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░░▒▒▓▓██ BOPPIN v1.1 ON-DISK TECHNICAL SUPPORT ██▓▓▒▒░░
Copyright 1994 - Accursed Toys
Distributed by Apogee Software Ltd.
P.O. Box 496389 ■ Garland, TX 75049 ■ Hints line: (214) 278-5655
=========================
WHAT'S NEW IN VERSION 1.1
=========================
■ A few minor map problems (shareware Level 14 was one) were corrected, so
you can't get stuck in the game.
■ The "Deaddy" bear logo, and the character suicides from v1.0 are now removed
by default. They are still accessible; please see the command line parameter
section of this document for more information.
===================
SYSTEM REQUIREMENTS
===================
■ Boppin requires MS/DOS 5.0 or greater. It also requires a 386 computer
with a minimum of 2 megabytes of memory. A sound card is also recommended.
The list of Sound cards supported in Boppin are: Sound Blaster, Sound Blaster
Pro, Sound Blaster 16, Sound Blaster AWE32, Roland Sound Canvas, Ensoniq
SoundScape, Gravis UltraSound, Pro Audio Spectrum 16, Logitech SoundMan 16,
WaveBlaster, Adlib, Disney/Tandy Sound Sources, and any General MIDI device.
NOTE: If you have a Gravis UltraSound, this game requires you have your IRQ
set to either 7 or less. The GUS default is 11, and that IRQ is not
supported at this time.
========================
BEFORE RUNNING THIS GAME
========================
■ This game is not designed to be run under MicroSoft Windows. Windows takes
up far too many system resources that our programs require for efficient and
proper operation. When running this program, DO NOT LAUNCH FROM WINDOWS.
Run it directly from DOS. If you are in the Windows environment, quit
Windows and then run the program. (NOTE: Using the MS/DOS Icon does not exit
you from Windows. That is a shell from Windows. You need to completely close
down the Program Manager to totally exit from Windows. To test this, type
the word exit. If nothing happens, then you're at the DOS prompt. If you
return to Windows, then you were only shelled.)
■ Any kind of menu program such as Dos Shell will most likely cause problems.
We recommend running our programs completely from the DOS prompt. To test
this, enter the word "exit". If nothing at all happens, then you are
completely at the dos prompt, and not "shelled" from anything else. If you
type exit, and return to another program (such as Windows or the MS/DOS
Shell), then you need to completely exit the program that you returned to
before attempting to run Boppin.
■ Boppin is a protected mode game, which means that it doesn't really care
about how much conventional memory you have, it looks at your TOTAL memory.
Boppin requires a minimum of 2 meg of memory, but 4 megs is really
recommended. If you only have two meg of memory total on your computer, you
will have to boot clean in order to get the game running. Read further on
in this file for a more detailed explanation of what a protected mode
program is.
■ As with all of our other shareware games, Apogee encourages the copying of
the shareware episode to hand out to friends. That's how shareware works!
However, if you give a copy of the shareware episode to a friend, please
make sure to delete the BOPPIN.CFG file before doing so. This file contains
information that is specific to your computer, and if you run it on the new
computer with your config file, your friend will run into problems!
====================
BOPPIN DETAILED HELP
====================
■ Apogee strongly recommends that before you make any suggested changes to
either your hardware or software setup, that you consult your manuals to
make sure that any changes will not irreparably alter your computer, or its
configuration. Modifying your system or software can be dangerous, and we
will be unable to assist with any resulting problems from such alterations.
■ If your copy of Boppin locks up, you may wish to check some settings in your
CMOS configuration. If any of these are on, then switch them off: Hidden
Refresh, Hardware Video Shadowing, Turbo Switching. Also, if you have this
one, make sure it is enabled: HD1 Block Mode.
■ If you have a Diamond SpeedStar video card, disable Zero Wait State.
■ If you hear static when you are playing with a Sound Blaster or compatible
card, make sure to turn the MIC and LINE volumes to zero. Your card may be
seeing input from these, and it would cause static. (For a Sound Blaster
Pro, this program is SBP-SET; see your card's manual for precise instructions
on how to do this.) If you still continue to hear static after doing this,
try disconnecting any parallel port devices. IRQ5 and IRQ7, which are used
by sound cards, are often frequently used by printers as well. If you have
both plugged in, it may cause static, and poor sound performance.
■ If you are running a Compaq computer, and the game tells you that you do not
have a VGA card, and you know for a fact that you do, or you experience
lockups, this is what you'll need to do. You'll need to contact Compaq for
an update. The reason for this is that Compaq has some video cards that do
not conform to all proper detection methods. There is a device driver
available from Compaq that will fix this problem. The driver's name is
FINDVGA.SYS. Compaq does have this file available for download on their BBS
with the filename SP0117.ZIP.
■ If you notice the game running slowly on your system, here are a few
suggestions on improving game performance.
» Disable your disk cache. Boppin does its own internal caching, and
sometimes external caches such as SmartDrive can get in the way, and slow
things down.
» Disable your upper memory manager (QEMM, 386Max, EMM386, etc). Since
Boppin is a protected mode game, the services of these programs are not
needed. If you only have 2 (or 4) meg of ram, this may be necessary to
get your game to run in the first place.
» Try reducing the amount of digital channels in the setup program. Some
system configurations have problems with having Boppin set for higher
than 4 digital channels.
■ If you are running a compressed drive such as DoubleSpace or Stacker, this
can also cause problems. Boppin has been tested under MS-DOS's new
DriveSpace, and it does work. It also has been tested under Stacker (v3.0,
v3.1, & v4.0), and it works there, too. However, we have logged an
incompatibility with MicroSoft's old DoubleSpace compression utility. If you
are running DoubleSpace, it most likely will not work for you. To try and
get it running, move Boppin to an uncompressed portion of your hard drive,
and do not load your compressed disk driver in your config.sys and/or
autoexec.bat files. That should also help. It may be possible to totally
bypass the driver during the boot-up process (depending on which version of
DOS, and which driver you're running). See your manuals for information on
how to boot without your driver (if possible).
■ There are certain times where it might be possible to get both characters
on the screen at one time, even if you're only playing one player. This
usually happens when you press the fire button/key for whatever device you
have selected for Player Two. This is normal, since player two can jump in
at any time. If, however, you run into a situation where you can control
both players at once with the same controller, please contact us at one of
the E-Mail addresses at the bottom of this document. If you do, please let
us know these things:
» Can you control both with the keyboard (or joystick)?
» Was the game started in two player mode before saving?
» Did a second character start during the game, making it a 2 player mode?
» Did you hit the fire button for the second player by mistake?
============================
HOW TO USE THE SETUP PROGRAM
============================
Before you run Boppin, you must run the setup program. This is a separate
program that cannot be called from within Boppin; so all changes must be made
outside the game. This program lets you set up your sound card settings for
both music and sound effects. Since this is the only thing you can change in
the setup program, you should never need to run this game again unless you
alter your sound card settings, or change sound cards in your computer.
When you run the program, it will first ask you for what sound device you wish
to use for sound effects. Move the arrows to your selection, and then press
enter. Next, you'll be asked to select the device you will be using for
music. Again, move with the arrows, and press enter when you get to the sound
card in the list that you have in your computer.
Once you've done that, it's time to get hoppin' and play Boppin!
==============================
BOPPIN COMMAND LINE PARAMETERS
==============================
There is only one command line parameter in Boppin. It is BLOOD. What this
does is to let you see the original "Deaddy" Bear and the character suicide
animations that were standard in v1.0 of this game. You start the game like
this: BOPSW BLOOD (for the shareware episode; if you're playing one of the
registered versions, the start command is different, but 'blood' is the same.)
This command is not saved anywhere, so if you want to see this all the time,
you would need to create a batch file that entered this every time you played
the game.
====================================
HOW TO GET BOPPIN RUNNING UNDER OS/2
====================================
The following settings were suggested by Cyrille Marclay (thanks!).
We have tested them at Apogee and have found them to work. However, in order
to make them work, you must run the SETUP.EXE program in a DOS session and
specify NONE as the device for both music and sound effects.
At this time, we have been unable to get the game to run with either music or
sound effects turned on. If you are able to get either to work, please let us
know how you did it (and what sound card you have) !
AUDIO_ADAPTER_SHARING = OPTIONAL
COM_DIRECT_ACCESS = OFF
COM_HOLD = ON
COM_RECEIVE_BUFFER_FLUSH = NONE
COM_SELECT = ALL
DOS_AUTOEXEC = C:\AUTOEXEC.BAT
DOS_BACKGROUND_EXECUTION = OFF
DOS_BREAK = OFF
DOS_FCBS = 16
DOS_FCBS_KEEP = 8
DOS_FILES = 30
DOS_HIGH = OFF
DOS_LASTDRIVE = Z
DOS_RMSIZE = 640
DOS_SHELL = C:\OS2\MDOS\COMMAND.COM C:\OS2\MDOS
DOS_UMB = OFF
DPMI_DOS_API = AUTO
DPMI_MEMORY_LIMIT = 4
DPMI_NETWORK_BUFF_SIZE = 8
EMS_FRAME_LOCATION = AUTO
EMS_HIGH_OS_MAP_REGION = 32
EMS_LOW_OS_MAP_REGION = 384
EMS_MEMORY_LIMIT = 2048
HW_NOSOUND = ON
HW_ROM_TO_RAM = ON
HW_TIMER = ON
IDLE_SECONDS = 0
IDLE_SENSITIVITY = 100
INT_DURING_IO = OFF
KBD_ALTHOME_BYPASS = OFF
KBD_BUFFER_EXTEND = ON
KBD_CTRL_BYPASS = NONE
KBD_RATE_LOCK = OFF
MOUSE_EXCLUSIVE_ACCESS = OFF
NETWARE_RESOURCES = GLOBAL
PRINT_SEPARATE_OUTPUT = ON
PRINT_TIMEOUT = 15
TOUCH_EXCLUSIVE_ACCESS = OFF
VIDEO_8514A_XGA_IOTRAP = OFF
VIDEO_FASTPASTE = OFF
VIDEO_MODE_RESTRICTION = NONE
VIDEO_ONDEMAND_MEMORY = ON
VIDEO_RETRACE_EMULATION = OFF
VIDEO_ROM_EMULATION = ON
VIDEO_SWITCH_NOTIFICATION = OFF
VIDEO_WINDOW_REFRESH = 1
XMS_HANDLES = 32
XMS_MEMORY_LIMIT = 2048
XMS_MINIMUM_HMA = 0
NOTE: The settings shown here were tested under OS/2 v2.11. They have not
been tested under OS/2 for Windows or OS/2 Warp, but they should work
just as well with these settings.
These settings are not officially supported by Apogee. Your mileage may vary.
=======================================
HOW TO GET BOPPIN RUNNING UNDER WINDOWS
=======================================
You can't. At least you can't without extreme difficulty or with any kind of
reliability. Apogee strongly recommends that you not attempt this, and run the
game directly from DOS; shutting down Windows' Program Manager. Running from
the MS/DOS icon is only shelling from Windows, it is not running from DOS.
Running our games under Windows is more like running them AGAINST Windows, and
you will save yourself a lot of trouble if you not attempt this. Apogee does
not support running under Windows, and cannot help if you try.
========================================================
WHAT IS THE "SET BLASTER" COMMAND, AND WHY DO I NEED IT?
========================================================
Boppin (and any other Apogee game that uses the Sound Blaster) uses the SET
BLASTER command to figure out where to send it's sound output. A Sound Blaster
card can have many different sound outputs, and since there are zillions of
computers out there, a way needs to be used in order to tell the game where
your sound card is located. The SET BLASTER line is how we do it. Check to
make sure that you have the SET BLASTER line in your AUTOEXEC.BAT file. This
code is an example, and isn't exactly what you need to put in your system, make
sure to read the entire explanation of this command.
NOTE: Some of these parameters (P, H, & E) are dependant on certain types of
cards. For example, the E is only needed if you have an AWE32. The
minimum requirements are to have the A, I, D, & T parameters. The other
three may or may not be needed depending on what type of card you have.
Please read this entire section to see if you need any of them. If you
are using a clone card, or some card that's not a "true" Sound Blaster,
then you will most likely only need A, I, D, & T.
SET BLASTER=A220 I5 D1 T3 P330 H6 E620
| | | | | | | | |
| | | | | | | | |_______ AWE32 Only Parameter
| | | | | | | |__________ "High" DMA Channel
| | | | | | |_______________ MIDI Port
| | | | | |__________________ Type of Card
| | | | |_____________________ DMA Channel
| | | |________________________ Interrupt
| | |_____________________________ Port Address
| |___________________________________ Environment Variable
|________________________________________ DOS Command
NOTE: There can be no spaces between the word BLASTER and the equal sign (=).
If you have a space in there, your system will read the parameter incorrectly,
and it will not be recognized by our games.
Now, these may not (most likely not) be the same for your board, because the
Port Address, Interrupt and DMA Channel can be set by adjusting "jumpers" on
your sound board. Some newer cards have this information controlled by
software, please consult your card's manual for more information on how to set
these things. You should also check your manual if you are unclear as to how
to tell what settings your card is set at. The information *IS* important, so
it's recommended that you know precisely what the settings are. If you are
using a card that "emulates" the Sound Blaster (such as the Gravis UltraSound
through software, or the PAS16), you should check your card's manual on how to
set the card for Sound Blaster emulation.
For PORT ADDRESS, it's almost always 220. That seems to be the default for
most sound cards out there, and unless you know you've switched it away from
220, it's a safe bet it's still there.
The INTERRUPT is something that varies from system to system. Apogee does not
recommend using IRQ2. Most of the people we run into who use IRQ2 have
difficulty getting their programs to run properly, unless they switch to a
different IRQ channel.
The DMA CHANNEL is one that causes some people problems. By default, this is
almost always set at 1. Unless you have a specific need to change this, it's
probably still at 1. If you're running into lockups using digitized sounds
with Apogee games, this is probably where your problem lies. If you get lockups
with an Apogee game that has digitized sounds, and this variable is correct,
try turning off the digitized sounds, and if the game plays right, you probably
have a DMA conflict. Adjust the DMA channel on your sound card, then reflect
said change in this variable in the SET BLASTER line.
The TYPE OF CARD is something that is fairly easy to check out. If you're
running a non-Creative Labs sound card, then you want this to either be 1 or 3,
depending on which card it is. It's usually 1. For a genuine Sound Blaster
card, it's one of these...
1 or 3 for a plain Sound Blaster. 2 or 4 for a Sound Blaster Pro, or a 6 for
a Sound Blaster 16 or an AWE32). The factor in choosing between the two
numbers here is the age of the card. If it's an older card, than choose the
smaller number (1 or 2). Clone cards, or cards that emulate the Sound Blaster
usually have a T variable of 1. Experiment to see what works best for you.
The MIDI PORT parameter will only be needed if you are using a card that has
MIDI capabilities. If so, this is where you define what MIDI port you are
using. 330 seems to be the default, so if you have a MIDI card, and you
haven't changed anything from factory defaults, this is probably where it still
is.
The HIGH DMA CHANNEL is something that is used primarily on Sound Blaster 16
cards. This is not the same as the standard DMA channel, this is a different
one. This is only used if you're using a 16 bit sound card capable of playing
16 bit Sound Blaster sounds. By default, this is usually 5, so unless you know
that it's something else, it's probably still 5.
The E620 parameter is something that is needed _only_ if you have a Creative
Labs AWE32 sound card. If you have one of these, this parameter will have been
set up properly assuming you've installed the software that came with the card.
Check your AWE32 documentation for a more thorough explanation of what this
parameter is used for.
I get a lot of questions from people wanting to know why they have to use this
if they don't have a Sound Blaster. Well, it's simple. This command has
NOTHING to do with what type of sound card you use. Apogee games that use
digitized sounds expect these cards to be at specific settings. If they are
not, then the game needs to be told this. The way to do this is with the
environment variable BLASTER. That's why this is needed. Some of our newer
programs have specific setup programs which let you set up this information
manually, but they still require the SET BLASTER line to operate properly.
Please remember to add this to your AUTOEXEC.BAT, save the file back to disk,
reboot your computer, and make sure to delete the game config file (BOPPIN.CFG)
before running again. If you have any further questions, please drop Apogee a
line.
=======================
WHAT IS PROTECTED MODE?
=======================
As promised earlier in this document, here is an explanation of Protected mode.
This information is not necessary to get the game running, but it's included as
background information for the curious.
Historically, DOS programs have always required that you run them in the first
640k of ram. This was a limitation imposed on DOS back when v1.0 was the only
thing around. For compatibility's sake, this is the way things have remained.
Any memory above 640k could only be used for data storage, not for program
execution. That's why you always saw those dreaded "Out of Memory" messages.
As time went on, certain programs, (and later DOS itself) gained the ability to
load part of themselves "high", leaving more conventional (the first 640k) of
memory available. You still had the limitation of the 640k barrier, but some
more breathing room was made by these memory advances.
More recently, advances were made in memory management so that programs could
run in protected mode. Protected mode is a special way of programming so that
your program doesn't have the 640k barrier. Depending on how the program is
written, the entire thing is in protected mode, or it requires the use of a DOS
"Extender" to run that way. Boppin is such a program. Boppin uses a DOS
extender to access much more memory than it would have been able to if it were
written the old way. A game of this complexity would have never been able to
have been written if the old 640k barrier method of programming was used.
Well, you might be asking, what about my older programs? Can't I just use a
DOS extender, and have that run something like "Wolfenstein 3D", and never get
those out of memory errors? Well, it's not as simple as that. If a program is
using a DOS extender, it has to be written a special way. A DOS extender isn't
just a magic wand that you can use to wipe away your memory problems for
non-protected mode programs. The program has to be written a special way to
make use of the DOS extender.
To summarize, Protected mode (sometimes referred to as "flat memory") is a way
for a DOS program (either by itself, or through the use of a DOS extender) to
access more than just the first 640k of memory for program execution. Because
of this, more complex programs (such as Boppin) are able to be written. If
using the old 640k barrier method (sometimes referred to as "segmented
memory"), this type of program would not have been possible.
If you're still confused, don't worry about it. As I said above, this
information is not necessary for the proper play of Boppin. It's in here for
background information only. If you're still inclined, check out some DOS
programming books available at your library or a book store. They have far
more verbose explanations of this than would be possible in this document.
==========================
THANKS TO THE BETA TESTERS
==========================
Apogee wishes to extend a heartfelt thanks to the Apogee Beta Team. Without
them, it would be far more difficult to produce the quality games we do within
a reasonable amount of time. Thanks guys (and Gals).
==========
CHEAT KEYS
==========
Here are some cheat keys you can use when playing Boppin'.
■ These keys are available only on the Main Menu. They do not require any
password to activate, and will work in both the shareware and registered
versions of Boppin.
» Control-V: This starts a slide show of all levels of all episodes in the
game, starting with the last played episode. During the slide
show, the following keys are in effect (escape will exit the
slide show):
PageUp, left arrow, backspace, or pushing the joystick left
will take you to the previous level.
PageDn, right arrow, return (enter), pushing the joystick
button, or pushing the joystick right will take you to the
next level.
» Control-T: This displays a sound test dialog. You can listen to all the
sound effects in the game from here.
■ During the game, these keys are available at any time, and without any
special password. These cheat keys will work in the shareware episode.
» Control-B: This will display the Mystery Spot. Pressing a key or button
will remove the spot.
» Control-L: Moves you to the next level. This is particularly useful if you
get stuck in a level. This will not work during the final
battle, and this will cost you one life to use.
■ During the game, these keys are available, but you must first activate them
with a special password before you can use them. The password you will need
to enter is "TOYSS". These cheats are not available in the shareware
episode, you must have one of the registered versions to use these keys.
» Control-F: Go immediately to the final battle for that episode.
» Alt-H: During the final battle, this delivers one maximum hit.
» Control-F5: Adds one credit to Player 1 (9 is the limit).
» Control-F8: Adds one credit to Player 2 (9 is the limit).
» 1 (or !): Sets lives and credits of Player 1 to zero. This may not be
available if the shift key is used for a button. This isn't
really a cheat, this was one of the debugging parameters used
by the programmer during beta testing.
» 2 (or @): Sets lives and credits of Player 2 to zero. This may not be
available if the shift key is used for a button. This isn't
really a cheat, this was one of the debugging parameters used
by the programmer during beta testing.
============================
CONTACTING TECHNICAL SUPPORT
============================
Apogee thanks you very much for playing our games. Customer satisfaction is a
high priority of Apogee's, and we strive to please everyone. Our Technical
Support staff is available to assist all of our customers in solving any
technical problems that may be experienced. Our Technical Support Department
is available to answer your questions Monday through Friday during the hours of
8:00 A.M. to 6:00 P.M. Central Standard Time. The phone number for the Tech
Support Department is (214) 278-5655.
However, the voice line isn't your only channel of contact. We are also
reachable via a fax machine at (214) 278-4670, (24 Hours a Day) or you can
write to us. Our mailing address is:
Apogee Software
POB 496389
Garland, TX 75049-6389
United States of America
Voice: (214) 278-5655
Fax: (214) 278-4670 (24 hrs)
If you do contact our Technical Support department, please be at your computer,
and have it ready for assistance. If you can't be at your computer, please
have printouts of the following things available, so that we may assist you
better. It may be possible do provide technical support without these things,
but it will be much more difficult.
The needed files are CONFIG.SYS & AUTOEXEC.BAT, plus what happens when you
execute the "MEM /C" command (or just MEM if you get an error using MEM /C).
=============
APOGEE ONLINE
=============
Apogee Technical Support can also be contacted via a variety of electronic
medium. Several major online services are monitored, and Apogee's E-Mail
addresses are listed below. Also, a variety of Bulletin Board networks are
monitored as well, and those are also listed.
■ Major Online Services
Internet -> joe.siegler@swcbbs.com Internet -> apogee@metronet.com
CompuServe -> 74200,553 America Online -> APOGEE
GEnie -> APOGEE Prodigy -> CXVP94A
See the appropriate instructions for these various services on how to send
private mail to these addresses. All of these services have Internet E-Mail
gateways, but please, if you're sending Internet E-Mail, use the swcbbs.com
address.
■ Internet Services
Join the Apogee mailing list! The Apogee mailing list is a list where we send
press releases, general Apogee info, new game release notifications, and other
miscellaneous items out on. Drop us a line at one of the above Internet
addresses, and we'll put you on. Just say the word!
Apogee also has a "finger" plan set up for the most up to date online
information about Apogee Software. Finger "apogee@fohnix.metronet.com" for
the most up to the second info about our releases! If you are unsure if you
can do this, or don't know what "finger" access is, please check with your
local Internet service provider for more information on this Internet service.
Apogee has an official FTP site for our shareware episodes. The latest stuff
is always available for anonymous FTP by ftp'ing to "ftp.uml.edu" in the
directory "msdos/Games/Apogee".
■ Software Creations & other Bulletin Board Networks
We can be reached on Software Creations, the Apogee BBS. Software Creations
can be reached by calling 1-508-368-7036. Software Creations is our #1 file
site. Our games are released there before anywhere else in the world, so if
you want the latest stuff, take a trip over to Software Creations, the BBS
voted #1 two years running by the readers of BoardWatch Magazine!
There are several BBS networks that are monitored for Apogee messages. Our
Online Support Representative monitors all of the following BBS networks.
Fidonet, Relaynet (Rime), Intelec, Ilink, U'NI-Net, & Smartnet.
All of these BBS networks have Games, Shareware, and Apogee conferences.
Fidonet -> 1:124/9006 Rime -> APOGEE (or 1674)
Apogee also has a FDN on the Fidonet Filebone. Check with your local Fido
Filebone administration for more info on how to get Apogee's shareware
delivered right to your BBS! Check FILEBONE.NA (available from your local Fido
administration) for more info.
[ END OF FILE ]