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17 Bit Software 3: The Continuation
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1994-01-27
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5KB
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98 lines
This disk contains the source to HACK 1.0.1. Its original source was
placed in the public domain on USENET about a year ago. I downloaded it
from an APOLLO and converted it to run on the AMIGA. In the process, I
found several compiler problems (which have been reported to Lattice) and
believe the code to be in a pretty stable state.
Known problems:
1) When you boot from the standard 1.1 workbench and then run HACK by
F| clicking on an ICON, sometimes it sits there for a while (LOADING)
I| and then does nothing. However, the memory that HACK uses up is
X| allocated but the program did not run. Presumably this is a problem
E| in the startup code in 'hack.window.c' but I cannot find it. Another
D| problem may be in the _main.c which is compiled with the TINY flag.
+-----------------------------------------------------------------------
This was a problem in _main.c opening up default windows. Lattice
shouldn't do it and Commodore's code shouldn't fail when it called.
The calls in question were: Input() Output() and Open("*"..) when there
was no default CLI window
2) The AMIGADOS command '!' brings up the AmigaDos window and CLI, but
when you return, it crashes. This code was listed directly from
the MuEMACS so I don't believe it is the cause, but then again, who
knows. This code is in hack.do.c.
3) Saved game ICONS are deleted by simply deleting the .INFO file. I do
not believe this is the right way, but the documentation is not too
clear as to how to delete an ICON. This code is in hack.icon.c.
4) I have no earthly idea exactly how CurrentDir is to be called. HACK
definitely leaves an extra lock laying around that connects to the
HACK_GAME: volume, but I am not exactly sure when it is safe to delete
that lock, nor what to do with the old lock that CurrentDir returns.
This code is in UnixXface.c.
5) Register variables simply don't work. Doio appears to trash D7 and
consequently makes life miserable for the remainder of Hack. Right
now I have a #define register in config.h, but you can change it to
#define register register to see hack fail.
6) Bitfields have proven to be fairly unreliable. If you change the
definition of the Bitfield macro in config.h, you will see some very
strange behavior in the code (as well as a sizable increase in the
size)
7) Hack is extremely large. At 219K it takes a long time to link and
would not link with the first version of ALINK. I expect that if
many more enhancements are made, it will become too large to link
on a 512 machine.
Organization:
HACK_SOURCE: should be assigned to the logical disk containing the source.
LATTICE_C: should be assigned to a disk having an include directory with
ALL include files under it. Only 4 programs use other than
the standard lattice include files.
I: should be assigned to the directory containg the lattice
standard header files.
HACK_GAME: should be assigned to the disk containing the final image.
This disk should have a LIB directory of all the link
libraries.
HACK_GAME:SAVED GAMES This is where all the saved games are stored.
Important files:
ccall Recompiles all of HACK
ccwindow Recompiles hack.window.c
ccicon Recompiles hack.icon.c
hack.window.c All the Amiga I/O interface routines.
hack.icon.c All the Amiga ICON interface routines.
UnixXface.c The stub routines to allow hack to exist in a non-unix
environment.
You are welcome to distribute the Game disk to any one you wish, but
distribution of the source should be limited in order to preserve the
integrity of HACK. Everyone thinks they are a programmer, and it would
be nice if there weren't 50 million different extensions to HACK. If you
make any changes, it is HIGHLY desirable that you indicate your work in
HACK_GAME:news (on the game disk) so that people know who to contact for
problems. It would be nice to see some very usable features:
An option to cause all messages at the top of the screen to be spoken.
Sounds to accompany various actions (zapping a wand, hitting monsters)
A Hack character set for displaying the various monsters.
Better graphics in displaying the room - perhaps dual playfields with
one as the room and the other for the monsters.
If you make any of these enhancements, please send me a copy (preferably
indicating where the source changes are so I can update the 'original' copy
that I send out. I will try to remain the keper of the sources for this
implementation of Hack.
Feel free to contact me if there are any questions. If you like this and
would like to see more freeware of this sort, please let me know.
John A. Toebes, VIII
120-H Northington Place
Cary, NC, 27511
(919) 469-4120