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Turnbull China Bikeride - Disc 2.iso
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CAVERNDUEL
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!CavenDemo
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1997-08-15
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!CavenDemo, Freeware demo version 1.06 (v1.05a) (15th August, 1997)
______ ______ _____
/ /\ \ / / | \ |\ |
| / \ \ / | | | | \ |
| / \ \ / +------ |_____/ | \ |
| /------\ \ / | | \ | \ |
\______ / \ \/ \______ | \ | \|
______ _____
| \ | | / |
| | | | | | Freeware Demo
| | | | +----- | V1.06 (v1.05a)
| | | | | | Copyright held
|_____/ \____/ \_____ |_____ by authors!
An original game by Graeme Scott
With assistance from Stephen Scott
Multi-tasking front end from Oddball by Andy Southgate © 1995
used with permission
© 11th August 1997
Re-released 15th August, 1997
Freeware demo version. Distribute freely, but do not alter internal files
/\
\/ CHANGES SINCE VERSION 1.01
This release of the freeware demo is now better programmed, and
the speed has been reined down to suit all users. The *Desktop
command is not used when the game is quitted, as according to
unconfirmed reports, this command does not work on certain
operating systems.
The game uses a timing loop, and therefore should work at a
playable speed on a StrongArmed machine. See the Machines
document for more details on what this version has and has not
been tested on.
The sound module commands have now been placed so that they are
not reloaded unnecessarily, when you click on the icon bar to
replay the game. I discovered this when I was wondering why my
Module Area had shot up by 500K!
All OSCLI commands have now been replaced by SYS "XOS_CLI"
commands, as this is the neater, more up to date method of
accessing commands from a BASIC program.
I am still working towards getting rid of the sloppy programming
that still remains, plus add the suggested improvements sent by
some of you on e-mail. Thanks for those, I'll get round to them
all by the end of the year.
And for version 1.06, I have got rid of that silly window which
appears when you quit the game from the icon bar.
/\
\/ INTRODUCTION
This is a freeware demonstration version of Cavern Duel. You may
download and copy this application and its accompanying files
freely, providing that the files are not altered in any way,
without the express consent of the authors.
The full version *may* be released in the future, if there is
enough demand for it. The full version includes a multi-tasking
screen editor, and extra screens for you to play with. Note that
the graphics may be altered in the proposed full version, but
again, it depends on your feedback.
Now there would be a story, but that will be provided in the full
version. All you need to know is;
You and an opponent are left in seperate caverns. You must find
weapons, food and armour among the caves, before meeting your
adversary and having a jolly good fight!
Please do not press Ctrl and F12 or just F12 during the game,
otherwise when the game returns to the desktop, you may either
end up on the command line, or with several task windows on the
screen in succession!
/\
\/ LOADING THE GAME
To load the Cavern Duel demo, double-click on the !CavenDemo icon
After a few seconds, the same icon will appear on the right hand
side of the icon bar on the desktop.
Clicking the Menu (middle) mouse button on the icon will bring up
the following menu:
Info > Leads to a dialogue box showing the version and
author information.
Play Loads the demo (same as clicking the Select, or
left mouse button on the icon)
Instructions Loads this text into a text editor such as !Edit
or !Zap.
Quit Quits the program.
At this stage, you can play the demo straight away by clicking on
Play in the above menu, or clicking Select on the !CavenDemo icon.
The game itself takes over the machine, like most other games.
Upon loading, you are presented with a main menu, with various
options that can be selected with the Select and Adjust mouse
buttons. To return to the desktop, select the 'Return to desktop'
icon on the screen.
/\
\/ PLAYING THE DEMO
The main menu can be used to alter various aspects of the demo,
such as the amount of weapons, food and teleports that will be
scattered throughout the caverns (these objects will be explained
later). The default values are fine for an average game, but use
the Select and Adjust buttons to alter the values on the selected
item.
Pressing spacebar or selecting 'Play Demo' with the mouse, will
bring you into the demo. The screen is divided into two sections.
The top section is for player one, the rest you can figure out for
yourself...
Each player has a status shield to the right of their playing
areas. At the top of each is the player's currently held weapon,
while to the left is a bar showing the amount of energy they have.
The right bar shows the amount of shielding the player has.
Before finding your opponent, you will need to collect food to
increase your energy, weapons to attack your opponent with, and
shields to defend yourself against injury. These objects, and
various others, will be strewn about the caverns, depending on
the amounts set from the main menu.
Collecting armour helps you to survive longer during battle than
having no armour at all, which is not recommended. Collecting any
weapon will displace the original on the same spot. These weapons
vary in effectiveness and use; they can either be thrown, fired or
brandished. But it is down to you and your opponent to figure out
which ones are the best!
Collecting food or red potion bottles gives you more energy. Green
bottles and magic teleports take you to a random location within the
caverns, while staircase teleports take you to fixed locations, in
particular areas which are otherwise inaccessible by foot (or key!).
You will also encounter 'dead spaces' throughout the caverns.
Although you cannot walk across these, you can fire weapons across
them.
In the full version, there is a drawfile that lists the objects and
what they do, but in this demo, you'll have to discover for yourself
their purpose of being there!
/\
\/ GAME CONTROLS
Use the following keys to move your player around:
Player 1 Player 2
(top) (bottom)
Z - left - Keypad 1
X - right - Keypad 2
F - up - Keypad 6
C - down - Keypad 3
G - fire - Keypad +
The following keys are also available during play:
S/Q - Sound on/off
Delete - Pause
Copy - Unpause
Tab - Return to main menu
Note that the current game is reset when you return to the main
menu, so don't use it unless you HAVE to!
Also, please do not press Ctrl and F12 or just F12 during the game,
otherwise when the game returns to the desktop, you may either
end up on the command line, or with several task windows on the
screen in succession!
/\
\/ COMPATABILITY
The Cavern Duel demo should work across the whole range of
Acorn machines, including those with 1mb of memory and Risc OS 2
installed. Unfortunately, we do not have access to machines such
as these. The only information we can give is that the game was
originally programmed on a 4mb A3000 with an Arm3 fitted. We
then moved onto a Risc PC 600. Please contact us if you have
problems loading the demo on your machine. Do include the set
up of your machine, its configuration, all information on what is
happening. The more information you can give, the more we can help
you.
The demo includes a routine for 1mb users, taken from Andy
Southgate's Oddball game (used with permission) which will quit
the desktop upon loading the game, in order to save memory. We
assume that it works, since it came from a commercial game, but
if you have problems, then again contact us.
Because the game at present is programmed in Basic, we found the
code starting to heave a little under Arm3 on our A3000. We have
no idea how fast the game plays on an Arm2/250 based machine, but
we fear the worst!
Future versions may use version 3 of the GameSuite code by Andy
Southgate, which provides an easy to use machine code environment
for games writing, but this depends on how the demo is received.
/\
\/ RISC PC USERS
The game runs quite fast on Risc PC machines, so no worry there.
The game runs in 16 colour mode 12, and may be shown letterboxed.
There are two ways of going about solving this. You can either
purchase a copy of the Arm Club's Game On! software, or follow
this method. NOTE THAT WE CANNOT BE HELD RESPONSIBLE FOR ANY
ADVERSE EFFECTS CAUSED BY UNDERTAKING THIS PROCEDURE. IT IS
STRICTLY PROVIDED 'AS IS' AND DOES WORK, WHEN UTILISED CORRECTLY.
Shown below is a monitor definition file for mode 12, which you
can attach to the appropriate monitor file in the
!Boot.Resources.Configure.Monitors directory. It was taken from
the !Xtreme megademo by BASS/Armaxess.
# 640 x 256 mode (100Hz)
startmode
mode_name:
x_res:640
y_res:256
pixel_rate:26400
h_timings:120,40,0,640,50,0
v_timings:8,28,0,256,0,20
sync_pol:0
endmode
Attach this section of code to the *very end* of the monitor
definition file, and resave. Now reset the machine and load
the game. You will find the game fills the entire screen, and
looks much better than before.
We have found that the border colour of the desktop is changed to
black, when the demo has been loaded, played, and returned to the
desktop. Please accept our apologies for this. It is difficult to
define 16 colour palettes without the !Palette application on the
Risc PC! We would appreciate any feedback on how to alleviate this
effect.
We realise that altering the palette in this fashion is now
frowned upon, and we will use the COLOUR command in the full
release.
/\
\/ FILING SYSTEMS
The Cavern Duel demo can be run from any filing system, including
archives, as no data is written back to the drive.
/\
\/ WHAT NOW?
Well, did you enjoy playing the demo? If not, why not?
This is the bit *you* have to do, if you want to see the full
version come out. We want all your suggestions and comments about
the game, whether good or bad. There are various ways you can do
this, and for the purposes of this document, I will describe them
in detail. These methods of contact are effective as of
7th August, 1997. If you are reading this long after this date,
then you are advised to consult my webpages for an up to date
listing.
The contact methods are listed in order of preference, and should
be used only during the times stated.
E-Mail (do not use during academic holidays, as I cannot reply!)
My e-mail address is banwackerin@hotmail.com
I will usually reply to e-mails within a day or two. This is the
quickest method of contact, and is therefore recommended.
Snail Mail
Term address (do not use during academic holidays, use my home
address during these times)
90 Cornwallis Street
Stoke on Trent
Staffordshire
ST4 1EA
United Kingdom
Home address (use during academic holidays)
17 Northcroft Villas
Egham
Surrey
TW20 0DZ
United Kingdom
Keep an eye out on my webpage, or on the csa.games and misc
newsgroups for any future developments about the game.
Enjoy the demo, and don't forget to fill in the form and guestbook
at the website for all comments and suggestions about the demo.
/\
\/ ACKNOWLEDGMENTS
We would like to thank the following two people;
Andy Southgate, for giving permission to use some his code,
and Jim Nagel, writer of the Acorn Shopper column for Computer
Shopper magazine, for putting a copy onto the June 1997 cover CD.
/\
\/ Stephen Scott, Graeme Scott
January 1996, March, May, August 1997
E-mail:banwackerin@hotmail.com
Web :http://www.geocities.com/SiliconValley/Pines/2760/index.html