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+The FPC games docs...
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+--------------------------------------------------------------------
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+NOTICE:
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+
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+The ported games (see below) were found on a site that claims to only have
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+PD stuff, and the webmaster said that everything he published was sent to
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+him with that purpose. We tried finding the persons mentioned in the mail
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+over internet, but that failed.
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+If there is somebody that claims authorship of these programs, please mail
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[email protected], and the sources will be removed from our websites.
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+
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+SameGame can also use the API for mousecontrol. This because the RTL mouseunit
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+MsMouse only exists under Go32V2. The API mouse routines work with Linux, but
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+have (right now) a problem with GPM version 1.17. Use a different version if
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+you can 1.15 works according to the developpers.
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+
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+The source code of FPCTRIS and SAMEGAME) are written by Marco van de Voort
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+and are donated to the FPC project. The FPC project distributes all sources
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+under a modified GNU license (much like the so called LGPL) see copying.fpc.
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+--------------------------------------------------------------------
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+REQUEST:
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+
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+As a developper team, we don't want spend 90% of our time in creating demoes.
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+If you have something nice, which explains not yet demonstrated features or
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+technicques, mail contact us via [email protected], or add it to the
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+contrib page.
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+The readers are also encouraged to explore FPC's excellent documentation
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+with many examples!!!!!
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+
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+------------------------------------------------------------------------------
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+0 What are the FPC games?
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+
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+The FPC-games are a series of simple, small games written or ported by
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+Marco van de Voort ([email protected]) as demos for the
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+Free Pascal compiler (FPC) and its Run Time Libraries (RTL).
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+The "ported" games were first used to test the compability of the GRAPH
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+unit. Since we had them, and they were very likely PD or GPL, we decided
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+to use them when we couldn't contact the authors
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+
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+Currently the games are
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+
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+ (Games written by Marco van de Voort)
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+- FPCTris (v0.08) Tetr'ish game.
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+- Samegame (v0.03) As found on e.g. GNOME.
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+
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+ Other games:
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+- Gravwars (Sohrab Ismail-Beigi?) Simple angle and shoot game
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+ (like TANK distributed with QBasic)
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+- Maze (Randy Ding) Maze generator and "game"
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+- Quad (Justin and Whitney Pierce) Memory game but with 4 cards each.
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+
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+All "other games" games are simpler than my ones, though Quad has overall
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+the most sophisticated graphics, and Maze a reasonably complicated algoritm
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+(compared to the other ones)
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+
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+Most of these games use Gameunit.pp which contains some very simple
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+generic routines:
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+- textual and graphics mode safe input dialogue (replacement for readkey)
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+- highscores (show, helper routines for entering scores etc)
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+- wrappers for mouse via msmouse or API on other targets
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+- Some routines needed for BP compability
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+
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+To compile the games on non dos targets you have to change DEFINE the
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+MouseAPI conditional in gameunit.pp (automatical for Linux).
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+
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+To get the graphics versions of fpctris and samegame, compile using
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+-dUsegraphics, the makefile should automatically build both.
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+
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+Future
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+--------
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+
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+- Some cards games (BlackJack, Poker, and two Dutch games called "Rikken" and
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+ "Toepen") are in preparation
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+- A server for Linux, so that Linux clients can connect to it for multiplayer
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+ services. One server for all games, otherwise small games like this clog up
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+ the number of free ports ;-)
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+ This is also important because most of the cardsgames (except BlackJack)
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+ can't be played against the computer, the AI is to difficult. (Poker is maybe
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+ also possible)
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+- More games
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+- A fortune clone (far more sophisticated than everything here) to complete
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+ the BSD games analogy
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+
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+---------
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+FPCTRIS
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+
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+Fpctris is a tetris class game, originally designed
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+
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+- to be distributed with FPC as Crt demo,
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+- Keeping possible integration in the IDE in mind (would add 15k or so)
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+- Svgalib version etc etc. Anyway, the engine is quite platform independant,
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+ and can be ported to different platforms (also TUI,GUI) if needed.
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+ (this has now be done. Graph seems fast enough)
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+
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+The current versions are still under development, but already playable even
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+under telnet.
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+
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+TODO list:
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+
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+- (difficult, also interesting for Crt and IDE), get more terminals supported
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+ under Linux. Specially I don't want to issue the escape sequence that rapes
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+ your console to an IBM compat charset. Linux users don't like that.
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+ (temporarily solved by doing this only on user request)
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+
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+- (Linux) Sockets multiplayer client system :-). Have actually started on it,
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+ but are getting nowhere. The server will be separate and support more than
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+ one game. So you get one port for several games.
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+
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+- Setup screen ((create) alternate blocks etc)
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+
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+- Commandline options/config file. (.rctetris per user :-))
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+
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+KNOWN BUGS:
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+
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+ - Upperrow not used with some chars. (Requires shifting up). Possibly related
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+ that very rarely "game over" appears when there's still one or two rows to
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+ go. (Since the 5x5 version some of this has been removed. If you get a
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+ L-shaped character and immediately rotate, the upper line is used)
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+ - Biggest problem at the moment is the delay procedure and its init on machines
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+ under heavy load. Can't change that though. Only under heavy load, so a
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+ less big problem on heavy machines.
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+ - Selection of colors don't take screen attribs into account. So figures can
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+ seem to disappear on weird TTY's or 4Dos people using strange ANSI prompts.
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+
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+History:
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+
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+v0.00 First version with working gameplay, created during the Brussels
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+ meeting. published on tflily.
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+v0.01 Some work done, first version on my page. Most improvements done in
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+ Brussels, too many to name here.
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+v0.02 - Got rid of binary encoding, and calculating shapes etc when a new
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+ figure is created. All is done on startup now. Adding characters
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+ is simpler now.
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+ - A lot of parameters are variables instead of constants.
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+ - Experienced tetrissers press "e" once.
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+ - Colors! Linux has the color default off (press "C")
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+v0.03 (Only used at Stack, not on web)
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+ - Keep on pushing arrow down no longer freezes FPCTris.
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+ - Basic level system implemented.
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+ - High ascii background in color mode.
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+v0.04 (Only used at Stack, not on web)
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+ - The push-down arrow fix removed the possibility to move the character
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+ after arrow-down, which I liked much. Fixed. # of possible moves after
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+ arrow-down also adjustable.
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+ - Tried compiling with W32 compiler. RTE 216 (which is gpf I believe)
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+ Is Crt unit. Hello World "Use crt" also gpf's.
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+ - Removed the first, forgotten bugfix for the hickup problem. Now the
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+ "feel" of the game is ok. When you push down, it goes down, but you
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+ have the change to do one more move.
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+v0.05 (Never used anywere, backup version before movement to 5x5 figures)
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+ - More Score info
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+ - Help possiblity
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+ - Highscores. (also saved to file, and searched in the path)
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+ - Entering highscores uses inputstr. Size boosts to 1200 lines. Yuck.
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+ - Most functionality now implemented.
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+v0.06 (To Peter)
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+ - 5x5 figures including "The Cross". Worked almost rightaway, but figures
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+ rotate a bit weird.
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+ - Better rotation 5x5 system. Only smallest square around figure is
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+ rotated.
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+ - Better scores. Incl quadratic (progressive is a better word) scores for
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+ multiple lines. Now it does matter if you remove 2 x 1 line or 2
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+ lines at once.
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+ - Some small other fixes.
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+ - 'q' is also exit.
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+
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+v0.07 - Highscore table routines moved to gameunit. Gameunit.pp now required.
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+
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+v0.08 - FileMode in GameUnit fixed.
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+ - Small error that never popped up fixed. Pierre found it by compiling with
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+ checks on.
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+ - Graph mode implemented. Hopefully it also works under Linux (read the
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+ Graph unit is platform independant enough) Compile with -dUseGraphics.
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+
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+----------
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+SameGame.
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+
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+Principle copied from KDE/GNOME.
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+
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+The principle: The playfield is a grid consisting out of 3 colors.
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+You can mark a certain spot on the playfield, and all adjacent grid-cubes
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+(horizontally or vertically) will also get marked by the computer.
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+When you press the left button, and two or more cubes are marked, the marked
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+cubes will disappear, and the playfield will colapse to the bottom left.
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+This can be repeated until there are no more agregates. If the field is empty
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+then, you receive a bonus.
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+
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+The trick is that the score for each disappearing aggregate of cubes is more
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+than linear (0.25* quadratic right now) dependant on the number of cubes it
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+contains.
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+
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+This means that removing 5 times an aggregate of 2 cubes will result in a far
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+smaller score than one aggregate of 10 cubes. ( 5*2^2 < 10^2)
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+
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+TODO:
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+
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+[none]
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+
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+BUGS:
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+
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+- Maybe better algoritm for initial filling of playfield.
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+- Runtime sizable playfield.
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+
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+HISTORY:
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+
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+v0.01 :
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+ - Initial version.
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+ - Slightly improved initial algoritm.
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+
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+v0.02 - Using gameunit. GPM support via API, but whole thing GPF's under Linux,
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+ but works under Go32V2.
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+ - Highscores,helpscreen, all small things that come with a decent finishing
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+ of the concept
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+v0.03 - Fix to game unit that upset configuration files under 0.99.13
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+ - q,x and Escape now exit.
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+ - Weirdly enough, mouse cursor disappears when moving over a black spot.
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+ Playing with delays was unsuccesfull.
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+ - Graphical support. Compile with -dUseGraphics
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+
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+----------
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+Gravwars (author:Sohrab Ismail-Beigi)
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+
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+Specify angle and speed, and try to hit the other spaceship. Some planetoids
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+exist that can bend the curve of the bullet/ray.
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+The game uses is designed for TP4.0 and uses Turtle'ish drawing. So we
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+use it as a test for TP4.0 Graph compability.
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+
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+TODO:
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+- Use InputStr for input.
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+
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+BUGS/FLAWS : None, except that it is very basic (and not worth extending)
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+
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+HISTORY:
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+
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+v0.01 :
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+ - Initial FPC port.
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+----------
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+MAZE (Author Randy Ding)
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+
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+Nothing special, but from all FPC-games the one with a real algoritm.
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+(some form of shortest path through a maze I guess) The others are much
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+simpler as far as algoritms are concerned.
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+
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+The programs asks some simple parameters, and creates a more or less complex
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+MAZE. The task for the player is to go from one side to the other:
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+
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+Use I,J,K,M or arrow keys to walk through the maze
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+Hit X when you give up!
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+
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+TODO:
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+- Use InputStr for input.
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+- Help on screen if there is enough room?
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+- Big mazes/very high resolutions?
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+ (bigger than the current max 200x200 is unreadable on 1024/768)
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+
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+HISTORY
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+ v0.01 :
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+ - Initial FPC port.
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+
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+------------
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+QUAD
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+
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+My favorite of the other games, and by far the most work to port/clean up.
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+
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+The program deals some cards blind. It flips over maximal 4 cards, and if
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+the 4 turned are the same, it removes them. (the game exists as a card game
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+called MEMORY too, but only with two cards at the same time)
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+You have to remove all the cards to win, and the highscore record
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+the time. QUAD loads some pictures from quaddata.dat.
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+
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+TODO:
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+- Use graphical versions of highscore.
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+
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+HISTORY
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+ v0.01 :
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+ - Initial FPC port.
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