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1994-06-19
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┌──┐ ┌┐ ┌┐ ┌──┐ ┌──┐
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┌┘└──┘ │ ┌┘└┐ ││ ││ │└───┐ │ │ │ │ │└──┘│ ││ ┌───┘│ ┌┘└┐ ┌┘└┐
└──────┘ └──┘ └┘ └┘ └────┘ └─┘ └─┘ └────┘ └┘ └────┘ └──┘ └──┘
Developed By
Patrick Aalto
Published By
Safari Software
10406 Holbrook Drive
Potomac, MD 20854
U.S.A.
Orders: 800-238-1393
Help: 301-738-2349
Fax: 301-738-0230
Copyright 1994 Safari Software and Patrick Aalto. All
Rights Reserved. LineWars II is a trademark of Patrick
Aalto. Other product and company names are trademarks
of their respective owners.
ACKNOWLEDGMENTS
I couldn't produce a product like LineWars II without help
and prior work of many people. My thanks to:
Game Storyline: Raymond Bingham (wReam)
Game Music: Jim Young (U4ia of Megawatts)
Antialiasing Algorithm: M. Pitteway and D. Watkinson
Interrupt Reference: Ralf Brown
Overlay Decompressor: Haruyasu Yoshizaki
Roland LAPC-I SysEx: Ed Federmeyer
S3 Programming Info: S3 Incorporated
Shading Model: Rod Salmon and Mel Slater
Speaker Log. Table: Mark Cox
Tweaked VGA Mode: Themie Gouthas
VGA & EGA Programming: R. Ferraro
Universal VESA VBE: Kendall Bennett
Beta Testers: Kim Heino, Marko Happonen,
Olli Männistö and others.
A special thanks to all the registered users of
the original LineWars, and to all of you who helped
make LineWars II elegant, reliable, and friendly.
The following tools were used in creating LineWars II:
Compiler: Borland Turbo Assembler 2.5
Linker: Borland Turbo Link 5.1
Optimization: Borland Turbo Profiler 2.0
Debugger: Borland Turbo Debugger 3.1
CONTENTS
___________________________________________________________________
CONTENTS
Introduction...............................................1
How to Use This Manual................................1
Registration and Upgrade Information..................3
Chapter 1 / LineWars II Features...........................4
Chapter 2 / Installation...................................5
Where To Put LineWars II..............................5
Unarchiving The Files.................................5
Chapter 3 / Configuration..................................6
SysInfo...............................................7
Graphics..............................................9
MCGA 320 x 200...................................9
VGA 320 x 480...................................9
VESA 640 x 480...................................9
S3 Accelerated...................................9
ATI Mach8/Mach32................................10
GRAPHDRV.LW2....................................10
Ambient Light...................................10
Control..............................................10
Keyboard........................................10
Joystick........................................11
Mouse...........................................12
ThrustMaster....................................12
X Scaling.......................................13
Y Scaling.......................................13
Laser Key.......................................14
Missile Key.....................................14
Sound................................................14
No Sound Output.................................15
Covox (8-bit DAC)...............................15
Sound Blaster...................................15
Gravis Ultrasound...............................16
Roland LAPC-I...................................16
Roland SCC-1....................................16
SOUNDDRV.LW2....................................17
Port Address....................................17
Play Frequency..................................17
Timer / Stereo / 3D.............................17
Music Volume....................................18
SoundFX Volume..................................18
Don't Say Goodbye...............................18
Hardcore Hypno 4................................18
Freudian Dream..................................18
___________________________________________________________________
Copyright 1994, Patrick Aalto LineWars II Manual / i
CONTENTS
___________________________________________________________________
Japanese Intentions.............................18
Comms................................................18
No Comms Device.................................18
COM Port 1......................................18
COM Port 2......................................18
COM Port 3......................................18
COM Port 4......................................18
Shared File.....................................19
Line Speed......................................20
Handshaking.....................................20
FIFO Options....................................20
Network Dir.....................................20
Gaming...............................................21
Default Game....................................21
Demonstration...............................21
Asteroid Storm..............................21
The First Blood.............................21
Princess Escort.............................21
Pirate Ambush...............................21
Disable a Base..............................21
Defend the Base.............................21
The Convoy..................................21
Freedom Fight...............................21
Final Battle................................21
Duel Mode (COM).............................21
Wing Mode (COM).............................21
Group War (NET).............................21
Star Wars (NET).............................21
Game Speed......................................22
Call Sign.......................................22
Exit.................................................22
Chapter 4 / Playing LineWars II...........................23
Starting Without Parameters..........................23
Command Line Parameters..............................24
The Intro............................................26
The Cockpit..........................................26
Main Viewer Screen..............................27
Info Screen.....................................28
Radar Screen....................................28
Shield and Armour Status Indicator..............29
Ship Systems Status.............................29
Other Indicators................................30
Controlling Your Ships...............................30
The Demonstration....................................31
Single Play Missions.................................32
Duel Mode............................................33
Wing Mode............................................33
___________________________________________________________________
Copyright 1994, Patrick Aalto LineWars II Manual / ii
CONTENTS
___________________________________________________________________
Group War............................................34
Star Wars............................................34
Appendix A / LineWars II Error Messages...................35
Appendix B / LineWars II Memory Usage.....................43
Appendix C / Technical Information........................44
Graphics..............................................44
Sound.................................................45
COM Port Routine......................................46
Network Routine.......................................46
Ship Artificial Intelligence..........................47
Overlay Decompressor..................................47
Appendix D / Building a Parallel Port DAC.................48
___________________________________________________________________
Copyright 1994, Patrick Aalto LineWars II Manual / iii
CONTACTING PATRICK AALTO
___________________________________________________________________
CONTACTING PATRICK AALTO
You can contact Patrick Aalto at any of the following addresses,
but DO NOT SEND REGISTRATIONS OUTSIDE FINLAND TO PATRICK AALTO!
Note that it takes about a week for surface mail to travel from
USA to Finland, for example.
By mail:
Patrick Aalto
Hiekkapohjan koulu
FIN-40270 PALOKKA
FINLAND
By Fax:
+358-41-637440
(Since this number is used by a firm, please include
something like 'To: Patrick Aalto'.)
Electronically:
Internet: ap@jyu.fi
(Patrick.Aalto@f151.n222.z2.fidonet.org)
___________________________________________________________________
Copyright 1994, Patrick Aalto LineWars II Manual / iv
INTRODUCTION
___________________________________________________________________
INTRODUCTION
Welcome, and thanks for purchasing LineWars II !
I started developing LineWars II in 1990, just after I had finished
the original LineWars. At first LineWars II was coded in Turbo
Pascal with some Turbo Assembler subroutines, and it worked only
in EGA 640x350 mode with 16 colors. During the years of development
it was totally rewritten many times until it finally became the
current SVGA version that is coded 100% in assembly language.
I had three goals in mind when I developed LineWars II. It had to
a) feature very realistic 3D graphics, b) run with a high frames-
per-second rate on fast 386 machines, and c) be as small as
possible. I have a strong dislike of programs that consume mega-
bytes of hard disk space and consist of hundred-odd separate files,
which is why LineWars II contains almost everything it needs in a
single file, LW2.DAT, which is only a few hundred kilobytes in
size.
LineWars II will be my last program to run on 80286 processors.
Although I was many times tempted to switch to 386-only code,
I decided it was not quite the time yet to do so. However, since
LineWars II is targeted to owners of fast 386 and i486 machines,
it will most likely run too slowly on AT class machines. But it
WILL run.
I am something of a computer hardware addict, and thus I included
support for various new hardware components along the way, most
notably for S3 Graphical User Interface Accelerator chip, Gravis
UltraSound sound card and Roland SCC-1 Sound Canvas Card. I have
not yet seen another game that would use the accelerated features
of an S3 chip as well as LineWars II does, and also the Roland
SCC-1 support is far from common in ShareWare games. LineWars II
also supports SoundBlaster Pro with enhanced stereo sound.
How to Use This Manual
I have designed this manual to be more of a reference guide
than a tutorial. Getting started with LineWars II is very easy,
especially if you consider yourself an 'advanced user'. You may
not need to look at this manual at all unless you wish to know
detailed information about something. Novice users need not
worry either. If you do not understand some technical detail
in the manual, you probably don't need the info anyway, and
thus you may well skip the offending piece.
___________________________________________________________________
Copyright 1994, Patrick Aalto LineWars II Manual / 1
INTRODUCTION
___________________________________________________________________
This manual is divided into four chapters and four
appendices. Here's a brief overview of what you'll find
in each:
Chapter 1 / LineWars II Features
I begin with a short summary of some of LineWars II's
main features to give you a taste of what LineWars II
is all about. Start here if you are new to LineWars.
Chapter 2 / Installation
The installation instructions are very simple indeed.
You may well skip this chapter if you want.
Chapter 3 / LineWars II Configuration
This chapter describes the many configuration options
in detail. You can most likely run LineWars II quite
succesfully without reading this chapter, but I do
recommend you reading it.
Chapter 4 / Playing LineWars II
This chapter is describes how to start LineWars II,
what all the dials and indicators on the cockpit mean,
how to control your ship, etc. It is recommended that
you read this chapter before playing the game.
Appendices
I have included some helpful tables here, and some
information for those who like to know technical details.
There are four appendices.
Appendix A lists all LineWars II error messages. Look
here if you need an explanation of an error message.
Appendix B describes how much memory LineWars II uses
in each of the main graphics and sound configurations.
Look here if you wish to check if LineWars II will have
enough memory on your system or if you receive Out Of
Memory errors.
___________________________________________________________________
Copyright 1994, Patrick Aalto LineWars II Manual / 2
INTRODUCTION
___________________________________________________________________
Appendix C covers technical information about LineWars II.
You probably won't need this information unless you are
an advanced user or a programmer yourself.
Appendix D describes how you can build a cheap parallel
port sound output device which you can use with LineWars
II. The parts cost only one or two dollars and the sound
quality is not that much worse than with a Sound Blaster,
so the Price/Performance ratio is extremely good.
Registration and Upgrade Information
If you live in Finland and you have got an unregistered copy
of LineWars II (downloaded from a BBS, for example), you can
register and receive the registered version if you send me
the amount of 100 FIM. Please include your full name and
address. If you like, you can also tell me what sort of a
machine you run LineWars II on. And if you have found any
bugs, I will of course be very interested to hear about them.
I will send the registered version on a floppy disk within
a week or two.
If you live outside Finland, please contact Safari Software
for registration. Their telephone numbers are:
Orders: 800-238-1393
Help: 301-738-2349
Fax: 301-738-0230
The registered version includes all of the missions.
___________________________________________________________________
Copyright 1994, Patrick Aalto LineWars II Manual / 3
CHAPTER 1 / LINEWARS II FEATURES
___________________________________________________________________
CHAPTER 1 / LINEWARS II FEATURES
LineWars II is basically a 3-D space arcade game. It requires
almost no strategical thinking. What makes LineWars II special
is the use of realtime lightsource-shaded graphics, support for
high end graphics and sound cards, and the ability to play against
one or many human opponents.
In the star systems that you visit in LineWars II there is always
a sun, a planet and various other objects. All objects are very
realistically shaded with the light emitted from the sun. When
you rotate in space you will see that the brightest side of any
ship is always the one pointed towards the sun. This is what
lightsource-shaded graphics is all about.
LineWars II uses vector-based polygon graphics to represent the
objects in space. The planets are represented with extremely
optimized Gouraud-shaded balls. The routine to draw a Gouraud-
shaded ball is one of LineWars II's most unique features. The
algorithm is totally my own invention, and it uses a thoroughly
different approach than traditional polygon-mesh representation
of a ball. (More info can be found in the Appendix C.)
The registered version of LineWars II contains a demonstration
game, nine single-play missions, two two-player missions and two
multi-player missions. Unregistered shareware version has the demo
game, three first single-play missions and only one two-player and
one multi-player mission.
All the missions of LineWars II can be played many times in a
row. The object of the game is to shoot a lot of enemy ships while
not getting yourself killed. Your score increments every time you
kill an enemy ship, and the game keeps track of your highest scores
in each of the single-play missions. In the two-player and multi-
player missions your score is based on your victories/deaths ratio,
and it spans the current session only.
LineWars II uses your VESA-compatible or S3 Accelerated SVGA card
much better than most comparable games, and it supports a wide
variety of sound cards, including Gravis UltraSound and Roland
SCC-1. And even though it is such a complex and sophisticated
game, it can run in as little as 80 kilobytes of memory, and even
on AT class machines.
___________________________________________________________________
Copyright 1994, Patrick Aalto LineWars II Manual / 4
CHAPTER 2 / INSTALLATION
___________________________________________________________________
CHAPTER 2 / INSTALLATION
Actually, since you are reading this, you have already installed
LineWars II. Installing consists of deciding where to put the
LineWars II files, and then unarchiving the files there.
Where To Put LineWars II
LineWars II is not very picky about the location where it
sits on your disk. It is recommended that you install it on a
hard disk, however. It will work without problems even from
a 360KB floppy disk, but the loading will then be very slow.
There is no reason why you shouldn't put LineWars II onto a
Stacked or DoubleSpaced disk partition. However, since the
LW2U.DAT file is already very tightly compressed, it will
not compress any further on a compressed disk partition.
Unarchiving The Files
You may have gotten LineWars II from various sources, and
the method how LineWars II is archived will vary. If you
got LineWars II on a diskette, it most likely included an
INSTALL program which did the unarchiving for you.
Other possible distribution archives are ZIP and LZH files.
They are unarchived with commands 'PKUNZIP FILENAME.ZIP' and
'LHA E FILENAME.LZH', respectively. LineWars II archive does
not contain subdirectories, so you do not have to worry with
giving certain flags to the unarchive commands.
After you have unarchived LineWars II, you are ready to start
playing it. However, I STRONGLY recommend that you first take
some time to check the various configuration options (see the
next chapter) LineWars II has to offer. Selecting the
configuration that best suits your hardware will make the game
much more enjoyable.
___________________________________________________________________
Copyright 1994, Patrick Aalto LineWars II Manual / 5
CHAPTER 3 / CONFIGURATION
___________________________________________________________________
CHAPTER 3 / CONFIGURATION
To get the most out of LineWars II you must configure it for your
hardware. LineWars II includes a configuration screen with which
this is accomplished. To get to the configuration screen you have
two options:
1) Start LineWars II without any options (that is, write just
LW2 at the DOS prompt and press enter) and select the menu
option 'Configure LineWars II', or
2) Start LineWars II with a command LW2 CFG at the DOS
prompt (you don't have to use capital letters).
In the configuration screen you may use cursors or mouse to select
an option in the menu. Pressing F1 will show help about the current
menu item. The configuration screen looks somewhat like this:
┌──────────────────────────────────────────────────────────────────┐
│ SysInfo Graphics Control Sound Comms Gaming Exit F1=Help │
│░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│
│╔═════════════════════ Current Configuration ════════════════════╗│
│║┌ Graphics ────────────────────┐ ┌ Control ────────────────────┐║│
│║│ Graphics Mode: S3 GUI Accel. │ │ Device: ThrustMaster │║│
│║│ Resolution: 800 x 600 │ │ Scaling: 1.00 x 1.00 y │║│
│║│ Colors: 256 │ │ Laser Key: Alt │║│
│║│ Ambient Light: 25 % │ │ Missile Key: Ctrl │║│
│║└──────────────────────────────┘ └─────────────────────────────┘║│
│║┌ Sound ───────────────────────┐ ┌ Communications ─────────────┐║│
│║│ Device: Sound Blaster │ │ Device: COM Port 1 │║│
│║│ Port Address: 220 Hex │ │ Line Speed: 115200 bps │║│
│║│ Frequency: 23040 Hz │ │ Handshaking: Use CTS/RTS │║│
│║│ Stereo Mode: Enhanced │ │ FIFO size: 14 bytes │║│
│║│ Music Volume: 100 % │ │ │║│
│║│ SFX Volume: 100 % │ └─────────────────────────────┘║│
│║│ │ ┌ Gaming Options ─────────────┐║│
│║└──────────────────────────────┘ │ Game Mode: Duel Mode │║│
│║┌ Network Directory ───────────┐ │ Game Speed: 116 % │║│
│║│ N/A │ │ Call Sign: The Terminator │║│
│║└──────────────────────────────┘ └─────────────────────────────┘║│
│╚════════════════════════════════════════════════════════════════╝│
│░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│
│ Save configuration and Quit │ LineWars II Configuration │
└──────────────────────────────────────┴───────────────────────────┘
___________________________________________________________________
Copyright 1994, Patrick Aalto LineWars II Manual / 6
CHAPTER 3 / CONFIGURATION
___________________________________________________________________
The first thing you should do after starting Configuration is to
select SysInfo. Do this by pressing Enter when the 'SysInfo' text
on the top menu row is highlighted, or by clicking on this menu
item with the mouse.
SysInfo
When you select 'SysInfo' from the main menu screen, LineWars
II will attempt to find out the available hardware options.
To check the hardware LineWars II needs to 'poke around' in
your computer, and there is a chance some of the checks might
cause your system to crash. Therefore you should never select
SysInfo under a multitasker (such as Windows, DESQview or OS/2)
unless you have saved all your work in other processes.
The chance of LineWars II SysInfo crashing your system is
quite small, but it never hurts to be cautious. If your system
should crash, just do not select SysInfo again in the future.
The SysInfo screen looks somewhat like this:
┌──────────────────────────────────────────────────────────────────┐
│ SysInfo Graphics Control Sound Comms Gaming Exit F1=Help │
│░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│
│╔══════════════════════ System Information ══════════════════════╗│
│║┌ Display Hardware ────────────┐ ┌ Control Hardware ───────────┐║│
│║│ Adapter: S3 Accelerated SVGA │ │ Keyboard: YES (Enhanced) │║│
│║│ Chipset: 86C911 │ │ Joystick: ThrustMaster FCS │║│
│║│ Memory: 1024 KB │ │ Mouse: YES │║│
│║│ │ │ │║│
│║└──────────────────────────────┘ └─────────────────────────────┘║│
│║┌ Sound Hardware ──────────────┐ ┌ Com Ports (UART type) ─────┐║│
│║│ Covox (LPT 1): 378h │ │ COM1: 3F8h (NS16550A) │║│
│║│ Covox (LPT 2): 278h │ │ COM2: 2F8h (NS16450) │║│
│║│ Covox (LPT 3): NONE │ │ COM3: NONE │║│
│║│ Sound Blaster: 220h (Pro I5) │ │ COM4: NONE │║│
│║│ UltraSound: 220h (1024KB) │ └─────────────────────────────┘║│
│║│ Roland: 330h (SCC-1) │ ┌ Network Packet Driver ──────┐║│
│║│ │ │ ARCEther │║│
│║└──────────────────────────────┘ └─────────────────────────────┘║│
│║┌ Processor Type ───────┐ ┌────────┐ ┌ Operating System ─────┐║│
│║│ i486 (in V86 mode) │ │ OK │ │ DOS version 6.20 │║│
│║└───────────────────────┘ └────────┘ └───────────────────────┘║│
│╚════════════════════════════════════════════════════════════════╝│
│░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│
│ Show information about this system │ LineWars II Configuration │
└──────────────────────────────────────┴───────────────────────────┘
___________________________________________________________________
Copyright 1994, Patrick Aalto LineWars II Manual / 7
CHAPTER 3 / CONFIGURATION
___________________________________________________________________
The SysInfo screen is divided into several distinct areas.
The most important of these are 'Display Hardware', 'Control
Hardware', 'Sound Hardware', and 'Com Ports'. In the bottom
two boxes you can also see the CPU type and the current
operating system version.
The 'Display Hardware' section shows which type of graphics
card your computer has, the Chipset of the card (if known),
and how much memory the card has. The information presented
is not necessarily 100 % accurate, it just displays what
sort of display hardware LineWars II thinks you have.
You can use the 'Control Hardware' section to verify that
LineWars II correctly detects your Joystick and Mouse, if
you have them.
The 'Sound Hardware' section is perhaps the most interesting
of them all. The three 'Covox' ports are not necessarily
real, since there is no sure way to detect parallel port DAC
devices. But if you DO have a parallel port DAC device, it
will be located in one of these Covox addresses. Value 'NONE'
means that the BIOS thinks the port does not exist.
The Sound Blaster row gives the Sound Blaster port address, and
in parenthesis the IRQ line, for example (IRQ 5). If LineWars
II determined that the card is a Sound Blaster Pro, it will be
shown as (Pro I5), where the Ix gives the IRQ line number.
The next row displays Gravis Ultrasound port address and the
amount of DRAM installed on the card. The last row tells the
Roland MPU-401 port address, if found. LineWars II tries to
detect which Roland version you have by looking at the MPU
firmware revision. If the firmware revision equals that of
an LAPC-I or an SCC-1, it will be shown in parenthesis.
The 'COM Ports' section displays your COM port base addresses
and UART types. The important thing is to check if LineWars II
correctly detects your NS16550A or IBM Type 3 UARTs, which
feature a FIFO buffer.
To exit the SysInfo screen you may press any key or click a
mouse button. When you select SysInfo and then return from it,
LineWars II hides the configuration options that are not
available with your hardware.
___________________________________________________________________
Copyright 1994, Patrick Aalto LineWars II Manual / 8
CHAPTER 3 / CONFIGURATION
___________________________________________________________________
Graphics
When you highlight the 'Graphics' top menu item, you will be
presented with the graphics submenu. In this menu you may
select the graphics mode you wish LineWars II to use, and
the ambient light value.
MCGA 320 x 200
The MCGA mode is the traditional 256-color mode which is
available on every MCGA and VGA card. The graphics are
very fast but blocky due to the very low resolution. If
you have a very slow machine, an MCGA card, or a non-IBM-
compatible VGA card, this is the mode for you.
VGA 320 x 480
This is a non-standard (that is, the BIOS of your display
card does not support it) mode, and thus it requires a
100 % IBM-compatible VGA or SVGA card. This mode is also
quite fast, especially on local bus machines, and it uses
the least amount of main memory of all the graphics modes.
If you have an IBM-compatible VGA card with only 256 KB of
memory, this is the mode for you. Note that it takes a
little while for a monitor to settle to this weird mode.
VESA 640 x 480
This is a very nice mode on SVGA cards with at least 512
kilobytes of memory, because of the high resolution.
However, this mode requires an additional 256 kilobytes of
main memory to run, and your SVGA card must either have a
VESA-compatible BIOS, or you must load a VESA driver for
your SVGA card. Also, since the amount of data to update
on the screen is over four times more than with MCGA,
this mode requires quite a fast machine with a fast SVGA
card and at least a 386 processor.
S3 Accelerated
If you have a Graphics Accelerator SVGA card with an S3
chip and with one megabyte of display memory, you are in
luck. The S3 mode of LineWars II displays spectacular and
fast graphics, and still uses as little main memory as the
VGA mode. This mode requires at least a 386 processor.
Note that in this mode the screen might seem to slightly
'jump' occassionally. This is not a real bug but a feature
having to do with the way I use the memory of the card.
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ATI Mach8/Mach32
If you have one of the ATI Ultra family of graphics
accelerator cards, like ATI Ultra, ATI Ultra+ or ATI
Ultra Pro, you are in luck. The ATI mode displays
spectacular and fast graphics, and still uses as little
main memory as the VGA mode. This mode requires at least
a 386 processor and at least one megabyte of display
memory.
GRAPHDRV.LW2
If none of the standard LineWars II graphics modes suit
your hardware, you need to use a separate add-on graphics
driver. This driver needs to be renamed to 'GRAPHDRV.LW2'
and it needs to be in the current directory (the directory
where you are when you start LW2.EXE) for LineWars II to
be able to use it. At the time of this writing there are
two add-on drivers available: HERCULES.LW2 and EGA.LW2
for Hercules Monochrome and EGA, respectively.
Ambient Light
Ambient Light is a Computer Graphics term which means back-
ground light at constant intensity throughout the scene.
In LineWars II this controls the brightness of polygons
that are in shadow. A very low amount of ambient light
would be the most realistic, but it will make the game
harder to play, since you will have trouble seeing ships
that come directly from the sun.
Control
When you highlight the 'Control' top menu item, you will be
presented with the control submenu. In this menu you may
select the steering device you wish to use, the scaling
factors of the device, and keys to use for Laser and Missile.
Keyboard
If you select Keyboard as your steering device, you will
use the cursor keys (either on the numeric keypad or the
separate inverted-T keys) for steering. The table on the
following page shows the steering keys on the keypad:
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┌─────────────┬─────────────┬──────────────┬─────────────┐
│ (Num Lock) │ ( ./. ) │ ( X ) │ - SpeedDown │
├─────────────┼─────────────┼──────────────┼─────────────┤
│ 7 Dive Left │ 8 Dive │ 9 Dive Right │ │
├─────────────┼─────────────┼──────────────┤ + Speed Up │
│ 4 Turn Left │ 5 Stop Turn │ 6 Turn Right │ │
├─────────────┼─────────────┼──────────────┼─────────────┤
│ 1 Rise Left │ 2 Rise │ 3 Rise Right │ │
├─────────────┴─────────────┼──────────────┤ ( Enter ) │
│ 0 Roll Ship Left │ , Roll Right │ │
└───────────────────────────┴──────────────┴─────────────┘
Joystick
The joystick has two distinct 'modes', which are selected
with the second fire button.
1) If button 2 is UP (not pressed down):
- Horizontal stick position controls left and right
turning of the ship.
- Vertical stick position controls ship diving and
climbing.
- Firebutton 1 fires a laser beam.
2) If button 2 is DOWN (pressed down):
- Horizontal stick position rolls the ship.
- Vertical stick position controls the speed of the
ship.
- Firebutton 1 fires a missile, if any ships are
targeted in your crosshairs and you have any
missiles left.
Note that using a joystick as a steering device will slow
the game down slightly. This is because accurately reading
the joystick position requires waiting for the joystick
to report the current position, and during this waiting
no other processing can be done. This means also that
Covox and Internal Speaker sound output will be distorted
if you use joystick, and if you use a COM port that does
not have a FIFO support, it is likely that data loss will
occur especially on higher COM port bps rates.
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LineWars II automatically calibrates the joystick when you
start the game. However, for a succesfull calibration the
joystick needs to be centered when you start LineWars II.
(You may recalibrate the joystick even during the play
by pressing F4, though.)
Mouse
Using a mouse as your steering device will make the cross-
hairs slide on your screen. However, your lasers and
missiles will still be launched directly ahead.
The mouse has two distinct 'modes', which are selected
with the rightmost mouse button.
1) If the rightmost button is UP (not pressed down):
- Horizontal mouse position controls left and right
turning of the ship.
- Vertical mouse position controls ship diving and
climbing. You can change the polarity of the
controls using the 'Y Scaling' setting, if you
feel that the default direction is 'backwards'.
- Leftmost mouse button fires a laser beam.
2) If the rightmost button is DOWN (pressed down):
- Horizontal mouse position rolls the ship.
- Vertical mouse position controls the speed of the
ship. Move the mouse forward to accelerate, and
move the mouse backward to brake.
- Leftmost mouse button fires a missile, if any
ships are targeted in your crosshairs and you
have any missiles left.
ThrustMaster
The best steering device when playing LineWars II is the
ThrustMaster Flight Control System. With it you can
control almost everything without touching the keyboard.
The controls available when using the ThrustMaster FCS
are described on the following page:
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- Main Joystick
- Push forward Ship dives.
- Pull back Ship rises.
- Turn left Ship turns left.
- Turn right Ship turns right.
- Top Joystick
- Push forward Ship accelerates.
- Pull back Ship brakes.
- Turn left Ship rolls counterclockwise.
- Turn right Ship rolls clockwise.
- Trigger Fire a laser beam.
- Top thumb button Launch a missile, if a ship
is currently in crosshairs
and you have missiles left.
- Middle button Toggle between forward and
aft view.
- Low button Teleport to another ship.
Note that using a ThrustMaster FCS as a steering device
will slow the game down slightly. This is because
accurately reading the joystick positions requires
waiting for the joystick to report the current position,
and during this waiting no other processing can be done.
This means also that Covox and Internal Speaker sound
output will be distorted if you use ThustMaster FCS,
and if you use a COM port that does not have a FIFO
support, it is likely that data loss will occur
especially on higher COM port bps rates.
LineWars II automatically calibrates the ThrustMaster FCS
when you start the game. However, for a succesfull
calibration the joysticks need to be centered when you
start LineWars II. (You may recalibrate the joysticks
even during the play by pressing F4, though.)
X Scaling
Y Scaling
If you find the control device to be too sensitive or
not sensitive enough, you can change the sensitivity
with these settings. When you select either 'X Scaling'
or 'Y Scaling', you will be presented a submenu where
you can select the new sensitivity value. The possible
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options are 0.25, 0.50, 1.00, 2.00 and 4.00. A value of
2.00 will make the controls twice as sensitive as the
default value of 1.00, for example.
The menu has also negative values for the sensitivity.
These negative values work just like the positive ones,
but they swap the polarity of the control, too. If you
originally had to turn the stick left to turn left,
and you select X Scaling value of -1.00, you will now
have to turn the stick right to turn left.
Note that the steering device sensitivity seems to
change also if you select a lower or faster Game Speed
value. The sensitivity does not actually change, but
since the time of the game will run slower or faster,
the ship will also turn slower or faster. You should
always first select the Game Speed you wish to use, and
only then if the sensitivity of the controls still isn't
right, change the scaling factors.
Laser Key
Missile Key
The Laser Key and Missile Key settings let you change
the key you wish to use for firing lasers or launching
missiles, respectively. Of course, if you use joystick
or mouse as your steering device, you need not use either
of these keys, so you most likely need not change them.
When you select Laser Key or Missile Key, you will see
a submenu with the possible keys for the setting. The
keys are: Alt, Ctrl, Tab, Caps Lock, Num Lock, Scroll
Lock, Keypad X, and Keypad ./. You may select the key
that seems the most natural to use. The default keys
are Alt for lasers, and Ctrl for missiles. You should
not select the same key for both.
Sound
The sound menu lets you select all the options conserning
music and sound effects playing in LineWars II. The menu is
split into four areas. The topmost area lets you select the
sound output device. The second area lets you control some
additional parameters, depending on the sound output device.
The third area lets you control the sound volume, and the
bottom area lets you select the song you wish to play in the
background while you are playing LineWars II.
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No Sound Output
The first sound output device is No Sound Output, which
means you wish not play any music nor hear any sound
effects. This settings uses the least amount of memory,
so you may want to use it if you are very low on memory.
If none of the other sound options are supported by your
hardware and you have not a SOUNDDRV.LW2 for your hard-
ware either, you must also choose this option.
Covox (8-bit DAC)
This option will play the music using a parallel port
DAC output device (see Appendix D for how to build one
yourself). You should also select Port Address and Play
Frequency to suit your hardware, and possibly also the
Timer Handling setting.
Playing sound thru a parallel port DAC device uses quite
a lot of CPU power, and it needs 128 kilobytes of memory
to store the digitized instrument and effects samples.
If you have a slow machine and especially if you use a
memory manager like QEMM, you should first try with a
very low Play Frequency, and only if it works reliably
select a higher playing rate. Note that using a joystick
as a control device might cause some distortion to the
parallel port DAC sound output.
Sound Blaster
LineWars II will automatically detect whether you have
an older Sound Blaster (which has only a mono DAC) or
a newer Sound Blaster Pro. If you have a Pro version,
LineWars II can play music in "Enhanced Stereo". The
word "enhanced" means that unlike traditional MOD-player
type programs that support Sound Blaster Pro and play
each of the four channels with only either the left or
the right channel, LineWars II plays all the four music
channels with both the stereo channels. This makes the
music much more enjoyable when using headphones.
Since LineWars II plays only MOD-type music using the
digitized sound, it does not utilize the FM chips on a
Sound Blaster. The driver needs 128 kilobytes of memory
to store the digitized instrument and effects samples.
Make sure the base Port Address is correct, and select
the highest Play Frequency that your machine can support
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to get the best possible sound. Note that the Sound
Blaster must use DMA channel 1 for LineWars II to be able
to use it.
Gravis UltraSound
LineWars II will load all instrument and sound effects
samples to the memory of your Gravis Ultrasound, and thus
the driver uses very little main memory. Your UltraSound
card needs only have 256 kilobytes of DRAM memory. The
samples are only 8-bit, so the UltraSound card is not
unfortunately used quite up to it's full potential.
However, since the sound playing is handled totally by
hardware, this sound driver will have almost no effect
on the game speed.
Make certain the Port Address is correct. LineWars II
tries to detect the port address based on the ULTRASND
environment variable, but if it fails you need to set
the address yourself.
If you have the optional GRAVIS3D.LW2 file, you can
make LineWars II play some of the sound effects using
Focal Point 3D sound. This gives an enhanced sense of
direction to the sounds especially with headphones.
Note that you can also use the Sound Blaster sound driver
of LineWars II with your Gravis Ultrasound, but only if
you have loaded SBOS with the -x2 parameter.
Roland LAPC-I
LineWars II will load new patches to your Roland LAPC-I,
MT-32 or compatible synth module when starting. This is
why the game will load a bit slowly when using this
sound device. However, this driver has almost no effect
on the actual game speed.
You must have a Roland MPU-401 or compatible Midi
Processing Unit on port address 330h for this driver to
work (the LAPC-I card includes this unit).
Roland SCC-1
You can use this sound driver also if you have a Roland
MPU-401 Midi Processing Unit and any General Midi -
compatible synth module. However, the sound effects that
LineWars II uses are specific to Roland GS standard and
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thus may not sound correct on other GM synths. The music
will play correctly, though.
Make sure you select the correct Port Address, too.
SOUNDDRV.LW2
If none of the standard LineWars II sound drivers suit
your hardware, you may want to use a separate add-on
sound driver. This driver needs to be renamed to
'SOUNDDRV.LW2' and it needs to be in the current
directory (the directory where you are when you start
LW2.EXE) for LineWars II to be able to use it. At the
time of this writing there is available a driver for
PC internal speaker, named SPEAKER.LW2.
Port Address
Many of the sound output devices may exist in a variety
of I/O port addresses. You can tell LineWars II on which
port address your device is with this configuration
setting. You should have selected SysInfo before changing
the port address, to let LineWars II check the available
port addresses that you may select.
Play Frequency
If you play music thru a parallel port DAC or thru a
Sound Blaster, you may select the sound mixing speed
with this setting. Lower rates will take less CPU time
but will generally sound not as good as the higher
rates.
Timer / Stereo / 3D
If you have selected Covox (parallel port DAC) output
device, you may select if you want the timer interrupt
replaced or chained to. Normally you should select the
'Replace' option. Only if some TSR programs fails to
run correctly, you should select the 'Chain' option.
No matter which one you select the DOS clock will be
kept on time.
If you have selected Sound Blaster output device and you
have a Sound Blaster Pro, you may select whether you wish
to use Enhanced or Standard stereo mode. Enhanced stereo
takes slightly more CPU time, but it will sound nicer
when using headphones.
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If you have select Gravis Ultrasound output device, you
can toggle between using Focal Point 3D effect (requires
a GRAVIS3D.LW2 file) and standard sound effects.
Music Volume
SoundFX Volume
You can select the sound output volumes separately for
music and sound effects. The volume may range from OFF
to 120 %. Note that values over 100 % will overdrive
some of the sound devices, which may cause distortion
to the sound.
Comms
In the Communications submenu you can select the device you
want to use in the two-player or multi-player missions. You
may freely skip this submenu if you plan to only play the
single-player missions.
To play LineWars II in Duel Mode or Wing Mode requires a COM
port communications device. To play the Group War or Star Wars
missions, you must use either a Shared File communications
device.
No Comms Device
If you select this option, you can only play LineWars II
in single-player mode, or you must give all of the COM
parameters on command line if you want to use the two-
player missions.
COM Port 1
COM Port 2
COM Port 3
COM Port 4
You should select one of these COM ports if you wish to
use the two-player missions (Duel Mode and Wing Mode)
in LineWars II. Select the port your modem or null-cable
is connected to.
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LineWars II uses the standard base port addresses and
IRQ lines for the COM ports. The standard values are:
┌──────┬──────┬─────┐
│ Port │ Base │ IRQ │
├──────┼──────┼─────┤
│ COM1 │ 3F8h │ 4 │
│ COM2 │ 2F8h │ 3 │
│ COM3 │ 3E8h │ 4 │
│ COM4 │ 2E8h │ 3 │
└──────┴──────┴─────┘
If your COM port uses a non-standard base port address
or IRQ line, you will have to give the correct base port
and IRQ line on a command line while starting LineWars II.
(See the section on command line parameters for more info
about this).
After you have selected the correct COM port you should
select the line speed, handshaking and FIFO options for
the port.
Shared File
If you plan to play LineWars II in multi-player mode and
you have a network system that supports file sharing, you
can use this communications device.
You must also select the directory ("Network Dir") where
LineWars II will create the node files that are used for
communication between the nodes. This directory must be
physically the same location for all the nodes in one
game. The recommended location is a RAMdrive on a network
server. If your network does not have a dedicated server,
you might try using the disk of the slowest computer
(if accessing a local disk is faster than accessing a
remote disk) or the faster computer (if accessing a
remote disk is faster).
If you experience problems with this communications
device, first make sure that SHARE.EXE is loaded,
especially on the server machine. See your DOS manual
or online documentation on more info about loading
SHARE.EXE.
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Line Speed
You can select the connection line speed to suit your
modem between 1200 and 115200 bps. Note that the slowest
recommended line speed is 9600 bps. Slower lines will
work, but the movement of your opponent's ship will be
somewhat jerky.
If you have a direct cable to another computer, you can
select the highest rate of 115200 bps. LineWars II has
a very fast COM port routine which will most likely be
quite reliable at this speed even on slower machines.
You can also select "Use Current", which instructs
LineWars II not to change the current line speed of the
COM port. This is most usefull when you start LineWars II
under a comms program after you have dialed your friend.
Handshaking
LineWars II can use CTS/RTS hardware handshaking to
prevent data overrun errors on slower modems. If you
use a direct cable connection, you do not need to turn
the handshaking on. If you have enabled the handshaking,
your modem must be able to receive data (CTS signal must
be high) when you start LineWars II.
FIFO Options
If your COM port has NS16550A or IBM Type 3 UART, you
can enable the FIFO queue to prevent data loss. This
is especially effective if you use a joystick.
You can select the FIFO queue length to be either
2, 8, 14 or 16 bytes, or you can disable the queue.
You have to test which queue length produces the
most reliable connection.
Network Dir
If you use the Shared File communications device, you
must give the location of the common directory where
the node files will be created.
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Gaming
In the Gaming submenu you can select the default mission (the
cursor will be positioned on this mission when you start LW2
without parameters), the virtual speed of the game, and your
call sign (for two-player and multi-player missions).
Default Game
Demonstration
If you select this as the default option, you will see
the demo game when you press Enter in the LW2 main menu
without making a selection. You may join the battle in
the demonstration by first pressing the F3 key.
Asteroid Storm
The First Blood
Princess Escort
Pirate Ambush
Disable a Base
Defend the Base
The Convoy
Freedom Fight
Final Battle
These are the single-player missions. Each mission has a
separate high score, and you may play the missions in
whichever order you wish.
Duel Mode (COM)
Wing Mode (COM)
These are the two-player missions. You must use a COM
port with these missions.
Group War (NET)
Star Wars (NET)
These are the multi-player missions. You must the Shared
File communications device with these missions.
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Game Speed
With the Game Speed setting you can select the virtual
speed of the game to suit your reflexes and skills. The
speed can be set to be between 50 % and 233 % of the
default speed. The speed of the CPU or the framerate
does not affect the speed and movements of the ships,
it just affects how smoothly the ships move. If you select
a high Game Speed setting on a slow computer, the game has
to move the ships a long distance between each frame,
which will cause jerky movements. A low Game Speed on a
fast machine will make the ships move very slowly and
smoothly. If your machine is too slow for a certain game
speed setting, you will see the FPS indicator flashing a
'SLOW' text from time to time.
Call Sign
You can type your call sign, up to 16 characters, which
will be used to identify your ships in the two-player
and multi-player missions.
Exit
Selecting Exit will save the current configuration settings
into LW2U.DAT and exit from the configuration program. You can
also perform Exit at any time by pressing Esc. Note that there
is no way to quit without saving the configuration.
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CHAPTER 4 / PLAYING LINEWARS II
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CHAPTER 4 / PLAYING LINEWARS II
After you have configured LineWars II for your hardware, you are
ready to start playing the game. This chapter describes your
options for starting the game, the layout of the cockpit of your
Cobra spaceship, the keys and controls in the game, and finally
the goal and story of the first missions.
Starting Without Parameters
If you start LineWars II without giving any command line
parameters, you will see the main menu. The main menu screen
looks somewhat like this:
┌─────────────────────────────────────────────────────────────────┐
│ LineWars II Copyright 1994 Safari Software & Patrick Aalto │
│ Version 1.02 Made in Finland 06.03.1994 │
└─────────────────────────────────────────────────────────────────┘
┌ DISTRIBUTED BY ┐┌─ SELECT MISSION TO PLAY ──┐┌─── THE AUTHOR ───┐
│ Safari Software││ Configure LineWars II ││ Patrick Aalto │
│ 10406 Holbrook ││ View Demonstration ││ Hiekkapohjan │
│ Drive, Potomac ││ "Asteroid Storm" (1) ││ koulu, │
│ MD 20854 ││ "The First Blood" (2) ││ 40270 PALOKKA │
│ U.S.A. ││ "Princess Escort" (3) ││ FINLAND │
│ 301-738-2349 ││ "The Pirate Ambush" (4) ││ E-mail: ap@jyu.fi│
└────────────────┘│ "Disable the Base" (5) │└──────────────────┘
┌─ UNREGISTERED ─┐│ "Defend the Base" (6) │┌─ SPECIAL THANKS ─┐
│ Please register││ "Destroy the Convoy" (7) ││ Borland Inc, Ralf│
│ your copy of ││ "Fight for Freedom" (8) ││ Brown, Mark Cox, │
│ LineWars II !! ││ "The Final Battle" (9) ││ R.Ferraro, Themie│
│ Finns may regis││ Duel Mode (modem game) ││ Gouthas,Marko Hap│
│ ter via author,││ Wing Mode (modem game) ││ ponen, Kim Heino,│
│ others please ││ Group War (network game) ││ S3 Incorporated, │
│ contact Safari.││ Star Wars (network game) ││ Tim Sweeney, U4ia│
└────────────────┘└───────────────────────────┘└──────────────────┘
┌─────────────────────────────────────────────────────────────────┐
│ Please see the documentation file "LW2.DOC" for more details. │
└─────────────────────────────────────────────────────────────────┘
The main menu screen displays the version number of your copy
of Linewars II, the copyright information and the date when
LineWars II was last compiled (in DD.MM.YYYY format). On both
sides of the mission menu are some possibly usefull info,
like contact addresses for Safari Software and me.
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The menu bar will be positioned on whichever mission you have
chosen as the default mission in LineWars II Configuration.
To choose the mission you wish to play (or to configure your
copy of Linewars II) you can move the menu bar with up and down
arrow keys, and select the mission with pressing Enter. If you
wish to quit LineWars II at this point, you can press ESC.
If you have your mouse driver loaded, you can also select the
mission by moving the mouse pointer (and thus the menu bar)
on top of the mission you wish to play and clicking the left
mouse button. Clicking the right mouse button will quit LW2.
After you have chosen your mission, LineWars II loads the
driver overlays and other data from LW2U.DAT and then begins
to run the intro.
When you start LineWars II without any command line parameters,
all the configuration options you have selected are in effect.
Command Line Parameters
It is possible to override some of the configuration settings
you have given in LineWars II Configuration by giving the new
setting on the command line. If you give any parameters on the
command line, the main menu is not displayed and LineWars II
goes directly into the intro screen. There are five distinct
groups of command line parameters that LineWars II recognizes.
You can:
1) Start the LineWars II Configuration program,
2) Select the mission you wish to play,
3) Select the graphics mode you wish to use,
4) Select the control device you wish to use, and
5) Select the COM port options for two-player missions.
The table on the following page summarizes the command line
parameters and displays the shortest abbreviations that are
recognized. Note that you cannot setup the sound options or
multi-player options on the command line. Use the LineWars II
configuration to setup these.
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┌──────────────┬──────────────┬───────────────────────────────┐
│ Parameter │ Abbreviation │ Meaning │
├──────────────┼──────────────┼───────────────────────────────┤
│ CFG │ CF │ Linewars II Configuration │
├──────────────┼──────────────┼───────────────────────────────┤
│ DEMO │ DE │ Play the Demonstration game │
│ GAME n │ G n │ Play the Mission number n, │
│ │ │ where n is 1, 2, ... , 9 │
│ DUEL │ DU │ Play the Duel Mode mission │
│ WING │ WI │ Play the Wing Mode mission │
├──────────────┼──────────────┼───────────────────────────────┤
│ MCGA │ MC │ Use MCGA graphics mode │
│ VGA │ VG │ Use VGA graphics mode │
│ VESA │ VE │ Use VESA graphics mode │
│ S3 │ S3 │ Use S3 graphics mode │
│ ATI │ AT │ Use ATI graphics mode │
├──────────────┼──────────────┼───────────────────────────────┤
│ KEYBOARD │ K │ Use keyboard for steering │
│ JOYSTICK │ J │ Use joystick for steering │
│ MOUSE │ MO │ Use mouse for steering │
│ FCS │ F │ Use ThrustMaster FCS controls │
├──────────────┼──────────────┼───────────────────────────────┤
│ PORT n │ P n │ Use COM port number n, where │
│ │ │ n is 1, 2, 3 or 4 │
│ PORTX b,i │ PX b,i │ Use a non-standard COM port, │
│ │ │ where b is the base address │
│ │ │ (in HEX) and i is the IRQ │
│ │ │ line, as in PORTX 3E8,5 │
│ BAUD n │ B n │ COM port bps rate, where n │
│ │ │ is 1200, 2400, ... , 115200 │
│ CTS │ CT │ Use CTS/RTS handshaking │
│ │ │ │
│ NOCTS │ N │ Disable CTS/RTS handshaking │
└──────────────┴──────────────┴───────────────────────────────┘
You may give the parameters in either upper or lower case, and
multiple parameters may be in any order.
The command line parameters are most usefull when you start
LineWars II under a comms program. You can configure LineWars
II as an add-on transfer protocol to your comms program, and
then create a batch file that tells the current COM port number
and BPS rate to LineWars II on the command line. When the comms
program runs the batch file, LineWars II will load and use the
correct COM port settings.
Other use for the command line parameters is to automatically
skip the main menu. If you give the graphics mode on the
command line, LineWars II works just like if you had given the
mode in LineWars II Configuration, but skips the menu.
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The Intro
When you have selected the mission you wish to play (either
from the main menu or from the command line), LineWars II
begins to run the intro. The intro screen displays a looping
'planet flyby' animation and a scrolling intro text for the
mission you are about to start.
You can skip the intro by pressing Enter, and you can quit
LineWars II at this point by pressing ESC. If you are using
a joustick or mouse, you can also skip the intro using the
fire button or the left mouse button.
Note however that it is not possible to skip the intro when
using a two-player mission, because in these missions
LineWars II tries to establish connection to the other
computer during the intro. The game will start immediately
after a connection is made.
The 'planet flyby' animation displays our solar system as
it would be seen from a comet or a probe flying in a highly
elliptical orbit. The camera of the probe is constantly
pointed towards Jupiter. Note that even though the orbits
of the planets are relatively correct, the sizes of the
planets and sun are greatly exaggerated.
It is a good idea to read the scrolling text thru at least
once, to get an idea of what the mission is all about.
The Cockpit
When the mission you have chosen begins, you will be sitting at
the controls of your spaceship.
The cockpit consists of several distinct areas. On the top is
the logo text. The biggest area in the middle is the Main
Viewer Screen, which is like a window to space. On the left
and right borders of the Main Viewer are Ship Systems Status
indicators. The wide area below the Main Viewer and below the
registration text is for messages received from other friendly
ships. On the bottom left corner is the Ship Speed Indicator,
beside which is the Info Screen, which can show various
information, selected with the F1 key. On the bottom right
side is the Radar Screen, which includes Ship Class Counters.
On the bottom middle is the Shield and Armour Status Indicator,
and on top of it you can see which ship you are currently
controlling.
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The Cockpit looks somewhat like this:
┌─────────────────────────────────────────────────────────────────┐
│L i n e W a r s I I b y P a t r i c k A a l t o 1 9 9 4│
│ ┌───────────────────────────────────────────────────────┐ │
│ │ │ │
│ │ │ │
│ │ │ │
│ │ │ │
│ │ │ │
│ │ │ │ │
│ │ ── ── │ │
│ │ │ │ │
│ │ │ │
│Lasr│ │Radr│
│Misl│ │Comm│
│Shld│ │Hull│
│Thrs│ │Ctrl│
├────┼───────────────────────────────────────────────────────┼────┤
│View│ R e g i s t e r e d V e r s i o n │Misl│
│Fore│ │3 │
├────┴───────────────────────────────────────────────────────┴────┤
│ Messages from other Cobras are shown here. │
├────┬─────────────────────┬───────────┬─────────────────────┬────┤
│████│ Info Screen, which │CONTROLLING│Long Range 3D Scanner│ │
│████│ can be selected with│ COBRA 1 │ ______ Friend ├────┤
│████│ F1 key to display ├───────────┤ / \ 2 │ │
│████│ score page, keyboard│ Shield & │ │ Radar │ Foe ├────┤
│████│ help, radar help, or│ Armour │ │ Screen │ 2 │Time│
│KM/H│ memory status page. │ Status │ \______/ Other ├────┤
│3250│ │ Indicator │ 10 │FPS │
└────┴─────────────────────┴───────────┴─────────────────────┴────┘
Main Viewer Screen
The Main Viewer Screen displays a 3D representation of
space either in front of your ship or behind your ship.
The F2 key toggles between Fore View and Aft View. You
can see which view you are currently using from the
ship system status indicator on the left border, beside
the big 'Registered Version' or 'Unregistered Shareware
Version' text. The status indicator shows either 'Fore'
or 'Rear'.
On the fore view you have crosshairs which you can use to
aim your lasers and target your missiles. Your ship is
equipped with a Target Identification Computer, which
can display the distance to the object, the speed of the
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object, the general class of the object and whether it
is 'Friend', 'Foe' or 'Other'. This data will be shown
if you have an object targeted on your crosshairs and it
is near enough. The data might display the CallSign of
the ship captain if you play a two-player or multi-player
mission.
Info Screen
The Info Screen has four pages which you can select with
the F1 key. The first page, which is displayed when you
start LineWars II, tells a short description of the
mission (in single-player missions), and your scores.
In two-player and multi-player missions this screen also
has a chat window, where the text you type and the texts
other players have typed will be shown. Thus you may chat
in the middle of the game.
The second page displays help for some keys that can be
used in the game.
The third page displays a quick reference for how to
interpret the 3D radar screen.
The fourth page displays the memory status. It shows how
much memory LineWars II uses for code, data and stack
(this info is mostly for my debugging purposes), how much
memory the overlay drivers use, how much additional data
memory is used, and how much memory is still free.
Radar Screen
This circular display, divided into two sections, show
how much you have to turn to bring a target into your
crosshairs. Radar contacts are displayed as dots. A dot
in the outermost ring represents a ship behind you. If
a dot is in the middle of the inner circle, the ship is
directly in front of you.
The color of each dot indicates what it is: red is for
an enemy ship, blue for a friendly ship, and gray for
other objects (like asteroids). The shade of the dot
indicates it's range: the brighter the dot, the closer
to you it is. If a ship has just shot you, it is shown
in bright yellow.
In the radar screen are also counters for friendly, enemy
and other ships. They show how many ships of each type are
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in your vicinity. If the number of friendly ships gets to
zero, you have lost the battle, and if the number of enemy
ships gets to zero, you have obviously won.
Shield and Armour Status Indicator
This indicator displays the status of your fore and aft
deflector shields (which protect your ship from lasers)
and the armour around your ship (which protect you in
collisions and missile hits, and also from lasers if
your shields are exhausted). The shield indicators have
the words 'Fro' and 'Aft' beside them. Green color means
healthy shields and armour, red color means exhausted
shields or damaged armour.
Your shields recharge when not under fire, but if your
armour gets damaged it doesn't regenerate. If the Shield
Generator of your ship is damaged, your shields can only
charge up to 25 % of their maximum value.
If your shields and armour are very low, your ship systems
may get damaged under enemy fire.
Ship Systems Status
The Ship System Status indicators are the eight warning
lights on the left and right border of your Main Viewer
Screen. From top to bottom and left to right, these show
the status of your Lasers, Missile Launcher, Shield
Generator, Thrusters, Radar System, Communications
System, Ship's Hull and Steering Controls. If any of
these systems is damaged, the corresponding warning
light will show a yellow text on a red background.
If your lasers are damaged, they fire only occasionally.
If your missile launching system is damaged, you cannot
launch missiles. If the shield generator is damaged, your
shield will only charge to upo to 25 % of their maximum
value. If your thrusters are damaged, the maximum speed
of your ship will be 500 km/h. If your radar is damaged,
no radar contacts will be shown, but the radar can still
detect the number of ships in your vicinity. If your
communications system is damaged, you cannot receive
messages. If the hull is damaged, the status of your
ship is critical, since the next hit that reaches to the
hull will rupture it and destroy your ship. Lastly, if
the steering controls are damaged, your ship will jerk
slightly from side to side.
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Other Indicators
Besides the aforementioned groups, there are five more
indicators. On the bottom left side is the speed
indicator. It shows the current speed of your ship in
kilometres per hour.
On the right side, below the Main Viewer screen is the
missile counter. It shows how many missiles your ship
has left.
On the bottom right corner is the Frames Per Second
counter. It gets updated every second, and it counts how
many frames was drawn during the previous second. If
your computer is too slow for the game (in the current
configuration), the indicator will flash a 'SLOW' text.
You should not play the game if this happens a lot, since
it means that LineWars II has to skip more than five
frames per every frame it draws to stay in real time, so
the movement of the ships will be very jerky.
Above the FPS indicator is the clock. It shows the
current DOS time in HHMM format.
Above the Shield and Armour Indicator is an indicator
that shows which ship you are currently controlling.
You can teleport to another ship at any time during the
game with the F3 key. When you teleport, the ship you
were controlling will be controlled by the computer, and
you will control the ship you just teleported into.
Controlling Your Ships
LineWars II is unique in that instead of controlling just one
ship, as in most other space arcade games, you can control a
whole fleet of friendly ships (in most of the missions). This
is accomplished with a feature called 'teleporting'. Since
you obviously can only control one ship at a time with your
joystick, mouse or keyboard, you need to be able to quickly
select a ship that you wish to control in any particular time.
To 'teleport' from ship to ship, you use the F3 key (or if
you have a ThrustMaster FCS, the lowest button). When you
press the key, you are instantly teleported to another ship,
which you can now control, and the ship you just left is
given over to the computer.
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The biggest difference between controlling a ship yourself and
letting the computer to control the ship, is that the computer
cannot launch missiles. Since neither the enemy computer-
controlled ships, nor the friendly computer-controlled ships
can launch missiles, you have a clear advantage. To make most
of this advantage, it is often wise to teleport quickly from
ship to ship and launch all three missiles of the ship to
different targets.
The basic steering controls which you can use are as follows:
- Dive
- Climb
- Turn left
- Turn right
- Rotate counterclockwise
- Rotate clockwise
- Increase speed
- Decrease speed
The way these controls are activated depends on the steering
device you have selected. Look at the 'Control' section in the
'Configuration' chapter for detailed info.
You have two weapons systems on your ship, lasers and missiles.
Lasers are most effective against capital ships and asteroids,
and since they constantly recharge, you have unlimited
ammunition for them. Against fighters the missiles are more
effective, however, since the fighters have good deflector
shielding but only a light armour. All the ships can carry a
maximum of three missiles only.
You can launch a missile, if you have any left, when the
Target Identification Computer data is displayed on your
crosshairs, for the target you wish to launch the missile to.
The lasers are always sent directly ahead from your ship,
and they will hit the nearest target ahead of you. Since the
deflector shielding of many of the ships reaches a bit
beyond the physical size of the ship, sometimes the laser
blast will hit the ship even if it is not aimed quite directly
towards the ship. It can take quite a few laser hits before
the target is destroyed, since the deflector shielding of the
target constantly recharges when the ship is not under fire.
The Demonstration
The first 'mission' you can choose is the demonstration game.
In this mission you don't need to do anything, you can just
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watch the computer play against itself. You can study this
mission to see how the computer plays. Since even the ship you
are looking from is controlled by the computer, you can easily
see what sort of tactics the computer uses.
If you get bored to watch the enemy ships beat your friendly
ships (although it is not at all certain this will always
happen), you can 'teleport' into one of your friendly ships
and control it. Since there are no scoring in this mission,
you can practice the game leisurely using this mission.
If you win (all the enemy ships are destroyed) or if you lose
(all your ships are destroyed), the demonstration will restart.
Note that if you wish to continue controlling a ship, you must
'teleport' again after the restart.
Single Play Missions
When the single play mission you have selected begins, it will
start with the easiest difficulty level. This means that with
a bit of practice you should not have a lot of trouble
winning the game. ("The Final Battle" may seem a bit hard at
first, though...)
In all the single play missions your job is to destroy all the
enemy ships before either all of your ships (in some of the
missions), or a certain ship you must protect (in other
missions) gets destroyed.
Your score will increase per every destroyed ship, either by
you or by your computer co-pilots. The score indicator will
show your current score, the best score your have got within
this run, and the best score you have ever had on this mission.
If you win the game, your mission will restart, but this time
it will be a bit more difficult. Usually this means that there
are more enemy ships that you must destroy. On some missions
also the number of friendly ships will increase when the
difficulty level increases.
If you lose the game, your current score will get to zero and
the game will restart from the easiest difficulty level. If
you get thru all the difficulty levels of a mission, you will
see a lead-in text to the next mission.
If you get enough of the game, press ESC and the game will
exit to the main menu (if you started without command line
parameters).
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CHAPTER 4 / PLAYING LINEWARS II
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Duel Mode
To play the duel mode you need to have a modem or a direct
serial cable connecting two computers. Both players need to
have a copy of LineWars II on their machines. Before you
start the duel mode, first use 'LineWars II Configuration'
to setup the correct COM port, communications speed, hand-
shaking method, FIFO options, and preferably also CallSign.
If you use a modem, before you start LineWars II you need
to call your friend using a communications program. When
you have connected, exit (or jump to DOS shell from) the
communications program, and start LineWars II. Select the
Duel Mode from the main menu, and look at the intro until
LineWars II has made a connection with the copy running
at the other machine.
When the connection is made, the game will begin. You have
two ships that you can control, and so does your opponent.
You must shoot the ships of the opponent to win the game.
No missiles are available in this mission.
The score page displays the victories and losses of both
you and your opponent. Naturally you should try to get as
many victories and as few losses as possible.
You can also chat while you are playing. The character keys
you press will be sent to your opponent, and also displayed
on your screen. Note that the keyboard layout is US, and it
cannot be changed with language-specific keyboard drivers
like KEYBUK, KEYBSU etc.
The game will end if either of the players presses ESC, or
if the connection is lost.
Wing Mode
The Wing Mode is similar to the Duel Mode, but instead of
fighting against your friend, you will fight with him/her
against two computer-controlled enemy ships.
The score page shows the victories/losses ratio of all the
four ships.
If either you or your wingman gets destroyed, the game will
restart.
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Group War
The Group War mission requires that you use a 'Shared File'
communications device and you use a network. Before you can
start the mission, you need to configure LineWars II to use
this communications device. Look at the detailed info in the
relevant sections in the 'Configuration' chapter.
When you start the mission, the game will start immediately,
without any intro. You will have two ships to control, and so
do all of the other players. One by one the other players (up
to seven) can pop into the game.
You need to destroy as many enemy ships as possible to get the
best score. You can of course try to create alliances, but the
computer-controlled ships will still attack any ships they can.
You can also chat while you are playing, but note that the
messages you receive may seem garbled if more than one person
transmits at the same time.
Star Wars
This mission is similar to the Group War mission, but instead
of 'all-against-all' battle, all of the human players are on
the same side, fighting against computer-controlled enemy
ships.
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APPENDIX A / LINEWARS II ERROR MESSAGES
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APPENDIX A / LINEWARS II ERROR MESSAGES
There are several error messages LineWars II may give in case it
encounters a problem. Some of these messages may be given by
LineWars II kernel code, others may be given by an overlay code
(graphics and sound drivers are overlays, for example). The most
common error messages are explained here in alphabetical order.
ATIDRV ERROR: 800x600 mode with 256 colors not available !
LineWars II could not initiate the accelerated 800x600
ATI graphics mode. Either you don't have enough display
memory (a full megabyte is needed), or the BIOS of your
display card is not compatible with a real ATI card.
ATIDRV ERROR: ATI driver requires a 386 or better CPU !
You are attempting to run LineWars II in ATI mode on a
computer that does not have a 386 or i486 processor.
ATIDRV ERROR: ATI Mach8 or Mach32 accelerator not found !
You are attempting to run LineWars II in ATI accelerated
graphics mode, but you don't have an ATI Graphics Ultra,
ATI Graphics Ultra+ or ATI Graphics Ultra Pro display
card.
BLASTDRV ERROR: Base address differs from BLASTER=Axxx !
You have given a Sound Blaster base port address which
differs from that in the 'BLASTER=' environment variable.
BLASTDRV cannot determine which one is correct and cannot
continue. Either correct the port address in LineWars II
Configuration, or fix the 'BLASTER=' environment variable.
BLASTDRV ERROR: Not enough memory for DMA buffers !
This message may be given by the Sound Blaster driver,
if there is not enough free memory to allocate a DMA
transfer buffer. Try to free more memory, or lower the
output frequency.
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APPENDIX A / LINEWARS II ERROR MESSAGES
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BLASTDRV ERROR: SoundBlaster did not reset !
This message may be given by the Sound Blaster driver,
if the Sound Blaster card does not respond to a reset
command. This is most likely due to an invalid port
address. This may also happen if some badly written
program has left your Sound Blaster into a mixed-up state.
BLASTDRV ERROR: Unsupported DMA channel in BLASTER=Dx !
Sound Blaster driver supports only DMA channel 1, and the
'BLASTER=' environment variable has a different setting.
If you want to use LineWars II with Sound Blaster sound,
you must configure your Sound Blaster for DMA channel 1.
DUELDRV ERROR: CTS/RTS handshake enabled, but CTS signal is low !
You have enabled CTS/RTS handshake in LineWars II
Configuration or from the command line, and the
ClearToSend (CTS) signal was low when you started
LineWars II in Duel Mode. LineWars II needs to be
able to send data immediately when it starts, thus
the CTS signal must be high (active).
DUELDRV ERROR: No COM port communications device selected !
You are attempting to run LineWars II in a two-player mode,
but you have not selected a COM port. Run the configuration
and select the required Comms settings.
Error loading graphics driver code!
LineWars II kernel could not load the graphics driver
code from 'LW2.EXE'. This may be due to a corrupt
LW2.EXE, you may have specified a graphics mode that
this version of LW2 does not recognize, you may have
selected to load GRAPHDRV.LW", but there is no such file,
or there may not be enough memory to load the driver.
Error loading mission data!
LineWars II kernel could not load the mission data
you requested. This may be due to a corrupt LW2.EXE,
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APPENDIX A / LINEWARS II ERROR MESSAGES
___________________________________________________________________
or you may have specified a mission that this version
of LineWars II does not include, or there may not be
enough memory to load the driver. Try to free more
memory before starting LineWars II, and make sure you
have selected a correct mission.
Error loading song or instrument data!
LineWars II kernel could not load song data, instrument
samples or Roland LAPC-1 timbres from LW2.EXE. This may
be due to a corrupt LW2.EXE, or there may not be enough
memory to load the data. Try to free more memory before
starting LineWars II.
Error loading sound driver code!
LineWars II kernel could not load the sound driver
code from 'LW2.EXE'. This may be due to a corrupt
LW2.EXE, or you may have specified a sound driver
that this version of LW2 does not recognize, or there
may not be enough memory to load the driver. Try to
free more memory before starting LineWars II, and
make sure you have selected the correct sound
driver in LineWars II Configuration.
Error loading the CFG overlay!
LineWars II kernel could not load the LineWars II
Configuration overlay module. This may be due to a
corrupt LW2.EXE or you may have insufficient free
memory. Try freeing more memory before starting LW2.
GroupWar ERROR: No network communications device selected!
You are attempting to run the Group War mission, but you have
not select a network communications device. Run the LineWars
II Configuration and select the required Comms settings.
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APPENDIX A / LINEWARS II ERROR MESSAGES
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GroupWar ERROR ? creating file NODE?.LW2 !
The Shared File network driver of LineWars II could not
create a node file for your node on the shared directory.
Make sure you have write access to the directory, that
SHARE.EXE is loaded, and that there are no old nodefiles
left over from some earlier game in the directory.
LAPCDRV ERROR: MPU-401 interface did not reset !
This message may be given by the Roland LAPC-I driver,
if the Roland LAPC-I card does not respond to a reset
command. This is most likely due to a badly written
program having left the MPU interface into a mixed-up
state. Sometimes the problem may go away if you try
to restart LineWars II a few times.
LineWars II cannot run on 8088/8086 processors!
You are attempting to run LineWars II on a computer
that has only 8088 or 8086 processor. You need to have
at least an 80186 processor to run LineWars II.
MCGADRV ERROR: Not enough memory for display buffer !
The MCGA driver of LineWars II needs 56 kilobytes of
memory for a viewscreen buffer. This amount of memory
was not available. You should try to free more memory
before starting LineWars II in MCGA mode.
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APPENDIX A / LINEWARS II ERROR MESSAGES
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S3DRV ERROR: Only 512 kilobytes of display memory !
The S3 driver of LineWars II determined that your S3 card
has only 512 kilobytes of RAM. The S3 driver requires at
least one megabyte of display RAM.
S3DRV ERROR: S3 driver requires i386 or better CPU !
You are attempting to run LineWars II in S3 mode on a
computer that does not have a 386 or i486 processor.
S3DRV ERROR: VESA Enhanced 800x600 mode with 256 colors not
available !
The S3 driver of LineWars determined that VESA mode 203h
was not available. Your S3 graphics card may have incompatible
BIOS, or you may not have an S3 accelerated graphics card.
SCCDRV ERROR: MPU-401 interface did not reset !
This message may be given by the Roland SCC-1 driver,
if the Roland SCC-1 card does not respond to a reset
command. You may have given a wrong MPU base port
address in LineWars II Configuration, or a badly
written program may have left the MPU interface into
a mixed-up state. Sometimes the problem may go away
if you try to restart LineWars II a few times.
Sorry, but LineWars II requires DOS 3.0 or better!
You must have at least DOS version 3.0 if you want to play
LineWars II.
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APPENDIX A / LINEWARS II ERROR MESSAGES
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StarWars ERROR: No network communications device selected!
You are attempting to run the Star Wars mission, but you have
not select a network communications device. Run the LineWars
II Configuration and select the required Comms settings.
StarWars ERROR ? creating file NODE?.LW2 !
The Shared File network driver of LineWars II could not
create a node file for your node on the shared directory.
Make sure you have write access to the directory, that
SHARE.EXE is loaded, and that there are no old nodefiles
left over from some earlier game in the directory.
ULTRADRV ERROR: Error loading FP3D file "GRAVIS3D.LW2" !
You have configured LineWars II to use Focal Point 3D
sound with your Gravis UltraSound card, but LineWars II
could not find the GRAVIS3D.LW2 file on your current
directory, or there was not enough memory to load the
file. Check that the file exists, and try to free more
memory.
ULTRADRV ERROR: Gravis Ultrasound not found !
The Gravis Ultrasound driver could not find a Gravis
Ultrasound card at the given port address. Make sure
you have given the correct port address in LineWars II
Configuration.
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APPENDIX A / LINEWARS II ERROR MESSAGES
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VESADRV ERROR: Not a enough memory for display buffer !
The VESA driver of LineWars II needs 256 kilobytes of
memory for a viewscreen buffer. This amount of memory
was not available. You should try to free more memory
before starting LineWars II in VESA mode.
VESADRV ERROR: Sorry, but mode features unsupported parameters !
Your SVGA card has some attributes in 640x480x256 mode
that the VESA driver of LineWars II does not support.
The VESA driver requires this mode to have 640 bytes
per scanline and a granularity of 64K. If you can
provide me (Patrick Aalto) with information about these
parameters in your SVGA card, I may be able to fix
the VESA driver to support your SVGA card.
VESADRV ERROR: VESA 640x480 mode with 256 colors not available !
The VESA driver determined that VESA mode 101h was not
available. There may be several reasons for this error
message: Your SVGA card does not have VESA BIOS extensions,
you have not loaded a VESA TSR program, or your SVGA card
may have only 256 kilobytes of display memory. If your
SVGA card does not have the VESA extensions in BIOS, you
need to get a separate VESA TSR program and load it
before you can use LineWars II in VESA mode.
VESADRV ERROR: VESA driver requires i386 or better CPU !
You are attempting to run LineWars II in VESA mode on a
computer that does not have a 386 or i486 processor.
VGADRV ERROR: Not a VGA graphics adapter !
You are attempting to run LineWars II in VGA mode with
a display card that is not VGA compatible.
WINGDRV ERROR: CTS/RTS handshake enabled, but CTS signal is low !
You have enabled CTS/RTS handshake in LineWars II
Configuration or from the command line, and the
ClearToSend (CTS) signal was low when you started
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APPENDIX A / LINEWARS II ERROR MESSAGES
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LineWars II in Wing Mode. LineWars II needs to be
able to send data immediately when it starts, thus
the CTS signal must be high (active).
WINGDRV ERROR: No COM port communications device selected !
You are attempting to run LineWars II in a two-player mode,
but you have not selected a COM port. Run the configuration
and select the required Comms settings.
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APPENDIX B / LINEWARS II MEMORY USAGE
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APPENDIX B / LINEWARS II MEMORY USAGE
LineWars II is designed to use as little memory as possible.
However, the memory requirements vary greatly depending on
graphics and sound options, and also depending on many other
configuration options. The following table may be used as a
guideline to determine how much free memory LineWars II will
need in the main configurations.
┌──────────────┬───────┬───────┬───────┬───────┐
│ MEMORY USAGE │ MCGA │ VGA │ VESA │ S3/ATI│
├──────────────┼───────┼───────┼───────┼───────┤
│ No Sound │ 131 K │ 76 K │ 338 K │ 76 K │
├──────────────┼───────┼───────┼───────┼───────┤
│ Covox │ 293 K │ 238 K │ 500 K │ 238 K │
├──────────────┼───────┼───────┼───────┼───────┤
│ SoundBlaster │ 322 K │ 266 K │ 528 K │ 266 K │
├──────────────┼───────┼───────┼───────┼───────┤
│ UltraSound │ 162 K │ 107 K │ 369 K │ 107 K │
├──────────────┼───────┼───────┼───────┼───────┤
│ Roland │ 165 K │ 110 K │ 372 K │ 110 K │
└──────────────┴───────┴───────┴───────┴───────┘
Special memory requirements of some of the drivers are
described below.
- MCGA graphics driver requires 56 kilobytes of memory
for triple-buffering.
- VESA graphics driver requires 256 kilobytes of memory
for triple-buffering.
- Covox sound driver requires 128 kilobytes of memory
for digitized instrument and sound effects samples.
- SoundBlaster sound driver requires 128 kilobytes of
memory for digitized instrument and sound effects
samples, plus a few kilobytes (depending on playing
rate) for a DMA transfer buffer.
- Gravis UltraSound needs temporarily an additional 64K block
while loading the sample data. This memory will be freed
after the samples are loaded to GUS RAM. This block is NOT
included in the table above.
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Copyright 1994, Patrick Aalto LineWars II Manual / 43
APPENDIX C / TECHNICAL INFORMATION
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APPENDIX C / TECHNICAL INFORMATION
This appendix describes some of the technical aspects behind
LineWars II.
Graphics
LineWars II uses polygon-based 3D graphics. The basic
algorithms are pretty old, I have not changed them much
since the original LineWars (which was made in 1989).
However, I added flat shading to the algorithms, since
there is always a sun in the game universe. The shading
value is based on the angle between a polygon surface
normal vector and a vector from the object to the sun.
The Gouraud-shaded planet routine uses an algorithm that
I first thought of in 1991, but at that time I could not
make it fast enough. In December 1992 I finally was able
to improve it enough so it runs in real-time. The algorithm
uses a 3D version of the classic Bresenham circle algorithm
and linear interpolation to calculate the color of the
pixels. Using a lot of precalculation I was able to have
the algorithm require only one addition per pixel, a few
multiplications per scanline, and one square root per the
whole planet.
The palette I use is a very simple one-color scale, which
makes shading and anti-aliasing very easy. I could not have
anti-aliasing and Gouraud shading for the planets at the same
time using a more colorfull palette, since anti-aliasing
requires a 'full' palette of all colors between any two basic
colors, and my planet routine requires 128 shades of a basic
color.
The MCGA and VESA graphics modes use a 'dirty pixel' approach,
which means that I have two standard memory buffers, one which
is used to draw the ships, and other which contains the ships
of the previous frame. The sizes of these buffers are 256x110
(28160 bytes) and 512x256 (128KB), respectively. I only update
those parts of the video RAM that have changed since the last
frame. The MCGA mode waits for vertical retrace (even though
it would not have to, but it would be silly to update the
screen up to 150 times per second), but the VESA mode does
not. On Pentium machine with a local bus video card the VESA
mode might therefore run at more than 100 frames per second.
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APPENDIX C / TECHNICAL INFORMATION
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In the MCGA graphics mode the vertical polygon boundaries
are anti-aliased, using a very simple technique. Since the
X-coordinate must be between 0 and 255, I can use high byte
of a word register for the integer part and low byte for the
fractional part of the coordinate, per every scanline of the
polygon. The fractional part directly gives the amount of
polygon color (versus the current background color) to use
on this polygon border pixel.
The VGA graphics mode uses a tweaked split-screen mode. The
screen resolution is 320x480, and the upper portion of the
screen is double-buffered within the VGA memory. The same
anti-aliasing technique is used in VGA mode as in MCGA mode.
Since the vertical resolution is much better than in MCGA
mode, using only horizontal anti-aliasing produces pretty
good results.
The S3 and ATI graphics modes use the accelerator functions
to draw everything else except the Gouraud planet. The planet
is drawn by directly poking the pixels to the display RAM,
which is somewhat slow but the only available technique. Both
modes use a 1024x1024 physical screen even though the display
is only 800x600. The reamaining area is used to double-buffer
the graphics. In S3 mode I use split screen (just like in the
VGA mode) so I don't have to physically copy the hidden buffer
to the visible area, as I do in the ATI mode.
Sound
The music LineWars II plays was originally composed by U4Ia
as MOD files for the Amiga. I have converted them to a sort
of 4-track MIDI file format. All of the songs use the same
instrument sample library, which takes 64 kilobytes. On MIDI
equipment this library is not loaded since it corresponds to
the sounds in the synth, and on Gravis Ultrasound this is
loaded into it's RAM. The samples are 8-bit, and they were
sampled from a Roland LAPC-I synth at 10480 Hz frequency.
In addition to the music samples I use another 64K library
of sound effects samples. There is also a third library for
Focal Point 3D sounds, which contain two 6-track samples,
for the Gravis UltraSound. These 3D samples are a laser blast
(sampled from a Roland SCC-1 at 30kHz frequency) and an
explosion sound (also from an SCC-1, sampled at about 8kHz).
The music routine first converts from the MIDI format back
to a MOD format, if the music is played thru a non-MIDI
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Copyright 1994, Patrick Aalto LineWars II Manual / 45
APPENDIX C / TECHNICAL INFORMATION
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device. The Covox driver uses the timer interrupt to
mix one byte at a time, but the SoundBlaster driver uses
DMA to output a full pre-mixed block at a time. The Covox
and SB drivers use 6 channels, four for music and two for
sound effects. On a Gravis Ultrasound I use four music
channels, four simple sound effects channels (for sounds
that originate within the player's ship), and 12 channels
for the 3D sounds. The MIDI driver uses five music channels
and two sound effects channels.
COM Port Routine
In Duel Mode and Wing Mode LineWars II uses a COM port for
the communications. The routine tries to send data at 768
bytes per second, regardless of the line speed. This means
that the line speed should be at least 7680 bps for all the
data to get thru in time. If the BPS rate is less than this,
some frames need to be skipped, which may cause jerky
movement of the ships. The full data for one frame takes
30 bytes, so the data is sent at a speed of about 25 frames
per second.
Since the real thruput is only 7680 bps, even slow machines
can cope with a line speed of 115200 bps quite easily, and
this is the recommended speed on direct null-modem cables.
Network Routine
In Group War or Star Wars missions LineWars II can use a
shared file for communications. When using a shared file,
LineWars II writes the data about the current positions of
the local player ships to a file that corresponds to this
node once per every frame, and it then reads all the other
node files to get the data for the other players. To cope
with the possibly different speeds of the machines, the
blocks are numbered and LineWars II keeps a 16-slot FIFO
queue for incoming data.
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APPENDIX C / TECHNICAL INFORMATION
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Ship Artificial Intelligence
The computer-controlled ships use a very simple state machine
to control their movements. I have however tried to make their
movement algorithms as 'real-like' as possible. The ships
constantly check their distance to other objects in front of
them (but not behind them!) to see if they should try to
avoid any obstacles. They try to slowly go around any obstacle
they see, but while they are avoiding one obstacle they often
fail to notice others. I felt that this caused them to move
very human-like, when concentrating on something you often
fail to notice something else.
The ships will attempt to shoot at the enemy ship that is
nearest the 'optimal' distance of around 5000 metres, and
in front of them. If the ship gets too near it's target,
it will accelerate away from the target and start to rotate
at the same time. If it finds a better target then, it will
attack this new target.
The enemy ships do not know which ship is controlled by you
and which by your wingmen, so they treat every ship the same
way.
Overlay Decompressor
The overlays (drivers, mission datas etc) are all compressed,
and the internal decompressor of LineWars II unpacks them as
they are loaded. This is why the .DAT takes only a bit over
200 kilobytes of disk space, even though it contains about
500 kilobytes of uncompressed data, in more than 20 separate
files.
The decompressor routine is based on the source code of the
LHA packer by Haruyasu Yoshizaki. It was pretty heavily
modified to allow the unpacking directly into a memory block
and to get rid of the unnecessary directory info in a
standard .LZH file.
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Copyright 1994, Patrick Aalto LineWars II Manual / 47
APPENDIX D / BUILDING A PARALLEL PORT DAC
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APPENDIX D / BUILDING A PARALLEL PORT DAC
This is the schematics I used to build mine. This is from the
HARDWARE.DOC file included with ModPlay 2.10 by Mark Cox.
There exists many different versions of this schematics, but I
have found this one to be the most reliable and best sounding.
You need one plug for your amp, one for your parallel port and
9 pieces of 20k and 9 pieces of 10K resistors.
Use 1% resistors if possible ─ and 20k sound much better than 22k.
Printer Port:
signal pin 20k 20k
D0 2 >───░░░─┬─░░░──0v
20k ░ 10k
D1 3 >───░░░─┤
20k ░ 10k
D2 4 >───░░░─┤
20k ░ 10k
D3 5 >───░░░─┤
20k ░ 10k
D4 6 >───░░░─┤
20k ░ 10k
D5 7 >───░░░─┤
20k ░ 10k
D6 8 >───░░░─┤
20k ░ 10k
D7 9 >───░░░─┤
20k ░ 10k 100nF
├──────┤█────> TO AMPLIFIER
░ 10k
GND 20 >───────┼────────────>
0v
Thanks to Harry Stox for the above circuit. Make sure all the
0v lines are connected together. The 100nF capacitor may not
be needed, try removing it if this circuit sounds poor.
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