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v 2.9.10
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parent
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README
531
README
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#####| #####| #| #| ####| #####| #| #| ####| #####| #| #|
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#| #| #| ##|##| #| #| #| #| ##|##| #| #| #| ##|##|
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#| #| #| #|#|#| ####| #| #| #|#|#| ####| ####| #|#|#|
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#| #| #| #| #| #| #| #| #| #| #| #| #| #| #| #|
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#| #####| #| #| ####| #####| #| #| ####| #####| #| #|
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AND THE INVASION OF THE INANIMATE OBJECTS
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by
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Vince Weaver
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Version 2.9.10
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---------------------------------------------------------------------
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Contents
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--------
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1.0 COMPILING INSTRUCTIONS
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2.0 SYSTEM REQUIREMENTS
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3.0 THE STORY
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4.0 GAME PLAY
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5.0 SAVING/LOADING GAMES
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6.0 HISTORY
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7.0 ACKNOWLEDGEMENTS
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8.0 PRAISE/ACCOMPLISHMENTS
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1.0 Compiling Instructions
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---------------------------------------------------------------------
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|
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Sorry, there is no "configure" file as of yet.
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You need the SDL game development library, 1.1.4 or newer:
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http://www.libsdl.org/download-1.1.html
|
||||
|
||||
You also need the "SDL_mixer library" from
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http://www.libsdl.org/projects/SDL_mixer/index.html
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||||
|
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To compile SDL_Mixer you need the smpeg library:
|
||||
http://www.lokigames.com/development/smpeg.php3
|
||||
|
||||
You also need a recent ncurses library, but that should come with
|
||||
your distribution hopefully.
|
||||
|
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Then a "make" should compile it.
|
||||
|
||||
|
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2.0 System Requirements
|
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---------------------------------------------------------------------
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Reccommended Minimum:
|
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486 66Mhz/ 8MB Ram, 1Meg disk space
|
||||
|
||||
The game was originally written on a 386 33Mhz under DOS.
|
||||
It has been tested to run fine on my 486 75Mhz laptop
|
||||
w 12Mb ram and 8bpp display.
|
||||
|
||||
The game has not been verified to run on 64 bit or big-endian machines.
|
||||
|
||||
|
||||
3.0 THE STORY
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---------------------------------------------------------------------
|
||||
|
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To understand the game, pick the "Story" option off of the
|
||||
main menu. This part of the game took a lot of time in
|
||||
itself, and is fun to read.
|
||||
|
||||
The "Audio Error!" is not a real error. I just saved myself
|
||||
the trouble of recording a voice-track for the game. As many
|
||||
friends have said, "That's cheating!" but anyway unless I had
|
||||
a lot of time and a CD-ROM, it is not practical.
|
||||
|
||||
Anyway in the story, any key will speed up most scenes, and
|
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escape will quit the whole thing.
|
||||
|
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4.0 GAME PLAY
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--------------------------------------------------------------------
|
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To begin the game, select "NEW GAME" at the main menu.
|
||||
|
||||
A little humorous movie will show; press <esc> to skip.
|
||||
|
||||
The game itself is pretty simplistic as of yet. Basically
|
||||
shoot the things coming at you. The arrow keys manuever...
|
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the manuevering takes a little bit of practice to master.
|
||||
Space shoots. You can shoot up to two missiles at once.
|
||||
"S" toggles sound. "P" pauses. If the game play is too fast,
|
||||
try the "+" and "-" keys to adjust. Sorry, if it runs too
|
||||
slow at the onset, then your computer is too slow.
|
||||
|
||||
The first level culminates with a "boss" character. Read the
|
||||
story and see what happens. The dialog will clue you into
|
||||
what's happening.
|
||||
|
||||
The second level is now totally finished. Be sure to save
|
||||
your games whenever you start a new level!
|
||||
|
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Levels three and four are currently under development. In
|
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level three, use the arrow keys to "walk" around. The space
|
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bar will fire a weapon if you've picked one up. To activate/
|
||||
pick up things, walk into them.
|
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|
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Level four is similar to level two. (Actually they are based
|
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on the same game engine). They will be finished by version 2.5.
|
||||
|
||||
An undocumented featue: when your score reaches a multiple of
|
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400 your shields are increased by one.
|
||||
|
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Basic Summary of Keyboard Commands:
|
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|
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ARROWS Manuever
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SPACE Fires
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<ESC> Exits
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P Pauses
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S Toggles sound on/off
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+ Slows down game speed
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- Increases game speed
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F1 Shows help message
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F2 Saves the Game (see "SAVING/LOADING GAMES")
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5.0 SAVING/ LOADING GAMES
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---------------------------------------------------------------------
|
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You can save games. However the only part that is saved is
|
||||
how you begin the level. Therefore there is no real purpose
|
||||
to saving your game until you reach level two.
|
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|
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This might seem annoying, but at this point it is the only
|
||||
practical way to implement saved games.
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6.0 HISTORY
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---------------------------------------------------------------------
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Ever since I have had a computer, starting with an Apple IIe
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I've always been attempting to write video games.
|
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|
||||
Starting around the beginning of high school I actually started
|
||||
creating ones that were actuallys semi-fun to play. The first
|
||||
was "s3fight", a space game in CGA mode in gwbasic. Then I
|
||||
moved on to QBASIC. And then to Turbo Pascal. I wrote a game
|
||||
called "Under Water Trouble" which was a submarine game
|
||||
using the .BGI interface. It never ran fast enough [though it
|
||||
is great fun on a modern machine]. My next game was a
|
||||
"spacewars" clone, but it too ran a bit too slow, as well as
|
||||
another game AITAS [Adventures in Time and Space]
|
||||
|
||||
About this time, in 1993, I was an exchange student in
|
||||
Hildesheim, Germany. And the nice people there showed be
|
||||
Turbo Pascal 6.0 [which had in-line assembly] and a series
|
||||
of text files called the PCGPE [PC Game Programmer Encyclopedia].
|
||||
|
||||
With this new found source of Pascal graphics routines, I started
|
||||
modifying the "flying toaster" demo to instead draw a spaceship.
|
||||
And thus was born TB1.
|
||||
|
||||
From the look of the game you can see it is heavily modified after
|
||||
early-90s share-ware games. I wrote some of the ugliest
|
||||
Pascal and ix86 assembly you ever saw. But it usually worked.
|
||||
|
||||
During this time I hadn't found the internet yet. I was still
|
||||
hanging out at local BBS's. But then, my Dad got an e-mail account
|
||||
and with it access to lynx, and I found the WWW. I found
|
||||
a Pascal SoundBlaster library written by Ethan Brodsky, who was
|
||||
close to my age, and suddenly TB1 had sound. By the time I graduated
|
||||
from high schoool in 1996 the game is much as you see it now
|
||||
[levels 1-3].
|
||||
|
||||
Unfortunately, once I got to college things changed. I finally
|
||||
got my own computer, and gradually I used Linux more and more.
|
||||
Despite my initial work on the Free Pascal Compiler, I became
|
||||
convinced the C was the one true language, and Linux the one
|
||||
true platform. Working on TB1 under dosemu was a pain,
|
||||
and development stopped.
|
||||
|
||||
In 1998 I gradually ported the game to GGI, but the interface
|
||||
was ever-changing, and again I ran out of time.
|
||||
|
||||
But finally, in the year 2000, I decided that I would port tb1
|
||||
so I could play w it under linux. And so I have. And
|
||||
hopefully I will finish all 10 levels, and people will play
|
||||
it for ages to come ;)
|
||||
|
||||
|
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7.0 ACKNOWLEDGEMENTS
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---------------------------------------------------------------------
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|
||||
The following are for the DOS version. I'll add linux ones later.
|
||||
|
||||
I would like to thank many people who helped on this project.
|
||||
|
||||
Ethan Brodsky for his excelent sound blaster routines.
|
||||
Get them at http://www.pobox.com/~ebrodsky/smix/smix.html
|
||||
There would be no sound blaster sound without them.
|
||||
|
||||
The authors of PCGPE. This program started out as a
|
||||
"flying toaster" demonstration from the Asphixia
|
||||
VGA tutorials. I gradually replaced most of their code,
|
||||
but I still use their putpixel, waitretrace, setmcga and
|
||||
settext routines.
|
||||
|
||||
I would also like to thank all my friends who have supported
|
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me, especially Gus Thompson, because she went to Spain and
|
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gave me time to work on this. Also Marie Prosser for
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inspiration, and she also went away for three weeks
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allowing me to work on this. Thanks to Nick Attanasio
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who actually plays this game a lot, and whose comments
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have hastened work on level 3.
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8.0 PRAISE/ACCOMPLISHMENTS OF TOM BOMBEM
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___________________________________________________________________
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Supposedly it will be on one of Pacific Hi-Tech's
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"Gamehead" CD's. We'll see.
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A German book company has offered to put it in a CD included
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with a Shareware Games book.
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Now Praise:
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"I just like it when it says 'Ahhh... Mr. Bombem.'"
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----Greg Grabowski, Bel Air, MD
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"It's simplicity reminded me of the early computer
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shooters... Kind of nostalgic... But the nice
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side [is] the very clever cinematic text."
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---->> Delance <<
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"The game is well designed but does not fit
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our current product line."
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----Apogee Software Productions
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Remember: Watch for the newest version of Tom Bombem... and have fun.
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Vince Weaver 16 October 2000 23:05:59 EDT
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|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#####| #####| #| #| ####| #####| #| #| ####| #####| #| #|
|
||||
#| #| #| ##|##| #| #| #| #| ##|##| #| #| #| ##|##|
|
||||
#| #| #| #|#|#| ####| #| #| #|#|#| ####| ####| #|#|#|
|
||||
#| #| #| #| #| #| #| #| #| #| #| #| #| #| #| #|
|
||||
#| #####| #| #| ####| #####| #| #| ####| #####| #| #|
|
||||
|
||||
AND THE INVASION OF THE INANIMATE OBJECTS
|
||||
|
||||
by
|
||||
|
||||
Vince Weaver
|
||||
|
||||
Version 2.9.10
|
||||
---------------------------------------------------------------------
|
||||
|
||||
Contents
|
||||
--------
|
||||
1.0 COMPILING INSTRUCTIONS
|
||||
2.0 SYSTEM REQUIREMENTS
|
||||
3.0 STARTING THE GAME
|
||||
4.0 THE STORY
|
||||
5.0 GAME PLAY
|
||||
6.0 SAVING/LOADING GAMES
|
||||
7.0 HISTORY
|
||||
8.0 ACKNOWLEDGEMENTS
|
||||
9.0 PRAISE/ACCOMPLISHMENTS
|
||||
|
||||
|
||||
1.0 Compiling Instructions
|
||||
---------------------------------------------------------------------
|
||||
|
||||
Sorry, there is no "configure" file as of yet.
|
||||
|
||||
If you have SDL or ncurses in non-standard places, you'll
|
||||
have to edit the Makefiles.
|
||||
|
||||
You need the SDL game development library, 1.1.4 or newer:
|
||||
http://www.libsdl.org/download-1.1.html
|
||||
|
||||
You also need the "SDL_mixer library" from
|
||||
http://www.libsdl.org/projects/SDL_mixer/index.html
|
||||
|
||||
To compile SDL_Mixer you need the smpeg library:
|
||||
http://www.lokigames.com/development/smpeg.php3
|
||||
|
||||
You also need a recent ncurses library, but that should come with
|
||||
your distribution hopefully.
|
||||
|
||||
Then a "make" should compile it.
|
||||
|
||||
|
||||
2.0 System Requirements
|
||||
---------------------------------------------------------------------
|
||||
Reccommended Minimum:
|
||||
486 66Mhz/ 8MB Ram, 1Meg disk space
|
||||
|
||||
The game was originally written on a 386 33Mhz under DOS.
|
||||
It has been tested to run fine on my 486 75Mhz laptop
|
||||
w 12Mb ram and 8bpp display.
|
||||
|
||||
The game has not been verified to run on 64 bit or big-endian machines.
|
||||
|
||||
|
||||
3.0 STARTING THE GAME
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---------------------------------------------------------------------
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tb1 [-curses] [-double] [-fullscreen] [-nosound] [-version] [-?]
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[-curses] : sets the game to run in curses [that is, text] mode.
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it is actually playable on a 80x25 screen!
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[Although you want color for best results].
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It looks particularly nice in an Eterm with a
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small font dragged across the whole screen. You
|
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want to become familiar with the menu-interface
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before you try this though.
|
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|
||||
[-double] : Double the size of the game on screen. This
|
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is good if you have a high-resolution monitor
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and the 320x200 of TB1 is way too small.
|
||||
It is, 4 times slower, however.
|
||||
Also look into using the -fullscreen option.
|
||||
|
||||
[-fullscreen] : Attempts to play the game fullscreen. For
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best results you probably want to use this in
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||||
conjunction to the -double option.
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||||
|
||||
[-nosound] : Start the game with no sound.
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||||
|
||||
[-help] : Display the command line options
|
||||
|
||||
|
||||
4.0 THE STORY
|
||||
---------------------------------------------------------------------
|
||||
|
||||
To understand the game, pick the "Story" option off of the
|
||||
main menu. This part of the game took a lot of time in
|
||||
itself, and is fun to read.
|
||||
|
||||
The "Audio Error!" is not a real error. I just saved myself
|
||||
the trouble of recording a voice-track for the game. As many
|
||||
friends have said, "That's cheating!" but anyway unless I had
|
||||
a lot of time and a CD-ROM, it is not practical.
|
||||
|
||||
Anyway in the story, any key will speed up most scenes, and
|
||||
escape will quit the whole thing.
|
||||
|
||||
|
||||
5.0 GAME PLAY
|
||||
--------------------------------------------------------------------
|
||||
To begin the game, select "NEW GAME" at the main menu.
|
||||
|
||||
A little humorous movie will show; press <esc> to skip.
|
||||
|
||||
The game itself is pretty simplistic as of yet. Basically
|
||||
shoot the things coming at you. The arrow keys manuever...
|
||||
the manuevering takes a little bit of practice to master.
|
||||
Space shoots. You can shoot up to two missiles at once.
|
||||
"S" toggles sound. "P" pauses. If the game play is too fast,
|
||||
try the "+" and "-" keys to adjust. Sorry, if it runs too
|
||||
slow at the onset, then your computer is too slow.
|
||||
|
||||
The first level culminates with a "boss" character. Read the
|
||||
story and see what happens. The dialog will clue you into
|
||||
what's happening.
|
||||
|
||||
The second level is now totally finished. Be sure to save
|
||||
your games whenever you start a new level!
|
||||
|
||||
Levels three and four are currently under development. In
|
||||
level three, use the arrow keys to "walk" around. The space
|
||||
bar will fire a weapon if you've picked one up. To activate/
|
||||
pick up things, walk into them.
|
||||
|
||||
Level four is similar to level two. (Actually they are based
|
||||
on the same game engine). They will be finished by version 2.5.
|
||||
|
||||
An undocumented featue: when your score reaches a multiple of
|
||||
400 your shields are increased by one.
|
||||
|
||||
Basic Summary of Keyboard Commands:
|
||||
|
||||
ARROWS Manuever
|
||||
SPACE Fires
|
||||
<ESC> Exits
|
||||
P Pauses
|
||||
S Toggles sound on/off
|
||||
+ Slows down game speed
|
||||
- Increases game speed
|
||||
F1 Shows help message
|
||||
F2 Saves the Game (see "SAVING/LOADING GAMES")
|
||||
|
||||
|
||||
6.0 SAVING/ LOADING GAMES
|
||||
---------------------------------------------------------------------
|
||||
You can save games. However the only part that is saved is
|
||||
how you begin the level. Therefore there is no real purpose
|
||||
to saving your game until you reach level two.
|
||||
|
||||
This might seem annoying, but at this point it is the only
|
||||
practical way to implement saved games.
|
||||
|
||||
|
||||
7.0 HISTORY
|
||||
---------------------------------------------------------------------
|
||||
|
||||
Ever since I have had a computer, starting with an Apple IIe
|
||||
I've always been attempting to write video games.
|
||||
|
||||
Starting around the beginning of high school I actually started
|
||||
creating ones that were actuallys semi-fun to play. The first
|
||||
was "s3fight", a space game in CGA mode in gwbasic. Then I
|
||||
moved on to QBASIC. And then to Turbo Pascal. I wrote a game
|
||||
called "Under Water Trouble" which was a submarine game
|
||||
using the .BGI interface. It never ran fast enough [though it
|
||||
is great fun on a modern machine]. My next game was a
|
||||
"spacewars" clone, but it too ran a bit too slow, as well as
|
||||
another game AITAS [Adventures in Time and Space]
|
||||
|
||||
About this time, in 1993, I was an exchange student in
|
||||
Hildesheim, Germany. And the nice people there showed be
|
||||
Turbo Pascal 6.0 [which had in-line assembly] and a series
|
||||
of text files called the PCGPE [PC Game Programmer Encyclopedia].
|
||||
|
||||
With this new found source of Pascal graphics routines, I started
|
||||
modifying the "flying toaster" demo to instead draw a spaceship.
|
||||
And thus was born TB1.
|
||||
|
||||
From the look of the game you can see it is heavily modified after
|
||||
early-90s share-ware games. I wrote some of the ugliest
|
||||
Pascal and ix86 assembly you ever saw. But it usually worked.
|
||||
|
||||
During this time I hadn't found the internet yet. I was still
|
||||
hanging out at local BBS's. But then, my Dad got an e-mail account
|
||||
and with it access to lynx, and I found the WWW. I found
|
||||
a Pascal SoundBlaster library written by Ethan Brodsky, who was
|
||||
close to my age, and suddenly TB1 had sound. By the time I graduated
|
||||
from high schoool in 1996 the game is much as you see it now
|
||||
[levels 1-3].
|
||||
|
||||
Unfortunately, once I got to college things changed. I finally
|
||||
got my own computer, and gradually I used Linux more and more.
|
||||
Despite my initial work on the Free Pascal Compiler, I became
|
||||
convinced the C was the one true language, and Linux the one
|
||||
true platform. Working on TB1 under dosemu was a pain,
|
||||
and development stopped.
|
||||
|
||||
In 1998 I gradually ported the game to GGI, but the interface
|
||||
was ever-changing, and again I ran out of time.
|
||||
|
||||
But finally, in the year 2000, I decided that I would port tb1
|
||||
so I could play w it under linux. And so I have. And
|
||||
hopefully I will finish all 10 levels, and people will play
|
||||
it for ages to come ;)
|
||||
|
||||
|
||||
8.0 ACKNOWLEDGEMENTS
|
||||
---------------------------------------------------------------------
|
||||
|
||||
The following are for the DOS version. I'll add linux ones later.
|
||||
|
||||
I would like to thank many people who helped on this project.
|
||||
|
||||
Ethan Brodsky for his excelent sound blaster routines.
|
||||
Get them at http://www.pobox.com/~ebrodsky/smix/smix.html
|
||||
There would be no sound blaster sound without them.
|
||||
|
||||
The authors of PCGPE. This program started out as a
|
||||
"flying toaster" demonstration from the Asphixia
|
||||
VGA tutorials. I gradually replaced most of their code,
|
||||
but I still use their putpixel, waitretrace, setmcga and
|
||||
settext routines.
|
||||
|
||||
I would also like to thank all my friends who have supported
|
||||
me, especially Gus Thompson, because she went to Spain and
|
||||
gave me time to work on this. Also Marie Prosser for
|
||||
inspiration, and she also went away for three weeks
|
||||
allowing me to work on this. Thanks to Nick Attanasio
|
||||
who actually plays this game a lot, and whose comments
|
||||
have hastened work on level 3.
|
||||
|
||||
|
||||
9.0 PRAISE/ACCOMPLISHMENTS OF TOM BOMBEM
|
||||
___________________________________________________________________
|
||||
|
||||
Supposedly it will be on one of Pacific Hi-Tech's
|
||||
"Gamehead" CD's. We'll see.
|
||||
|
||||
A German book company has offered to put it in a CD included
|
||||
with a Shareware Games book.
|
||||
|
||||
Now Praise:
|
||||
|
||||
|
||||
"I just like it when it says 'Ahhh... Mr. Bombem.'"
|
||||
----Greg Grabowski, Bel Air, MD
|
||||
|
||||
"It's simplicity reminded me of the early computer
|
||||
shooters... Kind of nostalgic... But the nice
|
||||
side [is] the very clever cinematic text."
|
||||
---->> Delance <<
|
||||
|
||||
"The game is well designed but does not fit
|
||||
our current product line."
|
||||
----Apogee Software Productions
|
||||
|
||||
|
||||
Remember: Watch for the newest version of Tom Bombem... and have fun.
|
||||
|
||||
Vince Weaver 16 October 2000 23:05:59 EDT
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -84,7 +84,7 @@ void lookup_color(int r,int g,int b,int i) {
|
||||
|
||||
|
||||
int bitmask;
|
||||
FILE *fff;
|
||||
// FILE *fff;
|
||||
|
||||
/* Black */
|
||||
if ((r<85) && (g<85) && (b<85)) {
|
||||
@ -318,9 +318,9 @@ void lookup_color(int r,int g,int b,int i) {
|
||||
}
|
||||
|
||||
|
||||
fff=fopen("temp.temp","a");
|
||||
fprintf(fff,"%i: %i %i %i\n",i,r,g,b);
|
||||
fclose(fff);
|
||||
// fff=fopen("temp.temp","a");
|
||||
// fprintf(fff,"%i: %i %i %i\n",i,r,g,b);
|
||||
// fclose(fff);
|
||||
|
||||
/* When we aren't sure what we are */
|
||||
bitmask=0;
|
||||
|
@ -199,6 +199,50 @@ void SDL_NoScale8bpp_BlitMem(vmwSVMWGraphState *target_p, vmwVisual *source) {
|
||||
}
|
||||
|
||||
|
||||
void SDL_Double8bpp_BlitMem(vmwSVMWGraphState *target_p, vmwVisual *source) {
|
||||
|
||||
int x,y;
|
||||
|
||||
unsigned char *s_pointer,*t_pointer;
|
||||
|
||||
SDL_Surface *target;
|
||||
|
||||
target=(SDL_Surface *)target_p->output_screen;
|
||||
|
||||
if ( SDL_MUSTLOCK(target) ) {
|
||||
if ( SDL_LockSurface(target) < 0 )
|
||||
return;
|
||||
}
|
||||
|
||||
s_pointer=source->memory;
|
||||
t_pointer=((Uint8 *)target->pixels);
|
||||
|
||||
for (y=0;y<source->ysize;y++) {
|
||||
for (x=0;x<source->xsize;x++) {
|
||||
/* i=0, j=0 */
|
||||
*((Uint8 *)(t_pointer))=*(s_pointer);
|
||||
/* i=1, j=0 */
|
||||
*((Uint8 *)(t_pointer+(target_p->xsize)))=*(s_pointer);
|
||||
/* i=0, j=1 */
|
||||
*((Uint8 *)(t_pointer+1))=*(s_pointer);
|
||||
/* i=1, j=1 */
|
||||
*((Uint8 *)(t_pointer+1+target_p->xsize))=*(s_pointer);
|
||||
s_pointer++; t_pointer+=2;
|
||||
}
|
||||
t_pointer+=target_p->xsize;
|
||||
}
|
||||
|
||||
/* Update the display */
|
||||
if ( SDL_MUSTLOCK(target) ) {
|
||||
SDL_UnlockSurface(target);
|
||||
}
|
||||
|
||||
/* Write this out to the screen */
|
||||
SDL_UpdateRect(target, 0, 0, target_p->xsize, target_p->ysize);
|
||||
|
||||
}
|
||||
|
||||
|
||||
void SDL_clearKeyboardBuffer() {
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
|
@ -8,6 +8,7 @@ void SDL_flushPalette(vmwSVMWGraphState *state);
|
||||
void SDL_NoScale16bpp_BlitMem(vmwSVMWGraphState *target, vmwVisual *source);
|
||||
void SDL_Double16bpp_BlitMem(vmwSVMWGraphState *target_p, vmwVisual *source);
|
||||
void SDL_NoScale8bpp_BlitMem(vmwSVMWGraphState *target, vmwVisual *source);
|
||||
void SDL_Double8bpp_BlitMem(vmwSVMWGraphState *target, vmwVisual *source);
|
||||
void SDL_clearKeyboardBuffer();
|
||||
int SDL_getInput();
|
||||
void SDL_closeGraphics();
|
||||
|
@ -80,7 +80,11 @@ vmwSVMWGraphState *vmwSetupSVMWGraph(int display_type,int xsize,int ysize,
|
||||
break;
|
||||
case VMW_SDLTARGET:
|
||||
if (temp_state->bpp==8) {
|
||||
vmwBlitMemToDisplay=SDL_NoScale8bpp_BlitMem;
|
||||
if (scale==1) {
|
||||
vmwBlitMemToDisplay=SDL_NoScale8bpp_BlitMem;
|
||||
} else {
|
||||
vmwBlitMemToDisplay=SDL_Double8bpp_BlitMem;
|
||||
}
|
||||
}
|
||||
if (temp_state->bpp>=16) {
|
||||
if (scale==1) {
|
||||
|
Loading…
x
Reference in New Issue
Block a user