D E S __ ______ _____ ______ ______ _____ / / / __ | / __// ____// ___ | / __/ / / / /_/ / | | / ___/ / /__| / | | / /__ / __ /___| | / /___ / ____ | ___| | /____//_/ /_//_____//_____//_/ |_|/_____/ E T D E S __ __ ____ _ __ _ __ ______ _____ / /_/ // __ \ / \_/ // |_/ // ____/ / __/ / __ // / / // // // ___/ | | / / / // /_/ // /\/ // /\/ // /___ ___| | /_/ /_/ \____//_/ /_//_/ /_//_____//_____/ ÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒ Ò |ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ| Ò Ò | ¯ DES LASERS ET DES HOMMES ® | Ò Ò | (Of Lasers and Men) | Ò Ò |__________________________________| Ò Ò Ò Ò ž-graphics by Yann Leroux, Christophe Mallard Ò Ò & Arnaud Linz. Ò Ò Ò Ò All code, levels and conception by Arnaud Linz. Ò Ò Ò Ò Ò Ò ½ 1993,1994 Arnaud LINZ, assembled with Assemble (Brainstorm¿) Ò Ò & Devpac DSP (Hisoft¿) Ò Ò Ò Ò Data Compression: Cyrille Dupuydauby Ò Ò Ò Ò v1.0 released 1994 February,the 18th. Ò Ò Graphisms released 1994, December the 5th Ò Ò v2.0 released 1994, January the 31st Ò Ò Ò ÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒÒ W A N T E D I am looking for the adress of Magnus SUDIN Magnus THYLANDER Christian ANDERSON Living Spiskroksgatan 7 near Stockholm, Sweden. They gave me 300FF through my bank account during Spring 1994 without notifying their complete address, and without any further claim ! If you read these lines, please send me immediately your co-ordinates. PRELIMINARY NOTE: This game is SHAREWARE. ¹¹¹¹¹¹¹¹¹¹¹¹¹¹¹¹ ¹¹¹¹¹¹¹¹¹ The unregistered version has only two levels. You should send a donation to its author if you intend to use it. If you send a donation, you'll be a registered user. This way you will receive extra levels (there are 21), the lastest version of D.L.E.D.H., etc... You may also send any remark, demand of improvment or anything else. They will be read and if possible followed. Further information about GETTING REGISTERED will be found later in this file. PLEASE GET REGISTERED, it will be helpful and encouraging. UNLESS WRITTEN AGREEMENT: COMMERCIAL USES ARE FORBIDDEN, no extra fee can be charged, except mailing and/or duplication fees. /ÿÿÿÿÿÿÿ\ |SUMMARY| \_______/ (I) Introduction & rules. (II) Inventory. (III) Getting Registered. (IV) Future Improvements. (V) Tech Notes. (VI) Bugs Report. -=-=-=-=-=-=-=-=-= (I) INTRODUCTION: -=-=-=-=-=-=-=-=-= DES LASERS ET DES HOMMES is a 100% machine code True Color game for the expensive and slow Atari FALCON030. This is a 'Wolfenstein 3D' style game which can not be compared with DOOM... (ID software) This release is the v2.0. All graphs are not ready, and they certainly never will, due to a catastrophic lack of graphic-man. Rules: ¹¹¹¹¹¹ The scene takes place in a spatial complex, where 2 spatial commandos are fighting, namely the browns and the blues. You are one of the browns, your aim is to eradicate the blues out of this area. (Quite simple, isn't it ?) Each guy has specific values of abilities, you'll soon learn to recognize the strongest ones ! (They aren't in your team...) These values are: - speed - precision - paranoia (i.e. the propencity to shoot friends...) This last ability can be turned off. The implemented soldiers are: - N‚phistoph‚lŠs - Fer - K.S. - Dupdob as FOES - Ju-ju - K-rho - Didbo - the hacker - many 1st class soldiers - Bill (the colour-blind who shoots everybody) - many 2nd class soldiers as FRIENDS Your shield is the protection of your spatial armor. When to 0, flee ! It auto-regenarates himself with the time, and can be partially refueled with an energy source. The first score table shows the score of the 10 best human or computer-controlled characters. The computer cheats a lot because it's really a lamer. The final score table shows the 10 best human scores. (It is saved to the disk when returning to Gem Desktop by pressing ESC (no reset, please...)) Score: ¹¹¹¹¹¹ . To hit a foe: 12 points . To be hit : -6 points . To hit a friend: -3 point . rate > 75: bonus of 200 points . rate > 50: bonus of 100 points . To not be killed: bonus of 600 points Movements: ¹¹¹¹¹¹¹¹¹¹ Use the mouse (LEFT button to go forward, RIGHT one to shoot (I had to change the order because of the simultanate Joystick), joystick 1, or the cursor keypad (with insert and clr home to turn and right shift to shoot) to move. N.B. : 1) Mouse is non-linear: large movements are amplified, small ones are attenuated - use it in priority. 2) The keyboard keys <- and -> are the only way to move lateraly. 3) You CANNOT walk on inclined floors... For your eyes only. Doors are opening when you press the space bar and the ESCape key will allow you to return to the main menu. Some walls are not really solid, going through them is possible but will cost you a few energy. Dialogs: ¹¹¹¹¹¹¹¹ By pressing the 'T' (talk) key, you are able to communicate with the guy just in front of you. If he's a friend, you are telling him to go away - not very useful in this version: you can pass your friends... When you are under attack, 'ALERT' will flash on the top of the screen. Use your scanner on the bottom of the screen to determine the positions of characters at any time. Resolutions: ¹¹¹¹¹¹¹¹¹¹¹¹ Use F1/F2 (toggle 160x pixels mode for walls) or F3/F4 (toggle double line mode for floor) to dynamically change the resolution. Begining: ¹¹¹¹¹¹¹¹¹ Press SPACE to go further in the displaying of screens. Use the cursor keys and space to choose your level and your screen resolution (320x100 is not really emulated on VGA monitors: shapes are distorted... You'd better use an RGB monitor, you know...) Press Y or N to fix paranoia ON/OFF The ESCape key will allow you to return to the GEM desktop, and to save the preferences. -=-=-=-=-=-=-=- (II) INVENTORY: -=-=-=-=-=-=-=- The DES LASERS ET DES HOMMES Package consists of: - LISEZMOI.TXT La version fran‡aise de cette doc. - READ_ME.TXT This file in poor english. - LASEDZOM.PRG The compressed program file. - LASEDZOM.INF Some permanent data & scores - TC4\AMIS.C4S Some compressed graphs. - TC4\ENNEMIS.C4S You must spread this package with ALL FILES. ÿÿÿÿÿÿÿÿÿ (anyway, it won't run if a file is missing, even a .TXT) -=-=-=-=-=-=-=-=-=-=-=-=- (III) GETTING REGISTERED: -=-=-=-=-=-=-=-=-=-=-=-=- To get registered, send donations to the following address: Until August 15, 1995: SCI LINZ 785Šme C.G.E. Quartier Bellecombe 75, rue du Parc BP 2555 45038 Orl‚ans Cedex 01 FRANCE ÿÿÿÿÿÿ and after: Arnaud LINZ 7c, rue de la Vieille Eglise 59870 VRED FRANCE ÿÿÿÿÿÿ Please give me the version number of DLEDH (pre-preview, preview, v1.0) and don't forget to give a complete mail address for response. Reasonnable donations should be 100FF (50FF if you're really poor), œ10, $20, DM30, etc. Those donations will be use for user support (see below) and improvment of the game. Bank account: ¹¹¹¹¹¹¹¹¹¹¹¹¹ Arnaud Linz 7c, rue de la Vieille Eglise 59870 VRED - FRANCE Bank code: 16306 00012 / account: 078714E / key: 27 (Caisse r‚gionale de cr‚dit agricole mutuel du Nord 10 avenue Foch BP 369 - 59020 Lille Cedex) Payment place: Douai 27 888805 User Support: As mentionned, being registered offers many advantages. First, you'll receive a disk with the last version of DLEDH (or with the next version, if you've already got the lastest). You may ask questions, send advice, demands or even support. Each message will have a response. (But please, don't say anything about the graphics !!!) Registered users will also be warned when new versions will be released and the way to *freely* receive them. -=-=-=-=-=-=-=-=-=-=-=-= (IV) FUTURE IMPROVMENTS: -=-=-=-=-=-=-=-=-=-=-=-= None scheduled. I am currently working on a sequel. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= (V) TECH NOTES (IN FACT, PUBLICITY): -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - 100% MC68030+DSP56001 machine code game - The DSP is used at 50% - All calculations are in real-time (except cosine !) - All displays are in True Color Mode - Almost independant from the system - Almost real 3D - bitmap mapping =-=-=-=-=-=-=-=-= (VI) BUGS REPORT: =-=-=-=-=-=-=-=-= They are numerous: - The VIDEL isn't initialised right when starting from a RGB ST mode. - The others's lasers display routine is so basic that lasers seem to cross the walls. - Guys are sometimes really shooting you across the walls... - The others are sometimes teletransporting for a frame. - The hidden-face algo. isn't perfect, especially while processing upper walls or when you go out of an hologram... - It's sometimes possible to see behind a wall. - When you are shooting a foe behind another one, it's the one in front of you who's hit (this one will never be corrected, I'm afraid) - When you'are shooting a guy, sometimes your score is increasing but nothing happens when your target is near the edges. (Move and shoot again) - The bitmapping of the floor isn't perfect. (euphorism) They might be corrected one day. I doubt it. Arnaud Linz. P.S. I have no more e.mail