Tank Wars Release 3.0 Copyright 1990, 1991, 1992 Kenneth Morse All Rights Reserved ----------------------------------------------- NOTE: This game requires a VGA or MCGA video system to operate. Your computer must be capable of 320x200 resolution with 256 simultaneous colors. If you do not wish to read the entire manual (and who does) please at least read Quick Start section. While in BombCFG you may at any time press F1 to obtain case sensitive help. QUICK START: The problem with most program instructions is that you can't truly envision what they're talking about until you've played the game. I occasionally have to play the game once or twice before I can understand the documentation. So now I suggest that you play this game once or twice before reading the rest of this document. To do so, follow these simple instructions: Load the Configuration program BOMBCFG. Click on the OK button to remove the About Box. BOMBCFG will then inform you that no valid configuration file was found. Select OK to clear this box. Select Setup|Restore Defaults to reset all settings to their defaults. Then select Done|Save & Exit. Now load Tank Wars by typing "BOMB /NEW". This will load Tank Wars, bypassing the Main Menu and player selection, and bring you right to the game. It will also disable some of the more complicated options, set the wind speed to Low, select the easiest opponent, and set the number of games to five. To play, use Cursor Right/Left to aim your turret, and Cursor Up/Down to increase/decrease firing power. The object is of course to eliminate your opponent. When you do so (or when he eliminates you) you will see a status screen. If you have accumulated enough points you will then be brought to a weapons purchasing screen. For now, just click on Done or press 'D' to proceed to the next round. MAIN MENU: Now that you have some idea of the basics, I will go into more detail. The main menu has numerous options that determine the play of the game. You can use the mouse or keyboard to change the options. Pressing up or down moves the cursor from option to option. Pressing cursor right or left changes the setting for that option. When using a mouse just click with the right or left button on the option you wish to change. SOUND OPTIONS: Sound Effects: (Default Yes) Turns sound on or off. Sound adds to the overall effect of the game, but there may be times when you don't want it. Fly Sound Effects: (Default No) In the very first version of this program, each weapon would make a screeching sound while flying through the air. However, after playing two or three times this gets extremely annoying, thus the creation of this option. GAME OPTIONS: Crumbling Hills: (Default 50%) The major flaw in most games like this is that you can blow the ground out from under somebody and he'll hover there like Road-Runner in a cartoon. This variable can be set between 0% and 100%, and controls how often loose ground will fall. At 100% all loose ground will crumble after every shot. At 0%, the ground never falls, as in most cartoons. Walls: (Default Random) This allows you to change the effect the border around the screen has on the current shot. There are six settings for this option: Non Existent - When this option is selected any projectile or laser will leave the screen when it reaches the border. If the wind level or gravity deems it should return to the screen, it will. If there is absolutely no chance of returning the shot will abort then and there. [Previously NOT BOUNCY in <2.5] Sticky - When this option is selected any projectile or laser will bounce off of the four border walls back into the playing field. Any material weapon (ie, not a laser) will loose 50% of its velocity during the bounce. Elastic - When this option is selected any projectile or laser will bounce off of the four border walls back into the playing field with no loss of velocity. Computers tend to shoot more wildly when this option is on. They know that no matter what happens, they're going to hit something. [Previously BOUNCY] Accelerating - When this option is selected any projectile or laser will bounce off of the four border walls back into the playing field with an increase in velocity. (Anybody out there remember flubber? If so then you've got the idea.) WARNING: If a projectile reaches too great a speed air friction will become high enough to detonate it in midair. Warping - When this option is selected the top and bottom walls will act exactly as if Non Existent, but the projection will wrap around from left to right (or right to left). Random - When this option is selected the form of wall will be randomly determined each round. The kind of wall you are dealing with will be written down the left side of the playing field. Shot Visible: (Default Yes) When turned off, your shot is invisible while in the air. This can speed up the game, but not by much. Its main purpose is confusion and it works quite well, especially with rebounding walls because you never know just how many times the shot bounced before it landed. Invisible shots just make the game more interesting. Trail Visible: (Default Yes) When on, your shot will leave a trail while flying through the air. It can make it easier to determine what adjustments are needed to hit your enemy. It also helps you determine whether you are in danger of being hit by your enemy. Background: (Default Random) There are several backgrounds in front of which the game can take place. These are each labeled with their own name. There is also a RND setting which will include all backgrounds, and a USER setting which will include only preselected backgrounds (See the online help in BOMBCFG). Backgrounds can hide tanks and make CRI's look extremely impressive. Games: (Default 10) This determines how many rounds will be played before the game ends. In a short game your main objective is just to destroy as fast as possible. In a long game you want to rack up points so that you can buy weapons that help you destroy. Tanks Fall: (Default Yes) This determines whether tanks fall when the ground is blown out from under them. When set to No, tanks just hover there. When set to Yes, they fall and sustain damage. Number of Players: (Default 2) Here you select how many tanks will play. This includes computer intelligences. From two to ten tanks can participate. Remember, the more tanks present, the closer they are together, and the better the chances that you'll get blown away before getting a shot off. Computers Can Buy: (Default Yes) This allows the computer intelligences to buy weapons to enhance their arsenals. It is recommended that beginners set this to NO. Palette Speed: (Default 0) This controls the speed at which the background moves (0 is fastest). If the usage of this effect slows down your game too much set this number to a higher value. Wind Force: (Default Normal) This controls the speed of the wind during the game. There are 5 settings ranging from None to Gale. Also available is a RND which will cause Tank Wars to select a different wind setting each round. Team Play: (Default Off) This enables Team Play mode, in which multiple players are allowed to fight together. Computers on the same team will not shoot at each other, and you are penalized for killing a teammate. Start: This starts the game, bringing you to the player selection screen. PLAYER SELECTION: Here is where you select who plays. For each player playing you will be asked what will be controlling him. Press 'K' for Keyboard, 'M' for Mouse or 'C' for computer, or simply click on the appropriate word. Pressing Space or clicking on the name window will prompt you for the player's name. If you selected 'M' or 'K' you will then be asked to enter your name. If you selected 'C' you will then be asked which of the available computers you wish to play against. The available computers are as follows. Mr. Stupid - No Threat. Lobber - A threat if rebound is off. Rifleman - A threat if below you. Windless Wit - A threat if there is little wind. Lob & Shoot - Almost always a threat. Twanger - Very dangerous if reflect is on, otherwise identical to Rifleman. Wind Master - Very dangerous if rebound is off. TEAM PLAY: If Team Play has been turned on, you will be presented with the Team Play setup screen. Each player will be positioned on the left side of the screen, and the teams will be listed across the top. Press cursor Right/Left to move a player from one team to another, or press the right/left mouse button on a the player you wish to move. After this menu you will be given an opportunity to name each team (Teams consisting of all computers will name themselves). PLAYING THE GAME: Now the game begins. First the terrain is drawn. Then each of your tanks will fall from the sky and land somewhere on the ground. The tanks are placed in random order, so that no person gets the same position every game. A random player is then selected to go first. Each player takes his turn in order from left to right, until only one player, the winner, remains. Then the status screen is displayed, showing who is currently winning, the rankings, and other important information. After that, those who have enough points stored up will be given the option of buying extra weapons to supplement their arsenal. CONTROLS: At the top of the screen is information critical in planning your attack. Next to POWER, ANGLE, and DIRECTION are the current values of how hard you will shoot, at what elevation, and in what direction. Next to MEN is the number of men you currently have in your tank. Your power is limited to 100*MEN. WIND shows the current direction and strength of the wind. A number between 0 and 100 is typical. Occasionally however there will be gusts up to 4000 mph, which can have an enormous impact on your shot. Between this panel and the playing field is your equipment list. It consists of 20 boxes. If a box is black, fuzzy, and hard to see, you don't have that item. If a box is white you have that item but it is not loaded. If a box is red it is loaded and armed. Mouse and Keyboard commands are listed below. Raising/Lowering Elevation: Pressing cursor left or right tilts the gun left or right respectively. Clicking the left/right mouse buttons on the yellow number next to ANGLE has the same effect. The gun has a full 180 degree range, and if lowered below 0 will wrap around and begin climbing the other side. Remember to look at your cannon direction itself, just the ANGLE number can be deceptive. Raising/Lowering Power: Pressing cursor up or down raises or lowers the power respectively, by increments of 1. Pressing PgUp and PgDn change power by increments of 100. Clicking the right or left mouse buttons on the number next to POWER has the same effect as cursor up or down. Clicking on POWER has the same effect as PgUp and PgDn. Changing Direction: If you simply wish to reverse direction without changing ANGLE you can simply press 'I', or click on the yellow arrow next to DIRECTION with the mouse. Firing: Pressing SPACE or RETURN will fire the gun. It can be fired with the mouse by pressing both buttons at the same time. Status Information: To obtain information on any player press the number key corresponding to their number. Press '1' for player 1, '0' for player 10, etc.. With the mouse simply click the left button on whomever you wish to obtain information about. Press any key or button to put away the information screen. Changing Weapon: To change the active weapon, press TAB or SHIFT-TAB. These keys will cycle through all the weapons you currently have. Clicking right and left mouse buttons on the strip of weapons above the playing field has the same effect. What each weapon does is listed later. Guidance Systems: Later in the game you may acquire guidance systems. To toggle a system on or off simply press 'H' or 'V', or click on the white 'H' or 'V', depending on which system you bought. (The reason for choosing H and V will become apparent later.) When asked what target to aim for press cursor right/left to rotate through the possible targets, or simply click on the target with the mouse. Keyboard Users: If these commands change angle and power too fast for you, you may hold down ALT while pressing the appropriate key. This will slow down the rate of change to one unit per keypress. CONTROL KEYS: The following is a list of keys that can be pressed at any time during game play, (while the playing field is up, not during the main menu or while purchasing weapons). I realize some of the key combinations are a tad esoteric, and I really do intend to do something about it. Sound Toggle: Pressing CTRL-S will toggle sound on or off. Status: Pressing CTRL-P will pause the game and bring up a status screen indicating the current game and other helpful information. Mass Kill: Pressing CTRL-M will kill all the players on the screen. Use this when a group of computers are involved in a fight that looks like it will go on forever. All players will die after the current player's turn is over. However, if the computer feels a game is dragging on, it will start taking pot shots at tanks with lightning bolts to end the game quicker. Quit: Pressing CTRL-Q will abort the game. Palette Speed: Pressing F3 and F4 will increase/decrease the speed at which the background moves. Change Colors: If the background colors are not to your liking, press CTRL-R to get a new set. Boss Key: This is the one exception to the statement made above. This key, F10, will work AT ANY TIME while the game is running. It will bring up a fake DOS prompt, which does nothing. Pressing the space bar will return you to your game. If the boss will not go away, press ESC. You will be dropped into real DOS. Tank Wars will remove itself from memory and attempt to save your game under the title 'BOSS'. STATUS SCREENS: Between rounds you will be presented with two status screens (only one if you are not in Team Play). These screens rank the players and teams competing, display their scores, and number of wins. On these screens are three buttons, OK, ADD, and SAVE. Pressing OK will close the current screen and go to the next one. Pressing ADD allows you to add more games to the current battle. Pressing SAVE will bring you to the save menu. You can also click on any player or team name and get more in depth statistics such as average accuracy and kill rate. SAVE MENU: After clicking on SAVE from a status screen you are brought to this menu. A default game name will be selected for you (Such as GAME1), and you will be presented with five options: Cancel - Will exit the save menu without acting. New Name - Will allow you to change the name of the current game. Save - Will save the game and exit the save menu. Save & Quit - Will save the game and exit to DOS. AutoSave - This is a toggle switch. When on, the game will be saved after every round under the current game name. LOAD MENU: This menu can be accessed by clicking on the LOAD button available on the main menu screen. Within the grey box will be the name of a saved game. Click on the right or left arrows to select a different game, and select OK to load that game. BUYING EQUIPMENT: After each round you may be brought to the equipment screen. Here you are presented with a list of what items you can buy with your current money supply. (Money is directly related to score.) Press + or - on an item to increment/decrement the number you wish to buy. With the mouse simply click on the item with the right button to select, left to deselect. Press 'P' or click on 'Purchase' to buy those items selected. Press 'D' or click on 'Done' to buy selected items and exit the screen. The list of items is vaguely described later. COMPUTERS: There are currently 7 computers to challenge you. I hope to add more, and if you have any ideas for other algorithms please send them to me. Mr. Stupid: A complete idiot. He just picks a random power and angle, and shoots. There's no guarantee that he'll even shoot in the right direction. A good opponent for your first game. Lobber: This computer uses fairly decent logic. He shoots 2 random powered shots at 75 degrees. The closest person to his second shot is then dubbed his target. He calculates how much his power needs to be altered to hit his target. His third shot usually misses, but his fourth is usually pretty accurate. Strong wind (150+) can throw his shots off, lessening him as a threat. Rebound completely confuses him. He just can't comprehend why his shots aren't following nice parabolic paths. Rifleman: This computer uses one of the simplest, and possibly most effective strategies. If he's below you he simply points his turret at you, sets it at full power and fires. If there are no targets above him, he'll just shoot randomly. Windless Wit: This computer uses physics to hit his target. However, he has not yet figured out how to compensate for wind. In low wind (0-20), you could be in trouble. The higher the wind, the longer you'll live. Lob & Shoot: If there is no rebound, he fights as lobber. If there is rebound he fights as rifleman. This can be very effective when rebound is set to Random. Twanger: If rebound is not on, will fight just like Rifleman. However, if reflect is on he will attempt to bounce his shot off the ceiling and nail you. This is surprisingly effective. (Better than I expected.) Wind Master: The newest of the computer intelligences. He is a Windless Wit who can compensate for wind. When rebound is on he gets confused. When the walls are non reflective, you can see some incredible shots. About 90% accurate in wind up to 2000 mph. WEAPONS: There are currently 18 weapons, 2 guidance systems, and 3 defenses available for purchase. The descriptions that follow are intentionally vague, it is up to you to determine what each group of weapons will do, and what their best use is. The first three are available when the game begins. Lead Ball: Useless, completely useless (almost). They do only 5 men worth of damage. It is up to you to figure out the best use for these. Hand Grenade: This is a wimpy little bomb. It has a very small blast range. It can only kill a tank if it hits it directly. Standard Incinerator: These are your normal weapons. They have a reasonable blast radius, and can kill fairly easily. Mark II Incinerator: Twice the size of Standard Incinerators. Nukes: 20K and 5M Nukes explode the same as Incinerators, but with MUCH bigger blast radii. 5 Meg's have been known to take out up to 7 tanks in one explosion. MIRVs: Fire one of these little beauties and it will split into 5 Mark II's when its arc reaches its peak. Chain Reaction Inducers (CRI's): These start a chain reaction in the ground. Depending on the strength of the CRI it can do little damage, or can destroy almost all the ground on the screen. CRI's are identified with a number followed by a 'D' or 'ND'. The number determines how radioactive the reaction is. 'D's are much more 'fluent' than 'ND's. It's quite hard to explain, but you should be able to figure it out after using a few. Sonic Blaster: These are only helpful in games when Crumble is set to a low percentage. When these hit the ground they emit a high pitched sonic whine, causing all loose ground to collapse. These are especially helpful after a CRI has been released and there are tanks hanging in mid air on only a few pixels of ground. This will take those precious pixels out from under them and send them careening to their death. Balls 'o' Dirt: These are fairly self explanatory. When they explode, instead of a big ball of fire, a big ball of dirt is created. I'll leave it up to you to determine the best use for these. Explosive Dirt: When this hits, it spews dirt up into the air. It may just stay there, or it may fall back down depending on what you set crumble to. Lasers: These work a little differently than the other weapons. Purchasing one of these gives you 1000 units of laser energy. The power value you select is how much of this energy you wish to use. If you have less than 100 units the laser cannot fire. Guidance Systems: I'll leave it up to you to figure out how to use these. They're very powerful, effective, and easy to misuse. Defense Systems: The three defense systems are fairly self explanatory. One will protect you from explosions, one will protect you from falling, and one will repel enemy fire. COMMAND LINE PARAMETERS: You can override all of the defaults on the command line. The format is: BOMB command1 command2 command3 ....etc. The commands are as follows: Game Options: S+|- Sound - On or Off F+|- Flysound - On or Off Gnn Where nn=The Number of Games you Wish to Play BKx Background Selection BKN - None BKR - Random BKU - User Selected BKn - Use only Background n Wn Wind Control (0..5) 0 - None 1 - Low 2 - Normal 3 - High 4 - Gale 5 - Random Rn Wall Reflectivity (0..5) 0 - None 1 - Sticky 2 - Elastic 3 - Accel 4 - Warp 5 - Random Cnnn Crumble Percentage (0..100) I+|- Invisible Ball - On or Off T+|- Shot Trace - On or Off D+|- Tanks Fall Down - On or Off B+|- Computers Can Buy Weapons - On or Off TEAM Activate Team Play Mode Hardware Options: M+|- Enable|Disable Mouse DV+|- Direct Video Port Access - Active or Inactive CV+|- Crude Video Manipulation - Active or Inactive P+|- Palette Rotation - Active or Inactive PV Palette Rotation uses Video Retrace Interrupt PT Palette Rotation uses Timer Interrupt Speed Options: SKIP Skip Title Screen ESnn Explosion Speed FSnn Fall Speed PSnn Projectile Speed SSnn Shot Speed It is preferable to set these options in BOMBCFG, as they will be saved and you will not need to re-enter them every time you run Tank Wars. Keep in mind that any options specified on the command line will override the options stored in BOMB.CFG. EXAMPLE: To play a 30 game set, with crumble set at 75%, random walls, and shot trails you would enter the following. BOMB G30 C75 R5 T+ There is no required order. If contradictory commands are issued, all but the last one will be ignored. Users from previous versions will note changes in some commands. The old version of each command still exists, for example 'RR' will select a random wall, and 'NOCRUDE' will still disable the Crude Palette Interface. The Speed Parameters require special explanation. Three of the four, TS (Turret Speed), ES (Explosion Speed) and FS (Fall Speed) are microsecond delays inserted into the proper event. For example, setting FS to 10 will create a ten microsecond delay every time a tank falls one pixel. Turret Speed controls the rate at which a turret will turn. Change this if the turret is moving too fast to aim accurately. Explosion Speed is the speed at which Explosions occur. Change this to fine tune the rate at which things explode, in case they were happening too fast to see or too slow to bear. Remember that smaller numbers are faster speeds. Shot Speed operates uniquely. It is not a strict delay, but a measure of accuracy. The number you set here is used as the number of times the shot's position is calculated for each movement. For example, setting this to 20 will divide each projectile movement into twenty finer movements, improving the smoothness of the path. Setting this to 1 will cause fewer calculations, and a jerky path, but faster speed. Also with fewer calculations and higher powers the ball will appear to jump from place to place, possibly passing through tanks or past walls. If this happens increase this setting to solve the problem. This option is placed under speed because it has a direct effect on the game's speed. The higher the number, the higher the accuracy, the slower the game. It is a tradeoff between speed and accuracy. If the program is detecting a mouse, when there is not one or is not detecting a mouse you have, use the M parameter. M+ will force a mouse to be detected. M- will prohibit use of the mouse. BOMBCFG.EXE: New with Version 2.5 is the configuration program BOMBCFG. This can be used to set the defaults for most of the options available. It is a fairly simple program with standard drop down menus, and cases sensitive help. Just press F1 at any time to bring up a help window for the set of options you are currently looking at. INTENDED ADDITIONS: I've been working on this program for quite a while, and it is by no means complete. I intend to add more weapons, and to develop more computer intelligences. Also, I hope to find even more ways to speed up the program without sacrificing any graphical effects. As noted I am working on MIDI support, and possibly other external sound systems. I am also looking into the possibilities of a modem or network version of Tank Wars. This program is distributed as Shareware. It is not free software. You are free to try the game and make copies for others. If you continue to use this game beyond a reasonable trial period, you are required to register it with the author. In return you will be notified of all major releases, and will own a legal copy of the program. Send Registrations to: KENNY MORSE 11800 SILENT VALLEY LANE GAITHERSBURG, MD 20878 Please include your registration fee of $10, and if you have one, a Compuserve or Prodigy ID at which I can contact you. Also tell me what version you have, and where you got it from. I don't require it, but I would also like to know your age, and what kind of system you are running on. I will currently answer questions from anyone via CIS or Prodigy. I can be reached at TGTM35B on Prodigy, or 76427,3305 on Compuserve. (Internet users can reach me at my Compuserve Address.) I will currently answer written (non electronic) questions to the above address only if the asker includes a method of reply, such as a self addressed stamped envelope, or Prodigy or Compuserve ID. If you reside outside the United States please pay the registration fee with a cashier's check or money order payable IN US FUNDS. Canadian residents may send personal checks but please adjust for the difference between US and Canadian currencies. After registering you will become the legal owner of your copy of Tank Wars, and will be placed on my mailing list. Whenever a new version is released, you will be notified of its release, its new features, and how to obtain it. In addition to your $10 registration fee you may include at the time of registration an extra $3 to obtain the current version of Tank Wars at that time. (Please specify disk size, 360KB, 720KB, or 1.44MB.) If you prefer you can replace the $3 with a self addressed, stamped, floppy disk mailer containing a blank disk and I will place the current version of Tank Wars on it and drop it back in the mail to you. Once registered, you are to treat this software exactly as a commercial package that you had purchased. The software and the disks on which it is contained are licensed to you, for your own use. This is copyrighted software. You are not obtaining title to the software or any copyright rights. You may not sublicense, rent, lease, convey, modify, translate, convert to another programming language, decompile, or disassemble the software for any purpose. Any copy made of this program for any person other than the registered user this copy is licensed to is to be treated as a shareware copy, and should be evaluated and registered accordingly. I apologize for the capitalization, but the Uniform Commercial Code [UCC] states that implied warranties cannot be disclaimed unless the disclaimer conspicuously uses specific words. All capital letters is commonly accepted as conspicuous (and rude, but that's another matter). This software is provided as-is. There are no warranties, expressed or implied. KENNETH MORSE DISCLAIMS ALL WARRANTIES RELATING TO THIS SOFTWARE, WHETHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, AND ALL SUCH WARRANTIES ARE EXPRESSLY AND SPECIFICALLY DISCLAIMED. NEITHER KENNETH MORSE NOR ANYONE ELSE WHO HAS BEEN INVOLVED IN THE CREATION, PRODUCTION, OR DELIVERY OF THIS SOFTWARE SHALL BE LIABLE FOR ANY INDIRECT, CONSEQUENTIAL, OR INCIDENTAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE SUCH SOFTWARE EVEN IF KENNETH MORSE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR CLAIMS. IN NO EVENT SHALL KENNETH MORSE'S LIABILITY FOR ANY DAMAGES EVER EXCEED THE PRICE PAID FOR THE LICENSE TO USE THE SOFTWARE, REGARDLESS OF THE FORM OF CLAIM. THE PERSON USING THE SOFTWARE BEARS ALL RISK AS TO THE QUALITY AND PERFORMANCE OF THE SOFTWARE. Some states do not allow the exclusion of the limit of liability for consequential or incidental damages, so the above limitation may not apply to you. This agreement shall be governed by the laws of the State of Maryland and shall inure to the benefit of Kenneth Morse and any successors, administrators, heirs and assigns. Any action or proceeding brought by either party against the other arising out of or related to this agreement shall be brought only in a STATE or FEDERAL COURT of the competent jurisdiction located in Montgomery County, Maryland. The parties hereby consent to in personam jurisdiction of said courts. Tank Wars Release 3.0 Copyright 1990, 1991, 1992 Kenneth Morse All Rights Reserved ----------------------------------------------- NOTE: This game requires a VGA or MCGA video system to operate. Your computer must be capable of 320x200 resolution with 256 simultaneous colors. DESCRIPTION: This is a game for 1 to 10 players. Opponents attempt to destroy each others tanks by firing various weapons at them. There are also 7 computer intelligences available to compete against. FILE NAMES: This program was written under the working title of BOMB, as the files are still called. However, due to the fact that there was already a game of that name, I have changed the name to Tank Wars. Since Tank Wars has been out for over a year with no complaints, Tank Wars will remain named Tank Wars. The files will continue to be named BOMB for convenience of previous users. REQUIREMENTS: This program runs in 320x200x256 color mode. It requires that a VGA or MCGA monitor is connected, and is running as the current monitor. A mouse is not required, but utilized if present and 100% Microsoft compatible. (I have had some troubles with Genius Mice.) SHAREWARE: TANK WARS is distributed as Shareware. You are free to try the game and make copies for others. If you continue to use the game, however, you are required to pay the author a registration fee of $10. Please include any comments you have. Registered users will be added to my mailing list, and will be notified of major new releases of this program. FILES: The following files are included in this package: BOMB.EXE: Main File BOMB.OVR: **** REMOVED, NO LONGER USED **** BOMB.TXT: This File BOMB.DOC: Documentation REVISION.HST: List of changes BOMB1.RAW: Graphics file BOMB2.RAW: Graphics file BOMBCFG.EXE: Configuration Program BOMB.ICO: Icon file for Windows 3.0 users. BOMBCFG.ICO: Icon file for Windows 3.0 users. BOMB.ICP: Icon file for OS/2 users. BOMBCFG.ICP: Icon file for OS/2 users. BOMBCFG.HLP: On-line Configuration Help All previously listed files are Copyrighted and may not be modified in any way for any purpose without the author's written consent. If the file BOMB.CFG was included with the package you received I suggest you erase it immediately. This will prevent you from starting up with somebody else's options, which may not be optimum for your system. SUPPORT: Currently electronic support will be provided to everybody. I can be reached on Prodigy at TGTM35B, and on Compuserve at 76427,3305. Internet users can reach me at my CompuServe address. My mailbox address is listed at the end of this file. Written (non electronic) questions will be answered for all registered users, and currently for non registered users who provide a self addressed stamped envelope or CIS or Prodigy ID so that I can respond at minimum cost. Policy regarding non registered users is subject to change at any time without notification. (Just a legal precaution, I don't expect to.) TECHNICAL INFO: This program has been tested on very few machines. It was designed on a 16Mhz PS/2 65SX, with 12MB of memory. Thus it is almost sure to work on another 65SX. Previous versions have become widespread, with few or no problems, and I expect this to continue with V3.0. I have had some problems with Genius Mice, and Tandy Keyboards, and I am looking into the cause. GRAPHICS FILES: It is not necessary to have BOMB1.RAW and BOMB2.RAW to play the game. If you need the disk space, delete BOMB1.RAW. This will cause the program to only load BOMB2.RAW and the title screen will be less spectacular. Deleting BOMB2.RAW causes the title screen to be skipped altogether. MICROSOFT WINDOWS & OS/2: Currently Tank Wars will run adequately under Microsoft Windows 3.0, 3.1, and OS/2 GA release. Under these environments the game may appear slow and sluggish, and the background may jerk along instead of scrolling smoothly. If you can, I advise you run Tank Wars in straight DOS, not in a multitasking environment. If you feel you must run under Windows, you MUST set it up to run Full Screen, and Exclusive is highly recommended. Also you may wish to disable background palette rotation to smooth things out. As to OS/2, I have been told that it will run, but nothing more. If you have problems, disable background execution (from DOS Settings) and run it with as few other applications open as possible. You also may wish to disable background movement, as I am not sure how OS/2 handles Vertical Retrace and Palette interrupts. EXTERNAL SOUND SUPPORT: I am currently working on support for MIDI compatible systems. In fact, I did have my MIDI code in Tank Wars, and it did work on my system. The problem is that this code crashed every other system it was tested on. I have currently commented out that code to decrease the code size for version 3.0. As soon as I get the code bulletproofed I will uncomment it for the next version. As there are many different MIDI systems available, I would appreciate your help in making Tank Wars as universally compatible as possible. I currently have the specs for only two systems, my IBM PS/2 with a Roland MPU-IMC card connected to a SC-55 SoundCanvas, and thanks to Ronald Lepper I have info on the Roland LAPC-1. These two will definitely be supported. For any other system I will need more information about the device. I would greatly appreciate it if anyone could provide to me, either over CompuServe or through the US Mail information on the device they have. This is the only way to guarantee that Tank Wars will in the future support your card. As to the ever popular Sound Blaster, I will consider supporting it as soon as Creative Labs gets its act together and comes out with its promised MCA Sound Blaster Pro so I can test it on my system. I will support the Adlib portion of the SBP if someone will provide me with the necessary information. EXTENDED KEYBOARD SUPPORT: Previous version of Tank Wars provided the command line switch /X- or the option in BOMBCFG to disable extended keyboard access. You will note that this option has been removed in version 3.0. The Extended routines are now required for Tank Wars to work properly. The reason for this omission is that it was taking an incredible amount of code to support both methods, (Every function had to be coded twice, one for each method) and that was translating into a larger filesize and slower program. If you have a computer that required the disabling of the Extended Keyboard Handler, please first try V3.0. The routines have been cleaned up a bit, and may work on your system. If Tank Wars fails to work, first try removing all TSR's. I currently know of no TSRs that interfere with Tank Wars (although Tank Wars may disable some TSRs) but it pays to be sure. If you find that the cause was a TSR, please send me a note telling me the name of the TSR and where you got it so I can either try to make Tank Wars work with it politely, or detect its existence and post a warning. If the problem is not a TSR send me a note stating the problem (in detail) and the system you are running on, and I will look into the situation. VIDEO CARD ACCESS: The background palette movements you (should) see during the game may require some fine tuning. You only need to read this if the background does not move, its movement slows down the rest of the system, or the movement causes fuzz or black bars on the screen. There are various options in BOMBCFG for adjusting the way which Tank Wars interfaces with your video card, and the description of each option can be found in BOMBCFG by pressing F1 on the appropriate menu. In general, (less technically) this is what each option will do. The following three options are mutually exclusive: Video Retrace Interrupt - Tank Wars will work with your video card to move the background. When the video card begins a vertical retrace, it will tell Tank Wars, and Tank Wars will change the background. This option is the fastest and smoothest of the two, and tends to keep all interference off the screen. The only possible problem is that many computers do not have a Vertical Retrace Interrupt. Timer Interrupt - Tank Wars will work with your system timer to move the background. Every 18.2 seconds the timer will signal Tank Wars to move the background. When this is set the interference could happen anywhere on the screen, and the palette will move more slowly. On some computers selecting this may cause your system clock to be off when you exit Tank Wars. Not Active - The backgrounds will not move. Select this if your computer does not have a Vertical Interrupt, and if selecting Time Interrupt unbearably messes up your system clock. The remaining options are On/Off toggles: Direct Video Port Manipulation - This tells Tank Wars whether to use its own routines to move the background, or your computer's. When unchecked Tank Wars will use BIOS which is usually slower, and tends to create moving black bars across the screen. When checked Tank Wars will use its own routines, which tend to be much faster, and cause less interference, at most only a bit of roaming snow. Crude Palette I/O - This tells Tank Wars whether or not to let any interference fall where it may, or try to lock it at the top of the screen. When this option is unchecked, Tank Wars will lock any interference at the top of the screen, significantly slowing down the game. When this option is checked, the interference will roam the screen. Note: Unless you completely understand what I have just said, or you have a problem, you should leave the above two options checked, and Interface set to Vertical Retrace. ACKNOWLEDGEMENTS: I would like to thank Borland, for without Turbo Pascal, this program could never have been written. I believe that Borland has the best technical support of any company in existence. They continue to help, even when you get on their nerves. I would also like to thank Microsoft, for I could not have written this so easily without a multi- tasking environment. I also would like to thank WordPerfect Corp. for WordPerfect with which I wrote these files. I would like to thank Chris Sparks and Brett Moseley for their endless hours of beta testing and contributed ideas. Also I would like to thank all the users who have contributed ideas, and helped in testing Tank Wars. Special thanks to Aaron Johnson who aided in solving the ATI bug and Robin Rudge who provided the equations for Wind Master. This program is distributed as Shareware. It is not free software. You are free to try the game and make copies for others. If you continue to use this game beyond a reasonable trial period, you are required to register it with the author. In return you will be notified of all major releases, and will own a legal copy of the program. Send Registrations to: KENNY MORSE 11800 SILENT VALLEY LANE GAITHERSBURG, MD 20878 Please include your registration fee of $10, and if you have one, a Compuserve or Prodigy ID at which I can contact you. Also tell me what version you have, and where you got it from. I don't require it, but I would also like to know your age, and what kind of system you are running on. I will currently answer questions from anyone via CIS or Prodigy. I can be reached at TGTM35B on Prodigy, or 76427,3305 on Compuserve. (Internet users can reach me at my Compuserve Address.) I will currently answer written (non electronic) questions to the above address only if the asker includes a method of reply, such as a self addressed stamped envelope, or Prodigy or Compuserve ID. If you reside outside the United States please pay the registration fee with a cashier's check or money order payable IN US FUNDS. Canadian residents may send personal checks but please adjust for the difference between US and Canadian currencies. After registering you will become the legal owner of your copy of Tank Wars, and will be placed on my mailing list. Whenever a new version is released, you will be notified of its release, its new features, and how to obtain it. In addition to your $10 registration fee you may include at the time of registration an extra $3 to obtain the current version of Tank Wars at that time. (Please specify disk size, 360KB, 720KB, or 1.44MB.) If you prefer you can replace the $3 with a self addressed, stamped, floppy disk mailer containing a blank disk and I will place the current version of Tank Wars on it and drop it back in the mail to you. Once registered, you are to treat this software exactly as a commercial package that you had purchased. The software and the disks on which it is contained are licensed to you, for your own use. This is copyrighted software. You are not obtaining title to the software or any copyright rights. You may not sublicense, rent, lease, convey, modify, translate, convert to another programming language, decompile, or disassemble the software for any purpose. Any copy made of this program for any person other than the registered user this copy is licensed to is to be treated as a shareware copy, and should be evaluated and registered accordingly. I apologize for the capitalization, but the Uniform Commercial Code [UCC] states that implied warranties cannot be disclaimed unless the disclaimer conspicuously uses specific words. All capital letters is commonly accepted as conspicuous (and rude, but that's another matter). This software is provided as-is. There are no warranties, expressed or implied. KENNETH MORSE DISCLAIMS ALL WARRANTIES RELATING TO THIS SOFTWARE, WHETHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, AND ALL SUCH WARRANTIES ARE EXPRESSLY AND SPECIFICALLY DISCLAIMED. NEITHER KENNETH MORSE NOR ANYONE ELSE WHO HAS BEEN INVOLVED IN THE CREATION, PRODUCTION, OR DELIVERY OF THIS SOFTWARE SHALL BE LIABLE FOR ANY INDIRECT, CONSEQUENTIAL, OR INCIDENTAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE SUCH SOFTWARE EVEN IF KENNETH MORSE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR CLAIMS. IN NO EVENT SHALL KENNETH MORSE'S LIABILITY FOR ANY DAMAGES EVER EXCEED THE PRICE PAID FOR THE LICENSE TO USE THE SOFTWARE, REGARDLESS OF THE FORM OF CLAIM. THE PERSON USING THE SOFTWARE BEARS ALL RISK AS TO THE QUALITY AND PERFORMANCE OF THE SOFTWARE. Some states do not allow the exclusion of the limit of liability for consequential or incidental damages, so the above limitation may not apply to you. This agreement shall be governed by the laws of the State of Maryland and shall inure to the benefit of Kenneth Morse and any successors, administrators, heirs and assigns. Any action or proceeding brought by either party against the other arising out of or related to this agreement shall be brought only in a STATE or FEDERAL COURT of the competent jurisdiction located in Montgomery County, Maryland. The parties hereby consent to in personam jurisdiction of said courts.