ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» .  º Gravity Force º . . ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ  v0.1b . . by  James Shaughnessy . (C) 1998 KEYS: [L2] load map2 [R2] 2 player [L1] load map1 [R1] 1 player FIRE [^] select [[]] [O] FIRE LEFT + RIGHT [PAL/NTSC] [X] THRUST To run just type AUTO at the DOS prompt. Once ran, type QUICK to rerun, to save loading in the maps/gfx again. Yes folks I said I'd have something playable within a week of starting it and indeed I have. There's no front-end and no on-screen lives count (it's best to keep count yourself -- the 'lives' counter's bugged) but it has that classic Gravity Force feel from the Amiga 500 days. I've tried to capture the original game exactly, so it's blatently plagiarized from the version by Stephan Wenzler, the best game of all time. Looking at the source you'll notice there's no mention if ORDERING TABLES! Yes indeed I did the WHOLE thing using manual graphics routines in order to get that PIXEL PERFECT collision detection. Feel free to nick any stuff just give me a mention! I don't recommend using my PUTPIXEL though as it's VERY slooooow. I need a machine code version, MoveImage just doesn't do the job. As you'll see the thing runs in 25Hz in 2-player mode, well it trying to do 50,000 SLOOW getpixels and putpixels per second! It kicks into 50Hz in full screen 1-player but it's not scaled so you'll have a job controlling the bugger. This is purely a 2-player affair! It defaults to DOGFITE1 MAP which works fine regarding the landing pads and stuff, but you can have a look at an EXPERT map I whipped up (not polished off yet) by pressing L2. L1 reloads MAP 1. You can't land on MAP 2 but if each of you find some space, reload the map to clear the glitches caused by swapping you can still have a dogfight-fest. Pressing R1 and R2 sets the number of players/screens during a game, but don't use this to make player 2 crash! :) Tell me what you think, especially regarding coding. I tried to do this the proper way (a way that heats up the GPU even a little :) ) but ran into too many hurdles. Can GsSPRITES do hardware collision detection? I needed pixel-perfect and I wanted to use a big virtual screen and single buffering. Well, "I Did It My Way." Also you can view the dogfight maps on the PC by typing GFMVIEW n (n=1or2) at the DOS prompt (that's why there's the BGI driver here). You can draw your own maps, just save the 640x512 picture as RAW data and use the RAW2GFM program to compress it. I'm using this rather than TIM files because my compression routine allows many more maps to be in memory at once (seeing as how we can't load from the HDD), and I don't know PCX file format too well. I've got some nifty things planned for this game, I just hope I can squeeze it all in. But I'll have it running properly in a couple of weeks so watch my page for version 0.1c ! Cheers, Jim 7th Jan 1998 ----------------------------------------- James Shaughnessy james@manc.u-net.com http://www.netyaroze-europe.com/~shaughnj -----------------------------------------