The whole project was compiled with Borland 3.1;
Included are the project files:

        ZOTHREL.PRJ

to generate the release version and

        ZOTHTST.PRJ

to generate the test version with debug informations.

For those who dare to try a compile on other compilers,
here's the most important about the project files:

modules:
        zoth\zoth.def
        zoth\zoth.rc
        zoth\zoth.cpp
        zoth\global.cpp
        zoth\playfiel.cpp
        zoth\playfunc.cpp
        zoth\xweap.cpp
        zoth\explosio.cpp
        zoth\term.cpp
        zoth\zothwin.cpp
        explib\shape.cpp
        explib\dib.cpp
        explib\texter.cpp
        explib\list.cpp
        explib\display.cpp
        explib\sound.cpp
        explib\explib.cpp
        sndchan\sndchan.lib

settings:
        large memory model,
        treat enums as integers,
        chars are signed,
        treat SS never as same as DS,
        float emulation,
        generate 386 code,
        #define ZOTH 1

BZREL only:
        #define NO_MEMTRACK 1
        #define ZOTHREL 1


Furthermore, in the directory SNDCHAN,
there's all stuff to generate the SNDCHAN.DLL
which mixes wave output for the game.
I won't list all settings for this now,
but let me say at least that it must be compiled
as 286(!) code, otherwise some sound drivers
may crash with it.

P.S.: The game was originally developed on an AMIGA,
      but though there are lots of #ifdef AMIGA's in the source,
      it won't compile on that platform (too much not implemented).
