Dec 172017
 
Freeware wormhole for VGA planets. NOW stable.
File WORM1B4B.ZIP from The Programmer’s Corner in
Category Recently Uploaded Files
Freeware wormhole for VGA planets. NOW stable.
File Name File Size Zip Size Zip Type
AUXHOST1.BAT 27 25 deflated
AUXHOST1.INI 23 23 stored
AUXHOST2.BAT 50 48 deflated
DONATE.DOC 1087 611 deflated
MAKEWORM.ZIP 9968 9840 deflated
README.DOC 9512 3869 deflated
README.TXT 8682 3385 deflated
README.WPS 9378 3686 deflated
README.WRI 9600 3678 deflated
WHEREM.EXE 11648 3971 deflated
WHEREM1.DOC 2414 1188 deflated
WORM5.EXE 31376 6693 deflated
WORMHOLE.TXT 641 286 deflated

Download File WORM1B4B.ZIP Here

Contents of the README.WRI file


1j"FHHIJJKg#}WORM5.EXE instruction book.
Some time ago, not long after I became involved with VGA PLANETS, I found a wormhole program on one of the BBS that I frequented at that time. The problem: The program destroyed the races in the private game I hosted to teach myself the game. The idea was neat, but the host program saw worm as cheating. I asked a friend if he knew what all the host files did so that I could try to write a wormhole program of my own. He didn't.
At the time, I was almost kidding. However, I became so distressed, that I cracked the code on the program and did write my own wormhole program. The secret to making it work without the host calling you a cheater is that host must run the wormhole program from within itself. This feature is called the auxhost. I found this out when I got a file called JUMPGATE.
Immediately, I tried to run worm as an auxhost. The program crashed because it could not find the rst files. That led me to write my program to rely on the hst files themselves. IMPORTANT: womr5.exe is run by the hosting computer. You do not run this program when you are playing your turn.
My first VGA PLANETS utility war wherem.exe. This program randomly moves wormholes every so often. In the earliest form of the wormhole program, I used one of the variables to determine when a ship was too big to move through a wormhole. This feature is no longer supported. I include wherem as a utility to be run before host. Wherem is run simply by typing:
WHEREM SUBDIR
Such as:: wherem game1.
You can run wherem from a batch file. I also have included a complete zip file called makeworm.zip. This file will be usefull and since it randomly creates wormholes. That's one less thing for the host to worry with. I did not write this file, nor did I get permission to enclose it here. The zip archive has not been altered in any way and should meet the requirements for distribution.
WORM5.exe requires four support files. Three of them are enclosed, but you will have to alter the third to meet your setup. WORM5.EXE, auxhost1.bat and auxhost2.bat are all to be placed in the same directory as your host program. HOST requires the bat files, not worm5.exe, yet the host program will not use worm5.exe unless these files are present.
Both of the other files are placed in the game directory. The other two files are wormhole.txt and auxhost1.ini . Wormhole.txt is the standard wormhole text file which has been used in every wormhole program I have written and the one that I got before I had written any of these. Backwards compatability is important to me. After you run worm5.exe for the first time, you will have a tessract.hst file in each game directory you run worm5 on. This is the file that WORM5.exe uses to store its information between turns. To restart the game, or just reset the wormholes in one, delete this file.
DO NOT ADD WORMHOLES AFTER THE GAME HAS STARTED, unless you delete this file first.
AUXHOST1.INI is the file that you will have to alter. I would do it for you, yet I do not know your directory structure. AUXHOST1.INI is just like a batch file. It includes the path to WORM5.EXE and the game directory. For example:
c:\vgap\WORM5.EXE game1
{This line would run worm5.exe on the directory c:\vgap\game1}
If the update works, you can now run worm5.exe on directories like:
C:\VGAP\WORM5.exe C:\GAMES\GAME1
The exe part is not essential, although it does make it easier to see where the program path leaves off and the game path begins. Once you have WORM5.exe and the two auxhost.bat files in your host directory and wormhole.txt and auxhost1.ini in your game directory, you are ready to run the program.
There must be an auxhost.ini and a wormhole.txt in each game directory that you want to run the program on. If you are running 3 games, you have to have 3 wormhole.txt files and 3 auxhost1.ini files, one in each game directory. Your host directory is the directory that you run the host program from. Each auxhost.ini file must contain the path to the game directory. It's only logical, but I should make that clear. Each copy of auxhost1.ini must contain the command to run worm5.exe on the game directory which contains that copy of auxhost1.ini.
NOW for what worm5.exe does.
The wormholes all start out unowned. The first ship to use each wormhole stakes a claim to it and the toll for that wormhole is set to 10 times the number of that ship. For xample, ship 1 sets a toll of 1 X 10 or 10 MC. Ship 500 sets a toll of 500 X 10 or 5000 mc. Exercise caution. No ship can carry more than 10,000 mc. When you pass in scanner range of a wormhole, you are allerted to the owner and the toll. You must have the toll on your ship or the ship will be taken instead.
A toll is subtracted from your ship each time that it enters the wormhole. It will be deposited in the ship that claimed the wormhole the next turn. If three ships enter a wormhole claimed by ship 500, all 15,000 mc will be taken, 5000mc from each ship, but ship 500 will only end up with 10,000 mc on the next turn. I trimmed the excess to prevent host from noticing the change. If you lost the ship which owns a wormhole, you lost the wormhole. If that ship is destroyed, the wormhole has no owner and can be claimed by the next ship which enters it.
Ships claim wormholes in ascending order. Ship 1 will claim a wormhole before ship 2 will. If your race owns a wormhole, you will not be charged for the use of the wormhole. If an enemy, or allied, race enters the wormhole without suficient mc for the toll, the ship becomes your property. Youc an also use a gs1, gs2, gs3, gs4, gs5 ,gs6 ,gs7, gs8, gs9, gsa, or gsb in the wormhole to give ships away. Do not try to use this to avoid paying the toll. Ships are traded before they are charged the toll.
Scanning takes place after all ships have used the wormholes. The scanner looks for any wormhole that is within about 30 ly of you. This scanner, reports the lowest number wormhole that is within scanner range. That may not be the closest wormhole, although time-space is not stable around wormholes. The order in which wormholes would be seen is the same as the order that they have in the wormhole.txt file.
The final stage is the captain's log. Since this is the registered version, you get this feature. The captain's log reports back to you which wormholes you own. Each ship will send a message to you, on each turn, as to where the wormholes it owns are. I have no graphing routine for this and that's something that someone else will have to come up with.
Read the wherem1.doc and the donate.doc for information of the use of wherem and the registration of both programs. I provide these programs free of charge, yet equally free of warranty. There is no required payment. If you donate, I will give you the password that opens the register.zip inside worm1b2, worm1b3, and worm1b4. None of the extras thrown into those register.zip files are in this archive. REMEMBER, this is the second version of worm5.exe. The one found in the register.zip of worm1b4 is an older version and should not be used if you want to keep the directory modification.
TO USERS:
When you get a wormhole message and would like to use the wormhole, set your waypoint to the coordinates of the wormhole. If you come within 3 ly of the wormhole, it will pull you in. When you reach the wormhole, you may notice that you ahven't moved through it. That's natural. The wormhole acts before your ship moves. Set course away from the wormhole immediately. The wormhole will act on your ship, then your ship will clear the wormhole's influence. If you do not set course away before the wormhole acts, the wormhole will act again, before you can move. That gets expensive now that there are tolls.
Hidden in the source, are three morph codes. When a ship is inside a wormhole, it is in a state of quantum flux. It neither is nor is not. The ship probably is, probably somewhere, probably in some form, probably in some shape... That makes an intriguing possibility evident. A ship can go in a freighter and come out as a biocide! I did not implement that possibility, but I did implement 3. If you can find any of the three friendship codes required, any ship can become one of the three I wrote into the program.
Morphing mass is not a stable thing to do. Time-space can be irreparably damaged if it fails. I won't give you the codes because I'm only reasonably sure that it works. Destroying universes is not my goal in life...
-Admiral Coeyman

j"Tcsz-
6
v


7VBBtt~JY!6"h"j"k"=/2!9(!$! Arial


Contents of the README.TXT file


1j"FHHIJJKg#}WORM5.EXE instruction book.
Some time ago, not long after I became involved with VGA PLANETS, I found a wormhole program on one of the BBS that I frequented at that time. The problem: The program destroyed the races in the private game I hosted to teach myself the game. The idea was neat, but the host program saw worm as cheating. I asked a friend if he knew what all the host files did so that I could try to write a wormhole program of my own. He didn't.
At the time, I was almost kidding. However, I became so distressed, that I cracked the code on the program and did write my own wormhole program. The secret to making it work without the host calling you a cheater is that host must run the wormhole program from within itself. This feature is called the auxhost. I found this out when I got a file called JUMPGATE.
Immediately, I tried to run worm as an auxhost. The program crashed because it could not find the rst files. That led me to write my program to rely on the hst files themselves. IMPORTANT: womr5.exe is run by the hosting computer. You do not run this program when you are playing your turn.
My first VGA PLANETS utility war wherem.exe. This program randomly moves wormholes every so often. In the earliest form of the wormhole program, I used one of the variables to determine when a ship was too big to move through a wormhole. This feature is no longer supported. I include wherem as a utility to be run before host. Wherem is run simply by typing:
WHEREM SUBDIR
Such as:: wherem game1.
You can run wherem from a batch file. I also have included a complete zip file called makeworm.zip. This file will be usefull and since it randomly creates wormholes. That's one less thing for the host to worry with. I did not write this file, nor did I get permission to enclose it here. The zip archive has not been altered in any way and should meet the requirements for distribution.
WORM5.exe requires four support files. Three of them are enclosed, but you will have to alter the third to meet your setup. WORM5.EXE, auxhost1.bat and auxhost2.bat are all to be placed in the same directory as your host program. HOST requires the bat files, not worm5.exe, yet the host program will not use worm5.exe unless these files are present.
Both of the other files are placed in the game directory. The other two files are wormhole.txt and auxhost1.ini . Wormhole.txt is the standard wormhole text file which has been used in every wormhole program I have written and the one that I got before I had written any of these. Backwards compatability is important to me. After you run worm5.exe for the first time, you will have a tessract.hst file in each game directory you run worm5 on. This is the file that WORM5.exe uses to store its information between turns. To restart the game, or just reset the wormholes in one, delete this file.
DO NOT ADD WORMHOLES AFTER THE GAME HAS STARTED, unless you delete this file first.
AUXHOST1.INI is the file that you will have to alter. I would do it for you, yet I do not know your directory structure. AUXHOST1.INI is just like a batch file. It includes the path to WORM5.EXE and the game directory. For example:
c:\vgap\WORM5.EXE game1
{This line would run worm5.exe on the directory c:\vgap\game1}
If the update works, you can now run worm5.exe on directories like:
C:\VGAP\WORM5.exe C:\GAMES\GAME1
The exe part is not essential, although it does make it easier to see where the program path leaves off and the game path begins. Once you have WORM5.exe and the two auxhost.bat files in your host directory and wormhole.txt and auxhost1.ini in your game directory, you are ready to run the program.
There must be an auxhost.ini and a wormhole.txt in each game directory that you want to run the program on. If you are running 3 games, you have to have 3 wormhole.txt files and 3 auxhost1.ini files, one in each game directory. Your host directory is the directory that you run the host program from. Each auxhost.ini file must contain the path to the game directory. It's only logical, but I should make that clear. Each copy of auxhost1.ini must contain the command to run worm5.exe on the game directory which contains that copy of auxhost1.ini.
NOW for what worm5.exe does.
The wormholes all start out unowned. The first ship to use each wormhole stakes a claim to it and the toll for that wormhole is set to 10 times the number of that ship. For xample, ship 1 sets a toll of 1 X 10 or 10 MC. Ship 500 sets a toll of 500 X 10 or 5000 mc. Exercise caution. No ship can carry more than 10,000 mc. When you pass in scanner range of a wormhole, you are allerted to the owner and the toll. You must have the toll on your ship or the ship will be taken instead.
A toll is subtracted from your ship each time that it enters the wormhole. It will be deposited in the ship that claimed the wormhole the next turn. If three ships enter a wormhole claimed by ship 500, all 15,000 mc will be taken, 5000mc from each ship, but ship 500 will only end up with 10,000 mc on the next turn. I trimmed the excess to prevent host from noticing the change. If you lost the ship which owns a wormhole, you lost the wormhole. If that ship is destroyed, the wormhole has no owner and can be claimed by the next ship which enters it.
Ships claim wormholes in ascending order. Ship 1 will claim a wormhole before ship 2 will. If your race owns a wormhole, you will not be charged for the use of the wormhole. If an enemy, or allied, race enters the wormhole without suficient mc for the toll, the ship becomes your property. Youc an also use a gs1, gs2, gs3, gs4, gs5 ,gs6 ,gs7, gs8, gs9, gsa, or gsb in the wormhole to give ships away. Do not try to use this to avoid paying the toll. Ships are traded before they are charged the toll.
Scanning takes place after all ships have used the wormholes. The scanner looks for any wormhole that is within about 30 ly of you. This scanner, reports the lowest number wormhole that is within scanner range. That may not be the closest wormhole, although time-space is not stable around wormholes. The order in which wormholes would be seen is the same as the order that they have in the wormhole.txt file.
The final stage is the captain's log. Since this is the registered version, you get this feature. The captain's log reports back to you which wormholes you own. Each ship will send a message to you, on each turn, as to where the wormholes it owns are. I have no graphing routine for this and that's something that someone else will have to come up with.
Read the wherem1.doc and the donate.doc for information of the use of wherem and the registration of both programs. I provide these programs free of charge, yet equally free of warranty. There is no required payment. If you donate, I will give you the password that opens the register.zip inside worm1b2, worm1b3, and worm1b4. None of the extras thrown into those register.zip files are in this archive. REMEMBER, this is the second version of worm5.exe. The one found in the register.zip of worm1b4 is an older version and should not be used if you want to keep the directory modification.
TO USERS:
When you get a wormhole message and would like to use the wormhole, set your waypoint to the coordinates of the wormhole. If you come within 3 ly of the wormhole, it will pull you in. When you reach the wormhole, you may notice that you ahven't moved through it. That's natural. The wormhole acts before your ship moves. Set course away from the wormhole immediately. The wormhole will act on your ship, then your ship will clear the wormhole's influence. If you do not set course away before the wormhole acts, the wormhole will act again, before you can move. That gets expensive now that there are tolls.
Hidden in the source, are three morph codes. When a ship is inside a wormhole, it is in a state of quantum flux. It neither is nor is not. The ship probably is, probably somewhere, probably in some form, probably in some shape... That makes an intriguing possibility evident. A ship can go in a freighter and come out as a biocide! I did not implement that possibility, but I did implement 3. If you can find any of the three friendship codes required, any ship can become one of the three I wrote into the program.
Morphing mass is not a stable thing to do. Time-space can be irreparably damaged if it fails. I won't give you the codes because I'm only reasonably sure that it works. Destroying universes is not my goal in life...
-Admiral Coeyman

j"Tcsz-
6
v


7VBBtt~JY!6"h"j"k"=/2!9(!$! ArialWORM5.EXE instruction book.
Some time ago, not long after I became involved with VGA PLANETS, I found a wormhole program on one of the BBS that I frequented at that time. The problem: The program destroyed the races in the private game I hosted to teach myself the game. The idea was neat, but the host program saw worm as cheating. I asked a friend if he knew what all the host files did so that I could try to write a wormhole program of my own. He didn't.
At the time, I was almost kidding. However, I became so distressed, that I cracked the code on the program and did write my own wormhole program. The secret to making it work without the host calling you a cheater is that host must run the wormhole program from within itself. This feature is called the auxhost. I found this out when I got a file called JUMPGATE.
Immediately, I tried to run worm as an auxhost. The program crashed because it could not find the rst files. That led me to write my program to rely on the hst files themselves. IMPORTANT: womr5.exe is run by the hosting computer. You do not run this program when you are playing your turn.
My first VGA PLANETS utility war wherem.exe. This program randomly moves wormholes every so often. In the earliest form of the wormhole program, I used one of the variables to determine when a ship was too big to move through a wormhole. This feature is no longer supported. I include wherem as a utility to be run before host. Wherem is run simply by typing:
WHEREM SUBDIR
Such as:: wherem game1.
You can run wherem from a batch file. I also have included a complete zip file called makeworm.zip. This file will be usefull and since it randomly creates wormholes. That's one less thing for the host to worry with. I did not write this file, nor did I get permission to enclose it here. The zip archive has not been altered in any way and should meet the requirements for distribution.
WORM5.exe requires four support files. Three of them are enclosed, but you will have to alter the third to meet your setup. WORM5.EXE, auxhost1.bat and auxhost2.bat are all to be placed in the same directory as your host program. HOST requires the bat files, not worm5.exe, yet the host program will not use worm5.exe unless these files are present.
Both of the other files are placed in the game directory. The other two files are wormhole.txt and auxhost1.ini . Wormhole.txt is the standard wormhole text file which has been used in every wormhole program I have written and the one that I got before I had written any of these. Backwards compatability is important to me. After you run worm5.exe for the first time, you will have a tessract.hst file in each game directory you run worm5 on. This is the file that WORM5.exe uses to store its information between turns. To restart the game, or just reset the wormholes in one, delete this file.
DO NOT ADD WORMHOLES AFTER THE GAME HAS STARTED, unless you delete this file first.
AUXHOST1.INI is the file that you will have to alter. I would do it for you, yet I do not know your directory structure. AUXHOST1.INI is just like a batch file. It includes the path to WORM5.EXE and the game directory. For example:
c:\vgap\WORM5.EXE game1
{This line would run worm5.exe on the directory c:\vgap\game1}
If the update works, you can now run worm5.exe on directories like:
C:\VGAP\WORM5.exe C:\GAMES\GAME1
The exe part is not essential, although it does make it easier to see where the program path leaves off and the game path begins. Once you have WORM5.exe and the two auxhost.bat files in your host directory and wormhole.txt and auxhost1.ini in your game directory, you are ready to run the program.
There must be an auxhost.ini and a wormhole.txt in each game directory that you want to run the program on. If you are running 3 games, you have to have 3 wormhole.txt files and 3 auxhost1.ini files, one in each game directory. Your host directory is the directory that you run the host program from. Each auxhost.ini file must contain the path to the game directory. It's only logical, but I should make that clear. Each copy of auxhost1.ini must contain the command to run worm5.exe on the game directory which contains that copy of auxhost1.ini.
NOW for what worm5.exe does.
The wormholes all start out unowned. The first ship to use each wormhole stakes a claim to it and the toll for that wormhole is set to 10 times the number of that ship. For xample, ship 1 sets a toll of 1 X 10 or 10 MC. Ship 500 sets a toll of 500 X 10 or 5000 mc. Exercise caution. No ship can carry more than 10,000 mc. When you pass in scanner range of a wormhole, you are allerted to the owner and the toll. You must have the toll on your ship or the ship will be taken instead.
A toll is subtracted from your ship each time that it enters the wormhole. It will be deposited in the ship that claimed the wormhole the next turn. If three ships enter a wormhole claimed by ship 500, all 15,000 mc will be taken, 5000mc from each ship, but ship 500 will only end up with 10,000 mc on the next turn. I trimmed the excess to prevent host from noticing the change. If you lost the ship which owns a wormhole, you lost the wormhole. If that ship is destroyed, the wormhole has no owner and can be claimed by the next ship which enters it.
Ships claim wormholes in ascending order. Ship 1 will claim a wormhole before ship 2 will. If your race owns a wormhole, you will not be charged for the use of the wormhole. If an enemy, or allied, race enters the wormhole without suficient mc for the toll, the ship becomes your property. Youc an also use a gs1, gs2, gs3, gs4, gs5 ,gs6 ,gs7, gs8, gs9, gsa, or gsb in the wormhole to give ships away. Do not try to use this to avoid paying the toll. Ships are traded before they are charged the toll.
Scanning takes place after all ships have used the wormholes. The scanner looks for any wormhole that is within about 30 ly of you. This scanner, reports the lowest number wormhole that is within scanner range. That may not be the closest wormhole, although time-space is not stable around wormholes. The order in which wormholes would be seen is the same as the order that they have in the wormhole.txt file.
The final stage is the captain's log. Since this is the registered version, you get this feature. The captain's log reports back to you which wormholes you own. Each ship will send a message to you, on each turn, as to where the wormholes it owns are. I have no graphing routine for this and that's something that someone else will have to come up with.
Read the wherem1.doc and the donate.doc for information of the use of wherem and the registration of both programs. I provide these programs free of charge, yet equally free of warranty. There is no required payment. If you donate, I will give you the password that opens the register.zip inside worm1b2, worm1b3, and worm1b4. None of the extras thrown into those register.zip files are in this archive. REMEMBER, this is the second version of worm5.exe. The one found in the register.zip of worm1b4 is an older version and should not be used if you want to keep the directory modification.
TO USERS:
When you get a wormhole message and would like to use the wormhole, set your waypoint to the coordinates of the wormhole. If you come within 3 ly of the wormhole, it will pull you in. When you reach the wormhole, you may notice that you ahven't moved through it. That's natural. The wormhole acts before your ship moves. Set course away from the wormhole immediately. The wormhole will act on your ship, then your ship will clear the wormhole's influence. If you do not set course away before the wormhole acts, the wormhole will act again, before you can move. That gets expensive now that there are tolls.
Hidden in the source, are three morph codes. When a ship is inside a wormhole, it is in a state of quantum flux. It neither is nor is not. The ship probably is, probably somewhere, probably in some form, probably in some shape... That makes an intriguing possibility evident. A ship can go in a freighter and come out as a biocide! I did not implement that possibility, but I did implement 3. If you can find any of the three friendship codes required, any ship can become one of the three I wrote into the program.
Morphing mass is not a stable thing to do. Time-space can be irreparably damaged if it fails. I won't give you the codes because I'm only reasonably sure that it works. Destroying universes is not my goal in life...
-Admiral Coeyman



Contents of the README.DOC file


1j"FHHIJJKg#}WORM5.EXE instruction book.
Some time ago, not long after I became involved with VGA PLANETS, I found a wormhole program on one of the BBS that I frequented at that time. The problem: The program destroyed the races in the private game I hosted to teach myself the game. The idea was neat, but the host program saw worm as cheating. I asked a friend if he knew what all the host files did so that I could try to write a wormhole program of my own. He didn't.
At the time, I was almost kidding. However, I became so distressed, that I cracked the code on the program and did write my own wormhole program. The secret to making it work without the host calling you a cheater is that host must run the wormhole program from within itself. This feature is called the auxhost. I found this out when I got a file called JUMPGATE.
Immediately, I tried to run worm as an auxhost. The program crashed because it could not find the rst files. That led me to write my program to rely on the hst files themselves. IMPORTANT: womr5.exe is run by the hosting computer. You do not run this program when you are playing your turn.
My first VGA PLANETS utility war wherem.exe. This program randomly moves wormholes every so often. In the earliest form of the wormhole program, I used one of the variables to determine when a ship was too big to move through a wormhole. This feature is no longer supported. I include wherem as a utility to be run before host. Wherem is run simply by typing:
WHEREM SUBDIR
Such as:: wherem game1.
You can run wherem from a batch file. I also have included a complete zip file called makeworm.zip. This file will be usefull and since it randomly creates wormholes. That's one less thing for the host to worry with. I did not write this file, nor did I get permission to enclose it here. The zip archive has not been altered in any way and should meet the requirements for distribution.
WORM5.exe requires four support files. Three of them are enclosed, but you will have to alter the third to meet your setup. WORM5.EXE, auxhost1.bat and auxhost2.bat are all to be placed in the same directory as your host program. HOST requires the bat files, not worm5.exe, yet the host program will not use worm5.exe unless these files are present.
Both of the other files are placed in the game directory. The other two files are wormhole.txt and auxhost1.ini . Wormhole.txt is the standard wormhole text file which has been used in every wormhole program I have written and the one that I got before I had written any of these. Backwards compatability is important to me. After you run worm5.exe for the first time, you will have a tessract.hst file in each game directory you run worm5 on. This is the file that WORM5.exe uses to store its information between turns. To restart the game, or just reset the wormholes in one, delete this file.
DO NOT ADD WORMHOLES AFTER THE GAME HAS STARTED, unless you delete this file first.
AUXHOST1.INI is the file that you will have to alter. I would do it for you, yet I do not know your directory structure. AUXHOST1.INI is just like a batch file. It includes the path to WORM5.EXE and the game directory. For example:
c:\vgap\WORM5.EXE game1
{This line would run worm5.exe on the directory c:\vgap\game1}
If the update works, you can now run worm5.exe on directories like:
C:\VGAP\WORM5.exe C:\GAMES\GAME1
The exe part is not essential, although it does make it easier to see where the program path leaves off and the game path begins. Once you have WORM5.exe and the two auxhost.bat files in your host directory and wormhole.txt and auxhost1.ini in your game directory, you are ready to run the program.
There must be an auxhost.ini and a wormhole.txt in each game directory that you want to run the program on. If you are running 3 games, you have to have 3 wormhole.txt files and 3 auxhost1.ini files, one in each game directory. Your host directory is the directory that you run the host program from. Each auxhost.ini file must contain the path to the game directory. It's only logical, but I should make that clear. Each copy of auxhost1.ini must contain the command to run worm5.exe on the game directory which contains that copy of auxhost1.ini.
NOW for what worm5.exe does.
The wormholes all start out unowned. The first ship to use each wormhole stakes a claim to it and the toll for that wormhole is set to 10 times the number of that ship. For xample, ship 1 sets a toll of 1 X 10 or 10 MC. Ship 500 sets a toll of 500 X 10 or 5000 mc. Exercise caution. No ship can carry more than 10,000 mc. When you pass in scanner range of a wormhole, you are allerted to the owner and the toll. You must have the toll on your ship or the ship will be taken instead.
A toll is subtracted from your ship each time that it enters the wormhole. It will be deposited in the ship that claimed the wormhole the next turn. If three ships enter a wormhole claimed by ship 500, all 15,000 mc will be taken, 5000mc from each ship, but ship 500 will only end up with 10,000 mc on the next turn. I trimmed the excess to prevent host from noticing the change. If you lost the ship which owns a wormhole, you lost the wormhole. If that ship is destroyed, the wormhole has no owner and can be claimed by the next ship which enters it.
Ships claim wormholes in ascending order. Ship 1 will claim a wormhole before ship 2 will. If your race owns a wormhole, you will not be charged for the use of the wormhole. If an enemy, or allied, race enters the wormhole without suficient mc for the toll, the ship becomes your property. Youc an also use a gs1, gs2, gs3, gs4, gs5 ,gs6 ,gs7, gs8, gs9, gsa, or gsb in the wormhole to give ships away. Do not try to use this to avoid paying the toll. Ships are traded before they are charged the toll.
Scanning takes place after all ships have used the wormholes. The scanner looks for any wormhole that is within about 30 ly of you. This scanner, reports the lowest number wormhole that is within scanner range. That may not be the closest wormhole, although time-space is not stable around wormholes. The order in which wormholes would be seen is the same as the order that they have in the wormhole.txt file.
The final stage is the captain's log. Since this is the registered version, you get this feature. The captain's log reports back to you which wormholes you own. Each ship will send a message to you, on each turn, as to where the wormholes it owns are. I have no graphing routine for this and that's something that someone else will have to come up with.
Read the wherem1.doc and the donate.doc for information of the use of wherem and the registration of both programs. I provide these programs free of charge, yet equally free of warranty. There is no required payment. If you donate, I will give you the password that opens the register.zip inside worm1b2, worm1b3, and worm1b4. None of the extras thrown into those register.zip files are in this archive. REMEMBER, this is the second version of worm5.exe. The one found in the register.zip of worm1b4 is an older version and should not be used if you want to keep the directory modification.
TO USERS:
When you get a wormhole message and would like to use the wormhole, set your waypoint to the coordinates of the wormhole. If you come within 3 ly of the wormhole, it will pull you in. When you reach the wormhole, you may notice that you ahven't moved through it. That's natural. The wormhole acts before your ship moves. Set course away from the wormhole immediately. The wormhole will act on your ship, then your ship will clear the wormhole's influence. If you do not set course away before the wormhole acts, the wormhole will act again, before you can move. That gets expensive now that there are tolls.
Hidden in the source, are three morph codes. When a ship is inside a wormhole, it is in a state of quantum flux. It neither is nor is not. The ship probably is, probably somewhere, probably in some form, probably in some shape... That makes an intriguing possibility evident. A ship can go in a freighter and come out as a biocide! I did not implement that possibility, but I did implement 3. If you can find any of the three friendship codes required, any ship can become one of the three I wrote into the program.
Morphing mass is not a stable thing to do. Time-space can be irreparably damaged if it fails. I won't give you the codes because I'm only reasonably sure that it works. Destroying universes is not my goal in life...
-Admiral Coeyman

j"Tcsz-
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7VBBtt~JY!6"h"j"k"=/2!9(!$! ArialWORM5.EXE instruction book.
Some time ago, not long after I became involved with VGA PLANETS, I found a wormhole program on one of the BBS that I frequented at that time. The problem: The program destroyed the races in the private game I hosted to teach myself the game. The idea was neat, but the host program saw worm as cheating. I asked a friend if he knew what all the host files did so that I could try to write a wormhole program of my own. He didn't.
At the time, I was almost kidding. However, I became so distressed, that I cracked the code on the program and did write my own wormhole program. The secret to making it work without the host calling you a cheater is that host must run the wormhole program from within itself. This feature is called the auxhost. I found this out when I got a file called JUMPGATE.
Immediately, I tried to run worm as an auxhost. The program crashed because it could not find the rst files. That led me to write my program to rely on the hst files themselves. IMPORTANT: womr5.exe is run by the hosting computer. You do not run this program when you are playing your turn.
My first VGA PLANETS utility war wherem.exe. This program randomly moves wormholes every so often. In the earliest form of the wormhole program, I used one of the variables to determine when a ship was too big to move through a wormhole. This feature is no longer supported. I include wherem as a utility to be run before host. Wherem is run simply by typing:
WHEREM SUBDIR
Such as:: wherem game1.
You can run wherem from a batch file. I also have included a complete zip file called makeworm.zip. This file will be usefull and since it randomly creates wormholes. That's one less thing for the host to worry with. I did not write this file, nor did I get permission to enclose it here. The zip archive has not been altered in any way and should meet the requirements for distribution.
WORM5.exe requires four support files. Three of them are enclosed, but you will have to alter the third to meet your setup. WORM5.EXE, auxhost1.bat and auxhost2.bat are all to be placed in the same directory as your host program. HOST requires the bat files, not worm5.exe, yet the host program will not use worm5.exe unless these files are present.
Both of the other files are placed in the game directory. The other two files are wormhole.txt and auxhost1.ini . Wormhole.txt is the standard wormhole text file which has been used in every wormhole program I have written and the one that I got before I had written any of these. Backwards compatability is important to me. After you run worm5.exe for the first time, you will have a tessract.hst file in each game directory you run worm5 on. This is the file that WORM5.exe uses to store its information between turns. To restart the game, or just reset the wormholes in one, delete this file.
DO NOT ADD WORMHOLES AFTER THE GAME HAS STARTED, unless you delete this file first.
AUXHOST1.INI is the file that you will have to alter. I would do it for you, yet I do not know your directory structure. AUXHOST1.INI is just like a batch file. It includes the path to WORM5.EXE and the game directory. For example:
c:\vgap\WORM5.EXE game1
{This line would run worm5.exe on the directory c:\vgap\game1}
If the update works, you can now run worm5.exe on directories like:
C:\VGAP\WORM5.exe C:\GAMES\GAME1
The exe part is not essential, although it does make it easier to see where the program path leaves off and the game path begins. Once you have WORM5.exe and the two auxhost.bat files in your host directory and wormhole.txt and auxhost1.ini in your game directory, you are ready to run the program.
There must be an auxhost.ini and a wormhole.txt in each game directory that you want to run the program on. If you are running 3 games, you have to have 3 wormhole.txt files and 3 auxhost1.ini files, one in each game directory. Your host directory is the directory that you run the host program from. Each auxhost.ini file must contain the path to the game directory. It's only logical, but I should make that clear. Each copy of auxhost1.ini must contain the command to run worm5.exe on the game directory which contains that copy of auxhost1.ini.
NOW for what worm5.exe does.
The wormholes all start out unowned. The first ship to use each wormhole stakes a claim to it and the toll for that wormhole is set to 10 times the number of that ship. For xample, ship 1 sets a toll of 1 X 10 or 10 MC. Ship 500 sets a toll of 500 X 10 or 5000 mc. Exercise caution. No ship can carry more than 10,000 mc. When you pass in scanner range of a wormhole, you are allerted to the owner and the toll. You must have the toll on your ship or the ship will be taken instead.
A toll is subtracted from your ship each time that it enters the wormhole. It will be deposited in the ship that claimed the wormhole the next turn. If three ships enter a wormhole claimed by ship 500, all 15,000 mc will be taken, 5000mc from each ship, but ship 500 will only end up with 10,000 mc on the next turn. I trimmed the excess to prevent host from noticing the change. If you lost the ship which owns a wormhole, you lost the wormhole. If that ship is destroyed, the wormhole has no owner and can be claimed by the next ship which enters it.
Ships claim wormholes in ascending order. Ship 1 will claim a wormhole before ship 2 will. If your race owns a wormhole, you will not be charged for the use of the wormhole. If an enemy, or allied, race enters the wormhole without suficient mc for the toll, the ship becomes your property. Youc an also use a gs1, gs2, gs3, gs4, gs5 ,gs6 ,gs7, gs8, gs9, gsa, or gsb in the wormhole to give ships away. Do not try to use this to avoid paying the toll. Ships are traded before they are charged the toll.
Scanning takes place after all ships have used the wormholes. The scanner looks for any wormhole that is within about 30 ly of you. This scanner, reports the lowest number wormhole that is within scanner range. That may not be the closest wormhole, although time-space is not stable around wormholes. The order in which wormholes would be seen is the same as the order that they have in the wormhole.txt file.
The final stage is the captain's log. Since this is the registered version, you get this feature. The captain's log reports back to you which wormholes you own. Each ship will send a message to you, on each turn, as to where the wormholes it owns are. I have no graphing routine for this and that's something that someone else will have to come up with.
Read the wherem1.doc and the donate.doc for information of the use of wherem and the registration of both programs. I provide these programs free of charge, yet equally free of warranty. There is no required payment. If you donate, I will give you the password that opens the register.zip inside worm1b2, worm1b3, and worm1b4. None of the extras thrown into those register.zip files are in this archive. REMEMBER, this is the second version of worm5.exe. The one found in the register.zip of worm1b4 is an older version and should not be used if you want to keep the directory modification.
TO USERS:
When you get a wormhole message and would like to use the wormhole, set your waypoint to the coordinates of the wormhole. If you come within 3 ly of the wormhole, it will pull you in. When you reach the wormhole, you may notice that you ahven't moved through it. That's natural. The wormhole acts before your ship moves. Set course away from the wormhole immediately. The wormhole will act on your ship, then your ship will clear the wormhole's influence. If you do not set course away before the wormhole acts, the wormhole will act again, before you can move. That gets expensive now that there are tolls.
Hidden in the source, are three morph codes. When a ship is inside a wormhole, it is in a state of quantum flux. It neither is nor is not. The ship probably is, probably somewhere, probably in some form, probably in some shape... That makes an intriguing possibility evident. A ship can go in a freighter and come out as a biocide! I did not implement that possibility, but I did implement 3. If you can find any of the three friendship codes required, any ship can become one of the three I wrote into the program.
Morphing mass is not a stable thing to do. Time-space can be irreparably damaged if it fails. I won't give you the codes because I'm only reasonably sure that it works. Destroying universes is not my goal in life...
-Admiral Coeyman

WPC
2BPV`Courier 10cpi|x?xxx,[email protected];[email protected]' 3' 3' 3' 4
Some time ago, not long after I became involved with
VGA PLANETS, I found a wormhole program on one of the BBS
that I frequented at that time. The problem: The program
destroyed the races in the private game I hosted to teach
myself the game. The idea was neat, but the host program
saw worm as cheating. I asked a friend if he knew what all
the host files did so that I could try to write a wormhole
program of my own. He didn't.
At the time, I was almost kidding. However, I became
so distressed, that I cracked the code on the program and
did write my own wormhole program. The secret to making it
work without the host calling you a cheater is that host
must run the wormhole program from within itself. This
feature is called the auxhost. I found this out when I got
a file called JUMPGATE.
Immediately, I tried to run worm as an auxhost. The
program crashed because it could not find the rst files.
That led me to write my program to rely on the hst files
themselves. IMPORTANT: womr5.exe is run by the hosting
computer. You do not run this program when you are playing
your turn.
My first VGA PLANETS utility war wherem.exe. This
program randomly moves wormholes every so often. In the
earliest form of the wormhole program, I used one of the
variables to determine when a ship was too big to move
through a wormhole. This feature is no longer supported. I
include wherem as a utility to be run before host. Wherem
is run simply by typing:
WHEREM SUBDIR
Such as:: wherem game1.
You can run wherem from a batch file. I also have
included a complete zip file called makeworm.zip. This file
will be usefull and since it randomly creates wormholes.
That's one less thing for the host to worry with. I did not
write this file, nor did I get permission to enclose it
here. The zip archive has not been altered in any way and
should meet the requirements for distribution.
WORM5.exe requires four support files. Three of them
are enclosed, but you will have to alter the third to meet
your setup. WORM5.EXE, auxhost1.bat and auxhost2.bat are
all to be placed in the same directory as your host program.
HOST requires the bat files, not worm5.exe, yet the host
program will not use worm5.exe unless these files are
present.
Both of the other files are placed in the game
directory. The other two files are wormhole.txt and
auxhost1.ini . Wormhole.txt is the standard wormhole text
file which has been used in every wormhole program I have
written and the one that I got before I had written any of
these. Backwards compatability is important to me. After
you run worm5.exe for the first time, you will have a
tessract.hst file in each game directory you run worm5 on.
This is the file that WORM5.exe uses to store its
information between turns. To restart the game, or just
reset the wormholes in one, delete this file.
DO NOT ADD WORMHOLES AFTER THE GAME HAS STARTED, unless
you delete this file first.
AUXHOST1.INI is the file that you will have to alter.
I would do it for you, yet I do not know your directory
structure. AUXHOST1.INI is just like a batch file. It
includes the path to WORM5.EXE and the game directory. For
example:
c:\vgap\WORM5.EXE game1
{This line would run worm5.exe on the directory
c:\vgap\game1}
If the update works, you can now run worm5.exe on
directories like:
C:\VGAP\WORM5.exe C:\GAMES\GAME1
The exe part is not essential, although it does make it
easier to see where the program path leaves off and the game
path begins. Once you have WORM5.exe and the two
auxhost.bat files in your host directory and wormhole.txt
and auxhost1.ini in your game directory, you are ready to
run the program.
There must be an auxhost.ini and a wormhole.txt in each
game directory that you want to run the program on. If you
are running 3 games, you have to have 3 wormhole.txt files
and 3 auxhost1.ini files, one in each game directory. Your
host directory is the directory that you run the host
program from. Each auxhost.ini file must contain the path
to the game directory. It's only logical, but I should make
that clear. Each copy of auxhost1.ini must contain the
command to run worm5.exe on the game directory which
contains that copy of auxhost1.ini.
NOW for what worm5.exe does.
The wormholes all start out unowned. The first ship to
use each wormhole stakes a claim to it and the toll for that
wormhole is set to 10 times the number of that ship. For
xample, ship 1 sets a toll of 1 X 10 or 10 MC. Ship 500
sets a toll of 500 X 10 or 5000 mc. Exercise caution. No
ship can carry more than 10,000 mc. When you pass in
scanner range of a wormhole, you are allerted to the owner
and the toll. You must have the toll on your ship or the
ship will be taken instead.
A toll is subtracted from your ship each time that it
enters the wormhole. It will be deposited in the ship that
claimed the wormhole the next turn. If three ships enter a
wormhole claimed by ship 500, all 15,000 mc will be taken,
5000mc from each ship, but ship 500 will only end up with
10,000 mc on the next turn. I trimmed the excess to prevent
host from noticing the change. If you lost the ship which
owns a wormhole, you lost the wormhole. If that ship is
destroyed, the wormhole has no owner and can be claimed by
the next ship which enters it.
Ships claim wormholes in ascending order. Ship 1 will
claim a wormhole before ship 2 will. If your race owns a
wormhole, you will not be charged for the use of the
wormhole. If an enemy, or allied, race enters the wormhole
without suficient mc for the toll, the ship becomes your
property. Youc an also use a gs1, gs2, gs3, gs4, gs5 ,gs6
,gs7, gs8, gs9, gsa, or gsb in the wormhole to give ships
away. Do not try to use this to avoid paying the toll.
Ships are traded before they are charged the toll.
Scanning takes place after all ships have used the
wormholes. The scanner looks for any wormhole that is
within about 30 ly of you. This scanner, reports the lowest
number wormhole that is within scanner range. That may not
be the closest wormhole, although timespace is not stable
around wormholes. The order in which wormholes would be
seen is the same as the order that they have in the
wormhole.txt file.
The final stage is the captain's log. Since this is
the registered version, you get this feature. The captain's
log reports back to you which wormholes you own. Each ship
will send a message to you, on each turn, as to where the
wormholes it owns are. I have no graphing routine for this
and that's something that someone else will have to come up
with.
Read the wherem1.doc and the donate.doc for information
of the use of wherem and the registration of both programs.
I provide these programs free of charge, yet equally free of
warranty. There is no required payment. If you donate, I
will give you the password that opens the register.zip
inside worm1b2, worm1b3, and worm1b4. None of the extras
thrown into those register.zip files are in this archive.
REMEMBER, this is the second version of worm5.exe. The one
found in the register.zip of worm1b4 is an older version and
should not be used if you want to keep the directory
modification.
TO USERS:
When you get a wormhole message and would like to use the
wormhole, set your waypoint to the coordinates of the
wormhole. If you come within 3 ly of the wormhole, it will
pull you in. When you reach the wormhole, you may notice
that you ahven't moved through it. That's natural. The
wormhole acts before your ship moves. Set course away from
the wormhole immediately. The wormhole will act on your
ship, then your ship will clear the wormhole's influence.
If you do not set course away before the wormhole acts, the
wormhole will act again, before you can move. That gets
expensive now that there are tolls.
Hidden in the source, are three morph codes. When a
ship is inside a wormhole, it is in a state of quantum flux.
It neither is nor is not. The ship probably is, probably
somewhere, probably in some form, probably in some shape...
That makes an intriguing possibility evident. A ship can go
in a freighter and come out as a biocide! I did not
implement that possibility, but I did implement 3. If you
can find any of the three friendship codes required, any
ship can become one of the three I wrote into the program.
Morphing mass is not a stable thing to do. Timespace
can be irreparably damaged if it fails. I won't give you
the codes because I'm only reasonably sure that it works.
Destroying universes is not my goal in life...
Admiral Coeyman



 December 17, 2017  Add comments

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