is capable of playing the music and sound effects out all
- of the supported devices simultaneously. It currently supports the Adlib,
- SoundBlaster, and internal speaker. For some reason, the Adlib seems to be
- rediculously quiet, so you may need to turn the volume up drastically.
- Don't expect to be able to understand much of the music if you select
- Internal Speaker, the speaker sucks rocks. This isn't the fault of the
- software. No matter how high of a mixing rate you use, a 1-bit DAC (Digital
- to Analog Converter) can't do much. You have been warned! :-)
-
- Technically my sound daemon can playback from 100 hz all the way up to
- 44,100 hz, however you can only play sound up to 20,000 hz or so when using
- a soundblaster in direct mode (you have to use DMA to go faster). However,
- the sound system really eats up CPU time, so slower rates will yield better
- system performance. You will have to choose a mixing rate appropriate to the
- speed of your computer. On my 486-33DX I usually run the game at 8,000hz
- without the game slowing down at all.
-
- This game is nearly 4000 lines of code (pascal and some assembly),
- excluding the units that contain all of the graphic routines, mouse routines,
- sound routines, file routines, credits scrolling routines, and my font
- routines. This totals to about 9770 lines, in my usual messy uncommented,
- and occasionally multi-command per line style.
-
-
-
-
- WHERE'D THAT NEAT-O TITLE SCREEN COME FROM?
- -By Jeremy A. Kusnetz-
-
- Did you like the title screen? Do you wish you could incorporate
- some scenes like that in some of your work, games, utilities,
- presentations, or WHATEVER? Now you CAN! Just read on...
-
- You can have still frames, in any format, any resolution.
- Animations in 320x200 or 640x480, in the .FLI format.
-
- Working together, we can make anything you want, if you can think
- it up, it probably can be done.. Of course, it all has a price..
-
- As of this writing, April 1994, the prices for stills range from
- $20 - $200 per picture, depending on it's complexity, and
- technical difficulty.. Animations run $30 - $300 per second of
- animation, again depending on difficulty.. This might sound
- high, but when you consider the going commercial rate for 3D
- animation is $5000 per second, this really is a good deal.
-
- If this sounds interesting to you, you can contact me, Jeremy
- Kusnetz, at (301) 317-4969, or you can write me at:
-
- Jeremy Kusnetz
- 9520 Sweet Grass Ridge
- Columbia MD, 21046
-
- You can also E-Mail me Via Prodigy by mailing FVPW01E, AOL by
- mailing JeremyAK, and through a private BBS, the Sorcerer's
- Quarters (410) 290-3752 by mailing EX...
-
-
-
-
-
- WHAT THE HELL IS NECROBONES ANYWAY?:
-
- Well, here's an interesting story. Here it is in a nutshell...
- One thing I have noticed is that people tend to download games that simply
- bear a name that they are familiar with from other games that they felt were
- enjoyable. I wanted to have a logo that would be instantly recognizable,
- something different and unique. Finally, in the fall of 1993 I decided that
- my games had reached a certain level of quality that the time had come for
- a name.
-
- In the BBS world, and in role playing games, I had often gone by the
- alias of Necromancer. In games and the like, I had always heavily used
- undead stuff (for about as long as I've been playing games, the undead
- were always my favorite nasty evil things).
-
- About eight years ago I created a small comic series (for fun) called
- Bones Comics (which I had continued to work on for about four years or
- so), and decided to merge that name with "Necromancer", resulting in
- "NecroBones". I wasn't sure (I'm STILL not sure) how well that name goes
- over with most people, but I DO know that it will stand out.
-
- So, what it all comes down to is this: NecroBones is me. Period. It's
- a name that I put on my games (and related things) that I feel are up to
- a certain level of quality. If I make something that doesn't meet those
- standards, I won't put the name on it. I'm not going to try to use the name
- to sell a smaller inferior product. The whole purpose of it is for you to
- be able to recognize the work of mine that meets certain standards I have
- set for myself.
-
-
-
- ABOUT THE AUTHOR:
-
- Well, It's not often that I talk about myself in my documentation, but
- I'm sure some of you are curious (I know I'm always curious about the authors
- of programs I download).
-
- As of this writing, I'm a college student at UMBC (University of Maryland,
- Baltimore County), majoring in Computer Science (big surprise eh?). I've
- been programming as a hobby for about 6 years straight. I started out in
- GWbasic, and finding it too slow and restrictive I quickly moved on to
- QuickBasic, which I continued to program in until almost exactly 3 years ago.
- I again switched at that time due to speed and size limitations in the
- language, and have since been programming primarily in Turbo Pascal 6.0,
- though occasionally in C as well.
-
- Why haven't I switched to C altogether? Well, it's this deal with what I'm
- most familiar with, and the fact that I have built up a huge collection
- of routines for every possible situation that could take forever to convert
- over to C, including my digital sound system, custom file accessing routines,
- and my graphics library. Also, I tend to get extremely impatient, and I'm
- quite happy with the fact that games such as this take no more than 3 or 4
- seconds or so to compile on my computer in TP6. I've found pascal to be quite
- sufficient for writing shareware... well, at least with a little inline
- assembly language anyway (my graphics system, file system, and sound system
- are all written in assembly).
-
- While programming, and other general computer topics (such as anti-virus
- tactics, artificial life, digital music composing, etc) constitute my primary
- hobby, I do have others. A number of years ago I used to perform magic at
- childrens birthday parties, for instance (I'd still be doing it if I had the
- time to devote to it). I've been an avid Role Playing and Strategic War-Gaming
- fanatic as well. More recently I have gotten into some sculpting, and
- computer art.
-
- Meanwhile, my game programming is finally getting afloat. I'm starting
- to see some moderate success with my more recent games. I hope to continue
- the trend, and release more and more exciting and detailed games as time
- pushes forth...
-
-
-
-
- OTHER NECROBONES PRODUCTS:
-
- The following is a list of some NecroBones programs as of 3/24/94:
-
- Dragon's Domain - While not specifically a NecroBones product, this
- package or four games, Dragon's Domains 1 through 4,
- has been received well in certain circles. All four
- games are roughly based on the old Atari game
- ADVENTURE, but with slightly better graphics. Each
- game has graphics improvements over its predecessor.
- DragDom1 is better in graphics over Adventure only
- in the monsters and objects, while DragDom4 has
- completely bitmapped walls and such. The basic
- concept of each of these is to find your way through
- mazes, some lit, some not, and find certain objects.
- Along the way you will be presented with having to
- find the keys to the various castles, which can
- be a puzzle in itself. (sorry, no scrollie graphics,
- it's all static backgrounds). The 1-year anniversery
- package contains the entire tetralogy, plus a small
- "dragon card game" called Drahkarin.
-
- Skull Quest - Skull Quest I, The Cyan Sarcophagus, and Skull Quest
- II, The Vortex, are two fairly recent games of mine.
- They are side-view action/adventure games with
- smooth scrolling parallax backgrounds, and adlib
- music and sound effects. Can you save the crypt
- (and the rest of the world)? Only time will tell.
-
- Stellar Conquest II - This isn't so much a sequel as it is a revision of
- SC1. It is a stretegy space wargame for 0 to 4 human
- players (2-4 human/computer). It features full color
- VGA, taking advantage of both the hi-res and
- 256-color modes (256 color for menus, ship
- construction, etc, and hi-res for maps and the like).
- Players have to mine star systems with which to get
- resources to spend on more cargo ships, and weapon
- ships to fight the other players. There are many
- configurable options, and players get to design
- their own ships during gameplay.
-
- Stellar Conquest III- Like SC2, SC3 is more of a revision than a sequel.
- It is the same concept as SC2, same equations and
- numbers, etc. The interface has been greatly revised,
- and many new options are now available for the
- players. Ships can now have Jump pods, torpedo
- launchers, minelayers, and a new type of cloaking
- device. Since SC3 is basically the same game as SC2
- but with so many more options and a much better
- interface, I rarely even advertise SC2 anymore.
-
- UFO, The Card Game - UFO is an UNO clone, but with a new twist. It talks!
- Making use of beautiful full-color VGA graphics,
- and soundblaster digital sound (will also play on
- adlib and internal speaker, with less sound quality),
- this game becomes quite addicting in a short time.
- In UFO (pronounced like UNO but with an "F"), you can
- play against up to 3 opponents, human or 'alien'.
- Alien opponents will talk! That's right, they taunt,
- whine, complain, and laugh their way through the
- game, each playing in their own unique playing style!
- This is a must for anyone who likes computer card
- games!
-
- Asteroid Mayhem - Remember the old arcade game "Asteroids"? And the
- old MacIntosh game called "Crystal Quest"? Well,
- elements of both have been combined to make Asteroid
- Mayhem! Targets abound, and there's plenty to
- wantonly destroy! Shoot up the asteroids, and collect
- the gems that were inside for points! With each
- passing level more asteroids appear, and bigger
- nastier aliens come into the fray. How high of a
- score can you get? Only time will tell. Asteroid
- Mayhem has a full suite of silly digital sound
- effects, and has fast-paced scrolling animation!
-
-
- All of these games can be downloaded from my BBS. In fact, you can download
- some of my older and more embarassing games as well! That's right, you can
- even download some of the ones I wrote in QuickBasic several years ago, such
- as Stellar Conquest #1!
-
-
-
-
- REVISION HISTORY:
-
-
- 1.01 - Documentation revisions
-
-
-
-
- LEGAL SHTUFFS:
-
- This game is being distributed as "shareware", which basically means
- "try before you buy". You are entitled to try out this program to evaluate
- its use to you. If you continue to use it you are expected to pay for it,
- as outlined in the REGISTRATION section below. You are also encouraged to
- give copies of the unregistered version to your friends, and upload it to
- bulletin boards. The copies you distribute MUST be unmodified, and must be
- the unregistered version of the program. If you are a shareware disk vendor,
- please see the section labelled "VENDORS" below.
-
-
-
- REGISTRATION:
-
- This program is being distributed on the "shareware" concept. Unlike many
- of my other programs and games, I have not built into this game a
- registration incentive. So this is actually more like "beggerware"... Here's
- the basic idea: Pleeeeeeeeease!! Pleeeeease send me money if you like it!
- <grin> Seriously, if you liked the game, please send me $5 or $10, or
- whatever you feel is appropriate. If you hate the program or found too many
- bugs, write me and tell me, and include a graphic explanation (but don't be
- too harsh!! Heheheh). In any event, write to:
-
- Ed T. Toton III
- 7101 Talisman Lane
- Columbia Md 21045
- (USA)
-
- We accept cash, checks (ones that are paper, not rubber, if you catch my
- meaning), or money orders. Please make sure all checks and money orders
- are from US banks/postal-services, and all cash must be US legal tender.
-
- We regret to inform you that we no longer accept the following forms of
- payment: briefcases full of drugs, top secret documents, women, firstborn
- children, slaves, work animals, crates of firearms, and thumbtacks. :-)
-
- Please make sure you clearly spell out your name the way you would
- like it to appear in the program. If you would like copies of some of my
- other software, please send me a blank disk to send them to you on.
-
-
- And WHY should you register it?
- 1. To support my continuing efforts to bring you some level of
- functional programs. If I get no cash, you get no improvements
- in these programs, and I won't be encouraged to make new and
- better software!
- 2. To get that warm glow for knowing that you supported the author
- of at least one of the many shareware programs you probably use.
- 3. To find out if there is a newer version. All you need to do is
- ask! But letters with money take priority!
- 4. You could be sick and demented and thus register everything you
- get your hands on.
- 5. It's the right thing to do.
-
-
- ---------------------------------------------------------------------------
- VENDORS:
-
- Recently I have altered my policies concerning shareware vendors. Now you
- must first obtain written permission from the author before you can
- distribute this program. One reason for this is so that I may try to avoid
- certain "unpleasant" situations, but the main reason is merely so that I
- may keep track of what is being distributed where, and by whom.
-
- To obtain permission to distribute this program, simply write to me
- (same address as listed above for registration), and include the following
- information:
-
- 1. Your name (or company name) and address.
- 2. Your policies for encouraging your customers to
- register the shareware they obtain from you.
- 3. The cost the customers will pay for the program.
- 4. The means of distribution (i.e. mail order, disks
- in computers stores, disks at computer shows, etc).
-
- If you do not include this information, your request will be denied.
- If you do include the information, your request will most likely be granted.
- I simply need to know where my programs are going, and I need to make sure
- that I regulate the pricing.
-
- ---------------------------------------------------------------------------
-
- This Program, Manual, and Data Files, are all protected by U.S. Copyright
- Law (title 17 United States Code). Unauthorized reproduction, distribution
- and/or sales may result in imprisonment of up to one year and fine up to
- $10,000 (17 USC 506). Copyright infringers may also be subject to civil
- liability. If you mess with us, we'll delete you!
-
- The author of this program makes no warranties of any
- kind, expressed or implied, as to the fitness, functionality,
- effectiveness, or safety of this software and accompanying
- documentation. Under no circumstances shall the author and
- developer be liable for any damages incurred during or as a
- result of the use of, or misuse of, or inability to use, this
- software and documentation. All risk is assumed by the user,
- and we hereby disclaim any implied warranties of fitness or
- performance of this software. Use at your own risk.
- The developer and author reserves the right to make
- revisions and changes to the software and documentation without
- warning at any time. Any and all changes and revisions will be
- made without obligation to inform any person or persons of said
- changes.
-
- ---------------------------------------------------------------------------
-
- COMMENT FROM THE AUTHOR:
-
- To hell with professional documentation!!! To hell I say!! Bah ha ha ha!!!
-
- ---------------------------------------------------------------------------
-
- Disclaimer:
-
- Before installing, backup your hard-drive (what!?). The program is
- harmless, but if by some chance it blows up in your face, burns down your
- house, or attacks your cat with a fake pickled trout, or incurs any other
- damage (to data or otherwise), I am not responsible. If you can not accept
- these terms, delete this package now and don't use it.
-
-
-
-
- Welp, that's all! Have fun!!!
-
- BTW- as usual, this and many other creations
- of mine are available for download on my BBS,
- the Sorcerer's Quarters, (410-290-3752),
- 24 hrs/day, 300 to 14400 baud.
-
- I currently can also be contacted at
- the following net-mail addresses:
-
- 1@4079 WWIVnet
- etoton1@gl.umbc.edu Internet
- NecroBones America On-Line
-
- -Ed T. Toton III
- "Necromancer"
- NecroBones Software.
-
-