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715 lines
30 KiB
Plaintext
715 lines
30 KiB
Plaintext
+----------------------------+
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| C-Dogs v1.06 |
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+----------------------------+
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| A FreeWare DOS-game |
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| (c) 1997-2001 Ronny Wester |
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+----------------------------+
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This game, the code and artwork are copyrighted by the author, Ronny Wester.
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This file is best viewed with a monospace font.
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+------------+
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| Disclaimer |
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+------------+
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You use this game at your own risk. While I will try to help you out to the
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best of my abilities should you experience any problems, you're essentially on
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your own.
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+----------+
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| Contents |
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+----------+
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Overview
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So is it shareware or freeware, and what took you so long anyway?
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System requirements
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Getting started
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Controls
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Menus
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Playing the game
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How to get music
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A note on the sound FX
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The weapons
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Frequently Asked Questions
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Background information
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+----------+
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| Overview |
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+----------+
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C-Dogs is a 1 or 2 player game for DOS.
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The player character(s) are elite soldiers, taking on mission after mission
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to defeat evil in any form. That is, you kill it or blow it up.
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Sounds violent? Yep, that's right. Still, the emphasis is on gameplay rather
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than gore. But the game will involve a lot of mowing down of enemies - and
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the occasional unlucky civilian - so now you have been warned.
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+-------------------------------------------------------------------+
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| So is it shareware or freeware, and what took you so long anyway? |
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+-------------------------------------------------------------------+
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This is strictly a spare time project for me. I work fulltime as a software
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designer and developer and sometimes programming is not how I want to spend
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my spare-time. Aikido-practice takes up a lot of time too.
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Reactions to the original Cyberdogs were very positive. So positive that I
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changed my mind about doing more work on it in fact 8-). Part of those reactions
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was offers from publishers and since getting a game published has been a dream
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for me since I was a child these offers were quite attractive. Well, things are
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not always easy and due to a number of reasons I have been undecided about the
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shareware/freeware issue for some time. Lately the freeware approach seemed most
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likely but then I got a solid offer from Magicomm - who did some nice shareware
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compilations featuring the original Cyberdogs - that at the time of writing
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looked like the most likely route.
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In the end though, I opted for the less work route and thus the game is freeware.
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The basic terms for redistribution are as follows:
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a) All files must be distributed unmodified
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b) There must be no charge for the game as such.
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You may want to read the section on sound fx as well...
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+---------------------+
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| System requirements |
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+---------------------+
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Theoretical minimum configuration (to my knowledge at least):
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80386
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DOS 3.3+
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2Mb RAM (with no music or small modules)
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Minimum tested configuration:
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80486 66MHz
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DOS 6.2
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8Mb RAM
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Local bus graphics card
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Recommended configuration:
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80486+
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DOS 6.2+
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8+ Mb RAM
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PCI graphics card
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Stereo sound card
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2 gamepads and a Y-cable
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Running under Windows 3.1 or Windows 95 (in a DOS box) might work, but don't
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complain to me if it doesn't. The recommended way is to boot your old DOS, or
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run it in Windows 95 DOS mode.
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Note: I run it in a DOS box under Windows 98 and it works fine except for the
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occasional need to tap a key or move the mouse to make sure Windows keeps giving
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it enough CPU time (otherwise framerate drops after a while).
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+-----------------+
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| Getting started |
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+-----------------+
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1. Ensure all the files of the archive are in the same directory.
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Start by running DSETUP32.EXE to set sound. Select your sound card or
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"No sound" if you do not have a soundcard. Speaker sound effects are not
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supported. Ensure that any joysticks are attached, and - if you have the
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ability to switch between different joysticks - that the correct ones are
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activated.
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Then run CDOGS.EXE. Make sure the current working directory is the one where
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the files are located.
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+----------+
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| Controls |
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+----------+
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If joysticks are connected, they will be used as default, unless you select
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other controls in the Options/Controls menu.
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The default keyboard controls are:
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Control: Player 1: Player 2:
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-------------------------------------------------
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Left Left arrow Keypad 4
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Right Right arrow Keypad 6
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Up Up arrow Keypad 8
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Down Down arrow Keypad 2
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Button 1 Left Ctrl Keypad 0
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Button 2 Enter Keypad Enter
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-------------------------------------------------
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Common controls:
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-------------------------------------------------
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Automap Tab
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Pause Esc (Any OTHER key continues)
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Abort game Esc twice
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-------------------------------------------------
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Button 1 is used to select menu items and to fire weapons in the game.
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Button 2 is sometimes used to cancel operations. In the game button 2
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can be used to change weapons or, with directional controls, to slide.
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The keyboard controls can be freely customized, see [The Menus].
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In menus, player one's controls are used. In addition the arrow keys and Enter
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can be used, unless they are configured as controls.
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The following keys are reserved for special purposes:
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-------------------------------------------------------
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Esc Exit out of most menus/pause or abort game
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F10 Recalibrate joysticks (assumes centered position)
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F9 Reset controls to keyboard only
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-------------------------------------------------------
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+-----------+
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| The Menus |
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+-----------+
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The main menu:
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------------------------------------------------------
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1 player game Starts a one player game
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2 player game Starts a two player cooperative game
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Dogfight Starts a two player death match
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Game options... Goes to the options menu
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Controls... Goes to the controls menu
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Sound... Goes to the sound menu
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Quit Quits the game
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------------------------------------------------------
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Starting a game:
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1. Select your character:
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-------------------------------------------------------------
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Name Allows you to name your character
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Face Select a face
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Skin Select skin color
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Hair Select hair color (for those who have hair)
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Arms Select arm color
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Body Select body color
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Legs Select leg color
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Use template Select a premade character
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Save template Save the character you have made
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Done End character selection
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-------------------------------------------------------------
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Editing your name:
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Use directional controls to select letters. Button 1 will select letters,
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Button 2 will remove letters. The first letter, and any letter following
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a space will be capitalized, all others will be small.
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In Use/Save templates Button 1 confirms and Button 2 cancels.
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2. Select a campaign (or Dogfight arena)
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Pick one. Names preceded by a filename are campaign/arena files created
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by the campaign editor that have been found in the current directory.
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(full version only, shareware version cannot load campaign files).
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3. Start game or Enter code (1 or 2 player games only)
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If you have received a level code previously you can enter that code by
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selecting the [Enter code] menu item. Level codes are different for
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different campaigns and also for 1 and 2 player games.
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Game options menu:
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-------------------------------------------------------------------------------
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Players shot hurt [Yes/No] If set, player bullets will hurt the other
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player in cooperative mode. This setting has no
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effect in a dogfight.
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FPS monitor [On/Off] Displays a frame rate counter in the lower
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right corner of the game display
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Clock [On/Off] Displays the current time in the lower left
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corner of the game display
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Copy to video [rep movsd or Determines the assembly instructions used to copy
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dec/jnz] the RAM screen to the video memory. Use whichever
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is fastest. On a Pentium I can't notice a
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difference.
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Brightness <number> Brightens/darkens the colors if need be.
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Use left/right to set a value.
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(-10...10)
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Splitscreen always [Yes/No] If No, two characters will share the screen if
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they are close enough together. If Yes the screen
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will always be split.
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Random seed <number> This number "controls" the pseudo-random
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generation of maps and placing of items.
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By changing this you can replay any campaign with
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new maps (oh, the level codes change too...).
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Use left/right to change. Pressing one or both
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buttons will increase the rate of change.
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(0...very large)
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Difficulty <5 levels> Controls the behaviour of the non-players.
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Slow motion [On/Off] If set to On, makes the game run half as fast.
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Density <25-200%> Changes the number of characters in mission.
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Non-player HP <25-200%> Modifies the maximum hitpoints of non-players.
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Player HP <25-200%> Modifies the maximum hitpoints of players.
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Done Return to main menu
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-------------------------------------------------------------------------------
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Controls menu:
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-------------------------------------------------------------------------------
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Player 1 [Joystick 1/Joystick 2/Keyboard] Select controls of player 1
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Player 2 [Joystick 1/Joystick 2/Keyboard] Select controls of player 2
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Swap buttons of joystick 1 Swap button 1 and 2, these settings
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Swap buttons of joystick 2 do NOT affect keyboard controls.
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Calibrate joystick Recalibrate joysticks
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Done Return to main menu
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-------------------------------------------------------------------------------
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Notes:
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Control changes take effect immediately. This can be confusing since
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player 1 controls can be used to navigate the menus.
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Recalibrate joystick actually recalibrates both sticks. The sticks are assumed
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to be in their center positions. An automatic recalibration is performed when
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the game is started and can also be achieved by pressing F10 in any menu.
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F9 resets player controls to Keyboard and is useful if you're having joystick
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problems.
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Sound menu:
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---------------------------------------------------------------
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Sound effects <number> Volume of effects (0-8)
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Music <number> Volume of music (0-8)
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Sound effects channels <number> Simultaneous effects (2-8)
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Disable interrupts in game [Yes/No] See note below
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Done Return to main menu
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---------------------------------------------------------------
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Notes:
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The sound system is usually run as an interrupt to ensure that it gets the
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CPU time it needs in order to avoid delays and stutters in the sound.
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However, interrupts can occasionally interfer with the logic that synchronizes
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screen updates with video refresh cycles and cause occasional "stutter" in the
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game. In practice you will not notice this unless you have a steady 70fps and
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you should not activate this feature unless you get at least 40fps. If you are
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running this game in a DOS box under eg Windows 95 you will get that kind of
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problem anyway so you might as well leave it off (better yet, run the game in
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DOS instead!).
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Sound effects channels specify the number of simultaneous sound effects
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possible. The total number of sound channels in use will depend on the number
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of channels used by music. A higher number will sound better, particulary in
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two player games, but will require more CPU power. In practice it is usually
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the music modules which are the real CPU hogs, so the best action if there's a
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performance problem is usually to select low channel-count modules for your
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music.
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The sound system used in this game is the DSMI (Digital Sound and Music
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Interface) by Otto Chrons. It is a commercial library. Further inquiries are
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best directed to Otto himself at oc@iki.fi.
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+------------------+
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| Playing the game |
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+------------------+
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Game controls:
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Directional controls move your character about.
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Button 1 fires the selected weapon.
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Button 2 cycles through your weapons, if pressed and released WITHOUT any
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movement taking place.
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If you press and hold Button 2 and then move in some direction your character
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will "slide" in that direction at greater than normal speed. It is not possible
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to move at this speed constantly, one slide must come to a stop before another
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may be initiated. It is a great way to get out of a tight spot - such as when
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grenades come rolling towards you - in a hurry, or, as you get more experienced,
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to rapidly close the distance to a baddie in order to deliver a knife thrust or
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a shotgun burst at close quarters.
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The actual gameplay takes the form of several missions making up a campaign.
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There are several campaigns to choose from and more can be made with the
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included campaign editor. Each mission has one or more objectives that need to
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be fulfilled in order to progress to the next level.
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In two player mode, only one player needs to complete the level. Both players
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will then be able to go on to the next level. A player who fails a mission will
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have his score reset to zero though with the current score being entered into
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the highscore list if it is good enough.
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Every mission takes place in a rectangular area containing walls, rooms and
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assorted objects - and villains of course. Prior to a mission you will receive
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a short briefing, a listing of all objectives and the option to choose your
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weaponry. The weapons available to you may vary between missions.
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You may pick any three from the available weapons. Ammo is unlimited, but a
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scoring penalty applies. Each shot fired deducts from your score, more or less
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depending on the weapon used. The knife foes not incur any penalty, but is also
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the most dangerous to use as it involves close combat. The knife can, however,
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be a very lethal weapon...particulary in a dogfight.
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Completing a mission:
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A mission is completed once all objectives have been accomplished, ie when all
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objectives are labelled as "Done" at the bottom of the game screen. There is
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still the problem of getting out in one piece, once the mission is complete a
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pickup-zone will be highlighted, both on-screen and on the map. The player(s) -
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along with any prisoner rescued - must remain in the pickup zone for 5 seconds
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- a countdown is displayed while in the zone - to be picked up and the mission
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safely concluded.
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Civilians:
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In some missions you'll come across innocent bystanders. You should try to keep
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them from getting harmed. Any harm you do to them will be taken out of your
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score. More importantly, the game always maintain a certain number of characters
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in the mission area, and the more of those that are bystanders rather than
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enemies the better, don't you think?
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The automap:
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Sometimes your objectives will be known ahead of time, giving you their location
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even in unexplored territory. Other times objectives may not show up on the map
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at all...typically the case when the objectives are live opponents, or with
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bonus objectives. Most of the time objectives will show up on the map, but not
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until you have come across them personally.
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The automap is not available in Dogfights.
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Bonuses & penalties:
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You score for enemies killed and objectives fulfilled. You lose points for
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using up ammo and for killing innocents. In addition there are some other
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bonuses and penalties which may apply:
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Access bonus
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Possession of keys will grant you a bonus dependant on the number of keys
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collected.
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Perfect (500p)
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You completed all tasks within an objective when only some were required.
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Health bonus (10-500p)
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You get 10p for each health point left from the top 50 at the end of a mission
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Time bonus
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For a quick completion of missions you score extra, 10p per second under the
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given limit (60 seconds + 30 seconds per objective). Yes, some missions are far
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easier to complete within the time limit than others. No, it is not fair.
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Friendly bonus (500p)
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Should you complete a mission without killing anyone, you are rewarded.
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Ninja bonus
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If you use ONLY the knife you get an additional 50p per enemy killed.
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Butcher penalty
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Kill too many civilians and it will cost you an extra 100p per victim.
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Resurrection fee (-500p)
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If you are killed in the very last moment, you complete the mission but
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the resurrection will cost you. But that's a price one pays gladly, no?
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Tips:
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Focus on the objectives. It is generally better to avoid engaging hostiles
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unless you are required to.
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Keep moving. Quickly if there's enemy fire, cautiously if it's quiet.
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Remember where things - primarily keys - are located. Characters change each
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time you play a mission, but walls and items always remain the same.
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Avoid fighting an enemy with an identical weapon. Don't take on a flamer with
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a flamer. Gun the enemy down from greater range using a machine gun instead.
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A machine gunner you might want to take on by rapidly closing and firing a
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shotgun burst or by bullseye'ing them with the sniper gun.
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Learn the weapons and choose the right one for the job. Sometimes your favorite
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gun just won't be suited to the task at hand.
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+------------------+
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| How to get music |
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+------------------+
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There are no music files included with the game. There are two primary reasons
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for this:
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1. Keeping the size of this archive small.
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2. I do not have any original music of my own, and I do not feel it is right
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for me to distribute other people's work.
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C-Dogs can play most MOD-style music pieces. You will need to get some suitable
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music files, typical extensions are .MOD and .S3M, put them somewhere suitable,
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they do not need to be in the same directory, and, lastly, tell C-Dogs to play
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these files. The last step is performed by entering the filename, and it's
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complete path if they're not in the same directory as the rest of the game
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files, into one of the two music configuration files: MENUSONG.CFG and
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GAMESONG.CFG. The first lists songs which should be played in menus, the second
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songs that will be played during missions. The game will cycle through all
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specified songs. It will not actually change songs during a mission, only when
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a mission is begun or concluded.
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For those of you familiar with the original Cyberdogs there is no longer a need
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to convert music files into AMF-format. Indeed, the AMF files of the original
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Cyberdogs tend to not work, or sound poorly. Sorry.
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For the computer-savvy people, there is a way to specify a default directory in
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which to look for specified module files. You will have to edit the OPTIONS.CNF
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text file (it is created automatically by the game the first time you run it).
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The second to last line should be empty (the last line should contain a number).
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Here you can enter a path that should indicate a directory. This path will be
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prepended to any module file that:
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a) could not be loaded as is,
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b) does not contain a backslash (\) character.
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If a music file can not be loaded for some reason, a message to that effect
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will be displayed at the start of a game. If a menu song can not be loaded no
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message will appear. Note that some modules fail to load, even though the file
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is there and plays fine in separate module players. I do not know why that is.
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+------------------------+
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| A note on the sound FX |
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+------------------------+
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Some of the sound fx may sound familiar to you. Well, they have been, ahem,
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borrowed from some other games.
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If you feel like trying your own sound fx you should create a text file named
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SOUND_FX.CFG. It should contain a number of rows with a filename, filename ONLY
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- no paths!, followed by the frequency with which it should be played. This is
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the default configuration:
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BOOOM.RAW 11025
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LAUNCH.RAW 11025
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MG.RAW 11025
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FLAMER.RAW 11025
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SHOTGUN.RAW 11025
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FUSION.RAW 11025
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SWITCH.RAW 11025
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SCREAM.RAW 11025
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AARGH1.RAW 8060
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AARGH2.RAW 8060
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AARGH3.RAW 11110
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HAHAHA.RAW 8060
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BANG.RAW 11025
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PICKUP.RAW 11025
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CLICK.RAW 11025
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WHISTLE.RAW 11110
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POWERGUN.RAW 11110
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MG.RAW 11025
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Please note that if you tinker with this, you're on your own. It s not a
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supported feature so please don't ask me about any problems you my experience.
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+-------------+
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| The weapons |
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+-------------+
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These are the weapons available to players, some additonal weaponry, eg the
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confusion bombs, are for the computer only. Tough luck!
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Also, beware that some foes may be immune to the effects of fire!
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Knife
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Just walk into who-/whatever you want to hurt.
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Can cause a lot of pain!
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The knife will NOT harm explosive or flammable items, eg powder kegs.
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This to avoid inadvertently blowing yourself up by mistake.
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No scoring penalty.
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Machine gun
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Sprays a lot of bullets in the general direction you're firing.
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Each bullet does 10hp damage and incurs a 1p scoring penalty.
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Power gun
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Longer range and more of a punch than the MG, this one does 20hp of damage
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and carries a 3p penalty per shot. It has a slower rate of fire.
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Flamer
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Short range and fair damage.
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It is the easiest weapon to hit with, doing 12hp damage and incurring a 1p
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penalty per "flame".
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Sniper gun
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"One shot, one kill" is the philosophy with this one. Same speed and range
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as the Power gun, this one packs 50p of damage with a 5p penalty. A very low
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rate of fire makes this the marksmans weapon.
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Shotgun
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Arguably the weapon of choice, this one fires five bullets in a 45 degree arc.
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Each bullet causes 15p of damage for a whooping 75p damage when fired at very
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close range. Each burst will cost you 5p and the firing rate is rather low.
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The remaining weapons can hurt the player(s) as well as the bad guys, so take
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caution!
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Grenades
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Throw'em and they'll bounce about and then go off with a big bang and lots of
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damage to those unfortunate enough to be close by. 20p penalty for each one.
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Shrapnel bombs
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When these explode, they send eight pieces of shrapnel flying in all
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directions. Each of these cause 40p of damage. This one too incurs a 20p
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penalty.
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Molotovs
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A very dangerous weapon, and quite a common cause of death amongst careless
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players. This one doesn't bounce, but creates a flaming inferno at impact.
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Aim well in a corridor! Another 20p penalty.
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Dynamite
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Mostly used when the objective is to blow up hazardous things, it can also be
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used to good effect against tough adversaries. Once placed, it explodes after
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three seconds. A 5p penalty for each.
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Proximity mine
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Place one, and after two seconds it'll arm and detonate when anyone - yes,
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that includes you! - wanders too close. Frequently used when dog-fighting,
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this baby has caused more player deaths than any other weapon. Of course, it
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wasn't always the intended target that was the victim! When not dog-fighting
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you would do well to place mines where you can see them clearly!
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A 10p penalty for each.
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+----------------------------+
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| Frequently Asked Questions |
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+----------------------------+
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Q. How can you have a FAQ for a new game?
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A. These are common questions for the old Cyberdogs game, and some new ones
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I believe may pop up.
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Q. Are there any cheat codes?
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A. No. I don't need them so I haven't added them.
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If you find it too hard, you are able to modify both your own health and
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that of the opponents in the Options menu.
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Q. Can I have the source? Please?
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A. No. [Ed. note: Ronny has released the source now... yay!]
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Q. I want more powerful weaponry!
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A. Now where's the fun in that? I have tried to create a balanced set of
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weapons, each with it's own strong and weak points.
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Q. What about network/modem play?
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A. There are no plans for either one. I do not have the know-how, nor do I have
|
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access to a network or modem on which to test it if I did.
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Currently, I have more interesting things do than learn these things...
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Q. How do these joystick buttons work anyway?
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A. Well, the standard PC joystick interface allows for two joysticks with two
|
|
buttons each. Period. Joysticks which allow for more than that usually makes
|
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partial use of the second joystick for it's extra buttons, throttle wheels
|
|
and other gadgets. Then there's the new breed of digital toys, such as the
|
|
Gravis GRiP pads and the Sidewinder pad. They need special drivers to
|
|
operate and are not supported by C-Dogs. To summarize: when playing C-Dogs
|
|
with two joysticks/gamepads you have two buttons each, no more. Any
|
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additional buttons may act in various ways depending on your pad, eg the
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standard Gravis Gamepad has four buttons where buttons 3 and 4 are really
|
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buttons 1 and 2 of the other joystick.
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|
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Q. Why doesn't my Sidewinder pad work?
|
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A. The Sidewinder pad needs special drivers to operate, and may only be used
|
|
with Windows 95 games.
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Q. How come my GRiP pads don't work?
|
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A. You will need to put them in "normal" mode, not GRiP mode for them to work
|
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with games that only support standard joysticks, such as C-Dogs.
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|
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Q. How does this editor work anyway?
|
|
A. Read the FAQ on the editor at http://www.orcsoftware.com/~ronny
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Q. I die instantly whenever I try to play!!
|
|
A. Yes, that's a bug that crops up sometimes when the game is first installed.
|
|
Go into Options, change player HP and then change it back.
|
|
You only have to do this once.
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|
|
|
|
+------------------------+
|
|
| Background information |
|
|
+------------------------+
|
|
|
|
Who am I?
|
|
|
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My name is Ronny Wester. I am, at the time of writing, 31 years old (born 1969).
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I live in Stockholm, the capital of Sweden where I was born and raised. I have
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been involved with computers since I was 14 or thereabouts when I got my
|
|
first programmable calculator. I made all sorts of games for it and soon after
|
|
got myself a ZX Spectrum.
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|
|
|
(I played Atic Atac a LOT...when I got my hands on a
|
|
Speccy emulator some time back I was able to escape the castle in 17 minutes
|
|
with the loss of only one life, using the keyboard. Pretty good considering I
|
|
hadn't played the game for, oh, six or seven years or so! The veterans among
|
|
you probably recognize the confusion bombs as a homage of sorts to Sabre Wulfe).
|
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|
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I studied science (physics, math, chemistry etc) as well as computers and went
|
|
on to study computer science and engineering at the Royal Institute of
|
|
Technology in Stockholm, getting a Masters in December 1990. For the ones
|
|
familiar with the Swedish school system who are puzzled by the years, they are
|
|
correct - I finished comprehensive school in seven years.
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I wrote a small strategy/RPG game involving robots on my mothers Mac.
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|
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After moving out I got myself first an Atari ST and later an Atari TT - that
|
|
illfated beast of a machine. It was later sold to be used as scrap parts. On the
|
|
ST - and later the TT - I wrote some games, most notable Magus which was later
|
|
ported to the PC at the insistant request of some of my friends.
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|
|
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I started to work on the company where I still work today, Research & Trade.
|
|
I worked with PCs, in DOS, using Pascal or C. Later I did some work in OS/2,
|
|
but nothing came of it. Later we switched to Windows, now exclusively in Pascal.
|
|
When we finally decided that we could no longer put up with the environment we
|
|
made the decision to go to NextStep and we have yet to regret it. The language
|
|
used now is Objective C and what a language it is. How C++ got to be the bigger
|
|
of the two I will not understand.
|
|
|
|
I got myself a PC, a 486 with Localbus. As a benchmark of sorts, I decided to
|
|
try to quickly port an old abandoned 8-way scroller from the TT. I did a quick
|
|
shoddy job using Turbo Pascal and the SPX library (by Scott Ramsay). It turned
|
|
out pretty well. So well, in fact, that I kept adding to it and eventually it
|
|
turned into a pretty good freeware game, Cyberdogs. However, the basic design
|
|
flaws and the limitations of Turbo Pascal's 16-bit protected mode soon made
|
|
further development a nightmare. So the project was closed.
|
|
|
|
Tired of 16-bit limitations I got myself Watcom C. As I was playing around
|
|
with it, the idea of doing a GOOD job of Cyberdogs, with a proper design, bobbed
|
|
around in the back of my head and I deemed it a suitable introduction to the
|
|
new world of 32-bit programming. It got out of hand this time too and eventually
|
|
it turned into the game you now have before you. Hope you enjoy it!
|
|
|
|
When I'm not programming I practice aikido - Aikikai shodan for the initiates,
|
|
read books - SF&F mostly - and listen to music. Favorite artists include - but
|
|
are not limited to - Enya, Vangelis, Loreena McKennit, Eric Serra, Jean-Michel
|
|
Jarre and Vanessa Mae.
|
|
|
|
And, of course, I play computer games. Some of my favorite games are:
|
|
'Atic Atac' and 'Lords of Midnight' on the Speccy, Projectyle and Speedball
|
|
(the first one more than the second) on the ST. Some of the best games ever on
|
|
the PC are, IMHO of course, Tie Fighter, Dark Forces & Tomb Raider.
|
|
|
|
I would also like to thank everyone who has sent me email, postcards or letters
|
|
about Cyberdogs. I appreciate it. Unfortunately I am not able to reply to
|
|
all letters I receive, but I do read them all. I try to reply to all emails I
|
|
receive, but sometimes my replies bounce.
|
|
|
|
Ronny Wester
|
|
Stockholm, January 15th 2001
|
|
|
|
Email: ronny@orcsoftware.com
|
|
www: http://www.orcsoftware.com/~ronny
|