Tank Wars Release 1.1 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 5 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. If this program should evolve beyond version 1.0, you will be notified. 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 All previously listed files are Copyright (C) 1990 by Kenny Morse and may not be modified in any way. 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. It has shown a few problems on a Clone with a ATI VGA card. First, the ATI in 32bit mode does speed up the program, but it also does not palette switch correctly with my program. If this problem exists on your machine, player 3 will be the same color as player 1, instead of being blue as it should be. I would appreciate a response from any ATI users stating whether or not they encounter this problem. 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 (about 100k) 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 (currently around 100K), no swapping is necessary. ACKNOWLEDGEMENTS: I would like to thank Borland, for without Turbo Pascal, this program could never have been written. 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.