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v 2.9.10
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59
README
59
README
@@ -18,12 +18,13 @@ 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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3.0 STARTING THE GAME
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4.0 THE STORY
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5.0 GAME PLAY
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6.0 SAVING/LOADING GAMES
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7.0 HISTORY
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8.0 ACKNOWLEDGEMENTS
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9.0 PRAISE/ACCOMPLISHMENTS
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1.0 Compiling Instructions
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@@ -31,6 +32,9 @@ Contents
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Sorry, there is no "configure" file as of yet.
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If you have SDL or ncurses in non-standard places, you'll
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have to edit the Makefiles.
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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
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@@ -58,7 +62,35 @@ Then a "make" should compile it.
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The game has not been verified to run on 64 bit or big-endian machines.
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3.0 THE STORY
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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.
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It is, 4 times slower, however.
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Also look into using the -fullscreen option.
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[-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
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4.0 THE STORY
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---------------------------------------------------------------------
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To understand the game, pick the "Story" option off of the
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@@ -73,7 +105,8 @@ Then a "make" should compile it.
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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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5.0 GAME PLAY
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--------------------------------------------------------------------
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To begin the game, select "NEW GAME" at the main menu.
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@@ -117,7 +150,8 @@ Then a "make" should compile it.
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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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6.0 SAVING/ LOADING GAMES
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---------------------------------------------------------------------
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You can save games. However the only part that is saved is
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how you begin the level. Therefore there is no real purpose
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@@ -127,7 +161,7 @@ Then a "make" should compile it.
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practical way to implement saved games.
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6.0 HISTORY
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7.0 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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@@ -180,7 +214,7 @@ Then a "make" should compile it.
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it for ages to come ;)
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7.0 ACKNOWLEDGEMENTS
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8.0 ACKNOWLEDGEMENTS
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---------------------------------------------------------------------
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The following are for the DOS version. I'll add linux ones later.
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@@ -205,7 +239,8 @@ Then a "make" should compile it.
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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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9.0 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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@@ -84,7 +84,7 @@ void lookup_color(int r,int g,int b,int i) {
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int bitmask;
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FILE *fff;
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// FILE *fff;
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/* Black */
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if ((r<85) && (g<85) && (b<85)) {
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@@ -318,9 +318,9 @@ void lookup_color(int r,int g,int b,int i) {
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}
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fff=fopen("temp.temp","a");
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fprintf(fff,"%i: %i %i %i\n",i,r,g,b);
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fclose(fff);
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// fff=fopen("temp.temp","a");
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// fprintf(fff,"%i: %i %i %i\n",i,r,g,b);
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// fclose(fff);
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/* When we aren't sure what we are */
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bitmask=0;
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@@ -199,6 +199,50 @@ void SDL_NoScale8bpp_BlitMem(vmwSVMWGraphState *target_p, vmwVisual *source) {
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}
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void SDL_Double8bpp_BlitMem(vmwSVMWGraphState *target_p, vmwVisual *source) {
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int x,y;
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unsigned char *s_pointer,*t_pointer;
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SDL_Surface *target;
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target=(SDL_Surface *)target_p->output_screen;
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if ( SDL_MUSTLOCK(target) ) {
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if ( SDL_LockSurface(target) < 0 )
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return;
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}
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s_pointer=source->memory;
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t_pointer=((Uint8 *)target->pixels);
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for (y=0;y<source->ysize;y++) {
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for (x=0;x<source->xsize;x++) {
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/* i=0, j=0 */
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*((Uint8 *)(t_pointer))=*(s_pointer);
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/* i=1, j=0 */
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*((Uint8 *)(t_pointer+(target_p->xsize)))=*(s_pointer);
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/* i=0, j=1 */
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*((Uint8 *)(t_pointer+1))=*(s_pointer);
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/* i=1, j=1 */
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*((Uint8 *)(t_pointer+1+target_p->xsize))=*(s_pointer);
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s_pointer++; t_pointer+=2;
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}
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t_pointer+=target_p->xsize;
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}
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/* Update the display */
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if ( SDL_MUSTLOCK(target) ) {
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SDL_UnlockSurface(target);
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}
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/* Write this out to the screen */
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SDL_UpdateRect(target, 0, 0, target_p->xsize, target_p->ysize);
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}
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void SDL_clearKeyboardBuffer() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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@@ -8,6 +8,7 @@ void SDL_flushPalette(vmwSVMWGraphState *state);
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void SDL_NoScale16bpp_BlitMem(vmwSVMWGraphState *target, vmwVisual *source);
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void SDL_Double16bpp_BlitMem(vmwSVMWGraphState *target_p, vmwVisual *source);
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void SDL_NoScale8bpp_BlitMem(vmwSVMWGraphState *target, vmwVisual *source);
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void SDL_Double8bpp_BlitMem(vmwSVMWGraphState *target, vmwVisual *source);
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void SDL_clearKeyboardBuffer();
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int SDL_getInput();
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void SDL_closeGraphics();
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@@ -80,7 +80,11 @@ vmwSVMWGraphState *vmwSetupSVMWGraph(int display_type,int xsize,int ysize,
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break;
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case VMW_SDLTARGET:
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if (temp_state->bpp==8) {
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vmwBlitMemToDisplay=SDL_NoScale8bpp_BlitMem;
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if (scale==1) {
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vmwBlitMemToDisplay=SDL_NoScale8bpp_BlitMem;
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} else {
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vmwBlitMemToDisplay=SDL_Double8bpp_BlitMem;
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}
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}
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if (temp_state->bpp>=16) {
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if (scale==1) {
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