home *** CD-ROM | disk | FTP | other *** search
-
- UFO(tm), The Card Game
- (C) 1994 Ed T. Toton III
- All Rights Reserved.
- NecroBones Software (tm)
- Special Thanks to: Jeremy A. Kusnetz
-
-
- NOTE:
-
- So what does UFO stand for? Well, it has been suggested that it means
- "Unending Flood of Obscenity", or even "Unavoidable Fall into Obscurity",
- but we'd like to think not. Actually, if you come up with a good idea,
- let me know!
-
-
-
- CONTENTS:
-
- Contents: Right here.
- Credits: Next thing.
- Overview: After the credits.
- Important info: A little further down.
- Tech notes: Even further.
- Getting started: Fairly far down.
- Playing UFO: Pretty far.
- Customizing UFO: Way down that-a-way.
- Revision History: Way down yander...
- Title Screen GFX: Far far away...
- NecroBones: Wooohie! Tis distant!
- About the Author: Way way way down near that end...
- Legal Shtuffs: Way way down at the end, far far away.
-
-
-
-
- CREDITS:
-
- Title Screen: Jeremy A. Kusnetz
- Conceptual ideas: Ed T. Toton III & Jeremy A. Kusnetz
- Everything else: Ed T. Toton III
-
- Thank you.
-
-
-
-
- TRADEMARKS:
-
- UNO is a registered trademark of International Games, Inc
- Turbo Pascal is a registered trademark of Borland International Inc.
-
- UFO and NECROBONES are trademarks of Ed T. Toton III.
-
-
-
-
- OVERVIEW:
-
- UFO (pronounced like UNO, but with an F) is an UNO clone. In this
- documentation we will assume that you already know how to play UNO, for the
- sake of simplicity. However, a file called UFO.TXT has been included which
- very briefly describes the rules.
-
- UFO offers you multiple computer (alien) controlled opponents, as well as
- a wide range of colorful VGA graphics and digital sound, in an easy to use
- mouse interface. I'm sure you'll agree when I say that UFO is probably one
- of the best computer UNO games in existence (I currently only know of two
- others, one of which runs in text mode, the other is much more recent).
-
- One thing I have noticed over the years is that many people (myself
- included) often yell at the computer opponents, screaching things like "Hey!
- No fair!" and "You cheater!" and "Gotcha!". Well, I decided it was high time
- the computer players started complaining and taunting back! Hence, UFO. UFO
- is an UNO-like game in which several alien species and robots and the like
- compete against you, screaming and kicking all the way. This adds an
- important flair to the game. As a two player UNO game, UFO works fine without
- the sound, but when you get into 3 or 4 players, most games lose the sense
- of personality in the other opponents. One of the things that makes the REAL
- card game fun, is skipping over players, or making them draw cards, or
- whatever, and seeing them whine and complain (admit it, you like nailing
- your friends, siblings, loved ones, and relatives, don't you?).
-
- So UFO breaks ground in this department. You will see on the screen a
- portrait of the character who is currently taking its turn (yes, you get a
- portrait too). Each character has 7 sound effects stored on the disk (that's
- what all those NSN files are), which are played at certain times, such as
- when the character is skipped, forced to draw, forces a draw, wins, etc.
- Each has it's own distinct personality. However, the character you are
- playing will not say anything, because we all know you will do enough
- talking, whining, and taunting yourself, right?
-
- In the near future there may be some expansion sets, as UFO is capable
- of using externally added aliens. Currently it can support up to 32 external
- aliens, later versions may support more, if enough new aliens are created.
- The expansion packs will include instructions on how to use them. As of the
- time of this writing, thirteen such external aliens exist, such as a green
- snorting fat toad-like creature, and a cussing red alien. The game is not
- intended to be used solely with the aliens provided. The reason the game
- only includes those four is so that the minimum requirement is met should
- you wish not to download everything else. Of the nine existing aliens as of
- this writing, four of my five favorites are included in the game (the cussing
- one being the fifth one, which could not be part of the original package
- for obvious reasons). Unfortunately I feel like I'm running out of variations
- of my own voice, even with all the different speed changes and distortions
- I can add, so hopefully I'll be able to recruit some of my friends to aid
- in the task of creating these aliens.
-
- Each alien has its own playing style. These playing styles are
- configurable from the "characters" menu. Simply select the "Style" button
- assiciated with the alien you wish to edit, and change what you like. If
- you would like to have the same settings later click on "Save" (the "Save"
- button is only functional if you have registered your copy of the game.
- This "Save" button is the only disabled feature to non-registered users).
-
-
-
-
- IMPORTANT INFO:
-
- VGA AND 286+ REQUIRED!!!
-
- (this game was personally tested on a 286, a 386, and
- two 486's successfully, all with math-coprocessors)
-
- A 286 or better is required, though because of the digital sound, a 386
- or better is recommended. A 286 is fine without the digital sound however,
- and a 286 can be used for the sound, though the game will be sluggish. While
- the mouse is the recommended input device, the keyboard can also be used to
- play the game. There are a few things that can only be done with the keyboard
- (i.e. the function keys to toggle sound and call up the game options menu,
- and the ESC key for quick exit to DOS).
-
- If you are playing the game using the sound through the internal speaker,
- you should probably try using 4 channel mixing. It's slightly clearer on the
- internal speaker.
-
- Also note that if you are playing the game on a 286 or some other slow
- system, and you have a soundblaster, setting the game to run in "Adlib"
- mode may give you a little extra speed. The SoundBlaster (in digital mode,
- not FM) is the slowest device to respond of the three that are supported.
-
- This game may require as much as 600,000 bytes free (in dos) to load all
- of the digital samples for a 4-player game with all computer players
- (depending one which aliens are loaded). On the 'starting line-up' screen,
- it should show how many samples have been loaded. If the number is between
- 24 and 28 when you do a 4-player all-computer game, you're ok (the last 4
- are used fairly infrequently). If the number is less, you simply won't hear
- those sounds that weren't loaded. If you play a game with less aliens loaded,
- less sounds will be loaded. For instance, if only two computer players are
- playing, there will be no more than 14 samples loaded, and if there were 4
- players, but all set to the same character, then only 7 will be loaded.
-
- As implied above, UFO only loads the samples for the aliens that are
- playing and being controlled by the computer. So what if you change which
- players are human and which ones are 'alien' during the game? You will see
- a brief delay as the samples are removed or added as appropriate. In the
- lower right window on the screen, next to the word "Computer" you will see
- in very dark grey a number showing how many samples are currently loaded.
-
- If you don't have a soundcard, and have decided never to use the internal
- speaker for digital sound, you can save disk space by deleting SAM*.NSN (the
- sounds for the first 4 aliens).
-
-
-
-
- TECH NOTES:
-
- When you first run the game, it will create a new 64000 byte file. This
- wasn't included in the zip archive simply because it's disgustingly simple to
- calculate and therefore would have been a waste of space.
-
- This is the first game of mine to include my new digital sound daemon
- ("daemon" is a network buzzword that refers to a background process that
- basically runs itself. It is simply an alternate spelling for "demon" and
- is pronounced the same). Of course, this game doesn't take full advantage
- of it, as there is no music. I have however created a demo called
- "Fire and Earth" which does use the music capability, while showing off
- over 8 minutes of graphic effects. The demo is available for download on
- my BBS, listed at the end of this document.
-
- My sound daemon is capable of playing the music and sound effects out all
- of the supported devices simultaneously. It currently supports the Adlib,
- SoundBlaster, and internal speaker. For some reason, the Adlib seems to be
- rediculously quiet, so you may need to turn the volume up drastically.
- Originally, the internal speaker was disallowed in this game simply because
- it sucks rocks, and it would conflict with the beeps the game makes. However,
- I have since rethought this decision, and the internal speaker can now be
- used. But don't expect to be able to understand much of what the characters
- say if you use it. This isn't the fault of the software. No matter how high
- of a mixing rate you use, a 1-bit DAC (Digital to Analog Converter) can't
- do much. You have been warned! :-)
-
- Technically my sound daemon can playback from 100 hz all the way up to
- 44,000 hz, however you can only play sound up to 20,000 hz or so when using
- a soundblaster in direct mode (you have to use DMA to go faster). However,
- the sound system really eats up CPU time, so slower rates will yield better
- system performance. You will have to choose a mixing rate appropriate to the
- speed of your computer. On my 486-33DX I can run it at 16khz with 4-channel
- mixing without too much of a problem (though the game does slow down).
-
- I have made the image system rather effecient in that the image space the
- game uses is about 17k for all of the cards, the UFO logo, the UFO deck on
- the playing screen, and the portraits for the first four aliens. Don't
- believe me? Take a look at UFO.IMG.
-
- UFO uses over 300,000 bytes before loading the alien sounds or portraits.
- This isn't surprising when you consider that the program is over 100,000 in
- size, allocates an 8k stack, 17k for images, 64k to store the desktop,
- 64k for the video buffer, plus it loads the "shuffle" and "click" sound
- effects, and that doesn't include the game data (the title screen, necrobones
- logo, and wind sound effect are all unloaded after use).
-
- UFO represents about 25 hours of work (not including, of course, the
- code made previously for other games, or the time I've spent playing it
- since its completion), and was written in Turbo Pascal 6.0, with truckloads
- of inline assembly for the graphics and sound units. The project was spread
- over a few weeks. Actually, the game was working quite well early on, but
- as usual I kept thinking of things to change/add/fix. Mostly the last week
- was been playtesting and making aliens.
-
-
-
-
- GETTING STARTED:
-
- When you first start the game, you will see the NecroBones logo, and then
- you will be taken to the main game menu. It is here that you select the
- parameters for the game.
-
- You can alter a few of the standard rules for the game, such as target
- score, and wild-card restrictions. It's fairly self-explanitory.
-
- Game strategies are very different between 2-player and 3 or more player
- games. The concept of the talking characters is based more on the 2-player
- mode, where you'll only hear the one guy speaking. With more players, you
- may find it a little confusing as to who says what sometimes. Unfortunately
- I had to sacrifice some sound quality to be able load all the samples into
- memory. I'm working on making more easily understood aliens. One thing you'll
- notice is that several of the characters say "UFO" when down to one card.
- This is an attempt to get some of the 'feel' back that was lost in
- converting UNO into a computer game.
-
- Most of the changes that you make in the menus will be saved when you exit
- the game, so that you may use the same preferences later.
-
-
-
-
- PLAYING UFO:
-
- During the game, there are a few keyboard commands you will want to know:
-
- F1 = Game Options
- F2 = Toggle beeper sounds on/off
- F3 = Toggle digital sounds on/off
- +/- = Increase or decrease computer player delay.
- ESC = Exit to DOS
-
- (from the game options menu you can quit back to the
- menu, save the game, and change the player settings)
-
- Note- "OK" buttons can also be pressed by hitting the [ENTER] key.
-
-
- During the game, at the bottom of the screen is a display that shows a
- bundle of useful info. On the left is a list showing how many cards each
- player has. The one in white is the player who's taking his/her turn. The
- others are lightt grey, and the players who aren't playing are dark grey.
- Also in this window is an arrow indicating the direction of the turn
- sequence, which is drawn in the current color of the discard pile.
-
- Next to that window is the discard pile, and the deck. The size of the
- deck will decrease as the cards are drawn, and when it runs out of cards
- a new deck will be inserted and shuffled. You can click here to draw a card.
-
- To the right of that are several buttons and another window. The Draw
- button can be used to draw a card, and it will turn into "Done" once a card
- is drawn. If you can not play anything, you will have to hit "Done" to
- end your turn. The "Score" button allows you to view the current scores.
- The other two buttons are for the autosort. Autosort will automatically
- sort your cards every turn (however it defaults to OFF). If Sort-by-Color
- is turned on, they will be sorted by color, and sorted by number within
- each color, otherwise the cards will be sorted only by number. If you wish
- to sort only once, turn the sort on and then off again.
-
- Above the sort settings display is the portrait for the current player.
- Since you will probably take longer to play your turn than the computer
- players, your portrait will be displayed more than the others.
-
- The rest of the screen is devoted to the cards. To play a card, simply
- click on it. If you are using the keyboard, then to play a card you must
- select it by moving the yellow rectangle to the card you wish to play.
- If a mouse is detected, the cursor will start "off screen", and you will
- have to move it one space to make it visible. You can use the number or
- cursor keys to move the cursor. All buttons can be pressed by hitting the
- key corresponding to the highlighted letter on the button. "OK" buttons
- can be pressed by hitting ENTER or SPACEBAR.
-
- In the Character Selection menu, you will see four character portraits on
- the screen with a few buttons next to each. Two of the buttons are for
- scrolling through the list of available aliens. The third one allows you
- to listen to the selected aliens set of digital samples. The game defaults
- to a random selection of aliens for each game. To use the set you have
- selected you must change the selection button to read "Current settings"
- instead of "Random".
-
-
-
-
- COMMAND-LINE PARAMETERS:
-
- By use of a few simple command-line parameters you can create a batch
- file to automatically use whatever sound settings you would like. They are
- as follows:
-
- /D# or -D# where '#' is the number of the device.
- ex- /D1 would set it to soundblaster.
- /M# or -M# where '#' is the number of the mixing rate
- ex- /M4 would set it to 11000hz.
- /C# or -C# where '#' is the number of the channels
- ex- /C1 would set it to 2 channels.
-
- The numbers used in the parameters correspond to the menu selections
- at game start-up. You will still see the sound-options menus on the screen,
- but the settings you entered on the command line will be entered as though
- you had typed them. You can use some or all of the paramters simultaneously.
-
- Examples:
-
- UFO /D2 /M5
- This sets UFO to Adlib and 12khz, but will still ask for channels.
-
- UFO /C2
- This will cause UFO to use 4 channels (setting #2), and ask for
- everything else.
-
- If you wish, you can create a batch file to use the settings you want.
- Two examples follow below, and in both they each assume you are creating
- a batch file called U.BAT, so that all you have to do to run UFO with the
- desired settings is type U at the dos prompt.
-
- For each example, type in the following at the DOS prompt:
- (^Z = Ctrl-Z or F6 key, <ENTER> = Enter key)
-
- COPY CON U.BAT<ENTER>
- UFO /D1 /M4 /C1<ENTER>
- ^Z<ENTER>
-
- This first example uses SoundBlaster, 11khz, and 2 channels.
-
- COPY CON U.BAT<ENTER>
- UFO /D0<ENTER>
- ^Z<ENTER>
-
- This last example runs UFO with no digital sound.
-
-
-
-
- CUSTOMIZING UFO:
-
- There are two main ways you can customize UFO, by adding aliens, and by
- replacing the table-top used in the game:
-
-
- ADDING PRE-CREATED ALIENS:
-
- Simply put them in the game directory, they'll be loaded automatically.
-
-
- CREATING ALIENS:
-
- For those of you with programming experience, who would like to create your
- own aliens, here's how they work...
-
- Each external alien has a POR (portrait) file. This is simply a file stored
- in the following format:
-
- Item: Size:
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- len integer (2 bytes)
- data 'len' bytes
-
- The data is the bitmap, as stored by the normal BGI graphics commands [i.e.,
- 2 words of the x and y dimensions (minus one), then the actual image itself
- of size (x+1)*(y+1)].
-
- i.e.:
- data = record
- x,y:word; {4 bytes}
- dat:array[0..y+1,0..x+1] of byte;
- end;
- len:=(x+1)*(y+1)+4;
-
- Specifically, the bitmap is 30x45, so x=29 and y=44, and the the DAT array
- is therefore 1350 bytes.
-
- Any and all POR files (up to 32 of them anyway) found in the game directory
- will be loaded for use as aliens automatically.
-
- I have written an editor for editing and creating these portrait files,
- however you can only use it if you register the game. It's simple, and down
- and dirty, but it works. If you want to make one, and even distribute it as
- shareware, be my guest (that's why I explained all the file formats). Oh yeh,
- the filename is PEDIT.EXE, and it comes in the "UFO Utils" package.
-
- If you wish for the alien to have a voice, then you will need to make
- sound files for it. This is optional of course. If any of the sound files
- don't exist, they won't be loaded. So you do not have to make sound files
- at all, nor do you have to make all of them should you decide to make a
- few.
-
- The original four aliens have the filename of SAMx-y.NSN where x is the
- non-zero-padded decimal number of the alien, and y is a number from 1 to 7
- defining which sound it is. In the case of external aliens, the filename is
- the same as that of the POR file, but with a digit of 1 through 7 attached
- to the end (examples: BRUNO.POR has BRUNO1.NSN, BRUNO2.NSN, etc.. And
- CHESHIRE.POR has CHESHIR1.NSN etc..)
-
- Num: Sound:
- ~~~~~~~~~~~~~~~~~~~~~
- 1 Lost with one card left
- 2 Has only one card left
- 3 Played a DRAW-2 or a Wild-DRAW-4
- 4 Drew a card
- 5 Skipped by a SKIP or a REVERSE
- 6 Got hit with a DRAW-2 or a Wild-DRAW-4
- 7 Won the hand.
-
- The following is the data type used for the sound file:
-
- sample_type=record
- transpose:real; {6 bytes}
- len,rep:word; {4 bytes}
- name:string[8]; {9 bytes}
- ID:string[3]; {4 bytes}
- dummy:array[0..21] of byte; {junk space, 22 bytes}
- dat:array[0..len-1] of byte;
- end;
-
- LEN is the length, in bytes, of the data. REP indicates how many bytes
- of the sample to loop back upon reaching the end (a '0' means don't repeat
- anything). NAME is simply a string holding the filename of the sample.
- ID is a string set to "NSN". DUMMY is blank space, and DAT is the actual
- sound data in standard PCM (pulse code modulated) format (just like a WAV
- file). TRANSPOSE is a real (floating point) number that tells what speed
- to play it back at: 1.0 means 11025 hertz, 2.0 = 22050hz, etc...
-
- I realize that the TRANSPOSE variable is troublesome for you C programmers,
- but all I can say is SORRY! I didn't have portability in mind when I created
- my music and sound daemon. The strings are easy to overcome though. For
- instance, instead of loading a string[8], it would be an unsigned char for
- the string length, and then an array of char of size 8 following it. After
- reading it in, you would store it in an array of char of size 9, and put the
- 0 terminator at the offset in the array indicated by the first unsigned char
- you read in. Quite simple. Of course this discussion is probably moot, since
- anyone hoping to decode my mess and do their own sound and bitmap work for
- this game probably already have the experience necessary to figure out what
- I just explained with their eyes closed... Time to stop rambling...
-
- There is another file which can be added to your alien. It will have the
- same base-name as the aliens portrait file, but with the "STL" extension.
- This is the aliens playing style. The easiest way to make this file is to
- simply run the game, go to the "characters" menu, select your alien, click
- on the "Style" button, change what you like, and hit "Save". Please note
- that the 'save' button only works in registered copies of the game.
-
- STL format: (the file is but a copy of one of the following records)
-
- style_rec = record
- numcards,wordcards,wildcards,colorchange:byte;
- reserved:array[0..11] of byte;
- end;
-
- numcards:
- 0 = Doesn't care
- 1 = Plays low values first
- 2 = Plays high values first
- wordcards:
- 0 = Doesn't care
- 1 = Plays Reverse cards first
- 2 = Plays Skip cards first
- 3 = Plays Draw-2 cards first
- wildcards:
- 0 = Doesn't care
- 1 = Plays WILD cards first
- 2 = Plays DRAW-4 cards first
- colorchange:
- 0 = Doesn't care
- 1 = Prefers not to change color
- 2 = Prefers to change color
- 3 = Changes color when advantageous
-
- All these numbers define is which cards the alien will play when given a
- choice. With 'wordcards=2' the alien will always choose to play a 'Skip'
- whenever it has to decide between a 'Skip' and one of the other word-cards.
- In the future some more options may be added, and that's why the "reserved"
- space is allocated and set to 0s. This is important. When new options are
- added, it will be assumed that '0' is the standard default, and you therefore
- should put 0's in the 'reserved' space in your aliens.
-
-
-
- NOTE- Included in the "UFO Utils" is a copy of WAV2NSN which is a program
- to convert WAV files to NSN files. Also included is a copy of the
- source code (all of the procedures and functions are part of the
- various libraries I have created for use in my games, but here just
- the specific ones used were inserted directly into the program).
- This is probably the easiest method of creating sounds for your aliens,
- since most digital sound editors and recorders either save the sounds
- as WAV files, or as a format that can be converted to WAV files.
-
-
-
- USING PRE-CREATED TABLE-TOPS:
-
- As of this writing, no such table-tops exist yet. However, in the event
- that I create some, it will be as simple as copying them over the UFO.DAT
- file. If you tire of the new table-top, you can always go back to the
- normal green one by deleting UFO.DAT (or renaming it, or whatever). If
- no UFO.DAT is found, a new one is created when you run the game.
-
- I have, however, created a program called SPHERES, which will randomly
- generate a table-top that consists of various colored dithered shaded
- spheres. This program can be found in the "UFO Utils" package.
-
-
-
- CREATING TABLE-TOPS:
-
- Using alternate table-tops is quite easy. The table-top is stored as a
- file called UFO.DAT, and it is simply a copy of how the screen appears in
- video RAM. Below are examples of loops that could be used to put it on
- screen, or take a screen shot and save it to the file: (in 320x200x256,
- using direct access of the video RAM, as opposed to the putpixel and
- getpixel commands):
-
- Procedure Load_Table_Top;
- var
- f:file of byte;
- b:byte;
- x,y:integer;
- begin
- assign(f,'UFO.DAT');
- reset(f);
- for y:=0 to 199 do
- for x:=0 to 319 do
- begin
- read(f,b);
- mem[$A000:x+y*320]:=b;
- end;
- close(f);
- end;
-
- Procedure Save_Table_Top;
- var
- f:file of byte;
- x,y:integer;
- begin
- assign(f,'UFO.DAT');
- rewrite(f);
- for y:=0 to 199 do
- for x:=0 to 319 do
- write(f,mem[$A000:x+y*320]);
- close(f);
- end;
-
- Note- These two procedures do the file accessing byte by byte, which
- is extremely slow. There are better ways of doing it, but I can't
- explain EVERYthing here, now can I?
-
- The palette used by the game is UFO.PAL. It is stored as an ASCII file
- where each line represents a single color, starting with color 0, ending with
- color 255. Each line has 3 numbers, seperated by spaces. The first is the
- red component, the second is green, and the third is blue. The following is
- a procedure to load the palette:
-
- procedure load_palette(fn:string);
- var
- i,r,g,b:integer;
- f:text;
- begin
- assign(f,fn);
- reset(f);
- for i:=0 to 255 do
- begin
- read(f,r);
- read(f,g);
- readln(f,b);
- setrgbpalette(i,r,g,b);
- end;
- close(f);
- end;
-
- The default palette is set up such that the first 16 colors are roughly the
- same as the normal 16 colors of any other mode. Starting with color 32, there
- are 7 sets of 32 colors. Each set is a scale that fades from black, up
- through a specific color, then up to white. These seven colors are the same
- as colorsd 1 through 7:
-
- 1 - Blue 32 to 63
- 2 - Green 64 to 95
- 3 - Cyan 96 to 127
- 4 - Red 128 to 159
- 5 - Magenta 160 to 191
- 6 - Yellow 192 to 223
- 7 - Grey 224 to 255
-
- You shouldn't alter the palette, since that will throw off the colors of
- the buttons, the logos, and the cards, as well as the portraits. Rather,
- you should use this palette when creating any new table-tops. As stated
- above, you can always go back to the old green table-top by removing
- whichever one you are using.
-
- There is a program called PicLab that can be of immense use when converting
- pictures. You will have to be able to get your picture into GIF or TGA format
- to load it into PicLab, but once there you can convert it to a new palette,
- resize it, etc. If you can load the resulting image onto the screen in one
- of your own programs, then you can use the methods described above to save
- it in the format the game uses. At some point in the future I may make a
- program to convert PCX images, but in the meantime you'll have to use my
- suggestions instead.
-
- PicLab method:
-
- The following is an example of a set of commands that can be used to
- process an image in PicLab to convert it for use in UFO:
- ('UFO.MAP' is the same palette as UFO.PAL but in FractInt's MAP format)
-
- gl sample.gif
- unmap
- rescale 320 200
- pl ufo.map
- map
- gs sample2.gif
-
- (at this point SAMPLE2.GIF will need to be converted as described above. To
- use the sample source code you will need to be able to show GIF files to the
- screen in your own program, or PCX or whatever you can convert the GIF to).
-
-
-
-
- REVISION HISTORY:
-
- 1.01 - Chances of sound #6 (hit w/ draw) for the aliens has been
- slightly increased.
- - Text in the menus has been given more of a border to make
- it more easily understood with the various desktops.
- - The Math-Coprocessor is no longer directly accessed, since
- it is possible this was causing a conflict on some systems.
- (I have a feeling the coprocessor stack is
- smaller on some computers than mine is)
- - The "Making-Tabletop" window now displays a bar-graph of its
- progress.
-
- 1.02 - Selectable mouse cursors.
- - FILE_ID.DIZ included.
- - "About the Author" added to this documentation.
- - The lower left window during the game now shows the names of
- the players instead of just "Player#1" and so forth....
-
-
-
- WHERE'D THAT NEAT-O TITLE SCREEN COME FROM?
- -By Jeremy A. Kusnetz-
-
- Did you like the title screen? Do you wish you could incorporate
- some scenes like that in some of your work, games, utilities,
- presentations, or WHATEVER? Now you CAN! Just read on...
-
- You can have still frames, in any format, any resolution.
- Animations in 320x200 or 640x480, in the .FLI format.
-
- Working together, we can make anything you want, if you can think
- it up, it probably can be done.. Of course, it all has a price..
-
- As of this writing, April 1994, the prices for stills range from
- $20 - $200 per picture, depending on it's complexity, and
- technical difficulty.. Animations run $30 - $300 per second of
- animation, again depending on difficulty.. This might sound
- high, but when you consider the going commercial rate for 3D
- animation is $5000 per second, this really is a good deal.
-
- If this sounds interesting to you, you can contact me, Jeremy
- Kusnetz, at (301) 317-4969, or you can write me at:
-
- Jeremy Kusnetz
- 9520 Sweet Grass Ridge
- Columbia MD, 21046
-
- You can also E-Mail me Via Prodigy by mailing FVPW01E, AOL by
- mailing JeremyAK, and through a private BBS, the Sorcerer's
- Quarters (410) 290-3752 by mailing EX...
-
-
-
-
-
- WHAT THE HELL IS NECROBONES ANYWAY?:
-
- Well, here's an interesting story. Here it is in a nutshell...
- One thing I have noticed is that people tend to download games that simply
- bear a name that they are familiar with from other games that they felt were
- enjoyable. I wanted to have a logo that would be instantly recognizable,
- something different and unique. Finally, in the fall of 1993 I decided that
- my games had reached a certain level of quality that the time had come for
- a name.
-
- In the BBS world, and in role playing games, I had often gone by the
- alias of Necromancer. In games and the like, I had always heavily used
- undead stuff (for about as long as I've been playing games, the undead
- were always my favorite nasty evil things).
-
- About eight years ago I created a small comic series (for fun) called
- Bones Comics (which I had continued to work on for about four years or
- so), and decided to merge that name with "Necromancer", resulting in
- "NecroBones". I wasn't sure (I'm STILL not sure) how well that name goes
- over with most people, but I DO know that it will stand out.
-
- So, what it all comes down to is this: NecroBones is me. Period. It's
- a name that I put on my games (and related things) that I feel are up to
- a certain level of quality. If I make something that doesn't meet those
- standards, I won't put the name on it. I'm not going to try to use the name
- to sell a smaller inferior product. The whole purpose of it is for you to
- be able to recognize the work of mine that meets certain standards I have
- set for myself.
-
-
-
- ABOUT THE AUTHOR:
-
- Well, It's not often that I talk about myself in my documentation, but
- I'm sure some of you are curious (I know I'm always curious about the authors
- of programs I download).
-
- As of this writing, I'm a college student at UMBC (University of Maryland,
- Baltimore County), majoring in Computer Science (big surprise eh?). I've
- been programming as a hobby for about 6 years straight. I started out in
- GWbasic, and finding it too slow and restrictive I quickly moved on to
- QuickBasic, which I continued to program in until almost exactly 3 years ago.
- I again switched at that time due to speed and size limitations in the
- language, and have since been programming primarily in Turbo Pascal 6.0,
- though occasionally in C as well.
-
- Why haven't I switched to C altogether? Well, it's this deal with what I'm
- most familiar with, and the fact that I have built up a huge collection
- of routines for every possible situation that could take forever to convert
- over to C, including my digital sound system, custom file accessing routines,
- and my graphics library. Also, I tend to get extremely impatient, and I'm
- quite happy with the fact that games such as this take no more than 3 or 4
- seconds or so to compile on my computer in TP6. I've found pascal to be quite
- sufficient for writing shareware... well, at least with a little inline
- assembly language anyway (my graphics system, file system, and sound system
- are all written in assembly).
-
- While programming, and other general computer topics (such as anti-virus
- tactics, artificial life, digital music composing, etc) constitute my primary
- hobby, I do have others. A number of years ago I used to perform magic at
- childrens birthday parties, for instance. I used to be an avid Role Playing
- and Strategic War-Gaming fanatic as well. More recently I have gotten into
- some sculpting, and computer art.
-
- Meanwhile, my game programming is finally getting afloat. I'm starting
- to see some moderate success with my more recent games, including this one.
- I hope to continue the trend, and release more and more exciting and detailed
- games as time pushes forth...
-
-
-
-
- OTHER NECROBONES PRODUCTS:
-
- The following is a list of some NecroBones programs as of 3/24/94:
-
- Dragon's Domain - While not specifically a NecroBones product, this
- package or four games, Dragon's Domains 1 through 4,
- has been received well in certain circles. All four
- games are roughly based on the old Atari game
- ADVENTURE, but with slightly better graphics. Each
- game has graphics improvements over its predecessor.
- DragDom1 is better in graphics over Adventure only
- in the monsters and objects, while DragDom4 has
- completely bitmapped walls and such. The basic
- concept of each of these is to find your way through
- mazes, some lit, some not, and find certain objects.
- Along the way you will be presented with having to
- find the keys to the various castles, which can
- be a puzzle in itself. (sorry, no scrollie graphics,
- it's all static backgrounds). The 1-year anniversery
- package contains the entire tetralogy, plus a small
- "dragon card game" called Drahkarin.
-
- Skull Quest - Skull Quest I, The Cyan Sarcophagus, and Skull Quest
- II, The Vortex, are two fairly recent games of mine.
- They are side-view action/adventure games with
- smooth scrolling parallax backgrounds, and adlib
- music and sound effects. Can you save the crypt
- (and the rest of the world)? Only time will tell.
-
- Stellar Conquest II - This isn't so much a sequel as it is a revision of
- SC1. It is a stretegy space wargame for 0 to 4 human
- players (2-4 human/computer). It features full color
- VGA, taking advantage of both the hi-res and
- 256-color modes (256 color for menus, ship
- construction, etc, and hi-res for maps and the like).
- Players have to mine star systems with which to get
- resources to spend on more cargo ships, and weapon
- ships to fight the other players. There are many
- configurable options, and players get to design
- their own ships during gameplay.
-
- Stellar Conquest III- Like SC2, SC3 is more of a revision than a sequel.
- It is the same concept as SC2, same equations and
- numbers, etc. The interface has been greatly revised,
- and many new options are now available for the
- players. Ships can now have Jump pods, torpedo
- launchers, minelayers, and a new type of cloaking
- device. Since SC3 is basically the same game as SC2
- but with so many more options and a much better
- interface, I rarely even advertise SC2 anymore.
-
- All of these games can be downloaded from my BBS. In fact, you can download
- some of my older and more embarassing games as well! That's right, you can
- even download some of the ones I wrote in QuickBasic several years ago, such
- as Stellar Conquest #1!
-
-
-
-
- LEGAL SHTUFFS:
-
- This program is being distributed on the "shareware" concept. It is by
- no means completely free. If you think the program is of use to you, or you
- use it for any reasonable amount of time, please send a registration fee of
- $15 (US). If you think that is rediculous, then send less (or more for that
- matter). If you hate the program or found too many bugs, write me and tell
- me, and include a graphic explanation (but don't be too harsh!! Heheheh). In
- any event, write to:
-
- Ed T. Toton III
- 7101 Talisman Lane
- Columbia Md 21045
- (USA)
-
- We accept cash, checks (ones that are paper, not rubber, if you catch my
- meaning), or money orders. Please make sure all checks and money orders
- are from US banks/postal-services, and all cash must be US legal tender.
-
- We regret to inform you that we no longer accept the following forms of
- payment: briefcases full of drugs, top secret documents, women, firstborn
- children, slaves, work animals, crates of firearms, and thumbtacks. :-)
-
- Please make sure you clearly spell out your name the way you would
- like it to appear in the program. If you would like copies of some of my
- other software, please send me a blank disk to send them to you on.
-
-
- And WHY should you register it?
- 1. To support my continuing efforts to bring you some level of
- functional programs. If I get no cash, you get no improvements
- in these programs, and I won't be encouraged to make new and
- better software!
- 2. To get that warm glow for knowing that you supported the author
- of at least one of the many shareware programs you probably use.
- 3. To find out if there is a newer version. All you need to do is
- ask! But letters with money take priority!
- 4. You could be sick and demented and thus register everything you
- get your hands on.
- 5. It's the right thing to do.
- 6. To get your very own registration number that will make that
- "please register" screen at the end of the game go away. It
- will also allow you to use the Portrait editor/creator, thus
- allowing you to make your own aliens without writing your own
- program to do so.
-
-
- ---------------------------------------------------------------------------
-
- This Program, Manual, and Data Files, are all protected by U.S. Copyright
- Law (title 17 United States Code). Unauthorized reproduction, distribution
- and/or sales may result in imprisonment of up to one year and fine up to
- $10,000 (17 USC 506). Copyright infringers may also be subject to civil
- liability. If you mess with us, we'll delete you!
-
- The author of this program makes no warranties of any
- kind, expressed or implied, as to the fitness, functionality,
- effectiveness, or safety of this software and accompanying
- documentation. Under no circumstances shall the author and
- developer be liable for any damages incurred during or as a
- result of the use of, or misuse of, or inability to use, this
- software and documentation. All risk is assumed by the user,
- and we hereby disclaim any implied warranties of fitness or
- performance of this software. Use at your own risk.
- The developer and author reserves the right to make
- revisions and changes to the software and documentation without
- warning at any time. Any and all changes and revisions will be
- made without obligation to inform any person or persons of said
- changes.
-
- ---------------------------------------------------------------------------
- NOTE TO SHAREWARE VENDORS:
-
- Please, feel free to distribute my program, so long as you charge no more
- than $3 over the initial cost of the blank disk. If you charge more, you
- will need to write to me to receive written permission to distribute this
- game at your price. (You know, you guys sometimes make more money off our
- software than we do?)
- ---------------------------------------------------------------------------
-
- Disclaimer:
-
- Before installing, backup your hard-drive. The program is harmless, but
- if by some chance it blows up in your face, burns down your house, or attacks
- your cat with a fake pickled trout, or incurs any other damage (to data or
- otherwise), I am not responsible. If you can not accept these terms, delete
- this package now and don't use it.
-
-
-
-
- Welp, that's all! Have fun!!!
-
- BTW- as usual, this and many other creations
- of mine are available for download on my BBS,
- the Sorcerer's Quarters, (410-290-3752),
- 24 hrs/day, 300 to 14400 baud.
-
- I currently can also be contacted at
- the following net-mail addresses:
-
- 1@4079 WWIVnet
- etoton1@gl.umbc.edu Internet
- NecroBones America On-Line
-
- -Ed T. Toton III
- "Necromancer"
- NecroBones Software.
-
-