Bomb

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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.

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