X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=README;h=28572bf8cb142c4b4a4a71771e7ac6feaa020fe9;hp=a16fd5edc33c3ff16b07d066222cc4a6ca383497;hb=790450578bf6d76c2a75b15e534379b32ef7861a;hpb=3d97e3d9c20a984e70dae5e63e7c5069fb136c91 diff --git a/README b/README index a16fd5ed..28572bf8 100644 --- a/README +++ b/README @@ -1,34 +1,39 @@ + Welcome to - R O C K S ' N ' D I A M O N D S ' 9 8 - ------------------------------------------- + R O C K S ' N ' D I A M O N D S + ----------------------------------- -A game for Unix/X11 by Holger Schemel, (c) 1995-98 by Holger Schemel. +A game for Unix/X11, DOS and Windows by Holger Schemel. +DOS port based on code by Guido Schulz. +(c) 1995-2000 by Holger Schemel. Introduction ============ This is a nice little game with color graphics and sound for your -Unix system with color X11. You need an 8-Bit color display or better. -It will not work on black&white systems, and maybe not on gray scale systems. +Unix system with color X11, DOS or Windows. You need an 8-bit color +display or better. +It will not work on black&white systems, and maybe not on gray scale +systems. If you know the game "Boulderdash" (Commodore C64) or "Emerald Mine" -(Amiga), you know what "ROCKS'N'DIAMONDS" is about. +(Amiga) or "Supaplex" (PC), you know what "ROCKS'N'DIAMONDS" is about. Getting started =============== -Just 'cd' to the directory 'rocksndiamonds-*' (Unix) or 'rocks-*' (DOS) -and type 'rocksndiamonds' (Linux) or 'rocks' (DOS/Windows)! -This works only on Linux and DOS systems, because the included binary was -compiled for Linux (i386/libc5) (if you have the Unix package) and DOS -(if you have the DOS/Windows package). -If you have another Unix system like HPUX, NetBSD or SUN, you first have to -type 'make' to compile it. +Just 'cd' to the directory 'rocksndiamonds-*' (Unix, Windows) or 'rocks-*' +(DOS) and type 'rocksndiamonds' (Linux, Windows) or 'rocks' (DOS)! +This works only on Linux, DOS and Windows systems, because the included +binary was compiled for Linux (i386/glibc) (if you have the Unix package) +and DOS or Windows (if you have the DOS or Windows package). +If you have another Unix system like HPUX, NetBSD or Solaris, you first have +to type 'make' to compile it. See the file 'INSTALL' for details. This may be needed on Linux systems, too, depending on your kernel version, -your libc version, your binary format, your processor, ... +your libc version, your binary format, your processor, your karma, ... -(The included binary was compiled on the following system: -AMD K6, kernel 2.0.35, libc5, gcc 2.7.2.1, ELF format) +(The included Linux binary was compiled on a glibc 2.x system based on +a 2.2.x Linux kernel and XFree86 4.0.x libraries.) The Menues @@ -50,7 +55,7 @@ button and enter a new name. This menu will show the text 'team' instead of 'name' if you activated the team (local multiplayer) mode in the setup menu. See below. -The menue 'level' +The menu 'level' ----------------- Choose any level from the current level series you want. The former 'handicap' limitation in choosing levels has been removed because of @@ -216,21 +221,58 @@ directory. To edit a level, you can use all three mouse buttons to draw in the level window. Click into the elements field with one of the three buttons -to remap it to the new element. Use the arrow widgets to scroll around in -the level. Use the 'flood fill' field to init exactly ony flood fill -operation in the level field (you will be prompted). Click on 'control -window' to switch to the control window. - -In the control window you can modify different parameters like the size -of the level playfield, the name of the level, the scores for different -elements and something like that. The four 3x3 field on the upper left -can be edited like the level field and indicate the 'contents' of smashed -crunchers (just try it out with some crunchers in one of your own levels). - -'Undo & Exit' leaves the level editor, throwing away all the changes you -have done to the level. -'Save & Exit' leveas the level editor and saves the new level (the old one -will be deleted). +to remap it to the new element. Use the scrollbars, arrow buttons or +cursor keys to scroll around in the level. Use the drawing functions by +selecting them from the toolbox field or pressing the corresponding key +(the key shortcuts for each gadget are displayed in the status line at +the bottom of the window when the mouse pointer is over the gadget). + +About the drawing functions: If you know the good old "Deluxe Paint" from +the Amiga, you will have no problems with the drawing functions -- even +the key shortcuts are mostly the same. If not, just try them out and you +will see what happens. ;-) + +Some notes: Most drawing functions have different behaviour when different +mouse buttons are pressed in the drawing area; normally, the left mouse +button is the 'foreground button' and the middle and right buttons are +some sort of 'background buttons', often with relation to the chosen +element mappings on this buttons. + +The '?' button brings you to the 'Element settings' page, where you can +see some information about the element and how many of them are included +in the current level. The contents of elements with content (some amoeba +and the Yam Yam (also know as cruncher) can have content) can be edited +by 'sticking' the page with the corresponding button on their page. +Yam Yam's can have up to eight content areas. + +The 'undo' button gives you the chance to undo up to 10 drawing operations. +The 'info' button brings you to the 'Level/Editor settings' page. +The 'save' button asks you to save the current level. +The 'clear' button clears the drawing area without asking. +The 'test' button lets you play your new level directly from the editor. +The 'exit' button asks you to exit the editor (if there are unsaved changes). + +In the 'Editor settings' section, you can give your level a new name +and type in your name which will be displayed as the level's author. +(On Unix systems, your login name will be taken as default.) +Then you can modify the level playfield size there, the available time +(set this to zero to get unlimited time for this level), the score you +get for each 10 seconds time that are left when reaching the exit, and +last but not least you can enter the number of emeralds the player has +to collect before the exit door opens. + +Another new button is the 'double speed' button that lets the player move +twice as fast as normally from start; the effect is the same as collecting +a speed pill during the game. + +In the 'Editor settings' section, you can make some modifications to the +behaviour of the 'random element placement' button (the dice): Choose if +the number you can enter means how many percent of the whole level are +filled with the element chosen as the random element, or if it should mean +the exact number of elements to be placed in the level field. +With the 'restrict' button on the left side you can force the random function +not to overwrite level elements other than the element chosen in the content +field on the right side. The Tape Recorder @@ -285,12 +327,12 @@ years like this version... ;-) If you have any comments, problems, suggestions, donations, flames, send them to - aeglos@valinor.owl.de + info@artsoft.org or Snail Mail to Holger Schemel - Oststrasse 11a + Detmolder Strasse 189 33604 Bielefeld GERMANY