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100 lines
3.2 KiB
Plaintext
100 lines
3.2 KiB
Plaintext
TOM BOMBEM: Merciless Marauding Malicious Marketers
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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http://www.deater.net/weave/vmwprod/tb1/tb_asm.html
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by Vince Weaver <vince@deater.net>
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version 0.24 -- 19 March 2003
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Background:
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~~~~~~~~~~~
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You are Tom Bombem, a shy new intern on Moonbase Alpha.
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Somewhat against your will it has become your job to
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defend Earth! See the "Story" option in the game
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for the rest of the story.
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tb_asm comes before "tb1: Invasion of the Inanimate Objects"
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chronologically, for those who might care.
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Compiling / Running:
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~~~~~~~~~~~~~~~~~~~~
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Just run "make". If you have a supported architecture "tb_asm"
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will be created.
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If you don't have an ix86 or ppc computer, you can try in the
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"c" subdirectory and do "make" there to run a "C" version of the game
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that should run on and architecture. The "C" version is not
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as feature-complete.
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After compiling just run "./tb_asm"
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tb_asm will run _ONLY_ on Linux. A DOS/w32 port could be possible
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but I really don't have the time or desire to mess with it.
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tb_asm should be run at the text_console [if in X press CTRL-ALT-F1].
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It will run to some extent in an x-term, but w/o sound.
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Keybindings:
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~~~~~~~~~~~
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Use arrow keys, or i,j,k,m to manuever and navigate menus.
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' ' shoots and selects.
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'h' displays help. 's' toggles sound 'p' pauses
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Options/Hiscore File:
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~~~~~~~~~~~~~~~~~~~~~
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tb_asm will create the file "/tmp/tb_asm.hsc" to store the hiscore.
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tb_asm will only write the file if it's not there, or if there
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is a file there that is at least 12 bytes long and starts
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with "tb".
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Besides the hiscore tb_asm also stores the "sound on/sound off"
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state in this file.
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Game Play:
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~~~~~~~~~~
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Manuever your ship avoiding the falling objects. Shoot them.
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Only 2 missiles can be in the air at the time [this is _not_ a bug.
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it's a limit of your ship's missile guidance system].
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Every 320 points your shields will increase.
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There are special bonuses you can earn at the end of each level.
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+ No Shields Hit : going through an entire level without
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having an enemy hit your ship
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+ All Enemies Destroyed : all enemies were destroyed before
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scrolling off the screen. [Note,
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ramming an enemy with your ship
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_DOES_ count as destroying it. Just
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don't let them get by you]
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+ Perfect Shot: Every missile fired hits an enemy.
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At the end each level you fight the boss. Then the game starts over
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with the enemies moving faster!
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About:
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~~~~~~
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(see also the FAQ.asm file)
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This was done as an exercise to see if I could make a Tom-Bombem
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class game entirely in assembly language. I've optimized for
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size rather than speed. And most likely it's not _completely_
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optimized for size yet.
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The hope is maybe eventually using this as a stepping-board to
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creating a Game Boy Advance TomBombem game.
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Author:
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~~~~~~~
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Vince Weaver <vince@deater.net>
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http://www.deater.net/weave/
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Special Thanks to KRG
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19 March 2003
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