Dec 082017
 
TurboC version of old vector graphics SPACEWAR; written by yours truly, it features gravity, adjustable speed, smooth graphics; even the flicker of vector graphics. Needs no coproc.
File SPCWAR.ZIP from The Programmer’s Corner in
Category Games and Entertainment
TurboC version of old vector graphics SPACEWAR; written by yours truly, it features gravity, adjustable speed, smooth graphics; even the flicker of vector graphics. Needs no coproc.
File Name File Size Zip Size Zip Type
DUDE.PRJ 19 18 deflated
FAST.ASM 4169 1303 deflated
FAST.OBJ 1905 1248 deflated
KBMOD.C 614 308 deflated
KBMOD.OLD 601 301 deflated
KEYINT.C 680 362 deflated
KEYTRY.PRJ 5077 1061 deflated
MAIN.PRJ 4967 1053 deflated
NEARGDRV.LIB 19456 9313 deflated
README 2377 1291 deflated
SPWR.PRJ 56 52 deflated
SWR.H 774 401 deflated
SWRBC31.EXE 82246 47273 deflated
SWRBC31.PRJ 6013 1292 deflated
SWRMAIN.C 12607 3834 deflated
SWRSUBS.C 2716 966 deflated

Download File SPCWAR.ZIP Here

Contents of the README file



Hi!!

This is a public domain version of SPACEWAR, that old vector graphics game
that many of us knew and loved.(RIP) The source code comes with apologies;
I wrote this game as a first 'learning Turbo-C' project back when TC 2.01
was new technology. Of course that doesn't account for the wretchedness
of my code these days, but that's another story.....


PROGRAM DESCRIPTION

Simply put, two ships, one of which closely resembles the enterprise,
blow the **** out of each other 'til one wins. You win by accumulating
damage points on the other guy.

----------------- First the Good News ------------------------------------

First the Good News. You don't need a coproc; all gravity and motion
equations are done in integer arithmetic. The program should run fast, even
on 8086 machines. Unless your machine has absolutely no guebos....
CGA, Hercules, and EGA/VGA are supported.

----------------- Now the Bad News (Condensed version). ------------------

It may not be compatible with all keyboards; i have a Gateway2000 486/33C
(not even 50MHz,jeez!) and my selection of keys was optimized to make sure
that even those w/o extended 101-key KB's could play the game, and neither
player could lock out the other.

Not all keyboards are created equal, so CAVEAT NON-EMPTOR !!!!!

There is no sound: my programming abilities are not up to that. But if you
modify the source code with positive results i would appreciate getting a
download. I'm on Compuserve [Dan Moore, Baltimore MD (72674,473)].

Also, the BGI graphics are not sync'ed optimally to the CRT scan; i didn't
know how to do that either. As a result you have to tweak the delay factor
while playing the game with the F1 and F2 keys. A Yellow bulletin will
appear to inform you of the current settings. Press F4 to hide it again.
F3 turns gravity on/off, and F5 exits the current game.

The optimal delay factor for my 486/33 is around 35000.

-------------------------- Re-Making the Game ----------------------------

The game should be compileable under TC2.01 through BC++3.1. You MUST use the
small model. (Probably due to the near declarations in FAST.ASM and the fact
that the BGI drivers in NEARGDRV.LIB are near versions, created with BGIOBJ
and no /F switch).


Happy playing and/or modifying, as appropriate!!!!

DWM. 06/24/93




 December 8, 2017  Add comments

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