Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: dblee Newsgroups: scea.yaroze.freetalk,scee.yaroze.freetalk.english Subject: Mine Field Preview available... Date: Tue, 24 Feb 1998 03:29:57 -0800 Organization: SCEA News Server Lines: 56 Message-ID: <34F2AF35.31DC@netmagic.net> Reply-To: dblee@netmagic.net NNTP-Posting-Host: ppp1-23.sj.netmagic.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Xref: chuka.playstation.co.uk scea.yaroze.freetalk:439 scee.yaroze.freetalk.english:386 Hiya all, My latest project has been a conversion of Windows Minesweeper to the Yaroze. Finally, in the past few days, I've gotten the core code to run without errors and so I've assembled a playable demo of it. The "production" release is still at least 2 weeks away. This post is a little long because I haven't gotten around to writing the README file yet... :P What the Preview has: - a compiled binary (minefld.psx) and its batch file (auto) - logo, menu, death, and winning screens - fully-playable game loop with the first level installed (10x10 grid with 10 bombs) - a decent mouse cursor :P - the main graphics---there's going to be a lot more - pseudo scrolling of backgrounds and playfield - most of the source code---my extra sprite/pad/printing libraries are not included and the ones on my web site are incompatible - synced to 60 fps---sorry, no 50 fps PAL version yet The basic controls: - tap O or START to jump to the main menu - highlight PLAY and tap O - move the cursor around with the pad. Tap L1 or L2 to increase/decrease speed, respectively. - tap O to clear a tile - tap /\ (triangle) to toggle the marking on a tile - tap [] (square) to Power Clear a 1-tile radius around the cursor---see minefld.c for info on how that works. - tap START during the game to bring up the QUIT/RESUME "dialog" The objective of the game (in case you don't know) is to clear out every tile in the playfield without uncovering a bomb. Start out by picking any tile (and pray it isn't a bomb). It should uncover a number which indicates how many bombs are in the 1-tile radius surrounding the cleared tile. Using those numbers, you should be able to tell which tiles are hiding the bombs. It really helps if you mark the tiles you think have bombs in them---hit /\. A checkmark means you think it has a bomb, and the question mark means you think there is a bomb there but aren't sure. Not only is it easier to avoid making mistakes by marking the playfield, if you have uncovered a tile (which shows a number) and the surrounding tiles in a 1-tile radius are marked only with the same number of checkmarks, you can quickly clear out that area with the Power Clear function. Anyways, if you want to get it, please e-mail me. You'll get a ZIP file of about 70k which expands to 200k. There's about 138k that gets downloaded to the Yaroze. Takes about 20-30 seconds at 115200. - e! tenchi@netmagic.net http://www.netmagic.net/~tenchi/yaroze/