-------------------------------------------------------------------------------- X-NON - A 2-player split screen shooter with 2D "Asteroids" physics and gravity. - This game is originally based on the Amiga's Gravity Force. - A full-blown 'how to write a game' tutorial was created alongside the constructs of this game. To see more, please visit: http://www.bettiesart.com/tc/blitz/xnon/xnon.html - This is an advanced version of the original game construct which includes computer players and many other new additions. - Start the game using X-NON.exe -------------------------------------------------------------------------------- Technology (narrative) - Human players fly the fast yet agile AntiGrav-PiraJet - built around a switching zero gravity generator - enabling both forward attraction and stabilizing motion - precise rotation without any field distortions - a flux-fusion component for temporary boosts - an anti-matter condenser for higher speeds - even within higher anti-matter densities - also with a single stream, dual-rate INF-velocity cannon - enabling high octane players to push the limits - penetrating any type of level 3 anti-matter technology causing an instantaneous rupture in matter coherence. - and a level 3 anti-matter compressor - absorbing high levels of electomagnetic interference - but be sure not to cross the atmospherical boundaries which can lead to permanent ship disintegration. - and finally a secondary (dynamic) anti-matter condenser allowing travel through dense matter for a limited time. - Computer players fly a twin-bank drone craft - utilizing a high stability zero gravity generator - with a solo-directional energy flow under a constantly stabilizing motion. - rotation under some circumstances may cause some field interference. - also carrying a single-stream, dual-rate cannon - this (standard) FIN-velocity cannon is also capable of puncturing any level 3 AM technology. - a rudimentry level 3 anti-matter compressor for limited protection against atmospherical interferences. - and a (dynamic) anti-matter condenser, alike PiraJet's, for briefly hitting dense matter without permanent damage. - finally a remote control was installed for curious players. -------------------------------------------------------------------------------- Game instructions - Each player controls a ship to fly around a landscape in space optionally shooting or crashing into the environment or other players deciding for yourself what kind of game you wish to play. - It's possible to fly through small sections of earth/rock at high speeds. - Flying too far away from the landscape causes ship disintegration. - Press during the game to show all game options and then press the spacebar to show all player controls. - Press during the game (or on the help screen) to configure advanced rendering settings. -------------------------------------------------------------------------------- Controller support - Choose and test any of the keysets (on ) to select which best allows for holding multiple keys at once. - For more game and ship-related controller information specifically related to keys, see the in-game help (on ). - This game supports up to 8 joysticks with up to 16 buttons and 2 axes and any mouse (or trackball) also with up to 16 buttons. - Mouse controls player 1 (left/green) and joystick controls player 2 (right/red). Joystick controls (classic Gravity Force setup) Left/Right .. Rotate (no hover, unless 2 sticks) Button/Up ... Thrust Down ........ Fire Mouse controls Left/Right .. Rotate (no hover) Down ........ Thrust Button/Up ... Fire - If you would like more customization options than I have already provided please ask me, or use an additional tool to reroute input to your desired output. -------------------------------------------------------------------------------- Map editor - A map editor is provided in the folder "Map editor" - to change the existing map(s) - or to create new ones - Press in the map editor to show help and statistics. - To play a different map - place (or rename) it - in the TileMaps folder - with the name "arena" - Computer players are not very good at playing - in areas that are not (mostly) sealed - or very narrow corridors e.g. computer players play best when - a map is mostly closed off from the outside - and contains many wide corridors - Please note that the sculpt feature is not fully developed (yet), but works a charm for quick smoothing. -------------------------------------------------------------------------------- Command line options NOVSYNC Disable vertical synchronization (can be changed in game too) - this can be useful if you experience flickering or lags NOSOUND Disable sound effects on start-up NOMUSIC Disable music on start-up - music can also be toggled within the game (see ) NOMOUSE Disable mouse support NOJOYSTICK Disable joystick support NOLOGOWAIT Do not stall at the logo screen at all INSTANTQUIT Pressing quits the game instantly LOWRES Enable low resolution graphics - this makes the game many times faster Examples D:\Games\X-NON\xnon.exe NoLogoWait InstantQuit "C:\Program Files\T-C\X-NON\X-NON 3a1.exe" NoSound NoMusic Launcher Please use the Launcher.exe application to make starting the game with parameters very easy. -------------------------------------------------------------------------------- Recommended system requirements (medium detail) - Windows 2000 - 128 MB of physical memory - 64 MB video memory (non-shared) - Above-mainstream videocard (with GPU) - 1.5 GHz Pentium IV - Keyboard (101 keys or more) -------------------------------------------------------------------------------- - Note: this game will also run on older systems with lower detail rendering settings. - Use the key on the help screen to configure advanced rendering settings. - Use the "LOWRES" command line option if you want to run this game smoothly on a very slow (or old) computer. -------------------------------------------------------------------------------- Minimum system requirements (low detail) - Windows 95 (with updated system files) - 128 MB of physical memory - 16 MB video memory - Mainstream videocard, with 'low-end' GPU - 500 MHz Pentium III - Keyboard -------------------------------------------------------------------------------- Optimal system requirements (high detail) - Windows XP - 128 MB of physical memory - 128 MB video memory - Above-mainstream videocard, with decent GPU/chipset - 1.8 GHz Pentium IV - 2 keyboards (101 keys or more) -------------------------------------------------------------------------------- - The destructable terrain feature (see endering options on ) requires a maximum of 64 MB of extra video memory on the default map. - Any rendering settings that are shown as having a 'High' impact on performance most likely do have a noticeable adverse effect on slower computers. Because every system is different, the best way is to test it for yourself. - When running in LOWRES mode, the game initially uses <16MB of video memory while <48MB is used in normal (high resolution) mode. -------------------------------------------------------------------------------- Bonus files - All source code can be found in the "Code" folder. - The "Extra" folder contains the following items: - Image Rotator.BB A slightly updated version of the original image rotator - dll.FMOD.decls The userlib declarations of FMOD for Blitz - FMOD.chm Help file for FMOD (sound library) -------------------------------------------------------------------------------- - If you have any questions or suggestions, feel free to contact me. -------------------------------------------------------------------------------- Created by Teasy --------------------------------------------------------------------------------