------------------------------------------------------------- Wired 97 Special Party Release - 100k Game Compo ------------------------------------------------------------- .sS$$$$Ss. .sS$$$$Ss. .sS$$$$Ss. .sS$$$$Ss. S$Sı S$$S S$$$ $$$$ S$$$ $$$S $$$$ $$$S S$$S $$$$$$$$S. $$$$ $$$$ $$$$ $$$$ S$$S S$$$ $$$$ S$$$ $$$S $$$$ $$$$ S$$S S$$$ S$$S `ıS$$$$Sı' S$$$ $$$S ------------------------------------------------------------- A crappy but tiny two player game written by brioche/aspirine This is beta public version 0.4 so don't expect too much! :) ------------------------------------------------------------- I have to admit that it was a boring saturday evening when I started to code some kind of nibble game, I'm really not used to code games. I still can't figure out why I decided to make this one, maybe because it was easy to code in assembler. This game requires at least a 80386-SX cpu with some free low memory, and a color VGA compatible video hardware. Sorry, no sound here. :) The rules are mainly the same as the famous motorbike race in the movie Tron. You only have to spend the more time possible on the game area without touching neither the boundaries nor the line drawn by the players. Extremely addictive. We played Tron with some school friends during hours, we just couldn't help playing the revenge of the previous game! If you have an azerty french-like keyboard as me the hot keys are a/q/w/x for the player 1 (who start from the left) but if you have a burger-yankee-like :) qwerty keyboard it should be something like q/a/z/x (?). The player 2 must use the arrows to move his super hero. Player 1 is the blue one and Player 2 is the red one. The whole stuff is synchronized on the 70 hz vertical retrace of the screen but it works well since the whole stuff doesn't need 1/70s to be drawned so it runs at the same speed on slow computers than on fast pentiums. Maybe you'll experience some sync troubles if you run Tron under one of those kinda multi- tasking environments as such as Windoze 95/NT. This game has been designed top run under plain MS-DOS compatible systems! This version fixes a bug in the collision detection when both players where crashing themselves at the same time and at the same position or on the edges of the game area... So I lost a couple of bytes for this f#!@ing case which occurs about once each century but I'm sure that some of you knows the famous Murphy's law! Since some parts of the size-optimized assembly language code are unreadable or weird feel free to contact me if you want further details... btw, if you try rebuilding the source, you will have a some bytes more since I used a COM post-processor of my own to remove zero data at the end of the file. I'm pretty sure it's still possible to kick out some bytes here and there but my goal was to keep a quite cool design with a small size. I know I could win some bytes by linking my new keyboard handler to the old one but I really want a clean and fresh handler! By the way, don't you think that 400 bytes sounds cool, do you? :) I'd like to send my best regards to alphatrion, gedeon, trax, desnos, pcboy, cassico, droopy, jaycee, black axe, fontex and all the very cool freaks I met at Wired96. Cu all at Wired97! Thanks to the beta testing crew: droopy, jaycee, gedeon, ... Yeepee! Xavier Defrang (brioche/aspirine) 106146.1452@compuserve.com ------------------------------------------------------------- La Belgique Est Un Plaisir Et Doit Le Rester -------------------------------------------------------------