@database GridLock.guide @width 78 @node Main "GridLock Help" ' Those who move among the Grid ' GridLock @{" Screen Areas " link Screen} @{" Development and Testing " link Development} @{" Movement and Energy Beams " link MoveEnergy} @{" Opponent Activity Pulser " link Pulser} @{" Setting Up " link Setup} @{" Health " link Health} @{" For NULL-MODEM " link NULL} @{" Inactivity / Health Rejuvenation " link Rejuvenation} @{" For MODEM " link MODEM} @{" Disruptors " link Disruptors} @{" For AmiTCP/TCP: " link TCP} @{" Disruptions / Inactivity " link Disruptions} @{" For Multi-I/O Cards " link MultiIO} @{" Teleportation Devices " link Teleport} @{" Connecting MODEM/NULL-MODEM " link Connect} @{" Phimping " link Phimp} @{" Connecting AmiTCP/TCP: " link ConnectTCP} @{" Starting " link Start} @{" Sending Messages " link Message} @{" Configuration " link Config} @{" Pause Game " link Pause} @{" Error Messages " link Errors} @{" End Game " link End} @{" Quitting " link Quit} @{" Future Enhancements " link Future} @{" Known BUGS " link Bugs} @{" Winning " link Win} @{" Note to 512K users " link 512K} @{" Legalness " link Legal} @{" Thank Yous " link Thanks} @{" New in this version " link New} @{" Previous versions " link Revisions} @{" Locating The Author " link Author} GridLock is a MODEM or NULL-MODEM or AmiTCP/TCP: two-player game. @endnode @node Development "Development and Testing" Development and Testing ----------------------- GridLock was originally developed on an Amiga 1000 with 1.5 Meg, beginning in October of 1990. It is now being developed on an Amiga 3000T/060-50MHz with 60 Meg. GridLock has been tested on an A3000T/16 Meg FAST/2 Meg CHIP, A3000T/8 Meg FAST/1 Meg CHIP memory and an A1000 1.5Meg memory. GridLock has been tested under: Kickstart version 40.68 , Workbench version 40.42 Kickstart version 37.175, Workbench version 38.12 Kickstart version 34.5, Workbench version 34.32 GridLock has been modem tested with a ZyXEL U-1496E+. GridLock has been tested with the MultiFace-III Multi-I/O card. GridLock has been tested with AmiTCP/TCP: (v4.3) using a Hydra Ethernet connection between two A3000T/25MHz. GridLock has been tested with AmiTCP/TCP: (v4.3) on a 115200 baud serial.device network between an A3000T/25MHz and an A3000/25MHz. @endnode @node Setup "Setting Up" Setting Up ---------- Both players should be using the same version of GridLock. In versions 91.Dec.01 and greater, version checks are made automatically. GridLock requires the following libraries to be located in the LIBS: directory: dos.library (system) exec.library (system) graphics.library (system) icon.library (system) intuition.library (system) mathieeedoubbas.library (system) iff.library (included) GridLock requires the following device to be located in the DEVS: directory, for use with the internal serial port: serial.device (system) GridLock requires the following handler to be located in the L: directory, for use with the internal serial port: port-handler (system) The following files should be contained in the same directory: GridLock GridLock.info GridLockData/GridLock.pic GridLockData/GridLock.pic2 GridLockData/GridLock.RAW GridLockData/GridLock.txt GridLockData/Soound1.RAW GridLockData/Soound2.RAW GridLockData/Soound4.RAW GridLockData/Soound7.RAW GridLockData/Teleport.RAW @endnode @node 512K "Note to 512K users" Note to 512K users ------------------ If you only have 512K of memory you will most likely encounter an OUT OF MEMORY error when beginning the game. If this happens, try adding the SOUNDEFFECTS=NO configuration option. See: @{" Configuration " link Config 173} @endnode @node NULL "For NULL-MODEM" For NULL-MODEM -------------- Connect both computers with a standard NULL-MODEM (3 wire) serial cable. WARNING! NEVER connect cables of any kind to your Amiga while the Amiga is turned on. The following ToolType may be added (SERIAL is default): DEVICE=SERIAL See: @{" Configuration " link Config} Applicable Configuration Commands: @{" BAUDNULL " link Config 52} @{" DEVICE " link Config 87} @{" SERIALDEVICE " link Config 151} @{" SERIALUNIT " link Config 162} @endnode @node MODEM "For MODEM" For MODEM --------- The following ToolType may be added (SERIAL is default): DEVICE=SERIAL See: @{" Configuration " link Config} Applicable Configuration Commands: @{" AUTOANSWEROFF " link Config 19} @{" AUTOANSWERON " link Config 30} @{" BAUDMODEM " link Config 41} @{" DEVICE " link Config 87} @{" DIAL " link Config 98} @{" PHONE# " link Config 135} @{" SERIALDEVICE " link Config 151} @{" SERIALUNIT " link Config 162} @endnode @node TCP "For AmiTCP/TCP:" For AmiTCP/TCP: --------------- AmiTCP must be running before GridLock is run. GridLock requires the following line to be added to AmiTCP:db/services gridlock 2900/tcp 2900 is the Port number that GridLock will use when initiating a network connection. It is recommended that you use this number, unless it is in conflict with your system setup. GridLock will use the 'case sensitive' alias as shown, in reference to this Port. It MUST appear in ALL lower case or you will get a 'Service NOT found' error. TCP: must be mounted. This is default for AmiTCP installation. The following ToolType must be added/edited: DEVICE=TCP See: @{" Configuration " link Config} Applicable Configuration Commands: @{" DEVICE " link Config 87} @{" HOST# " link Config 109} @{" SERIALDEVICE " link Config 151} @{" SERIALUNIT " link Config 162} @endnode @node MultiIO "For Multi-I/O Cards:" For Multi-I/O Cards: -------------------- The following ToolType must be modified to set the proper device handler. SERIALDEVICE GridLock has been tested with the 'duart.device' for the MultiFace-III Multi-I/O card. See: @{" Configuration " link Config} Applicable Configuration Commands: @{" SERIALDEVICE " link Config 151} @{" SERIALUNIT " link Config 162} @endnode @node Connect "Connecting" Connecting MODEM / NULL-MODEM ----------------------------- GridLock will detect if a modem is connected, automatically. The message window at the bottom of the title screen will read MODEM or NULL-MODEM, accordingly. If you have a modem connected but it is turned off, the message window will display NULL-MODEM. If the default baudrate is not wanted then select the baudrate under the BAUD menu. Both computers must have the same baudrate set for play. @{" For MODEM " link MODEM} use, -- One player should select DIAL under the MODEM menu. This brings up a requestor in which the phone number should be entered. DIAL will automatically prepend the defined prefix (ATDT is default). - OR - One player can select a phone number from the PHONE BOOK menu. These phone numbers can be stored through the use of ToolTypes. See: @{" Configuration " link Config 135} -- The other player should select AUTO ANSWER ON under the MODEM menu. If this is already set on the modem, it need not be done again. AUTO ANSWER ON sends an ATS0=1 command to the modem by default. See: @{" Configuration " link Config 30} Auto Answer can be turned off by selecting AUTO ANSWER OFF under the MODEM menu. @{" For NULL-MODEM " link NULL} use, -- Insure that the NULL-MODEM cable is connected and continue ... When both games are running at compatible baudrates and connection is detected, OPPONENT READY will appear on the title screen. * The game will automatically check that both games are the same version. If this is not the case, NOT COMPATIBLE VERSION will appear on the title screen and the game will not continue. @endnode @node ConnectTCP "ConnectingTCP" Connecting AmiTCP/TCP: ---------------------- The message window at the bottom of the title screen will read TCP. @{" For AmiTCP/TCP: " link TCP} use, *** BEFORE running GridLock, the DEVICE=TCP ToolType must be included See: @{" For AmiTCP/TCP: " link TCP} -- First, one player should select OPEN PORT under the TCP menu. * NOTE: AmiTCP/TCP: will wait forever for a connection to this port. GridLock has no control over this. I have provided a script file that will allow you to signal the OPEN PORT to ABORT. Simply click on the 'Kill-GridLockPort' icon and it will connect to the GridLock Port and send a QUIT command. -- Then, the other player should select CONNECT TO HOST under the TCP menu. This brings up a requestor in which the Host Address or Host Alias should be entered. A null entry will abort the CONNECT TO HOST. - OR - The other player can select a Host from the HOSTS menu. These Hosts can be defined with ToolTypes. See: @{" Configuration " link Config 109} When both games are running at compatible baudrates and connection is detected, OPPONENT READY will appear on the title screen. * The game will automatically check that both games are the same version. If this is not the case, NOT COMPATIBLE VERSION will appear on the title screen and the game will not continue. @endnode @node Start "Starting" Starting -------- If OPPONENT READY is displayed on the title screen then connection has been established and GridLock may begin. START may be selected from the GAME menu at this time. When one player selects START from the GAME menu, both games will begin. START may also be invoked through the keyboard equivalent 's'. START is disabled while an opponent is editing or viewing a message or changing preferences. @endnode @node Screen "Screen Areas" Screen Areas ------------ View GridLock.doc.pic for locations of the different areas and images used in the game. @endnode @node MoveEnergy "Movement and Energy Beams" Movement and Energy Beams ------------------------- All game play is controlled by mouse or joystick. To change the input device select the GRIDLOCK/PREFERENCES menu at anytime during the game. MOUSE: Use the movement controls (the blue arrows with no lines) to move your player. See: GridLock.doc.pic Clicking with the left mouse-button activates the selected direction. Holding the mouse button down and positioning the mouse pointer over any of the direction arrows will allow repeat movements, without having to click the mouse button for each movement. JOYSTICK: Push the joystick in the direction you wish to move. Holding the joystick in one direction will repeat movement in that direction. KEYBOARD: Use the cursor keys for the direction you wish to move. Holding the key down will repeat movement in that direction. To the right of the direction controls are the energy beam generators, these are used to generate the beams in which to trap your opponent. These beams are not visible to your opponent unless he moves into them. You can not generate energy beams along the border of the Grid. MOUSE: Select these gadgets in the same manner as above. JOYSTICK: Press fire and hold it, then push the joystick in the direction you wish to generate a low level beam. KEYBOARD: Use the number keys to generate low level beams: 8 - Up 4 - Left 6 - Right 5 - Down @endnode @node Pulser "Opponent Activity Pulser" Opponent Activity Pulser ------------------------ At the top of the opponent health display is an activity pulser. This displays the activity level of your opponent. It has three different display methods. If your opponent is active, this displays a three level sizing pulse (small/medium/large). After 9 'time units' of inactivity this will change to a non-pulse display. When your opponent enters the health rejuvenation state (at 14 'time units') this will change to a 2 level pulse (dark/bright), and your opponents position will be displayed while remaining in this state. @endnode @node Health "Health" Health ------ Moving into an opponent's low-level energy beam will absorb energy from you (decreasing your health) and will change the low level energy beam to a high level beam. This is indicated on the Grid as a brighter beam. Watch for this, to determine where your opponent is. The last beam that your opponent has moved into will flash (on/off) for 15 'time units' or until another beam is moved into. Generating a beam where an opponent's beam is already located will also cause a health decrease. Health decreases work as follows: Move into opponent's low-level beam: -2 health Move into opponent's high-level beam: -0 health Generate beam over opponent's low-level beam: -4 health + Generate beam over opponent's high-level beam: -6 health + See: @{" Disruptions / Inactivity " link Disruptions} @endnode @node Rejuvenation "Inactivity / Health Rejuvenation" Inactivity / Health Rejuvenation -------------------------------- You may rejuvenate your health by stopping all movement for a period of 14 'time units'. This will put you in the Rejuvenation state. Beware that, while in this state, your Grid position is shown on your opponent's Grid display. Health will rejuvenate at a rate of +4 health/'time unit', to a maximum of 150. You may exit the Rejuvenation state at any time by moving. Health Rejuvenation Overload (Registered version only) ---------------------------- Once you reach the maximum health you have 1 'time unit' to move or you will overload, causing a health decrease of 125 and a reset of the 'time units' required to enter the Rejuvenation state. See: @{" Disruptions / Inactivity " link Disruptions} @endnode @node Disruptors "Disruptors" Disruptors ---------- Two types of Disruptors are available. Timed Disruptor: These devices can be used to cause a timed disruption within the Grid location the Disruptor is placed in. These devices can provide a method of attempting escape when you are trapped within a Grid area -OR- can be used to cause health decrease to an opponent. Disruption will be delayed by 4 'time units', giving you time to move away from the disruption area. Only (1) Timed Disruptor may be active at a time. A maximum of (3) are available per game. Disruptor Trigger: These devices are used to attempt to cause health decrease to an opponent. A disruption will be triggered if your opponent moves on to a Grid area containing one of these devices. A maximum of (5) are available per game. MOUSE: Place a Disruptor device by clicking with the left mouse button, in the Timed Disruptor -OR- Disruptor Trigger areas. See: GridLock.doc.pic -OR- JOYSTICK/MOUSE: Place a Timed Disruptor by pressing '1' on the keyboard. /KEYBOARD Place a Disruptor Trigger by pressing '2' on the keyboard. If you are positioned on a Grid location where a Disruption occurs, you will have a health decrease of 24. @endnode @node Disruptions "Disruptions / Inactivity" Disruptions / Inactivity ------------------------ If you remain inactive, when positioned within a Level-1 Grid Disruption, Health Rejuvenation does not occur. Instead, health will decrease as follows: Inactivity Level 0: 1-9 'time units' -1 health Level 1: 10-13 'time units' -2 health Level 2: >= 14 'time units' -4 health @endnode @node Teleport "Teleportation Devices" Teleportation Devices --------------------- Generating four low level beams around yourself in one Grid sector will generate a teleport, which will transport you to a random sector on the Grid. Moving into one of these active teleports will have the same effect. These can be used to get you out of a tight spot, or to put you into one. You can not enter an opponent's teleport. A teleport is not generated if you are not positioned inside the enclosed Grid sector when you generate the fourth low level energy beam. All four beams must be LOW LEVEL to generate a teleport. MOUSE: Holding the left mouse button down and circling over the four energy beam direction arrows provides a quick way to generate a teleport. JOYSTICK: Pressing the fire button and circling the four directions with the joystick provides a quick way to generate a teleport. Teleport Generation Failures (Registered version only) ---------------------------- These can cause random destruction of Energy Beams in a stream starting from the failed teleport. If this occurs when you attempt to generate a Teleport you will have a health decrease of 12. @endnode @node Phimp "Phimping" Phimping -------- Phimping occurs when both players are positioned within the same Grid location, at the same time. This causes a disruption in the Grid and players' energies. This is shown by flashing you and your opponent within the Grid location. Phimping will continue as long as both players remain within this Grid location. Phimping will not cause a health decrease. @endnode @node Pause "Pause Game" Pause Game ---------- To pause the game, select PAUSE from the GAME menu, this will signal the opponent's computer to pause as well. This option will display a message at the bottom of your screen, acknowledging that the game is paused. Press 'ESC' to return to the game. Your opponent cannot restart the game. The player who pauses the game must continue it as well. PAUSE may also be invoked through the keyboard equivalent 'p'. PAUSE is disabled while an opponent is editing or viewing a message. @endnode @node End "End Game" End Game -------- To leave the Grid, select END from the GAME menu, this will signal the opponent's computer to end as well. This option will display your opponent's position and his energy beams on your screen. Press any key to return to the title screen, where you may begin a new game. END may also be invoked through the keyboard equivalent 'e'. A new game can not begin until both players have returned to the title screen. If your opponent has not returned to the title screen the top message window will display OPPONENT BUSY. Start cannot be selected until this window reads OPPONENT READY. END is disabled while an opponent is editing or viewing a message. @endnode @node Quit "Quitting" Quitting -------- From the title screen, select QUIT from the GRIDLOCK menu to quit the program. This will signal the opponent's computer that you have quit. @endnode @node Win "Winning" Winning ------- If your opponent selects END GAME or loses all his health, the GridLock logo will appear in the center of your game board, press any key to display the opponent's position and energy beams on your screen. @endnode @node Message "Sending Messages" Sending Messages ---------------- At the title screen (after connection has been made) or during the game, you can send messages to your opponent by pressing the SPACE-BAR. Doing so will bring up a message requestor. This message requestor supports left-right cursoring, auto insert, delete, and all characters except the quotation mark. Pressing RETURN terminates the message entry and sends the message to your opponent. A null message will not be sent. Press 'ESC' to remove a message sent to you by your opponent. You can not continue play while entering a message, or when an opponent's message is displayed on your screen. @endnode @node Config "Configuration" Configuration ------------- Configuration is supported through use of Workbench ToolTypes or CLI parameters. If any options are not included, the stated defaults will be used. Configuration options are not case sensitive. Invalid options will be ignored. In this case, the default values will be used. The following configuration commands are supported: AUTOANSWEROFF= Description: this option allows the setting of the modem command sent when AUTO ANSWER OFF is selected from the MODEM menu. Valid values: See your modem manual for valid entries. Default: ATS0=0 Example: AUTOANSWEROFF=ATS0=0 AUTOANSWERON= Description: this option allows the setting of the modem command sent when AUTO ANSWER ON is selected from the MODEM menu. Valid values: See your modem manual for valid entries. Default: ATS0=1 Example: AUTOANSWERON=ATS0=1 BAUDMODEM= Description: this option allows the setting of the default baudrate for MODEM use. Valid values: 1200, 2400, 4800, 9600, 14400, 19200 Default: 2400 Example: BAUDMODEM=2400 BAUDNULL= Description: this option allows the setting of the default baudrate for NULL-MODEM use. Valid values: 1200, 2400, 4800, 9600, 14400, 19200 Default: 9600 Example: BAUDNULL=9600 BRIGHTNESS= Description: this option allows you to set the brightness level of the game screens. This option is also available through the GRIDLOCK/PREFERENCES menu. Valid values: 0, 1, 2, 3 Default: 0 Example: BRIGHTNESS=3 CONTROL= Description: this option allows the setting of the input device. This option is also available through the GRIDLOCK/PREFERENCES menu. Valid values: JOYSTICK, MOUSE, KEYBOARD Default: JOYSTICK Example: CONTROL=MOUSE DEVICE= Description: this option allows the setting of the communication mode. Valid values: SERIAL, TCP Default: SERIAL Example: DEVICE=TCP DIAL= Description: this option allows the setting of the modem code sent preceeding the entered phone number. Valid values: See your modem manual for valid entries. Default: ATDT Example: DIAL=ATDP HOST#= Description: this option allows the setting of up to 10 Host Name entries (0-9). Syntax: HOST#=Text=HostAddress Where: # - is a number from 0 to 9. Text - is text to be displayed under the Hosts menu. HostAddress - is a valid Host Address or Host Alias. Default: No Host entries. Example: HOST0=dhomas=123.123.123.1 HOST5=dhomas=A3000T HOST9=dhomas=dhomas INTRO= Description: this option allows the disabling/enabling of the soundeffects played at startup. Valid values: YES, NO Default: YES Example: INTRO=NO PHONE#= Description: this option allows the setting of up to 10 PHONE BOOK entries (0-9). Syntax: PHONE#=Text=PhoneNum Where: # - is a number from 0 to 9. Text - is text to be displayed under the PHONE BOOK menu. PhoneNum - is a valid phone number to be dialed. Default: No phone entries. Example: PHONE3=Johnny Who=555-1515 PHONE5=Peter=555-1999 PHONE9=Zorna Bomp=111-1112 SERIALDEVICE= Description: this option allows the setting of the device to use for serial communication with multi-I/O cards. Valid values: serial.device, ... Default: serial.device Example: SERIALDEVICE="duart.device" SERIALUNIT= Description: this option allows the setting of the unit number to use for serial communication with multi-I/O cards. Valid values: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 Default: 0 Example: SERIALUNIT=1 SOUNDEFFECTS= Description: this option allows the disabling/enabling of the soundeffects in the game. Setting this to NO also disables the INTRO= soundeffects. * If you are experiencing OUT OF MEMORY ERRORS then try setting this option to NO. Valid values: YES, NO Default: YES Example: SOUNDEFFECTS=NO @endnode @node Errors "Error Messages" Error Messages -------------- Time-out ERROR GridLock - GridLock has received normal communication data but expected more information. Most likely, there is a problem with the connection between computers. Port NOT found AmiTCP/TCP: - GridLock Port has not been opened by your opponent. - Insure that the GridLock alias has been properly defined in your AmiTCP:db/services file. See: @{" For AmiTCP/TCP: " link TCP} - Error in Host Address or Host Alias names. TCP: NOT mounted AmiTCP/TCP: - AmiTCP/TCP: is not running/mounted or inet-handler is not being used. Service NOT found AmiTCP/TCP: - TCP could not find a service entry for 'gridlock'. Either you forgot to put it in, or it was not all in lowercase. See: @{" For AmiTCP/TCP: " link TCP} Error: #### AmiTCP/TCP: - GridLock has encountered an unexpected error when opening the GridLock Port or attempting to connect to the GridLock Port. Please inform me of this error number if you encounter a problem with it. @endnode @node Legal "Legalness" Legalness --------- GridLock is copyright ©1990-1996 by 'young monkey studios' and 'scott dhomas trenn'. The files included with this distribution may not be altered in any way. GridLock is released as Freeware. The game concept and design remain the property of the author, scott dhomas trenn and 'young monkey studios'. Without written permission: This game may not be sold in any form, or be included on any disk with other programs being sold. It may not appear on any magazine disk. Permission is granted for this program to appear in the FRED FISH LIBRARY and on Aminet CDRom compilations. The author is in no way liable for any damage resulting from the use of this program. @endnode @node Future "Future Enhancements" Future Enhancements ------------------- - More than two players - Weapon control with mouse when in Joystick mode??? - Replace iff.library with iffparse.library - Replace direct hardware audio with audio.device calls - Front/Back gadget - New weapons: Kill, etc. - More disruptors - Modem commands: ATD, ATA, etc. - Grid Demons (Programmable) - Configurable colors - Default baudrates for phone book entries - Selectable Grid designs - Grid design tool - End of game determination ??? - Modem carrier drop detection - GridLock font - Music soundtrack - Demo mode - Save game - Energy levels - Energy failures - Communication error checking (Not necessary for AmiTCP/TCP:) - Playback of completed games (both players on one screen) - EndGame buffer parsing - and MORE... @endnode @node Bugs "Known BUGS" Known BUGS ---------- - Will not work on a CyberGFX. Do not promote it's display. - Sounds sometimes don't play. - The game sometimes locks up upon first entering the Grid, requiring a reboot. I am aware of the problem, but can not find the reason for it. I believe that this only occurs when using joystick. This may have been fixed. - Weird things may happen if both players are at the same location and building beams and things. This will require changing some of the game method of play. Soon. - OPPONENT BUSY is sometimes not being displayed. Looking into this. This may have been fixed. - Game decides to end all on its own. Happens rarely, but it has happened. This may have been fixed. @endnode @node Author "Locating The Author" Locating The Author ------------------- If you like this program and would like to reward me for my efforts, or for bug reports, program ideas, or questions, or just to tell me about where you live. I can be contacted through INTERNET EMAIL at: GridLock@youngmonkey.ca Or by MAIL at: dhomas trenn young monkey studios 797 Mitchell Street Fredericton, NB CANADA E3B 3S8 Users may send me $5.00 (CANADIAN) and a disk, for the latest version of GridLock or receive a free update through EMail. Be sure to include the version number you are currently using, and the name of the program you want, so I do not send you a version you already have or a program you do not want. The version number can be found on the title screen just under the GridLock name, at the top of this .doc file just under the GridLock name, or by typing: Version GridLock at a shell prompt. It looks similar to 93.Dec.12 When reporting bugs or errors generated when you run GridLock, please include any GURU numbers, error numbers or line numbers given by GridLock and also the version number you are using. This will aid me in tracking down the problem. Thank-you. If you have an EMAIL address please include that with your letter. @endnode @node Thanks "Thank Yous" Thank Yous ---------- Thanks to the following people for beta-testing, suggestions, and bug reports: - Peter McGavin - Lower Hutt NEW ZEALAND - Anthony Jackson - UK - Alexander Wipf - GERMANY (translation) - Fionn Behrens - GERMANY - Terry Wood - Winnindoo AUSTRALIA - Troy Morehouse - Fredericton, New Brunswick CANADA - Greg Patterson - Montreal, Quebec CANADA - Nickey MacDonald - Fredericton, New Brunswick CANADA - The Shockwave Surfer - Fredericton, New Brunswick CANADA - Karl Hoyt - Saint John, New Brunswick CANADA - Todd Bailey - Fredericton, New Brunswick CANADA - John Tarrel - Fredericton, New Brunswick CANADA Thanks to the following people for their assistance implementing support for AmiTCP/TCP: - Tomi Ollila - too@cs.hut.fi - Markus Peuhkuri - Markus.Peuhkuri@hut.fi For more information about AmiTCP contact amitcp-group@hut.fi - dhomas trenn @endnode @node Revisions "Previous versions" New In Version 96.Dec.21 ------------------------ - Removed registration annoyances and limitations... Now FREEWARE! - Increased the speed of the Health buildup at beginning of game. - Implemented Health Rejuvenation Overload which occurs if you do not move for too long. - All ToolTypes can now be used as parameters when used from the CLI. New In Version 95.Dec.12 ------------------------ - Changed device open/close routines so that GridLock now works under 1.3 again. - Updated email and mail address. - Changed Kill-GridLockPort script to use 'localhost' instead of '$HOSTNAME' and 'gridlock' instead of 'GridLock'. - Changed TCP service entry to all lowercase. Change your db/services entry to 'gridlock' instead of 'GridLock'. It seems to be standard and most people were doing that way anyway (which would not work before). - Added 'Service NOT found' as a detectable error message for TCP. - Realized that the open/close routines were not the only thing wrong under 1.3. For some unknown reason 1.3 does not like certain characters to go across the serial line. Changed them so they are no longer transferred. - Moved Control preferences to menus so you can change the control device during game play. - Added Keyboard control. - Added error #205 to 'Port NOT found' error message for TCP. - When prompted to 'Press ANY key' at the end of a game, you many now press the left mouse button instead. - 'Press ESC to QUIT' message directive added for lockups that occur when the opponents computer has crashed when ending game. - Changed the game won 'GridLock' indication to a timed display rather than ended by a key press. - Slowed down the speed of the Health buildup at beginning of game to encourage registration. :) - Fixed a bug in the Health routine that caused parts of the screen to be erased if Health went below 0. - Fixed a few errors in the documentation files. - Added Rejuvination Warning sound. New In Version 94.Dec.10 ------------------------ - Major bug, which was the reason for most lock-ups, has been fixed. This was a problem caused by the compiler, not my program. YEAH! - 'SERIALUNIT=' and 'SERIALDEVICE=' configuration commands added to allow multi-I/O card support. - Status of the serial control lines is now determined by a SDCMD_QUERY call, rather than a direct hardware read. - Null Phone Numbers are no longer dialed. - In MODEM mode, exiting preferences no longer activates a connection. - Updated my EMail address and the copyright year. - Added Error.Handler for the serial device. - Added support for 14400 baudrate. - Replaced GridLock.cfg with support for Workbench ToolTypes. - Changed the use of 'HOST=' and 'PHONE=' settings. - Fixed error in Set.Brightness routine. - Complete re-write of all serial communication. - Text strings are now read from an external file. German language file is now included. - Current directory is now returned to entry state, upon exit. - Implemented a connection re-syncing handler. - Implemented "Connecting..." notification in NULL-MODEM mode. - Updated GridLock.pic with wider message boxes and new graphics. - Fixed bug in the preferences window, which always displayed 'Control' as Joystick, regardless of its setting. - Updated GridLock.pic2 with new message and error boxes, and graphics. - 'Press ESC...' and 'Press ANY KEY...' message directives added. - New icons. - Added German text installation script and icon. New In Version 93.12.16 ----------------------- - Complete rewrite of all communication routines. As a result, there is less data being transfered and it is more reliable. - Implemented communication time-outs. - Updated GridLock.pic with my new MAIL address and EMAIL address. - 'INTRO=' configuration command added. - Grid Disruptors and Disruptions now implemented. - 'Preferences' menu removed. Moved options to a Preferences editor available from the 'GridLock/Preferences' menu. Preferences editing is now only available from the title screen. - Phimping now implemented. - Updated GridLock.pic2 to support Timed Disruptors. - Modified the $VER string contents displayed by the DOS 'Version' command. - Menus are now disabled during message display. - 'Opponent Busy' message now displayed when opponent is editing or reading a message on the Title Screen. - 'Game/Start' now disabled when opponent is busy on Title Screen. - Null messages are no longer sent to opponent. - 'Game/Pause' and 'Game/End' are now disabled if opponent is editing a message. - Updated GridLock.doc.pic to show new features. - New sound effects. - Inactivity is now determined from start of game, not from first movement as in previous versions. - Modification to Inactivity occurances in conjuction with Disruptions. - Improved the initial Connect communication method. - Improved the GameEnd communication method. - Added AmiTCP/TCP: support for networks. - 'DEVICE=' configuration command added. - 'HOST=' configuration command added. - Fixed some display bugs. - Added a method to assist me in finding bugs, should someone contact me. - Converted documentation to AmigaGuide format. - UnImproved the GameEnd communication method. - ReImproved the GameEnd communication method. - Improved the Configuration file parsing. - Improved the speed of control processing. New In Version 91.12.01 ----------------------- - Added some real sound... more to come... should play at the proper speed on PAL machines, too. - 'SOUNDEFFECTS=' configuration command added. Actually, it existed all along, it is just that I am the only one who knew it. - Moved all the GridLock data files into their own directory GridLockData. - Fixed a bug when checking if the serial port was free. It could not always tell. It worked with communication software but not with MIDI software. - Open.Error routines improved. If all the GridLock data files are in there proper place and none have been changed then you will never see this. - Temporary flashing-BeamBrights now implemented. - 'Opponent Busy' bug fixed; but now there is a different one. - Message display routine optimized. - 'Pause' selection added to 'Game' menu. - 'Mouse/Joystick' selection moved to 'Preferences' menu. - Ghosted menus when in 'Game-Pause' and 'Game-End' modes. - Cleaned up the GameEnd routines. - Fixed the mysterious "What is he doing up there!!" bug, finally! YEAH! - Keyboard equivalents for 'Game-Start', 'Game-Pause' and 'Game-End' implemented. - 'Info' menu changed to 'GridLock'. Might become 'Project'. - 'Rules' menu selection removed. - Version compatibility check is now made. - 'Activity Pulser' and 'Health Rejuvenation' now implemented. - Changed some of the communication method. - Slowed down the rate of health decrease when you try to build a beam where a beam already existed. - Replaced timer checks and delays with functions that better handle the evil midnight. - Added GridLock.doc.pic which shows the different areas of the game screen. New In Version 91.10.23 ----------------------- - Support for WB2.x 'Version' command added. You can now type: Version GridLock from the SHELL/CLI and it will display the version of GridLock. - 'BRIGHTNESS=' configuration command added. - 'Preferences' menu added, for 'Brightness' setting. - 'Quit' menu option is now disabled when playing game. Use 'End Game' to quit the game and return to the title screen, where you may then quit GridLock. - A '-- Opponent has QUIT --' message is now displayed when your opponent selects 'Quit' from the title screen. When you press 'ESC' to clear the message, GridLock will exit. The assumption is that, if you do not have anyone to play with then you will want to quit as well. - Changed all the 'Busy Wait Loops', that would not effect the game play, so that they do not 'Busy Wait'. (Greg!) New In Version 91.09.14 ----------------------- - Fixed (???) no 'Phone Book' entries crash, under WB2.x - Made the title-screen more multi-tasking. I have not altered the game play multi-tasking as this does not provide consistent game play. I am not, yet, convinced that there is a need for multi-tasking while playing the game! (Greg!) New In Version 91.06.20 ----------------------- - Fixed an alternative NULL-MODEM cable bug New In Version 91.03.02 ----------------------- - General beautifying and code cleanup. Still more to come. - Checks if required files are available. Exits clean if any files are unavailable. - Configuration file implemented - No longer loads the grid with each new game - Much less communication between computers - Phone book implemented - Exits cleanly if serial port is already in use - MODEM / NULL MODEM determination - Opponent READY / NOT READY - Joystick control - Opponent detection - Beaming an opponents beam, drops health - Quit no longer exits game for opponent - Health of 0 no longer exits the game - Fixed lockup when modem turned off or on - Gadget hi-lighting - Menu activation based on conditions - Messages can now be sent from title screen - MODEM / NULL-MODEM message window on title screen - Added 4800 baudrate - Opponent teleports are now detected - Now requires mathieeedoubbas.library. Why? I do not know! New In Version 90.10.19 ----------------------- - REPEAT movement. - Added 'Auto Answer OFF' to 'Modem' menu. (Uses ATS0=0 command) - Changed 'Auto Answer' menu option to 'Auto Answer ON' - Now detects NULL-MODEM connection. New In Version 90.10.11 ----------------------- - Support for 1200, 2400, 9600, and 19200 baud. DEFAULT = 2400 baud - Support for Modems. (Uses ATDT and ATS0=1 commands) - Allows setting of Auto-Answer on MODEM. - Message requestor now supports the comma. - You can no longer accidentally clear your opponent's message. Now, press to remove a message sent to you by your opponent. - When END, from the GAME menu, is selected by either player, GridLock now displays your opponent's position when it shows the GRID. @endnode @node New "New in this version" New In Version 97.Oct.28 ------------------------ - Added Rejuvination Overload sound. This was said to have been added in the last release, but it had been disabled for some unknwn reason. - Brightened the display. - Fixed problems with CLI parameters. @endnode - Added the possibility of Teleport generation failures. This can cause random destruction/generation of Energy Beams in a stream starting from the failed teleport.