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Omega
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1991-11-26
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584 lines
Version 1.61 (Large) Copenhagen 15/7-91
*****************************************************************************
* *
* Please let this file stay near the executable game... *
* Since it contains explanations about how to make it work *
* *
*****************************************************************************
Following is a runthrough of all the specialities, that makes this version
different from all the rest out there...It is an accumulated script, i.e. it
summarizes all the versions that I stand for. Some day I'm gonna clean it
up, so it only concerns the current one, though. I keep it as a kind of
historybook of the development.
This is not a shareware product, but Public Domain, or Freeware. You are
hereby entitled to spread it as much as you can. I do not charge anything
for for it, but, but, since I'm a student and wrote this during my sparetime
I do not deny any donations made by you :)
*****************************************************************************
* *
* Remember: to put iff.library in the libs: directory!!!!! *
* It must be at least version 16.1 *
* likewise diskfont.library *
* *
* to put ram-handler in l: *
* to put ramdrive.device in devs: (system-configuration too) *
* to put omegaf8.font and the omegaf8 directory in fonts: *
* *
* *
* Until I have found the bug 2.0 users (A3000) should remove *
* ALL their FAST RAM to make Omega work (maybe beef the stack *
* upto 50000 too).
* *
*****************************************************************************
Summary:
*****************************************************************************
* *
* Omega version 1.61 (Large) *
* *
*****************************************************************************
Hmm...This time I was to quick out with a new version, since I forgot to
re-open the sewers in Rampart, due to a major rearrangement.
Now the screenprinting is much faster due to blitter-use, plus the screen
is scrolling one square in each direction on each step taken, instead of a
total redraw whenever the border was reached! The scrolling is not very
smooth and flashes irritating. It can be removed of you set the option
!scroll in omega.cnf, this brings you back to the old (but much faster)
screendraw every update :) I could use a double buffering technique with two
screens, but that would eat too much mem... This method is also quite
expensive, but is acceptable (one BitMap the size of the Map window, I could
use the BitMap area just beneith the Mapwindow, instead but that would make
clearing slower). I tried to switch between the two Bitmaps instead, but
that was even more unsatisfactoring.
Part from that, I have given some names to the slots on the inventory
screen, debugged the pawns shop and made the Overview window go to the front
if it is overlapped by the Map window plus made it possible to save .omegarc.
If you were irritated over, that you had to start up from scratch on 1.60
due to an outdated version (f.eks 1.51), I now skip that check.
*****************************************************************************
* *
* Omega version 1.60 (Large) *
* *
*****************************************************************************
In this version I've made a seperate stats screen, and moved some printing
from the front to here, because there was too little space for them if the
numbers were large. The ones on the front are printed in white to speed up
printing, I detested when they jumped everytime a step was taken in the
countryside, the timeprint likewise. This screen is also put in connection
with the character-generation, where I've removed the 'play yourself' option,
but have given unlimited chances to reroll (It filled too much for too
little). Combat options are choosen on a gadget-screen as well now.
*****************************************************************************
* *
* Omega version 1.59 (Large) *
* *
*****************************************************************************
Again a release that has been exposed to debugging is out in the broad
daylight. This time I've mostly concentrated on monsters and their items. I
must say I found some quite destructive bugs, maybe those that made level
change unstable.
Besides I've made a new shop screen, in the same style as the inventory
and option screen. Secondly a moon-image now shows the phases...
While messing around with the level-change I also included one new village
as a kind of test plus a new dungeon. The dungeon is not yet included in the
quest-system, so nothing is special about it. (It only costed 300 bytes to
add this new dungeon!)
*****************************************************************************
* *
* Omega version 1.58 (Large) *
* *
*****************************************************************************
By now it is possible to move around with icons between slots on the
inventory screen. Since both body and backpack is visible on the screen on
the same time it gives a more flexible system, for instance it is possible to
swap between any slot! Besides this inventory control is more pleasant for
the eye. The 'stats' button will soon yield the score screen when I've
decided what to move into it. 'Help' is not yet written since I'm not
finished with this screen. 'buy' and 'sell' is for future use in connection
with the shops.
The option screen has gone the same way as the inventory -> gadget.
Right now I'm working on the rest of the special screens.
*****************************************************************************
* *
* Omega version 1.57 (Large) *
* *
*****************************************************************************
This is the first step towards a graphical inventory mode (the picture is
read from disk since it is big.) Until now I've only made the viewer, soon
I'll merge the needed operations with the original system. On the menu it is
possible to identify each object by pressing it's icon, and off course exit.
The viewer is, so far, accessable via the '%' key. I have plans to replace
the old option-screen as well.
*****************************************************************************
* *
* Omega version 1.56 (Large) *
* *
*****************************************************************************
Just a minor update of some icons, plus inclosure of new ones. Besides a
pointer bug in the load function has been corrected. A new path has been
added called PIXPATH, that states where you have placed the pictures. A new
option called DELAY in omega.cnf has also been included. It tells the
program how long it should wait in sekunds. It overrides the default
morewait. Set this value to 0 if you still wants the safe ***MORE*** to pop
up.
*****************************************************************************
* *
* Omega version 1.55 (Large) *
* *
*****************************************************************************
This version is the first with a built-in load & newgame function! Over
is the days when one had to quit the game and restart, if it was the wrong
file that was chosen in the first go! It is still a bit unstable though,
since it sometimes tends to guru for no reason and other times don't, even
with exactly the same procedure (This seems to be the case with most bugs in
this game, nothing is certain and reversible).
Besides this rather comfortable enhancement I have debugged the exit from
the game, if something unexpected happens, like missing files and read errors
on disk. It should now not lead to a complete crach any more, but to a nice
requester. (Those requesters are allways nice, which tells you something is
missing) But as the past history tells me, I might have overlooked some
places.
*****************************************************************************
* *
* Omega version 1.54 (Large) *
* *
*****************************************************************************
Now the read and writes are more roboust. It both makes the program
slower, but certainly also more safe ('cancel' has effect if f.ex. disk is
full). Besides A lot of system messages is also send out to the user now, so
one has an idea of what is going on, if the program breaks unwillingly down
due to misinformation from disk.
Next step is to make a 'load' routine, that works from inside the game and
create more elegant exits when a serious error occurs.
*****************************************************************************
* *
* Omega version 1.53 (Large) *
* *
*****************************************************************************
This versions contains only changes to the inner machine plus closure of
loopholes as the scroll of acquirement. It's nice to see, that as time goes
by, the smaller the changes are!
Added text output with some nice fonts.
Beware! From now on it is not possible to play Omega with less than 1M of
juice. This is due to images and the new compilation method. I will make
graphics optional, but not until the basic routines works (One thing at a
time, since it will be a heavy and nasty job to read them from disk during
run-time.) Please refer to Omega.doc if you own a 1M deer.
*****************************************************************************
* *
* Omega version 1.52 (work) *
* *
*****************************************************************************
Again a new version hits the streets...This time with a few more pictures
(out of proportion) and bug fixes.
- When a horse is given by the Order, it is now still a horse when left,
instead of an amulet...
- Thrown objects now appear immidiately on the display...
- New entire compilation with different options set, that should make the
game run on amiga's with more than 3M without extensive gymnastic...
- More icons...
- Some minor polishing etc...
Beware this version might not run on a 1M amiga due to the large increase
of code space (100K!!!!!) after I recompiled it, unless special care is
taken. Please read the Omega.doc to get further information. I had to
recompile with -b0 -r0 -ma and link with nblc.lib, because the programs data
otherwise would confuse the linker, the amount was too large.
*****************************************************************************
* *
* Omega version 1.51 (work) *
* *
*****************************************************************************
This release has been subject to extensive bugfixes and closure of
loop-holes, that has laid just beneath my consciousness for a very long time,
and have irritated me ever since:
- The dogs leashes now origin where their content initial start from...
- Villages are saved to disk, to prevent a replenishing of guards...
- An entrance into a house is remembered even in villages...
- It should be possible to meet other NPC's than the one last logged...
- Found source to most of the phantom monsters (What a boogey!)
- Debug of blindness, invisible and line-of-sight routines.
- Bolt and ball attacks now affects items on floor too! (He He)
I now think I've found the instruction, that munges up american Amiga's,
please contact me (or send a machine, an A3000 would be sufficient, He He) if
the game still crashes, since I'm not capable of checking it and strive
towards a clean program.
I painted the first rudimentary pictures myself, but later on there should
be basis for having some real 3d stuff!!!
*****************************************************************************
* *
* Omega version 1.50 (work) *
* *
*****************************************************************************
This version has one major implementation, namely an additional output-
window (accessable with the 'W' key or menu-bar), that displays the whole
level as a small pixelboard. Every action in the main window is echoed to
this smaller one! The change should compensate for the decremented view due
to the larger characters...Besides the window can be moved around and closed
at any time. I'm still waiting for some more graphics to beef the athmos-
phere up though.
Futhermore I've fixed some minor bugs and included colour text.
I have also included the first real picture, made by "Bombman". Wauw!
*****************************************************************************
* *
* Omega version 1.10 (work) *
* *
*****************************************************************************
This is the very first version with pure graphical output, but behold it's
still only a workcopy, so if you happens to have it in your possesion expect
some strange output bugs.
Instead of moving ASCII characters around the game now manipulates images.
I'm not following the Moria tradition though, but have expanded the size with
8x2 to resemble Ultima-look, because I feel that graphics are only useful if
you can distinguish one character from the other :)
The game still seem to leak some memory, but that is apparently not true,
using Loadwb -debug it shows loss...It's a great relief!
*****************************************************************************
* *
* Omega version 1.01 (alfa) *
* *
*****************************************************************************
Now the output are in real techni-colour! Plus it's possible to display
pictures at anytime...Still only got a lousy introduction screen, though.
Besides that I fixed that irritating and confusing misplaced ANSI-code in the
countryside, plus several other display bugs. (More to come I'm afraid.)
On behalf of 'the Monsters Liberation Front' (MLF) I've fixed the lacking
immunity to magic for some of the major monsters, plus added some more
vicious attacks and subdivided dragons into colours each with a private gas
attack...
This is only a minor version increment due to the fact, that I'm waiting
for graphics and music/sound to include, before I give it a boost upward. So
if you dear reader have anything, that burns in your directory, for
inclosure, it will be VERY welcome. For your deed of saving a poor
non-artist you are entitled to a direct shipment of any new versions I make
in the future, plus an entrance on the contribution list.
*****************************************************************************
* *
* Omega version 1.0 (alfa) *
* *
*****************************************************************************
Finally I feel capable to call a version an (alfa) version! With this I
mean, that there is no memory leak (7-9-13) and the surface is much neater
(this could be discussed, some output routines are still screwed... :( ).
The memory allocations and deallocations (including the Arena) is now
acceptable, it is also reallocable (Meaning it can function with the shell,
workbench and other processes turned on). It fills 70kb less than Version
0.80 with the same code! (Due to the fact, that I bought Lattice C V.5.02
(c) SAS institute, and used the new keyword far together with the smalldata
option on the Blink'er, instead of the -b0 -r0 option on Lattice 4.0, and
finally used the global optimizer!!! It's amazing how much SAS institute
have done!)
Before you run the game, still remember to set the stack to 15000. And
now let's play!
Somehow first time the program is runned, it eats about 2k of memory, the
following upstarts seems to be satisfied with that...I think it's due to
opening a library...Since it's mostly exactly the same amount that is lost.
Use flushlibs with loadwb -debug to get it back.
*****************************************************************************
* *
* Omega version 0.80 (beta) *
* *
*****************************************************************************
The current version of omega have now a file omega.cnf attached to it. It
should contain a setup for your system. Change it to something that is more
appropriate for you :) I made this due to a phone-call from Brian (I didnt
get his last name). Because of this, the '#' command is no longer in
function. I've made some default paths though:
SavePath = OmegaSave:
LibPath = sys:omegalib/
LevelPath = OmegaData:Levels/
If the name option is not used, there should be a prompt for typing it in.
Important is it, that omega.cnf lies in the same directory from which you
start the game, and it must be present at run-time.
Besides I have added Menus. One for each of the different environments:
countryside, and dungeons. It works, but because of adaption to the old
system (and to save memory) I am only sending back the last menu-item that is
selected.
This version have also been submitted to a lot of bug-fixes in the item
control part, and some new features have been added (Which you must find for
yourself...) But I believe there are many more to be slaughtered before the
game can be called an alfa-version...
I've also added a FileWindow, this should make access to the save-files
much easier, instead of that silly and ugly typeline...And the screen doesn't
switch to the workbench, when prompting for a new disk...
Another neat change (or add) is that Copy and Delete are now incorporated
in the game :) You still need to set the stack to at least 15000 though...
But one thing bothers me a lot is the memory leak :( Not even weeks of sleep-
less nights have brought me to the answer. It's simply an impossible task.
You can now drink, eat and read things from the floor!
*****************************************************************************
* *
* Omega version 0.77 beta *
* *
*****************************************************************************
It took me all in all a year to code it (well, I've not coded every day,
actually only three month in all)... I'm sorry to say it, but it's some of
the most dirty code I've seen....Most of the time was spent on trying to
clean up all the pointer business, so that everything allocated was freed
properly. Hmmm I must admit I didn't succeed... But if someone else, with
the time to look 1 Mega-byte of source-code through, would like to look at
it, they are very wellcome....9k is lost from the opening of the ram disk and
console-device, 24 bytes (sometimes more) is lost out of the blue sky...And
if ya quit in the Arena (I'm not sure of the other places) the machine looses
100k or so!!!!!!!So make a warm-start after you quit... But the game-play
should be allright, and it should be possible to play to the end w/o
complications.
Changes from version 0.76:
There is added some new items and monsters, plus three new item
categories. Helmet, amulets and gloves. There has not been made many
changes in the gameplay, but I've devaluated the prizes of items, and made it
harder to raise level in guilds. That was one of the bad things in 0.76
(after my opinion), it was too easy to get a descent character...I'm planning
to make more quests etc. when I find time for it... It is possible to
change the save path, the OmegaLib path and the OmegaLevel path. The paths
can also be changed during play with the '#' command. Just remember to type
in the full path, i.e. if it's a disk type
OmegaSave:Save/ (The '/' must be present)
Well after all these warnings and brimstone sermon I want you to have
some, I hope, enjoyable moments of fun with this marvelous well-thought-out
game! It gives a whole new perspective to the Rogue, moria, nethack-type
games, It actually creates a total environment around the player, religion,
guilds, alignment etc. I must say I was breathless when I first saw it! So
please play and spread the Omega idea!
*****************************************************************************
* *
* Omega version 0.76 beta *
* *
*****************************************************************************
The game is a conversion of the UNIX (tm) game Omega, There have been made
no voilation of that game's overall game-play, only changes in the
infra-structure to fit the Amiga's environment. That does not mean it has
got smashing 3d vektor grafik or neat sampled battle noise, only that it
simulates the former game's behavior, i.e ASCII characters being moved from
place to place...This could be sensed as a drawback, but think of all the
space there is left for game-play!!!!
This Game is a beta version of a beta version. So you'll have to expect a
lot of irritating and fatal errors! But as far as I can see the lowest and
basic routines of the code is working satisfactoring, though not all has been
tested for irrelevant coinsidenses of playing.
Every level are kept in a file after you leave it...not in memory, Making
the game very slow at times. I have done this not because I like it or
because it's a good solution, but because I hadn't any choice...The various
sites as the arena and the houses are not kept, waste of disk-space. Only if
you wish to save the game in one of the many special sites, will the level be
swapped to the disk, since I have made the game continue after a save...This
is done because I want to compensate for the diskwork, it would be a
time-killing game, if you had to restart after every save! Omega is a very
large game and eats a lot of bytes...You can not possibly have it all in the
machine at the same time! (Of cource you can buy 8 mega- byte or so...) And
I wanted that the levels you have been to wasn't spoiled when you returned!
It should run with 1 mega-byte though. Use the 'X' command to check the
memory amount left...
The program can be runned on a single drive maschine...but it is not
recommanded...It uses 3 disks! The main disk...The level disk (remember to
make a directory named Levels on this!) Defaultname: OmegaData:!...and your
savedisk! You would wish you had a hard-disk!
I'm sorry to admit that I'm a bit lazy. This results in, that instead of
writing my own delete routine, I use the CLI command 'delete #?'...*blush*
this means, it must always exists in a known path or in the command
directory... The same is the case with copy, here I too uses the
CLI-command...
DELETE and COPY is run by Execute so therefore the CLI/command RUN must
also be present!
The game can be runned from the workbench, but the savefile does not get
an icon attached to it, so why not run it from CLI? It saves ram too... To
save access time on disk operation I copy the various files into ram: so
please be sure the machine is totally clean. It is also important, due to
recursive function call, that you set the stack to at least 15000...Don't try
to run the game on a machine with less than 1M, you won't succeed...
*****************************************************************************
* *
* What CLI-commands are needed: *
* *
* STACK, DELETE, COPY, RUN *
* *
*****************************************************************************
Btw, if you have any suggestions what so ever to the game write to the
InterUNet/NordUNet address:
aggaton@diku.freja.dk, or
amiga@diku.freja.dk
if you use the last address please write that it's for Klavs...
Let's make Omega a living and exciting game so feel free to add new ideas!
At the current moment there should be about 250 kilobytes left on a 1
mega-byte machine, so there is lot's of room for new and vicous monsters and
interesting items or sites...sooo gimme some ideas!
PS YOU HAVE TO USE A STACK COMMAND AND SET IT TO AT LEAST 15000!
Feel free to send suggestions, bug-reports etc. to me if you got an idea
of where some of the solutions are. {:-) If ya like to see the source-code,
then write to me, and I'll email it or send it on a disk for thee, against a
small fee of 60 Dkr. if you live in Europe, and 80 Dkr for American's.
Any contributions to the game, will be mentioned here...
-Klavs Pedersen
P.S. Is there a need for 3M games out there? And is Omega big enough?
Contributions So far:
Flemming Andreassen
Game-play test, suggestions for optimization and user surface besides from
beeing a good friend of me.
Brian...
Suggestions and encouraging to make it easier to run the game on a
Hard-disk system. Thus I made a configuration reader.
Thanks to Timo Rossi from the University of Jyvaskyla in Finland, all the
System Requester windows now pop up on the games window instead of the CLI!
Due to Christian A. Weber from Zurich/Switzerland marvelous IFF library,
on one of the fishes, the program can know show pictures :)
Incredible many thanx to Hans Henrik "Bombman" (bombman@freja.diku.dk) for
his smashing "into the omega" picture.
This entry goes for Tim Jordan for many ideas and pointy fingers.
Applauds to Juha Kallioinen for his startup-picture plus icons :)
My wife for her patience with me during my shifting moods, and largeness
when I spend half the night up coding. Besides she painted the contour-
man on the inventory-screen.
Last thanx to the following people for rice & roses plus testing, they
appear in no particular order, just as I received their letters.
John G. Hardie
Rick Wrigley
Jon Paul Backer
Indu Tara Agarwal
Brian Gragg
Kent Paul Dolan
Mike Shapiro (Play his Zerg!)
Volker Mueller
Jamie (???)
Hermann Kneissel
Kai Hortmann
Phil Fraering
Jon Ballard
Terje Bergstr°m
Lars Haugseth
Jiayao Shen
Vitas P.
Addison Wesley for their 'Amiga ROM KERNAL reference manual'
Kernighan & Ritchie for their 'The C programming language'
SAS institute for their 'Lattice C 5.10 compiler'
(I hope I remembered everybody)
Yours Sincerely
Klavs Torben Pedersen
Gr°njordskollegiet v.3404
DK-2300 Copenhagen S
Denmark
Tlf. 31 583 469
aggaton@freja.diku.dk