//////////////////////////// /// LAMEMINE v.0.1 /// //////////////////////////// This game is not PD and not Shareware. And even not professional. It is just a demo and done for fun. So there is no Copyright, but a Coderight,that means, changes at the code or this text are not allowed. You can copy this proggy together with this text. For donations use adress at the end of the text, you will get all future (PD/demo) projects. It is not allowed to sell this proggy, but copy it freely (but allways with this text). Version 0.0: Endversion. M-Maybe... Version 0.1: Samplebug fixed (Sound Matrix was not set correctly (because of a real typing mistake: Instead of $09 I typed $90 and as my debuggy-version did not change the whole matrix, I did not checked the mistake. CODERIGHT 1993 BY AURA Prod. A GAME by Jochen Knaus --- THE GAME --- "Lamemine" is a conversion of the Windows game "Minesweeper" by Robert Donner and Curt Johnson. --- THE CONTROL --- Playingmodes: Level - Play levels. After finishing a level succes- fully, you automatically go to the next level. Free - You play with own playfield-numbers and/or a selfdefined number of bombs. If you switch high/wide/bombs to numbers which are equal to numbers in levelmode, the "level"-Mode is automatically activated. Mainmenu: Level : Decrement/Increase Levelnumber. Playing in Levelmode is allways with the highest playfieldsize (38*28). The number of bombs you can calc using the following term: bombs = 25 + ( level * 15 ) Changing the Levelnumber will change Mode, Bombs, High and Wide. Wide : Horizontally Playfieldsize (Level-Mode : 38) High : Vertically Playfieldsize (Level-Mode: 28) Bombs : Number of Bombs RGB/TV V-Frequency:Vertical Frequency of your monitor: Pal (50 Hz) or NTSC (60 Hz). Many older euopean monitors and tele- visions are not able to swtich to 60 Hz and so 50 Hz is Default. (VGA allways 60 Hz) Internal S.:Switch on internal speaker of the Falcon. Needed be- cause some VGA monitor has no build in speakers. Soundeffect:Switch on In-Game sampled Soundeffects. Switching on will stop music while leaving the menu. Music: Switch off titeltune. Volume: Control volume of music/effects. Needed to control the Internal Speaker (15 is loud.). Quit: Sorry, removed because of lazyness. Press reset to reboot. Start Game: Press a mousebutton or space to enter game and play with actual playfieldparameters. Gamecontrol: Left mousebutton: Open Stone. Right mousebutton: Set flag. There is a playfield on which several bombs are hidden. You have to mark all the bombs with flags. If all bombs are marked with flags, you won the level. If you "open" a bomb or set flags to wrong places, you loose. If you open a stone (Left button), three things can happen: - A Bomb: Boom, you are out ! - A Number: The number shows you the quantity of bombs lying on the field next to this one you clicked. - Nothing: No bomb is lying next to the field, so all fields around this "Zerofield", will be opened and checked on Zerofields , too. If there is a zerofield, all stones around this stone are opened and checked again. And so on... --- LOADING INSTRUCTIONS --- Load "Lamemine" from desktop by a normal doubleclick. You need at least 2 MBytes of free RAM and a colour monitor. If you connect a VGA-compatible monitor, the game will work non-interlaced, if you connect a RGB or television monitor, the game will work interlaced. --- CREDITS --- Concept: Robert Donner & Curt Johnson ("Minesweeper" (C) Microsoft) Lamemine: "DESIGN" : Jochen Knaus CODE : Jochen Knaus PROTRACKERREPLAY : Christian Cartus SAMPLES : Jochen Knaus TITELTUNE : Rebels/Amiga PACKER : AXE/Superior The Samples are taken from the following CDs: "Prodicy - The Prodicy Expeience" "Compact Space Effects 1-4" "Lamemine" is a two week production of me (Jochen Knaus), I only use two sources by Chris (the DSP-Protrackerplayer to play the funny module by the Rebels) and AXE (ICE-Packer Decrunchroutine), all the rest was done by myself. Even no routines from the TOS are used, that means even mouse and randomroutines are done by me. The program is completely done in assembler, it features about 2600 lines of real code ! For donations/further soft/AURA productions etc. contact: Jochen Knaus (BDC of AURA) Nickeleshalde 19 88400 Biberach Donations to: Volksbank Biberach, BLZ 65490130 Kontonr. 105448001 P.S.: BDC means NOT Bodycount, how about dis: Bite Daily in your Chesterfield. or Bitches Decorated a Cloister. or ... (see ya!)