Useless Bomber Games by Useless
Useless Bomber Games - A Possible Solution to UnBore Music Disks? <ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ> NfoFile v1.0 7.19.97.WiredPartyplace ³ Launching ÀÄÄÄÄÄÄÄÄÄÄÄ> By typing 'u_bombg /?' you can reach the command line help. ³ Disclaimer ÀÄÄÄÄÄÄÄÄÄÄÄÄ> You may freely distribute and copy this package provided that no fee is charged and the distribution archive contains unmodified copies of the original files as produced by Useless. No part of any file may be modified, altered, reverse engeneered, sold or distributed in any form whatsoever which would involve some sort of trade without prior written permission from Useless. You may add this package to a distribution CDROM provided you send one copy of the CDROM. Contact gcottenc@ens.insa-rennes.fr for further information. This package is provided as is, without warranty of any kind or fitness for particular purpose, either expressed or implied, all of are hereby explicitly disclaimed. In no way Useless can be made liable for any damages that are caused by this package. You are using this production at your own risk. By launching the program you agree with this terms. All the trademarks quoted in this file or in any other files of this package are property of their owners. ³ Minimum configuration ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ> þ A PC :) þ MS-DOS or an MS-DOS highly compatible emulation (works with win95 but not with winNT) þ 8 megabytes of RAM for full program, 4 megabytes for a 'no-sound' configuration (4 megabytes : clean boot!) þ A SoundBlaster or an UltraSound to hear sound The program has been tested to run prefectly smoothly on 486 DX33 without mixing device. (ie, without SoundBlaster) ³ Overall description ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ> Useless Bomber Games is a music disk. Well, a quite special one. As a music disk, you can hear some marvellous musics played on your Gravis Ultrasound or your Sound Blaster. But, as I thought music disks were a little bit boring, I added something which will make you enjoy a good while hearing our musics. That's a game. With Useless Bomber Games you can play a BomberMan clone, using high resolution graphics. It's 4-playable. As I'm sure lots of people will tell me : why have you taken the BomberMan original graphics instead of redrawing graphics?, I want to say two words about that here, so I'll be able to tell them : RTFNF! (ie, read the fucking nfo file)... The first idea of creating a music disk appeared when I discovered how great our musicians are. But when I started to really think about doing it, I discovered that I had only 3 music disks on my hard disk (which two of them were the famous Future Crew's, only using the MDP...) and the reason is that music disk are LARGE packages which you NEVER launch because you're too limited in your choice (and some of them even don't have a dos shell feature...). So, I tought it might be a good idea to code a little game. At this moment I remembered me and my friends were Dyna Blaster's maniacs, but we always thought Dyna Blaster should have provided a better joystick usage and 3 simultaneous players at the keyboard... so I did it! I took exactly the same appearance than Dyna Blaster (graphics, but also reactions, handling, speed, bonus, etc) and I added all the features I thought would increase its playability. So now you know the reason and you won't bother me anymore. :) Basic aim is to burn all your opponents using bombs : just launch a bomb and wait a little till it explodes. In the gamefield you can find 'smooth' walls that can be burnt and can sometimes release bonus or malus, and 'hard' walls that can't be burnt. At the beginning of the game you can only drop one bomb at the same time, and your bombs can only explode two blocks far in each direction. Take some 'bomb' bonus to increase the number of bombs you can drop simultaneously, and some 'flame' bonus to increase the length of their explosions. Sometimes a smooth wall releases a 'death head' : this is a malus. It can do lots of things : make you move slowly, make you move quickly, make you unable to drop bombs, make you drop all your possible bombs (these are the 4 basic malus), make you pass through smooth walls, invert your keys, and swap the players. (these are the 3 extended malus) Use the function keys as proposed on the main screen of the music disk, to change music and to start games. At the beginning of the game, player 1 is the white one, player 2 the red one, player 3 the blue one, player 4 the green one (always moved by the joystick). The unmodifiable keys are F1-F12, space, and the key next to 'Pause' : this key is used to make a pause, because I could not safely use the original Pause key. (problem of code conflict with the Ctrl key) Use 'Escape' to exit. There are also five special keys you can redefine (with /k) : I've called the first one 'Restart with same scheme' : it will start another game with the same players enabled as last time you started a game with the 'space' key. By default it's the 'r' key. This key is very important if you want to play a 'multi-win' match (for example 5 win match) because wins are reset when you start a game with 'space', but kept when you use 'r'. The second one is for the dos shell ; the default key is 'd'. The third, the fourth and the fifth ones are used for the 'playlist' features : there is one for 'previous music', one for 'next music' and one for 'restart current music'. ³ Parameter informations ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ> Please run with '/?' to get the parameter list from the command line. þ v : skip video memory test -> program needs your video card has 300 kbytes of memory in order to use 640x480x8, and it will exit if it detects less than that ; it needs 600 kbytes if it detects successfully 640x480x16 ; 3D gfx presentation image will be set to greyscale if there's not enough þ g : skip granularity and window size test -> as program does not use the 'linear frame buffer' for old video cards compatibility, it uses 'banking' ; this method of addressing video memory wastes so much CPU time I didn't want to support the 'strange banking' that is found on some old cards like Cirrus Logic. Anyway, you can use our program even if you have this type of video cards : just load 'univbe', it will set banking method to the regular one þ s : don't use VESA2 special functions even if VESA2 is detected -> this parameter is very important, because program uses some features of the VESA2 which may lead to problems ; the main one is the use of a special double buffering method called 'set display start during vertical' (see VESA2 specs for more details) which increases animation smoothness and reduces blinking problems ; but this may lead to a huge blinking in animation ; if you have this problem, try with this parameter (if your computer is a 486 or poorer or if you run the program under Windows with another task at the same time, the blinking is probably due to the lack of CPU power) þ k : redefine keys -> please note that program defaultly uses the customized keys þ d : use default keys -> I know the default keys are hard to play with ; but if you want to enjoy 4-players games with 'confirmed' players who will want to control very precisely the moves, try to get acustomed to them ; if you're not in that case, I suggest you modify the player 3's keys only, which lead to quite good results þ j : calibrate joystick -> This operation will allow program to adapt to your joystick's special values þ b : don't use extended malus -> usefull for Original BomberMan maniacs þ u : use a menu setup for the player -> if your soundcard is badly detected / if you encounter problems in low memory configurations / or to test our Internal GargleBlaster routine! þ p : perform a pause before initializing the player -> to have more time to see init comments þ z : don't delete temp music files : if you want to use them out -> as we use Diet to pack our data files, it's the way if you want to keep our music files, to use them later. Each time the player loads a file, it will stay in your temp repertory. (default temp is 'c:\' if you don't have a 'temp' environment string) þ lfilename.ext : load an external module (must be .XM, .MOD or .PLS) -> if you're addicted to the game, maybe you'll want to hear something new ; be careful, there is no module bug detection, any bug in the module will lead to a crash ; '.PLS' is for playlists : modify the 'perso.pls' with your own favorite modules ³ Moving Players ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ> Let's precise that changing default keys (/k) may cause hanging when moving the three players simultaneously... that's why I designed default keys! Default keys can be used by the /d parameter. Otherwise program uses the last saved custom keys. The main problem of the PC keyboard is that it is made of 'groups of keys'. In general, groups are made of keys located next to each other. This is the main reason why default keys are meant to be used with one hand for the horizontal direction, one hand for the vertical one. (but there are exceptions ; for example, you can change the player 3's keys to use the '8' instead of the '7' but there might be hangs) In general, the keyboard sends an overflow code when 3 keys of one group are pressed simultaneously. Actually, it *is* possible to redefine keys with any of these (except 2 keys which send the same code, or 'strange' keys like 'Pause' which does not send regular 'make' and 'break' codes) if you respect a single condition : do not press two direction keys from one single player simultaneously. This is what hangs the keyboard (when this happens, any other keypress is ignored). But, most of the time, especially with 'amateur' players, you can't count on that. Keys for default dos keyboard : Keys for white player (P1) are : Up : 1! Down : qQ Left : \| Right : zZ DropBomb : LeftCtrl Keys for red player (P2) are : Up : oO Down : lL Left : [{ Right : ]} DropBomb : AltGr Keys for blue player (P3) are : Up : Num7 Down : Num4 Left : Num5 Right : Num6 DropBomb : RightEnter The green player (P4) can only be moved with the joystick. Keys for French keyboard : Keys for White Player (P1) are : Up : 1& Down : aA Left : <> Right : wW DropBomb : LeftCtrl Keys for Red Player (P2) are : Up : oO Down : lL Left : ^ù Right : $ DropBomb : AltGr Keys for Blue Player (P3) are : Up : Num7 Down : Num4 Left : Num5 Right : Num6 DropBomb : Entr The green player (P4) can only be moved with the joystick. The worst keys from default keys are surely the player 3's. I think it's because with player 1's and with player 2's you can press the 'Drop Bomb' key with the thumb, but you can't with player 3's. When I play with friends, I use slightly different keys than default ones, because they can't cope with them : my keys for the blue player (P4) : Up : Num8 Down : Num5 Left : Num4 Right : Num6 DropBomb : GreyPageDown ³ Joystick ÀÄÄÄÄÄÄÄÄÄÄ> The program is designed to use one joystick. Calibration can be performed so that every joystick may be used (not as Dyna Blaster) : just use the '/j' parameter the first time you run the program, or every time you connect a new joystick. Each joystick button may be used in order to drop a bomb. After each calibration, values are saved on the disk and automatically loaded each time you launch the program : you just have to calibrate one time. If you launch a game with player 4 enabled, and without a joystick connected (or if the joystick has problems), the green player will keep moving right. As you can't move diagonally on the gamefield, only straight moves are tested (ie : up or down or left or right) ; in case of a double direction of the joytick (for example up-left), program does *not* select which one is possible. With the joystick, as with the keys, you must only send one single direction command. ³ Best Results ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄ> Here are the things you should apply to if you want to get the best results : - Video card compliance to VESA 2.0 standard. If your video card does not support it hardware, try running 'univbe' from SciTech Software. On most computers where it has been tested, the animations blink a lot fewer with 'univbe' loaded. - Have a supported soundcard with a correct environment string (results using Sound Blaster are far better than using Ultrasound because the GUS is far more sensitive upon sample problems, and because the GUS hardware mixing normalizes the sound volume to a constant value, whereas SB software mixing don't). - Have a temporary repertory with its environment string. ³ Usefull stuff and tips ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ> Use the 'Restart with same scheme' key, it's very usefull. (see Overall Description for more details about this special key) Define your own custom keys, in particular when you plan not to be 3 players at the keyboard : make it more convenient for you. Try to play 4-players game, that's really fun! Take the 'malus', they are the real salt of the game. Enjoy yourself! ³ Credits ÀÄÄÄÄÄÄÄÄÄ> I can't actually credit all the people who helped me for coding tips. But here are some of them... Michael Tischer, 'Pc System Programming' David Jurgens, 'Help Pc' SWAG Support Team Sean Palmer Yohann Magnien ie Satanic/Useless ³ Who did what ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄ> Musics : -M- and Pulsar Graphics : Danube (main graphic) and Sibaho (3D presentation graphic + font) Code : Hornet (all except Player), FreddyV (Player), LightShow (E.O.S) ³ Greetings ÀÄÄÄÄÄÄÄÄÄÄÄ> I want to thank my friends of #demofr : Skal, SMKaribou, X-Man, Cyg, Darwin, Fantom, Roudoudou, Walken, Stef, Phar, Mercure, Quick, Mandrixx, Sacrilege, Moa, Tbf. I really think #demofr is the best channel of the demoscene. Special greetings to : Unreal, Sirio, Sweek, Fif, Totor, Lightshow. ³ Special ÀÄÄÄÄÄÄÄÄÄ> 'Hasta la victoria. Siempre.' ³ Known Bugs ÀÄÄÄÄÄÄÄÄÄÄÄÄ> 1) There is a 'File not found' bug on loading one module, sometimes. This bug is really nasty, but I think it's due to an out of memory. If you only have 8 megs of memory, try with a clean boot. Any memory configuration will do, but the Raw one (no memory driver, even himem.sys) gives more memory to E.O.S. 2) As this program is designed for fast machines (yes, it's only a music disk, but there are 50 Hz SVGA realtime animations using banking and a high quality player behind it!) when it turns low-CPU time, moves' speed decrease 3) The dos shell is unstable. :) If you get back to the program directly after trying a dos shell, it's probably because of a lack of memory. ³ End words ÀÄÄÄÄÄÄÄÄÄÄÄ> I really hope you loved our musics. I think they are great. Would you like a 8-playable BomberMan over a direct connection or an IPX network?... _Hornet_Useless_7_19_1997_WiredPartyplace_
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