*** Z-MAX README FILE FOR VERSION 1996.7.27.SHW *** Note: Z-Max is shareware. It is not free. If you decide to keep it for more than 21 days, please register by sending a check or money order for (US) $9.95 payable to "William Hood" to: William Hood 126 Wadsworth Avenue Avon, NY 14414 (USA) Please mark the outside of the envelope "RE: Z-MAX" and be sure to include your name and address. Z-Max is being distributed by Quality Desktop Publishing dba W. Edmund Hood Writing Services. William Hood and W. Edmund Hood Writing services are NOT responsible for lost or misdirected mail. All files, images, and C++ source code associated with "Z-Max" (C) 1996 William-Arthur Hood. _______________________________________________________________ EVERYTHING YOU ALWAYS WANTED TO KNOW ABOUT Z-MAX BUT WERE AFRAID TO ASK: What is Z-Max? Z-Max is a belated Father's-Day present for my dad. The old copy of his favorite game "Galaxians" ran like the mouth of a politician with too much caffeine on Dad's 486, and he was searching everywhere for a decent Windows version without any luck. Since he had just shelled out enough to get me a new mother-board, I decided to put my computer-scientist skills to work and repay him. Z-Max should satisfy anyone who is looking for a decent "Galaxian" style game, a decent windows game, or both! How do I play? Z-Max does not use the mouse at all. After starting the program, you may set the options by pressing [Enter], view the controls by pressing [F1], or play the game by pressing the [SPACE] bar. Move your ship left and right with the arrow keys. Press [ESC] to end the game and exit the program. How do I shoot? I was generous. Gone is the dinky little "ping-thing" that you are used to having as a weapon. Z-Max has a total of ten (yes ten) fire buttons. You have four weapons, three of which can shoot diagonally! [1][2] and [3] are the "normal" shots. [1] and [3] shoot diagonally, [2] shoots straight up. [Q][W] and [E] shoot a Fireball into the air. Fireballs are affected by gravity and will not reach the top two rows of the squadron above. [A][S] and [D] shoot Wisps. Wisps are electrical in nature and have no impact. When a Wisp hits an enemy, the enemy is blown to smithereens and the wisp keeps right on going. The [UP ARROW] key launches a Comet-Missile. While these can't go diagonal, they explode into five Fireballs on impact! Some will even impact TWICE before being destroyed. Wanna see a neat effect? Drum your fingers on [Q][W] and [E] really fast just after the game starts. Help. The aliens are kicking my butt! Press the [SPACE BAR]. Your ship will be surrounded by a shield for ten cycles of the game. The number of remaining shield charges is in the top-right corner. You get a free shield charge with every new level, and a free life at 1,000 10,000 100,000 and 1,000,000 points. It runs a bit too fast on my new Pentium. From the title screen, press [ENTER]. This will bring up the options screen. Turn the refresh delay setting up. The higher the number, the slower the game plays. It says it won't let me play past level two unless I pay ten bucks. I may have been generous with the weapons, but I'm not that generous. After all, I'm a starving college student. Send a check for $9.95 to William Hood, 126 Wadsworth Avenue, Avon, New York 14414. Be sure to include your address. How do I uninstall? Z-Max makes NO CHANGES WHATSOEVER to your Windows and system directories. It doesn't even use an .INI file (but it does save the options in its working directory). Remove all the Z-Max files, and it's directory. Then just remove the icon from Program Manager (or whatever you use) and it's gone. Where did you get the backgrounds? I took the pictures myself, scanned them in and messed with the colors. They pictures are Canandaigua Lake frozen, rural Wyoming off I-80, and Taipei, Taiwan. Can I see the source code? Maybe. Are you an employer? I'm not going to distribute the source code publicly, but I can tell you how I did certain effects. The animation is double-buffered. I used LoadBitmap() to refresh the picture, drew the sprites (which are all icons) onto the device context it created, then sent the whole picture to the screen with BitBlt(). All the moving objects were stored in a template-linked list, modified to only add new objects onto the beginning. The code is written such that it plays the game "in its mind" entirely separate from the rendering process. The language used was Borland Turbo C++ on the "compact" memory model. The compiler was set to optimize for speed and to word-align all data. Whoa? What the ____ are you talking about? If you think my computerese is too much for you, better take a computer-science course. Be glad I didn't throw any Mandarin at you. :) (Dui-ah. Wo shuo Zhongwen.) Where did you learn all this? Maybe I'm still bitter that I didn't get my major there, but I couldn't have done it without CSE-143 at the University of Washington. Professor Zahorjan: Thanks! --William-Arthur Hood http://www.albany.edu/~wh0968 (Accurate until 12/96) wh0968@csc.albany.edu