@database @node main "Boum v1.1b documentation (contents)" @{"Introduction " link intro } /¯¯\ __ _ _ @{"Requirements " link require } \ / / \ | \_/ \ @{b}->@{ub} @{"LEGAL STUFF " link freeware} @{b}<-@{ub} / ¯\ \__/ \__/ | \_/\ \_ @{"Playing the game " link playing } \___/ \__/ |_| \_j @{"Sounds " link sounds } @{"Thanks to... " link thanks } a minesweeper by @{"Bugs? " link bugs } Olivier `StAn' Fabre @{"How to contact me" link contact } @{"History " link history } v1.1b - 31 March 1998 G: "No boom?" S: "No boom." I: "No boom *today*. Boom tomorrow. There's *always* a boom tomorrow. What, look, somebody's got to have some damned perspective around here. One of these days...BOOM!" -- Garibaldi, Sinclair and Ivanova, "Grail" (Babylon5) @endnode @node intro Introduction @{i}Boum@{ui} is just another minesweeper, yes; but the other ones I tried had some problems (IMO): - crashes - non user-friendly - ugly graphics - opened interlaced screens - aso... (not all these in just one program though ! ;-) ) So I decided to make a minesweeper that would please @{i}me@{ui}. @{i}Boum@{ui} features: - safe start - highscores tables - system friendly code (works on true colour screens etc., no enforcer hits) - adapts to the screen resolution (eg 640x256 or 640x512) - other things you'll see by yourself After such a long time since last Aminet release, this is only a minor update. It was finished a long time ago, in fact (almost one year). I've been working on pause and save game options and other stuff, but I think I'll have to rewrite most of the program before adding this (and other things I have in my todo-list). This release is mainly made to at last provide a descent package with icons and an AmigaGuide doc, and to update my email address, which is not valid since a looong time. The french version is available on my web page: http://www.mygale.org/06/off/ @endnode @node require Requirements An Amiga with OS 3.0 and a 68020, or better. @{i}Boum@{ui} is playable on a 2 colours workbench... but I recommend a screen with at least 6 unused colours. Depending on your background pics, a 32 colours screen should be okay (I currently need a 64 colours screen to get all the colours correctly). @{i}Boum@{ui} looks better on a screen with square pixels (eg 640x512). @endnode @node freeware "Freeware" @{i}Boum@{ui} is released under the concept of FREEWARE; that is to say: - You are allowed to use this software package for free. - You are allowed to distribute this software package ONLY in its original and complete form, as you got it, with all the documentation, icons, etc. The only accepted modification is the use of an archiver (such as lha or lzx) which does not modify the data after the process of archiving-desarchiving. (users of lha should use the -a switch to keep file attributes, though this is not needed in the case of *this* distribution of Boum) - You are NOT allowed to SELL this software package ! This license only gives you the right to USE and DISTRIBUTE for FREE this package. It is however allowed to include this software package on CD-ROMs containing freely distributable software, such as Aminet CD-ROMs, as long as their price does not exceed US$20. The same applies to floppy disks, but for US$4 maximum. Magazines, too, are allowed to include this package on their coverdisk/CD, but it would be nice to @{"send me" link contact} a copy of the mag if you do so. It is allowed to include this software package on freely accessible electronic archives such as Aminet. - There is no warranty of any kind related to this software. The author(s) may not be held liable for anything that might or might not happen before, during or after using this software. Etc. If you do not agree with this license, BUGGER OFF !! @endnode @node playing "How to play the game" You have to find all the mines hidden in a mine field. To achieve this, click with the left mouse button over a square if you think there's no mine under it. If there is a mine, BOUM! You lose. But if there was nothing, a number appears. This number indicates the number of mines around the square you just clicked. If there are no mines around, nothing is drawn inside the square (ie no '0'), and the 8 squares around are automatically 'digged'. Note that the first dig you make is always safe. So the first time, you can click anywhere in the window without fear... Now, if you think there IS a mine, use the right mouse button to mark the square. Clicking a second time with the RMB will make a '?' appear; it's usefull if you're not sure whether there's a mine or not. Clicking a third time will put the square back to its original state. You win when all the squares are either digged or marked. The number of mines still undiscovered is written in the window title bar, along with the time in seconds since the begining of the game. To start a new game after having won or lost, simply click anywhere in the window with the left mouse button. Or select 'New Game' in the menu anytime.. If you want to change the size of the map, or the difficulty, use the menu. Of course, if you want to access the menu during a game, you have to move the mouse pointer out of the window ! BTW, to get right mouse button clicks, @{i}Boum@{ui} needs to have its window selected; so if you go away from @{i}Boum@{ui} to, say, change the volume of your mod player, and then return to @{i}Boum@{ui} and want to mark a square, you first have to select the window with the left mouse button (click on the title bar or on a square already marked or digged). @endnode @node sounds Sounds If you don't like them, you can: - use the menu to disactivate them - delete the "Sound" directory... (argl! ;-) ) - copy your own sound samples other the originals.. (ButtonClick.8svx = left click click2.8svx = right click expl2.8svx = explosion) You simply must have the datatype corresponding to the format of your new samples. @endnode @node thanks Thanks Thanks to: Frank Wille (PhxAss 4.35) Jürgen Schober (How2UseGfxV39) Michael Sinz (Enforcer 37.62) the author(s) of (mungwall 37.64) Nico Schmidt (GfxMaster 1.10) Cloanto & Nomad (Personal Paint 4.0 Lite) And also: Thomas Riedel for bug reports, suggestions and the sound samples ! Petter Lindquist, Roland de Herder for bug reports or suggestions @{i}Kakace@{ui} for his help with the graphix cards bugz :-) and to everyone who sent me a word about @{i}Boum@{ui} ! @endnode @node bugs "Bugs? What's that?" There is one known bug in @{i}Boum@{ui}, indeed. Sometimes when you lose a game, only the mines situated in the bottom row and in the top-left corner are shown. Quite strange. I simply can't find the cause of this one. If you find @{i}when@{ui} this happens, I'd be glad to hear from you; that may help my quest for the answer.. ;-) Would you find any other bug, then @{"contact me" link contact} ! But @{b}don't forget@{ub} to provide me with some informations on your system: - @{i}Boum@{ui} version ! - OS version - processor - memory - ECS/AGA or graphic card (which one, with what graphics emulation software ?) - on what screen is opened Boum's window (other than WB? laced? true colour? chunky?) ..and all that kind of stuff that may be in relation with the bug.. @endnode @node contact "Contact addresses" Don't hesitate to drop me a word if you have any suggestion: E-mail: @{b}off@mygale.org@{ub} or: stan@rtel.fr Pour les français, @{b}3615 Amigatel@{ub} bal StAn Or...@{b} Olivier Fabre 19 chemin de l'ermite 38230 Tignieu France@{ub} If you really like Boum, donations are very welcome :-) @endnode @node history History v1.0 - 2 March 97 Initial release. "Boum" now officialy doesn't work on (at least) some graphic boards :-(. v1.0a - 10 March 97 Fixed highscores bugs. Now saves hiscores and prefs in a single file at exit (Boum.prefs no longer needed). Little modifs that *may* improve gfx drawing. I've been told that "Boum" version *1.0* works correctly with EGS & also on a A2000 OS3.1 with Picasso II / CGFx ! (even on a truecolor screen, I can hardly believe it ;-) ) v1.0b - 24 March 97 Little checkmark bug in the menu fixed. Minor gfx modifs. Added a 'New Game' menu. Handles big fonts in the highscores name requester. Last highscores bug totally atomised !!! *<8·) (Well, I think. It didn't cause any problem for me & some other ppls, but I was forgetting to test something indeed.) v1.0c - 15 April 97 - internal version Added some more error checks... Changed colours allocation order, in order to make it look a bit better when there are less than 6 free colours. More tries to improve graphics boards support... v1.1 - 2 May 97 In order to make it work under Picasso96 v1.17, no more call to BitMapScale() when it's not needed (ie when your WB screen has square pixels). This function is bugged in Picasso96 ATM. Sound. v1.1b - 31 March 98 Bugfix: no library was closed at exit :-( ... (error in my macros !) New icons, Amigaguide doc. Minor improvements & gfx modifs. @endnode