Dec 202017
A simple windows game of multiple bogie space combat. Requires wbblib13.exe.
File KRYKEE.ZIP from The Programmer’s Corner in
Category Games and Entertainment
A simple windows game of multiple bogie space combat. Requires wbblib13.exe.
File Name File Size Zip Size Zip Type
BTLSTR.BMP 61646 1731 deflated
FITER.BMP 61646 2080 deflated
KRYKEE.BMP 64582 1476 deflated
KRYKEE.DOC 9814 4350 deflated
KRYKEE.EXE 62518 22536 deflated
KRYKEE.ICO 766 344 deflated
KRYKEE.TXT 9006 3880 deflated
TPCREAD.ME 199 165 deflated
WBBLIB13.EXE 266191 129900 deflated

Download File KRYKEE.ZIP Here

Contents of the KRYKEE.DOC file

2BPV`Courier 10cpi|x?xxx,kx6X@8;X@3' 3' 3' 3' 4
KRYKEE is a simple game which should not require
instructions. You probably will not have to read this,
except to register this game. Registration is $15.00 .
There can not be a second version of this program without
your support since I cannot work two jobs at once. The
Basic Basic compiler I used in creating this game was barely
adequate to create the first version of the game, thus I
must replace it, post haste.
My address is:
Robert Lee Coeyman
929 Long Cove Road
Glen Burnie, Maryland
(c) 1995 all rights reserved. Shareware, free to
distribute, provided that the game is not tampered with or
destructively altered.
To run this program requires the wbblib13.exe file
which I cannot provide without breaking copyright law. I do
not support the use of DLL or library files which must be
distributed with software. They slow operation.
KRYKEE runs slowly, since it is constrained to MS
WINDOWS and requires a runtime library to operate. The
runtime library, if you are interested, was created with
BORLAND's C++. I peeked into the files.
Krykee is a simple wargame. You command a battlestar
against numerous opponents who would like to destroy you and
will make every attempt to do so. You fight back using
thorpedoes and phasers. You must move into position for
thorpedoes to be effective, however phasers will pass
through obsticles on the battlefield.
The only thing which you must understand in order to
play this game is the 11 parsec cube in which the game is
played. The dimensions of 0 and 10 are not available to any
ship in the game, they are a buffer to the battle. The cube
is set up with 3 axis, xyz, intersecting at specific
coordinates in every square of the game board. Once you get
the hang of it, it is quite simple.
1 ++++++++++
2 ++++*+++++
3 ++X+++++++
4 ++++++O+++
5 ++++++++++
6 +++++N++++
7 ++++++++++
8 ==++++++++
9 ++++++++++

In the grid above the * has an x of 2 and a y of 5.
The X has an x and a y axis of 3. Try the coordinates of
the O N and ==. O is at 4,7 an x of 4 and a y of 7. The
== has two sets of coordinates. I did that to show you that
similar symbols can occupy adjacent grid squares. The N is
at 6,6 for your records.
The hard part is the z axis. I could replace either
axis above with the z axis, but you would not understand how
to think of all three together. Imagine that you have 11
grids like the one above, each on its own page. Stack the
grids, numbering the top grid as 0 on to the bottom grid as
10. Then the coordinates of 4,5,6 would mean page 6, fourth
row, fifth square. It takes time, yet you can see it this
way if you try the example.
I did something nonstandard in writing this game. The
x axis is usually the column across the page and the y axis
is commonly the row down the page. You may have a hard time
seeing this, in the tacticle display, if you have studdied
higher math. The rest of the game does not care how you see
the space grid.
Other versions of this game, on my TI99/4A and Color
Computer 2, used the compas setting for course selection.
You chose two sets of degrees, 360 by 360 for foward at no
slope, and your y coordinate would rise. This did not work
out well since the relative smallness of the grids made the
movement inaccurate. There was no need to use any degree
measurement that was not a multiple of 45 degrees since the
grid would not be large enough for the difference between
angles to become visible below that.
The first command is move. The actual first command is
open since entering that as your name causes the game to
input the last game file you recorded. But I'll skip that
for now.
Move is an important command, although I almost forgot
to make it important. You must move to make your thorpedoes
hit their targets since they cannot fly through objects in
the game matrix. If your thorpedo hits a star, it will
detonate and not hit the battlestar behind it.
Your movements will not scan for minefields before you
move. You can order the KRYKEE to fly into a minefield
where it will be hit. It might not, however, be destroyed.
I just don't recomment it.
FIRE fires the KRYKEE's matter disrupters, or phasers
if you like. They can firt through objects since they are
energy and not matter. The power of energy weapons is
limited. Remember that your target will return fire each
time you fire at it.
COMPUTER is an interesting command. There is a command
that allows the KRYKEE's computer to put a virus in the
computers of the target's she is tracking. I'm not going to
tell you which one. If you input no password or an
unrecognized password, you get a list of three options. You
can get the status of your ship or all the opponents being
tracked. Option three is quit.
THORPEDO is the next option. I have given you most of
what you need to know about the thorpedo command earlier.
You should have enough thorpedoes for the entire game. If
you do not, you are out of luck. There is no way in the
game of reloading. I'm not saying there is no password for
that, but it would be cheating.
TACTICLE is a command you must use in order to move.
If you move to an occupied space, the viewscreen will show
the object in that space. The coordinates of the object are
printed in the upper right, just beside the viewscreen and
above the object's name.
The tacticle printout is three grids. The middle one
is the same zaxis page you are on. The one to the left is
above you and the one to your right is below you. The
beginning of this file tells you about the grid layout of
these grids. The x axis runs down the screen, 19, and the
y axis runs across the screen, 19. The yaxis is two
screen spaces wide to allow for simple graphics. KRYKEE is
the white X. I changed her color to allow her to be easily
RESIGN means quit. The quit command on the bar, or the
escape key, takes you back one game level. From the main
screen, either option will end your game. You will be asked
if you want to save the game in progress. Current games are
stored as CURRENT.MRX. From the menu, which only appears
when a mouse is detected, save saves the game using
current.mrx or the last name the program received. Save as
allows you to enter a name to save the game under.
Resign is the same as the exit command on the file menu
with save, save as and open. OPEN allows you to open an MRX
file to play a saved game. MRX files are transportable,
thus you can share them over bbs lines.
HELP is limited. Help is a limited help file, just to
refresh your memory. Whenever possible, the commands in the
menu bar have the same names as those on the screen. Help
gives you access to the help file or the games storyline.
From the main screen, without the menu bar, the story file
is command 0.
You will notice the limitations of my artistic ability.
For this reason, you will be able to use your own BMP files
in the game. Any 16 color bitmap file will work. The
compiler crashed when I tried to allow for 256 colors. You
will find the BMP file change command under select. It also
allows you to access the MRX file command which is another
open command. Unless I am in error.
EDIT puts you back to the computer command.
Now for a word about BasicBasic. The compiler does not
support the FUNCTION commands, any of them, the <>
comparison, the SGN() function or the end statement. You
cannot create your own functions and, at least in this
release, you cannot use multidimansional arrays. Your
subscripts will not perform correctly.
SGN() can be replaced by the following lines.
IF n1%=0 then

for <> I used the following
IF N1%=N2% then
rem they're equal, do nothing?
REM UNEQUAL lines here?

Functions I could not define. You have no sub function
command, thus you have to use gosub or goto.
I got around the array problem by defining my variables in
a one dimensional array.
for an array of 10,10,10.
The formula I used is
I used 11 since the array used a zero subscript. 010 is 11
the maximum was 1330.

for end, I just jumped to the end of the program. I put a
REM statement there, like:
OVER: REM end game
Since it was the last line in the game, the game ended after
that. Now this file ends.
P.S. Remember that your BMP file will be compressed in
height when if loads. Streach it out, top to bottom, to
allow for this. The best way of determining sizes would be
to set up a gridline BMP, and examine the sixe and shape of
the grid during game play. ANY BMP file will load, provided
it is big enough.

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