Tree @HEAD (Download .tar.gz)
- data
- debian
- levels
- tools
- animate.c
- blocks.c
- bullet.c
- CHANGES
- codes.c
- config.h
- control.c
- do_install
- GravityWars.script
- GravityWars101
- GravityWars101.c
- gw_edit
- hole.c
- includes.h
- init.c
- introutro.c
- macros.c
- macros.h
- Makefile
- makepic.c
- memory.c
- memory.h
- misc.c
- moveship.c
- pixel.c
- README
- README.announce
- score.c
- scroll.c
- water.c
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 | G R A V I T Y W A R S ====================== v1.1 (August 1996) "A Gravity Force clone for the Linux operating system" Credits: ...Programming by Sami Niemi... ...Graphics by Pär Johannesson... ...Title picture by Mattias Johansson... INTRODUCTION ------------ Gravity Force is based on Gravity Force, one of the greatest games for the Amiga. This version is a little different, with a much higher resolution, and better graphics. It also includes some new features like water, exploding doors, bonus objects, fans (ie. wind), and some other special effects like exploding bullets, and splashing water.. Gravity Wars has been developed from scratch by Sami Niemi in June 1995. The game comes with a DOS based level editor which is coded by Pär Johannesson, the gfx dude. The level editor hopefully means a longer lifespan for the game, since everybody can now design their own levels. I've also included a C source/bin for converting the edi- tor output to an object map. More about that in the technical secti- on. The game also gives a level code, so you can start from the last level. REQUIREMENTS ------------ The game (v1.1 or higher) should run on a 386, with enough memory. You also need an SVGA card that is supported by SVGALIB. The game runs in UNLINEAR mode, which means that it should run on all SVGA cards. (The unlinear mode also consumes a lot of CPU power.) The game uses only the normal VGA functions, the only real SVGA funtion sets the screen on.. USAGE ----- GravityWars [code-to-a-given-level] [beam-adjustment] You'll receive the codes after a completed level. The beam-adjust- ment is a number somewhere between 0 and 30000,which adjust the ras- terbeams position while drawing the graphics. It should be higher on fast computers, and lower on slow ones (If it's wrong, the screen might flicker a bit). The default is 0. HOW TO PLAY ----------- The goal is to get all the keys without getting killed. After you've picked up the last one, the hidden StarGate opens. You're supposed to fly into it, and it'll beam you into the next level. You can pick up bonus objects on the way. The round (look kinda like the European Uni- on logos) objects are extra lifes. The bottles with an "F" on contain extra fuel. The clocks give you extra time. Rest of the objects just give you points. You can shoot yourself through the red doors (try to shoot into the water), and fill your tank by landing on the fuel platform. That should get you started.. CONTROLS -------- - Left/Right cursor keys turn the ship. - Forward cursor key turns the throttle on. - CTRL shoots. - ESC/CTRL-C kills the game. Mouse buttons also kill the game. - ALT-F1 switches to the first console (if you started the game in some other) POLICY ------ The programs and graphics are public domain, with the following restrictions: You're free to modify the code and the graphics as long as you state that the original code was written by Sami Niemi, and that the original graphics were drawn by P<E4>r Johannesson (If you're using any parts of it). You're not allowed to sell the game or use it for other commercial purposes without my permission, modified or not. Please inform me of the latest changes to the game. TECHNICAL --------- The game uses a 640*1440 256 color virtual screen, which leaves no space for a doublebuffer. The graphical mode is a normal NON-Linear 640*480 screen. I decided to use a NON linear mode(What a sacrifice!) to make it possible for people with NON linear gfx cards to also play the game. Unfortunately, the NON linear memory is more than ten times slower to access, and with it's complex structure even slower to wri- te to! (and a LOT harder to code a fast 'blitting' routine for!). Because of the slow MEM->VIDEOMEM copying, it would've been too slow to do a real hardware-software scrolling, with a double buffer. This means that everything has to be drawn to the screen while the rasterbeam is far away from the drawn object.. Problems.. As you mig- ht know - this is not fully possible... Atleast not on any slow con- figurations. Sorry about that, but you have to admit that playing the game on a standard VGA screen would've been boring... As you know, Linux is a multitasking OS, which means that someti- mes the OS just wants to do it's little disk access, and 'gives a sh- it' about eventual undubbelbuffered games running on it.. (No offence on the OS! I love it, even though it seems like it's running a bit unevenly, with occational peaks. Any comments from the OS development side?) This means even more problems for an undubbelbuffered game, so to get the best results (smoothness, with no flicker), you should use a fast computer! There is also a parameter that'll change the beam tracking position. The default value is 5000. If you have a fast mac- hine, you should use a higher value, otherwise same or smaller. (The above text is about the v1.0, the newer versions are much faster and should run without flicker on slow machines too.) The game hasn't been through much beta testing, since I just don't have time to supervise the hole thing. My military service in Finland starts in 12 days... This also means that the eventual second better version won't be released for a while, and that the bugs won't get fixed unless someone living in HELSINKI (where I'm doing the manda- tory service) with a nice Linux machine let's me use his machine.. ;) (Yeah.. I'm still in the service... 7th Nov 1995.. What a waste...) THE LEVEL EDITOR ---------------- Not much to say about. Saves a map containing internal an external information about the level. The last part contain the information th- at the Converter.c reads, and processes. That data contains 20*45 blo- ck numbers. The blocks are contained in the data/blocks.gw in my own raw image format: 768 bytes - first palette 768 bytes - second palette ??? bytes - data data: x size - 320 pixels y size - 792 pixels block_size - 32*32, separated with a grid to the 'north' and 'west'. (This means that there are four 320*198 screens attached to eachother, with 32*32 blocks starting from the (1,1) position, not from (0,0), due to the grid) Some important blocks are: (You'd have to use the same colors, be- cause of the way the collision controll works.. Ofcourse you can have a different palette.) 36-38 background 18-20 Start 41 End 45-50 Ship Explotion 51 Key 54,60,61 Game Over 67,76,85 Out Of Time 68,69,70 Level, Get Ready 67,105,154 Out Of Fuel 108,109,117, 119,120,122, 127,130,136, 139,144,146, 147,153 Congratulations message 112-116 Water Splash 123-125, 132-134, 141-143, 150-152 Fan Anims 157-161 Ship Implotion 170 Water Key 204 Water Background 207 Ship with thrust 208 Ship So, if you decide to change the graphics to the game, you have to keep these blocks. The level maps consist of three things: 1. level??.gfx, which contains 20*45 block numbers starting from 0 meaning the upperleft corner of the blocks.gw 2. level??.obj, which contains the object, water, red wall, etc in- formation. Check out the Converter.c source. The only things that are not handled by the converter are the wind motions: Q W E If the ship flies into a block with one of the letters, \ ^ / it'll be accelerated into the given direction. The Con- \|/ verter places an 'S' to the place where the fan is ro- A<--o-->D tating, so the designer can edit the file easily with a /|\ text editor. / v \ Z X C 3. level??.dat, which consist of the remarks on the level, amount of fuel, and time at the start, and after explosions. It also conta- ins the animation information: Starting with 'anim', followed by: (numbers) X coordinate, Y coordinate, Start frame times eight, Stop frame times eight, Actual frame times eight, Speed (1,2,4,8,16,32,...) Small numbers are slow, and require less processor power. Current animations consist only of these: (plus different explosions) animation start stop ----------------- ----- ---- Fan blowing down 984 1007 Fan blowing left 1056 1079 Fan blowing right 1128 1151 Fan blowing up 1200 1223 Well, I hope this is enough of information for y'all to get started.. I hope to see more levels, a new editor, and why not a level to postsc- ript converter too.. So you could print out your favourite levels. I don't have time to code anymore on the game, and the source is not re- ally ready for release, so just hang on.. I'll be baeck.. (Ok, so I'm back... Fixed the worst bugs.. So, just fill my mailbox with comments...) TO DO, BUGS ----------- Oh.. There are thousands of things to do.. The best thing is that the source supports all these features, me and Pär just haven't had time to implement all that. The source (some parts of it) supports for example two players, and a magnet object which pulls the ship towards itself etc... If you'll get me encouraged enough, I might just write a much better version. Network support is ofcourse one of the top priorities, and is fairly easy to write. The Top priority should be to convert the whole thing to X11. THANKS ------ - Linus Torvalds, for the kernel. - All the people behind the Linux, and the GNU software. CREDITS ------- - Sami Niemi: Coding, Design, Graphics, Levels - Pär Johannesson: Graphics, Design, Levels - Mattias Johansson: Title Picture - Paul Fritzsche: Levels CONTACT ADDRESSES ----------------- Sami Niemi (Coding, level design) --------------------------------- Address: (Sandvägen 4b) (374 53 Asarum) (Sweden) Voice: (+46-454-84704) Fax: +46-454-84992 email: e96sn@efd.LTH.se sniemi@kuai.se WWW: http://www.kuai.se/~sniemi http://www.efd.lth.se/~e96sn Pär Johannesson (Graphics, level design) ---------------------------------------- Address: Knäpparestigen 6 374 51 Asarum Sweden. Voice: +46-454-87249 email: pt95pjo@pt.hk-r.se Mattias Johansson (Raytraced title picture) ------------------------------------------ FAX: +46-8-330892 BBS: +46-8-54062686 email: mjoh@kuai.se |
Commit History @HEAD
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- Allow overriding of CFLAGS and use pkg-config instead of sdl-config Reiner Herrmann 4 years ago
- Fix FTCBFS: Let dh_auto_build pass cross tools to make Helmut Grohne (commit: Reiner Herrmann) 4 years ago
- Point Vcs-* fields to salsa Reiner Herrmann 4 years ago
- Import Debian changes 1.102-34 Markus Koschany (commit: Reiner Herrmann) 4 years ago
- Import Debian changes 1.102-33 Peter Pentchev (commit: Reiner Herrmann) 4 years ago
- Import Debian changes 1.102-32 Barry deFreese (commit: Reiner Herrmann) 4 years ago
- Import Debian changes 1.102-31 Sam Hocevar (Debian packages) (commit: Reiner Herrmann) 4 years ago
- Import Debian changes 1.102-30 Sam Hocevar (Debian packages) (commit: Reiner Herrmann) 4 years ago
- Import Debian changes 1.102-29 Sam Hocevar (Debian packages) (commit: Reiner Herrmann) 4 years ago
- Import Debian changes 1.102-28 Sam Hocevar (Debian packages) (commit: Reiner Herrmann) 4 years ago
- Import Debian changes 1.102-22 Joey Hess (commit: Reiner Herrmann) 4 years ago
- Import Debian changes 1.102-13 Joey Hess (commit: Reiner Herrmann) 4 years ago
- Import Debian changes 1.102-12 Joey Hess (commit: Reiner Herrmann) 4 years ago
- Import Debian changes 1.102-9 Joey Hess (commit: Reiner Herrmann) 4 years ago
- Import Debian changes 1.102-1 Joey Hess (commit: Reiner Herrmann) 4 years ago
- Import Upstream version 1.102 Reiner Herrmann 4 years ago
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