=============================================================================== HARDWIRE Version 1.0 Presented by noddybox '98 Written using DJGPP v2 and Allegro 3.0 Allegro written by Shawn Hargreaves =============================================================================== USAGE ----- hardwire [-v] [-q] -v Report version number -q Disable sound (in case you can't stand it or the autodetection messes up) -m Disable music (if you suddenly discover you have good taste) -s Trim some special FX off to try and make it run acceptebly on slower (486) machines. RULES FOR WIRE MODE ------------------- Blocks (or columns) will descend the screen in the time honoured tradition, but with the slight twist of being made up of pieces of circuit board. Rather than making complete horizontal lines it's your jobs to make connections between any of the connectors lining the sides and bottom of the pit. A complete connection will cause the circuitry to burn up, making more room for the never ending supply from upstairs. Likewise makeing a completely enclosed circuit will induce a current that destroys those pieces of circuit. Every so often a special block will fall that once layed in place will blow up all circuit pieces that match the ones surrounding it. If the blocks (even a special) overflow the top of the pit, it's game over and back to the dole office. RULES FOR TETRIS CLASSIC MODE ----------------------------- Blocks drop down into the pit. Complete horizontal line disappear, causing the above lines to move down. The game is over once the pit overflows. I'm sure you've heard of the idea... :-) KEYS (title) ------------ F1 Change between TETRIS WIRE, COLUMNS WIRE and TETRIS CLASSIC mode F2 Change game level. Anyone who can play past 10 has my sympathies! F3 Alter pit width. F4 Toggle motion sickness. (Go on, waste those spare CPU cycles!) F5 Toggle music on/off I View instructions and README. R Redefine keys SPACE Play game ESC Quit back to DOS KEYS (game) ----------- RIGHT Move block right LEFT Move block left UP Spin block clockwise / rotate column up DOWN Spin block anti-clockwise / rotate column up SPACE Drop block (hold down to keep dropping) P Pause F9 Frankly I'm bored, and may as well goto the next level. ESC Quit back to title (in a rash act of kindness you also get to keep your current score...) The movement, rotate, drop and pause keys can be redefined. HINTS ----- If you find the graphical frippery of the GAME OVER screen tiresome, it can be sped up with the DROP key. In TETRIS mode blocks will become 'unglued' and drop if there is space below if one of it's member pieces is destroyed in a connection, or if it is above a piece that gets destroyed in a connection... It should make more sense when you see it... Hopefully! In COLUMNS mode the blocks are always 'unglued'. If it helps the order of checks is to see if any of the side connectors are the start of a circuit, then the bottom ones and then see if any loops have been made. CONTENTS -------- The archive should include : HARDWIRE.TXT This file HARDWIRE.EXE The executable CWSDPMI.EXE DOS virtual memory type thingy... You shouldn't need this for Windows 95 HARDWIRE.DAT The Allegro datafile holding the sprites, sounds, etc. ALLEGRO.CFG Setup file for Allegro. If you have troubles with the sound or graphics try editing this (the file is as supplied with Allegro and is reasonably self-documenting) MAKEFILE. Makefile. Requires GNU make, DJGPP and Allegro HARDWIRE.C The source PIECEMAP.H Source file defining the tetris piece maps. HWPAL.H Definitions for the palette HWDAT.H Definitions for the datafile KEYSTR.H Scan code -> strings array README.H Arrayed version of this file for internal README ------------------------------------------------------------------------------- email: ianc@noddybox.demon.co.uk URL: http://www.noddybox.demon.co.uk/ Please send any bug reports or incompatabilities to the above address. Run 'hardwire -v' to find version number when reporting bugs. TVM. You are free to do whatever you want with this code, aside from claim responsibility for it and charge for it. (c) 1998 noddybox