@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