
                                  Star Wolf

                              (BETA version 1.0)

                            Please read carefully

  Because this game is still in beta format, some features aren't
optional in this version.  Missles won't fire, and some of the menu
options don't work.  But the majority of the game does function.
Nearly all of the intro sequence has been taken out to cut down on
download size.  The intro music, and various sound effects have also
been removed to save space.  The BETA campaign involves 9 missions
to give you an idea what some of the final missions may involve.

    Star Wolf features many advances in Quick Basic programming.  Star
Wolf features anti-aliasing graphics, without the need for a 3D 
graphics card.  Explosions, engine exhaust, laser blasts, and stars
are all light source shaded, anti-aliased, and filter rendered for a
smooth appearance and dramatic effect never before seen in Quick Basic.
Star Wolf does have some hefty requirements, but Quick Basic is by no
means a fast language.  However, the faster your computer, the better
Star Wolf will operate and appear.  I hope anyone who is serious about
Basic programming will take a good look at this game.  Star Wolf is an
example of what can be done with a little determination and months of
programming.



                           System Requirements

CPU:           Pentium 90 for DOS mode (150 or faster recommended)
               Pentium 200 for Windows 95/98+ (350 or faster recommended)

Memory:        2MB, 500K minimum free conventional memory

Video:         VESA compliant SVGA card with 512K minimum memory
               Graphics acceleration recommended (some 3D cards can
               accelerate gameplay, VooDoo cards will speed up the
               palette sorting features of the game)

Disk Space:    10MB (2MB for this beta version)

Control:       Mouse



                              Recommendations

Sound:         Sound Blaster Pro or 100% compatible with 550K free
               conventional memory

Control:       Joystick (mouse required)

Graphics:      2MB video card or higher, graphics acceleration

System:        Pentium 200 for DOS, Pentium 350 for Windows 95/98+


    Important notice!    

  Run Star Wolf in DOS with as few memory resident programs loaded as
  possible.  Also, don't load any form of expanded memory management
  such as EMM386.  There is no need for it and Star Wolf will slow
  down considerably if you don't let the game use XMS (which every
  modern program now uses anyway).  Check your CONFIG.SYS file to
  make sure no such memory manager is loaded, you can remove the
  manager from your system by typing the letters REM before the
  command line as shown in the example below.

                  device=emm386.sys d=64

                  change the command to read:

                  rem device=emm386.sys d=64



Note:   Star Wolf has played correctly on some 486 computers, but many of
      the sound features and graphics are designed for a Pentium style
      machine only.  You may experience flickering graphics, freezing,
      or lack of sound if you run the game on a 486.

        Every effort has been made to make Star Wolf compatible with
      most computer systems.  If you have trouble getting the game to
      operate correctly, refer to the troubleshooting section on the
      official Star Wolf web site at the address below.  Running the
      game in DOS may help to correct some problems.

      http://members.aol.com/topfiero/starwolf.htm



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    Configuring and Optimizing Star Wolf:

  Select OPTION in the main menu to adjust the level of detail or to 
select sound levels.  Any configuration you select will be saved so you
do not need to select the settings you chose next time you play.  If
Star Wolf runs slowly, try reducing the detail.  If the game still runs
slowly, you may need to exit to DOS (not just a DOS window, but a shut
down to DOS) and run the game in that mode.  Star Wolf will automatically
configure itself to whatever Windows or DOS sound card setup and joystick
setup you have.  Running Star Wolf in DOS will allow the game to run up
to 10 times faster.  I recommend running Star Wolf at full detail in
Windows only if you have a Pentium 250 or faster.  Press C during the
simulation if the game runs too fast.  The frame rate will be set to the
computer's internal clock.  For really fast computers, Star Wolf features
a high fidelity mode that increases the detail by more than double.  If
Star Wolf runs a little slow in Windows, it is worth shutting down to
DOS to run the game in HI-FI mode.  If your computer can't play the
digitized sound effects or freezes at any point, you have the option
of turning off all of the digitized sound effects and just using the
FM channels.  To use the digitized sound effects, you will need a
100% Sound Blaster Pro compatible sound card, at least 2 megebytes of
free XMS/EMS RAM, and about 500K of free conventional memory.

   The game comes with the joystick option turned off.  Select ACTIVATE
JOYSTICK from the OPTION menu to turn on the joystick.  Your joystick
will automatically be calibrated the first time you run the simulation.
There is no need to manually calibrate the joystick, just make sure the
joystick is in the center position as the simulation loads.  Some older
systems may have a game card that may slow down Star Wolf's frame rate.
You can check this by disabling the joystick (press J during the
simulation), if the game runs faster with the joystick turned off, you
may want to play the game using the mouse instead, or upgrade to a more
modern card (some cards have a speed adjustment setting, also make sure
your card is set to the highest speed).


****   Print this section for a quick reference card




____________________________In Game Controls_______________________________

  BETA version only!

  Controls:
H =         HUD on/off
C =         CPU optimize on/off (default is on)
J =         Joystick on/off (enable in OPTION menu to activate)
E =         Engine sounds on/off
G =         Toggle full guns on/off
ESC =       Exit to menu
+ =         Throttle up (+100)
- =         Throttle down (-100)
TAB =       Afterburner (to maximum speed)
` =         Reverse engines (to standard attack speed)
PAUSE =     Pause the simulation, press any key to resume
mouse/joystick = Main flight controls
Mouse/Joystick button 1 = Main guns

___________________________________________________________________________

                                      
                              Getting Started

   If you received this game on disk, run SETUP from Windows or DOS.
The game will be installed into what ever directory you choose.  Click
on the right red arrow to exit the SETUP program.  If you downloaded
Star Wolf from an internet source, simply place all of the files in
the same directory.  Run SW.EXE to begin the program.  You may press
a key at anytime to enter the menu selections.

   The first menu screen let you choose game options, fighter stats,
and pilot records.  A pilot should already be listed at the bottom of
the menu.  If you wish to use a different pilot under a different
name, simply click on load and enter the callsign your pilot will be
filed under.  You never again need to enter the callsign unless you
change pilots.  Every mission you fly will be stored under the last
callsign you entered.  There is no limit to how many pilots you can
have at one time.  Just remember the callsign of each one.  If you
enter a callsign that has not been created before, the computer will
automatically assume you wish to use a different pilot.  Click on
pilot statistics to view the combat record of the callsign you choose.

    Click on OPTIONS to adjust the graphics, sound, or to activate the
joystick option.  You can optimize Star Wolf to your system this way.
If Star Wolf runs too quickly even in high detail, press C during the
simulation to set the frame rate to the internal clock of the computer.
Star Wolf is compatible with just about any joystick.  If your system
has an older game card, the frame rate of Star Wolf might slow down.
Check your game card for speed settings, make sure your card is set to
the maximum speed.  If gameplay is still slow, running the game with
the joystick option off (press J in the simulation to deactivate) will
improve performance.  Many players preferred using the mouse anyway.

     Once you have selected all of the game options you desire.  Click
on BEGIN to enter the mission selection menu.  This menu allows you to
select wingmen and choose a mission.  Click on LAUNCH (bottom left) to
immediately fly a mission with one waypoint.  Click on WING (middle)
to choose your copilots.  To select a pilot, click on the right or
left red arrow to scroll through the daily roster.  This roster changes
after every mission as some pilots are already assigned to a mission
or are not in combat status for the day.  Once you have found a pilot
you wish to add to your squadron, select a position assignment.  To
do this, click on one of the green boxes at the top.  The pilot is now
part of your squadron.  If you wish to remove a pilot, click on the
filled box, the position can now be filled with a different pilot.
Statistics are given to help you decide which pilots might benefit you
most.  Accuracy is simply a percentage of successful hits to enemy craft.
Kills is the number of enemy craft destroyed at the hand of the pilot.
Skill is the level of piloting ability.  Once you have selected the
number of pilots you wish for the mission, click on the red X at the
bottom right side of the menu.  You can click on LAUNCH (bottom left) to
fight an immediate threat, or click on MISSION to select a mission type.
Random will give you a first person tour of the mission you are
about to fly.  If you don't want to watch the entire briefing, simply
click on the mouse button to go directly to the mission stat screen.
This will tell you how many wingman you have selected and what potential
threats you can expect at each waypoint.  Click on CAMPAIGN to continue
the current campaign.  Selecting this option will give you a quick
mission briefing, a diagram of the mission, and stats on the waypoints
and enemy forces.  Star Wolf automatically comes with the first
campaign.  Other campaings may become available as Star Wolf is improved
and new features, ships, and weapons are developed.  Click the mouse
button to return to the main menu.  When you're ready to fly, click on
LAUNCH.


                     Flying the Star Wolf Fighter


   Once you have started the simulation, you will be in the cockpit with
the HUD on.  Take a minute to familiarize yourself with the HUD.  The
lower left side of the screen contains most of the combat information you
will need.  There is a directional radar box, fuel graph, and shield
graph.  Fire the main guns (either mouse button 1, or joystick button 1)
and move around a bit.  This will help familiarize you with aiming.  A
small circle appears when an enemy craft is being tracked.  This circle
gives you an aiming point that will maximize your chance of hitting the
target.  If your shot does make contact, you will see blue sparks from
your target's shields.  If you would like to activate the secondary
cannons, press the G key.  This will now let you use all 4 cannons,
rather than the standard 2.  You will drain your shield energy to use
the second set of cannons, so watch your shield gauge carefully!  If
your shields drop, it usually only takes one hit to destroy you.  If
your shield warning light comes on (the status gauge on the bottom
right), avoid all enemy shots and wait to attack until you have charged
your system.  A good method to avoid enemy attacks is hitting your
afterburner to put some distance between you and your attackers.

  Using the joystick or mouse, practice some basic turns and dives.
The radar is simple.  What's above you will be at the top of the radar
screen, what's below you is at the bottom.  Left is left and right is
right, and your computer will also guide you by leaving the bright red
tracking box at the edge of your screen to indicate which direction you
need to go to find the enemy ship.  The tracking box will also highlight
the edge of your target, allowing you to judge the distance to the
target from your fighter.  If your HUD is set to auto tracking, a red
line will indicate the direction of the enemy fighter as well as
letting you know the current shield level of your target.  There is no
limit as to how many enemy craft your radar can track at one time.

   On the right side of the screen is important information about the
status of your fighter as well as the navigation distance indicator.  To
go to the next waypoint, simply turn your fighter so you are flying toward
the green box.  There is a green dot on the radar screen to help you
find the nav circle if it's off the screen.  Once the distance is close
enough to track whatever threat is present, the computer will automatically
cycle to the next way point and give you the appropriate distance.  Your
computer will also automatically give you the position of every enemy
ship in the area as well as locking on to the most immediate threat.  Speed
is indicated numerically above the nav distance gauge as well as below
your radar on a bar graph.  The dark blue bar shows your current speed
while the light blue vertical line indicates the throttle setting.  It
is sometimes easier to control your fighter's speed by hitting the
afterburner key to accelerate as quickly as possible, then hit the
reverse engines to return to standard attack speed quickly.  

   Keep your speed at about 1000-1200 when dogfighting.  At that speed,
you will make it difficult for the enemy ship to hit you as well as giving
you the chance to strike back.  The faster you go, the harder it is for
the enemy to hit you, but then it won't be easy for you either.  Proceed
to waypoints by heading in the direction of the green box on your
radar.  A rotating green circle will appear on your heads-up-display
to help guide you.  Use your afterburner, if desired, to approach a
waypoint more rapidly, but make sure to slow down BEFORE you get to
the waypoint or you might fly right by your enemy.

    It is your choice if you want to fly solo or not.  Having a wingman
can be a major advantage when you are outnumbered.  If your mission
briefing suggests you might encounter 3 or 4 fighters at a single waypoint,
you might want to select a wingman.  It is true that the wingman can
take kills away from you, but it is always better to win the fight than
lose, regardless of which pilot has the better statistics.  Shooting
your wingman on purpose will result in immediate execution.  Watch
where your shots go!  

  Your wingman (at least one) will track the most immediate threat first,
leaving you to fight other threats or join in the effort.  Select wingmen
you feel will benefit you most.  If you want pilots to back you up, you
might want to select some with high scores in piloting.  If you want to
evenly divide the fight, you might want to choose pilots with high hit
ratios and combat kills.  When not fighting, any wingmen you choose will
form a standard formation with you.  Your wingman's computer will
automatically keep the fighter in the formation, no matter how you turn
or how fast you fly.

  If you are flying a mission that requires the destruction of a
communications relay or an armament depot, there are a few things to
keep in mind.  When tracking such a target, an aiming circle will not
be present (since a depot or relay won't move).  Your HUD will also
display the shield level of a depot or relay at the far right of the
shield level display.  This will help you locate the target.  When
you arrive at the waypoint, enemy fighters will be the most immediate
threat, since they will know you are coming.  It is usually a good idea
to let your wingmen attack the fighters while you attempt to destroy
the relay or depot.  Keep in mind that both relays and depots have
limited defenses.  While you probably won't receive much resistance
from them, both depots and relays have been known to destroy a Star
Wolf fighter.  A good tactic is to hit your afterburner to fly by any
approaching enemy fighters (you are twice as fast as any enemy craft).
Once the depot or relay is within target range, slow to 1000 (hit the
` key) or drop your speed entirely.  Begin firing!  Be careful to watch
your distance.  If you get too close, the depot or relay can use a
close range projection weapon that will destroy you in a manner of
seconds.  There is no defense against this weapon except distance.

    If you fly a mission that involves mines, it is important to
keep your distance.  Unlike mines in the past, the modern unit does
not destroy itself in order to destroy an enemy.  If you get too close
to a mine and it detonates, your shields will continue to diminish
without harm to the mine itself.  The only way to destroy a mine is
to blast it with your guns.  If you bump a mine and your shields
start to fade, chances are you won't make it, but make a hard turn
away from the mine and take your chances.  When in a mine field,
never exceed 1000 KPH.



_________________________________________________________________________


              Program Legal Stuff

All trademarks and copyrights are the property of their respective owners.

  This software is the property of the author.  Nothing contained in this
program or its files are to be used outside of this software 
without express written permission from the author (inquire to
TopFiero@aol.com).  This program and its files are not to be decompiled
by any electronic or nonelectronic methods.  No warranty is provided
with this software and no warranty is implied or expressed.  The
author is not responsible for any damages or losses arising out of the
use or misuse of this software.  The author is held harmless for any
losses or damages resulting from the use or misuse of this software.

  

    Programmer's Side Note:

  The FM sound effects were created and played using the program FX and
source code both available from Tim Truman (members.aol.com/timtruman).
His program allows QB programmers the ability to play good quality FM
sounds in the background using very simple commands.

  I created the digitized sound effects using a Casio CTK-511 synthesizer
and some WAV editing tools.  The sounds are played through standard QB
DMA channel routines.

                            
