Tank Wars Release 2.5 Copyright (C) 1990 by Kenny Morse ----------------------------------------------- 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 6 computer intelligences available to compete against. NAME CHANGE: This program was written under the working title of BOMB, as the files are still called. However, due to the fact that there is already a game of that name, I was forced to change it to Tank Wars. If there is already a game of that name, would the author please inform me so that I can change the name again. REQUIREMENTS: This program runs in 320x200x256 color mode. Currently it will only run with a VGA monitor attached, and running as the current monitor. A mouse is not required, but utilized if present and Microsoft compatible. This was written on my 16MHz PS/2 55SX. The game is currently untested on machines of greater speed. At 8MHz certain parts are a little slow. At 4.77Mhz the game is painfully slow. 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 may have. Registered users will be added to my mailing list. You will be notified of major releases of this program. FILES: The following files are included in this package: BOMB.EXE: Main File BOMB.OVR: Overlay File 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. BOMBCFG.HLP: On-line Configuration Help All previously listed files are Copyright (C) 1990 by Kenny Morse and may not be modified in any way. 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. My address is listed in the documentation file. Mailed questions will be answered only for registered users, please include a self addressed stamped envelope or CIS or Prodigy ID so that I can respond. TECHNICAL INFO: This program has been tested on very few machines. It was designed on a 16Mhz PS/2 55SX, with 6MB of memory. Thus it is almost sure to work on another 55SX. GRAPHICS FILES: It is no longer 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. MEMORY USAGE: This program was written in Turbo Pascal, and uses the internal overlay manager. If EMS is present, it will load the entire overlay file into EMS. It will then swap in and out of conventional memory. If you don't have EMS, all swapping will be to/from disk. The program will take advantage of all the conventional memory present. If you have enough conventional memory, the entire overlay will be loaded in, and no swapping will occur. If you have less memory, swapping will occur and the program will run noticeably slower. To determine whether you have enough memory, simply execute BOMB /MEM. If the number listed as "Overlay Set To" is greater than the size of the overlay (BOMB.OVR), no swapping is necessary. ACKNOWLEDGEMENTS: I would like to thank Borland, for without Turbo Pascal, this program could never have been written. I now 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. Finally I would like to thank Chris Sparks and Brett Moseley for their endless hours of beta testing and contributed ideas.