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LEGAL JUNK: | |
Hyperoid - a game for Mircosoft Windows (tm) | |
Copyright (C) 1991 Edward Hutchins | |
internet: eah1@cec1.wustl.edu | |
usnail: c/o Edward Hutchins, 63 Ridgemoor Dr., Clayton, MO 63105 | |
This program is free software; you can redistribute it and/or modify | |
it under the terms of the GNU General Public License as published by | |
the Free Software Foundation; either version 1, or (at your option) | |
any later version. | |
This program is distributed in the hope that it will be useful, | |
but WITHOUT ANY WARRANTY; without even the implied warranty of | |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
GNU General Public License for more details. | |
You should have received a copy of the GNU General Public License | |
along with this program; if not, write to the Free Software | |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. | |
Note: Windows is a trademark of Microsoft Corp. (Duh) | |
With this aside, | |
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Hello, and Welcome to Hyperoid version 1.1! | |
The object of the game is intuitive---shoot everything! (Well, almost | |
everything, heh heh!). If the keyboard buffer overflows in all the | |
excitement, ignore the beeps you hear and they'll go away. | |
Hyperoids uses the palette manager, so if you have a palette-capable display | |
(and you read the on-line help pages) you should be able to set up better | |
colors than the Windows defaults. I have tested hyperoids on a monochrome | |
'286, and it seems to work fine. If you want to re-map the keys, look at | |
Appendix A (or the Windows SDK) for some non-ASCII virtual key codes. | |
The source is available through the same channel that you got the executable | |
through, as per the GNU general public licence. Please read the licence if | |
you have any questions, or contact me at the above addresses (email | |
preferred). | |
If you make modifications/bug fixes to Hyperoid, please use me as a clearing | |
house to prevent versions flooding out into the universe. (You don't have to, | |
but I'd appreciate it :-). If you write the world's greatest game using some | |
of my source, please send me note telling what it is and where it's available. | |
Changes since 1.0: | |
Explosion processing a little faster | |
Swarmers (little green guys) no longer flood the system | |
Scoring is better | |
Extra lives every 100,000 points (not 50,000) | |
Firepower reduced a little (hey, the game was too darn easy) | |
Spinning Game Over (Oooooh...) | |
Look for: | |
ls - *nix ls command with MUCHO bells&whistles (couldn't live w/out it!) | |
blitfix - util that sets the CS_BYTEALIGNCLIENT bit on all top windows | |
(speeds up my 1024x768 display by a factor of 3) | |
eyecon - xeyes clone (may have to be renamed) | |
ilbm - Amiga IFF bitmap viewer (supports HAM mode and palettes!) | |
life - 7 blit life with a few bells&whistles | |
loadmon - nifty system performance monitor | |
mbrot - mandelbrot hack that runs in the background | |
yow - Zippy the Pinhead in his very own icon, telling it like it is | |
(more games... stuff... junk...) | |
Coming real soon now to a (net,BBS,Wherever this stuff ends up) near YOU! | |
Appendix A: Virtual Key Codes | |
----------------------------- | |
VK_TAB 9 = default shields | |
VK_RETURN 13 | |
VK_SHIFT 16 | |
VK_CONTROL 17 | |
VK_CAPITAL 20 - useful for autofire! | |
VK_ESCAPE 27 = default boss key | |
VK_SPACE 32 = default fire key | |
VK_PRIOR 33 | |
VK_NEXT 34 | |
VK_END 35 | |
VK_HOME 36 | |
VK_LEFT 37 = default counter-clockwise key | |
VK_UP 38 = default reverse thrust key | |
VK_RIGHT 39 = default clockwise key | |
VK_DOWN 40 = default thrust key | |
VK_INSERT 45 | |
VK_DELETE 46 | |
VK_A-VK_Z 64-90, 83 = default smartbomb key (ASCII 'S') | |
VK_NUMPAD0 96 | |
VK_NUMPAD1 97 | |
VK_NUMPAD2 98 | |
VK_NUMPAD3 99 | |
VK_NUMPAD4 100 | |
VK_NUMPAD5 101 | |
VK_NUMPAD6 102 | |
VK_NUMPAD7 103 | |
VK_NUMPAD8 104 | |
VK_NUMPAD9 105 | |
VK_MULTIPLY 106 | |
VK_ADD 107 | |
VK_SEPARATOR 108 | |
VK_SUBTRACT 109 | |
VK_DECIMAL 110 | |
VK_DIVIDE 111 | |
VK_F1-VK_F16 112-127 | |