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* killed, renamed to fpcgames.txt

marco 25 years ago
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-The FPC games docs...
-
-The FPC-games are a series of small console games written by Marco van de Voort
-([email protected]) as demos for the Free Pascal compiler (FPC) and its Run Time
-Libraries (RTL).
-
-SameGame can also use the API for mousecontrol. This because the RTL mouseunit
-MsMouse only exists under Go32V2. The API mouse routines work with Linux, but
-have (right now) a problem with GPM version 1.17. Use a different version if you
-can 1.15 works according to the developpers.
-
-Currently the games are
-
-- FPCTris (v0.07)
-- Samegame (v0.02)
-
-
-Copyright
----------
-
-The source code is donated to the FPC project. The FPC project distributes all
-sources under a modified GNU license (much like the so called LGPL) see
-copying.fpc.
-
-
-Future
---------
-
-- Some cards games (BlackJack, Poker, and two Dutch games called "Rikken" and
-   "Toepen") are in preparation
-- A server for Linux, so that Linux clients can connect to it for multiplayer
-   services. One server for all games, otherwise small games like this clog up
-   the number of free ports ;-)
-   This is also important because most of the cardsgames (except BlackJack)
-   can't be played against the computer, the AI is to difficult. (Poker is maybe
-   also possible)
-
----------
-FPCTRIS
-
-Fpctris is a tetris class game, originally designed
-
-- to be distributed with FPC as Crt demo,
-- Keeping possible integration in the IDE in mind (would add 15k or so)
-- Svgalib version etc etc. Anyway, the engine is quite platform independant,
-   and can be ported to different platforms (also TUI,GUI) if needed.
-
-The current versions are still under development, but already playable even
-under telnet.
-
-TODO list:
-
-- (difficult, also interesting for Crt and IDE), get more terminals supported under
-  Linux. Specially I don't want to issue the escape sequence that rapes your console
-  to an IBM compat charset. Linux users don't like that. (temporarily solved by
-  doing this only on user request)
-
-- (Linux) Sockets multiplayer client system :-). Have actually started on it,
-   but are getting nowhere. The server will be separate and support more than
-   one game. So you get one port for several games.
-
-- Setup screen ((create) alternate blocks etc)
-
-- Commandline options/config file. (.rctetris per user :-))
-
-KNOWN BUGS:
-
- - Upperrow not used with some chars. (Requires shifting up). Possibly related
-   that very rarely game over appears when there's still one or two rows to go.
-   (Since the 5x5 version some of this has been removed. If you get a L-shaped
-   character and immediately rotate, the upper line is used)
- - Biggest problem at the moment is the delay procedure and its init on machines
-    under heavy load. Can't change that though. Only under heavy load, so a
-    less big problem on heavy machines.
- - Selection of colors don't take screen attribs into account. So figures can
-    seem to disappear on weird TTY's or 4Dos people using strange ANSI prompts.
-
-History:
-
-v0.00    First version with working gameplay, created during the Brussels meeting.
-         published on tflily.
-v0.01    Some work done, first version on my page. Most improvements done in
-         Brussels, to many to name here.
-v0.02  - Got rid of binary encoding, and calculating shapes etc when a new figure
-         is created. All is done on startup now. Adding characters is simpler now.
-      - A lot of parameters are variables instead of constants.
-      - Experienced tetrissers press "e" once.
-      - Colors! Linux has the color default off (press "C")
-v0.03  (Only used on on stack, not on web)
-      - Keep on pushing arrow down no longer freezes FPCTris.
-      - Basic level system implemented.
-      - High ascii background in color mode.
-v0.04  (Only used on on stack, not on web)
-      - The push-down arrow fix removed the possibility to move the character
-         after arrow-down, which I liked much. Fixed. # of possible moves after
-         arrow-down also adjustable.
-      - Tried compiling with W32 compiler. RTE 216 (which is gpf I believe)
-         Is Crt unit. Hello World "Use crt" also gpf's.
-      - Removed the first, forgotten bugfix for the hickup problem. Now the
-         "feel" of the game is ok. When you push down, it goes down, but you
-         have the change to do one more move.
-v0.05  (Never used anywere, backup version before movement to 5x5 figures)
-      - More Score info
-      - Help possiblity
-      - Highscores. (also saved to file, and searched in the path)
-      - Entering highscores uses inputstr. Size boosts to 1200 lines. Yuck.
-      - Most functionality now implemented.
-v0.06 (To Peter)
-      - 5x5 figures including "The Cross". Worked almost rightaway, but figures
-         rotate a bit weird.
-      - Better rotation 5x5 system. Only smallest square around figure is
-         rotated.
-      - Better scores. Incl quadratic (progressive is a better word) scores for
-         multiple lines. Now it does matter if you remove 2 x 1 line or 2
-         lines at once.
-      - Some small other fixes.
-      - 'q' is also exit.
-
-v0.07  - Highscore table routines moved to gameunit. Gameunit.pp now required.
-
-----------
-SameGame.
-
-Principle copied from KDE/GNOME.
-
-The principle: The playfield is a grid consisting out of 3 colors.
-You can mark a certain spot on the playfield, and all adjacent grid-cubes
-(horizontally or vertically) will also get marked by the computer.
-When you press the left button, and two or more cubes are marked, the marked
-cubes will disappear, and the playfield will colapse to the bottom left.
-This can be repeated until there are no more agregates. If the field is empty
-then, you receive a bonus.
-
-The trick is that the score for each disappearing aggregate of cubes is more
-than linear (0.25* quadratic right now) dependant on the number of cubes it
-contains.
-
-This means that removing 5 times an aggregate of 2 cubes will result in a far
-smaller score than one aggregate of 10 cubes. ( 5*2^2 < 10^2)
-
-TODO:
-
-[none]
-
-BUGS:
-
-- Maybe better algoritm for initial filling of playfield.
-- Runtime sizable playfield.
-
-HISTORY:
-
-v0.01 :
-       - Initial version.
-       - Slightly improved initial algoritm.
-
-v0.02  - Using gameunit. GPM support via API, but whole thing GPF's under Linux,
-          but works under Go32V2.
-       - Highscores,helpscreen, all small things that come with a decent finishing
-         of the concept
-