commit 7a4ac89f6249b3bf75b7280411968fc5fc11165b Author: cpi Date: Tue Jul 2 03:32:09 2019 +0000 first commit diff --git a/20_Retro Games/10_MAME/action.config b/20_Retro Games/10_MAME/action.config new file mode 100644 index 0000000..cdea134 --- /dev/null +++ b/20_Retro Games/10_MAME/action.config @@ -0,0 +1,7 @@ +ROM=/home/cpi/games/MAME +ROM_SO=/home/cpi/apps/emulators/mame2003_plus_libretro.so +EXT=zip +LAUNCHER=retroarch -L +TITLE=MAME Roms +EXCLUDE=neogeo.zip +SO_URL=https://buildbot.libretro.com/nightly/linux/armhf/latest/mame2003_plus_libretro.so.zip diff --git a/20_Retro Games/20_NESTOPIA/action.config b/20_Retro Games/20_NESTOPIA/action.config new file mode 100644 index 0000000..799cac6 --- /dev/null +++ b/20_Retro Games/20_NESTOPIA/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/NESTOPIA +ROM_SO=/home/cpi/apps/emulators/nestopia_libretro.so +EXT=zip,nes +LAUNCHER=retroarch -L +TITLE=NESTOPIA Roms +SO_URL=https://buildbot.libretro.com/nightly/linux/armhf/latest/nestopia_libretro.so.zip diff --git a/20_Retro Games/22_SFC9X/action.config b/20_Retro Games/22_SFC9X/action.config new file mode 100644 index 0000000..7078487 --- /dev/null +++ b/20_Retro Games/22_SFC9X/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/SFC9X +ROM_SO=/home/cpi/apps/emulators/snes9x2005_plus_libretro.so +EXT=sfc,zip +LAUNCHER=retroarch -L +TITLE=SFC9X Roms +SO_URL=https://buildbot.libretro.com/nightly/linux/armhf/latest/snes9x2005_plus_libretro.so.zip diff --git a/20_Retro Games/24_PocketSNES+/action.config b/20_Retro Games/24_PocketSNES+/action.config new file mode 100644 index 0000000..5f3478f --- /dev/null +++ b/20_Retro Games/24_PocketSNES+/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/PocketSNES +ROM_SO=/home/cpi/apps/emulators/PocketSNES +EXT=sfc,zip +LAUNCHER= +TITLE=PocketSNES Roms +SO_URL=https://github.com/cuu/emulators/raw/master/PocketSNES.zip diff --git a/20_Retro Games/30_MGBA/action.config b/20_Retro Games/30_MGBA/action.config new file mode 100644 index 0000000..553c2ee --- /dev/null +++ b/20_Retro Games/30_MGBA/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/MGBA +ROM_SO=/home/cpi/apps/emulators/mgba_libretro.so +EXT=gb,gbc,gba,gbx +LAUNCHER=retroarch -L +TITLE=MGBA Roms +SO_URL=https://buildbot.libretro.com/nightly/linux/armhf/latest/mgba_libretro.so.zip diff --git a/20_Retro Games/32_GPSP/action.config b/20_Retro Games/32_GPSP/action.config new file mode 100644 index 0000000..0b899bb --- /dev/null +++ b/20_Retro Games/32_GPSP/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/MGBA +ROM_SO=/home/cpi/apps/emulators/gpsp_libretro.so +EXT=gb,gbc,gba,gbx +LAUNCHER=retroarch -L +TITLE=GPSP Roms +SO_URL=https://buildbot.libretro.com/nightly/linux/armhf/latest/gpsp_libretro.so.zip diff --git a/20_Retro Games/34_gpSP+/action.config b/20_Retro Games/34_gpSP+/action.config new file mode 100644 index 0000000..8cedfff --- /dev/null +++ b/20_Retro Games/34_gpSP+/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/MGBA +ROM_SO=/home/cpi/apps/emulators/gpsp +EXT=gba,bin,zip +LAUNCHER= +TITLE=GPSP Roms +SO_URL=https://github.com/cuu/emulators/raw/master/gpsp.zip diff --git a/20_Retro Games/50_PicoDrive+/action.config b/20_Retro Games/50_PicoDrive+/action.config new file mode 100644 index 0000000..70eae8c --- /dev/null +++ b/20_Retro Games/50_PicoDrive+/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/PicoDrive +ROM_SO=/home/cpi/apps/emulators/picodrive_libretro_gameshell_v1.92.so +EXT=bin,zip,gen,32x,smd,iso +LAUNCHER=retroarch -L +TITLE=PicoDrive Roms +SO_URL=https://github.com/cuu/picodrive/releases/download/v1.92-gameshell/picodrive_libretro_gameshell_v1.92.zip diff --git a/20_Retro Games/52_GGEAR/action.config b/20_Retro Games/52_GGEAR/action.config new file mode 100644 index 0000000..f1dc006 --- /dev/null +++ b/20_Retro Games/52_GGEAR/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/GGEAR +ROM_SO=/home/cpi/apps/emulators/gearsystem_libretro.so +EXT=md,gg +LAUNCHER=retroarch -L +TITLE=GGEAR Roms +SO_URL=https://buildbot.libretro.com/nightly/linux/armhf/latest/gearsystem_libretro.so.zip diff --git a/20_Retro Games/60_Coleco/action.config b/20_Retro Games/60_Coleco/action.config new file mode 100644 index 0000000..43cece3 --- /dev/null +++ b/20_Retro Games/60_Coleco/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/COLECO +ROM_SO=/home/cpi/apps/emulators/bluemsx_libretro.so +EXT=col,COL +LAUNCHER=retroarch -L +TITLE=COLECO Roms +SO_URL=https://http://buildbot.libretro.com/nightly/linux/armv7-neon-hf/latest/bluemsx_libretro.so.zip diff --git a/20_Retro Games/70_LYNX/action.config b/20_Retro Games/70_LYNX/action.config new file mode 100644 index 0000000..eb70601 --- /dev/null +++ b/20_Retro Games/70_LYNX/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/LYNX +ROM_SO=/home/cpi/apps/emulators/handy_libretro.so +EXT=lnx +LAUNCHER=retroarch -L +TITLE=LYNX Roms +SO_URL=https://buildbot.libretro.com/nightly/linux/armhf/latest/handy_libretro.so.zip diff --git a/20_Retro Games/80_mupen64+/action.config b/20_Retro Games/80_mupen64+/action.config new file mode 100644 index 0000000..0c0cb9d --- /dev/null +++ b/20_Retro Games/80_mupen64+/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/mupen64 +ROM_SO=/home/cpi/apps/emulators/mupen64plus --gfx mupen64plus-video-rice --fullscreen +EXT=z64 +LAUNCHER= +TITLE=mupen64 Roms +SO_URL=https://raw.githubusercontent.com/cuu/emulators/master/mupen64plus.zip diff --git a/20_Retro Games/90_Fuse/action.config b/20_Retro Games/90_Fuse/action.config new file mode 100644 index 0000000..e05e064 --- /dev/null +++ b/20_Retro Games/90_Fuse/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/Fuse +ROM_SO=/home/cpi/apps/emulators/fuse_libretro.so +EXT=tzx,tap,z80,rzx,scl,trd +LAUNCHER=retroarch -L +TITLE=Fuse Roms +SO_URL=http://buildbot.libretro.com/nightly/linux/armv7-neon-hf/latest/fuse_libretro.so.zip diff --git a/20_Retro Games/91_UAE+/action.config b/20_Retro Games/91_UAE+/action.config new file mode 100644 index 0000000..4024916 --- /dev/null +++ b/20_Retro Games/91_UAE+/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/UAE +ROM_SO=/home/cpi/apps/emulators/uae4arm +EXT=uae +LAUNCHER= +TITLE=UAE Roms +SO_URL=https://github.com/cuu/emulators/raw/master/uae4arm-gs.zip diff --git a/20_Retro Games/Pcsx+/action.config b/20_Retro Games/Pcsx+/action.config new file mode 100644 index 0000000..88850dc --- /dev/null +++ b/20_Retro Games/Pcsx+/action.config @@ -0,0 +1,6 @@ +ROM=/home/cpi/games/PCSX +ROM_SO=/home/cpi/apps/emulators/pcsx -cdfile +EXT=bin,cue,img,mdf,pbp,toc,cbn,m3u,ccd +LAUNCHER= +TITLE=Pcsx Roms +SO_URL=https://github.com/cuu/Pcsx/raw/master/pcsx.zip diff --git a/21_Indie Games/02_Planet-Busters/Planet-Busters.sh b/21_Indie Games/02_Planet-Busters/Planet-Busters.sh new file mode 100755 index 0000000..3c0ae62 --- /dev/null +++ b/21_Indie Games/02_Planet-Busters/Planet-Busters.sh @@ -0,0 +1,3 @@ +#!/bin/bash + +./planet_busters diff --git a/21_Indie Games/02_Planet-Busters/planet_busters b/21_Indie Games/02_Planet-Busters/planet_busters new file mode 100755 index 0000000..0168bb6 Binary files /dev/null and b/21_Indie Games/02_Planet-Busters/planet_busters differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian.png b/21_Indie Games/34_OpenTyrian/OpenTyrian.png new file mode 100644 index 0000000..42b3575 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian.png differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian.sh b/21_Indie Games/34_OpenTyrian/OpenTyrian.sh new file mode 100755 index 0000000..1141538 --- /dev/null +++ b/21_Indie Games/34_OpenTyrian/OpenTyrian.sh @@ -0,0 +1,2 @@ +cd OpenTyrian +./opentyrian . diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/COPYING.txt b/21_Indie Games/34_OpenTyrian/OpenTyrian/COPYING.txt new file mode 100755 index 0000000..d511905 --- /dev/null +++ b/21_Indie Games/34_OpenTyrian/OpenTyrian/COPYING.txt @@ -0,0 +1,339 @@ + GNU GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1989, 1991 Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. 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See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License along + with this program; if not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + +Also add information on how to contact you by electronic and paper mail. + +If the program is interactive, make it output a short notice like this +when it starts in an interactive mode: + + Gnomovision version 69, Copyright (C) year name of author + Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, the commands you use may +be called something other than `show w' and `show c'; they could even be +mouse-clicks or menu items--whatever suits your program. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the program + `Gnomovision' (which makes passes at compilers) written by James Hacker. + + , 1 April 1989 + Ty Coon, President of Vice + +This General Public License does not permit incorporating your program into +proprietary programs. If your program is a subroutine library, you may +consider it more useful to permit linking proprietary applications with the +library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/CREDITS.txt b/21_Indie Games/34_OpenTyrian/OpenTyrian/CREDITS.txt new file mode 100755 index 0000000..1ce39c6 --- /dev/null +++ b/21_Indie Games/34_OpenTyrian/OpenTyrian/CREDITS.txt @@ -0,0 +1,32 @@ +The OpenTyrian Development Team +================================================================================ + +Carl W. Reinke (Mindless) +Yuri K. Schlesner (yuriks) +Casey A. McCann (syntaxglitch) + +== Contributors ================================================================ + +awoodland patch that fixed 64-bit support +simx added Mac OS X support +filmor updated Mac OS X support +Tony Vroon patch that made Makefile more packager-friendly +jeff250 patch that fixed a buffer overflow +a.h.vandijk patch that fixed a buffer overflow, + patch that fixed an input handling bug, + patch that fixed some handling of unprintable characters +ECA Destruct rewrite +spudd86.2 patch that fixed an audio bug +Jan "heftig" Steffens clean-up patches + +== Further Thanks ============================================================== + +Jason Emery + * Tyrian source code + +DOSBox + * FM Sythesis emulator code + +AdPlug + * Loudness player code + diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/README.txt b/21_Indie Games/34_OpenTyrian/OpenTyrian/README.txt new file mode 100755 index 0000000..0ff6ca0 --- /dev/null +++ b/21_Indie Games/34_OpenTyrian/OpenTyrian/README.txt @@ -0,0 +1,49 @@ +OpenTyrian +================================================================================ + +OpenTyrian is an open-source port of the DOS game Tyrian. + +Tyrian is an arcade-style vertical scrolling shooter. The story is set +in 20,031 where you play as Trent Hawkins, a skilled fighter-pilot employed +to fight MicroSol and save the galaxy. + +Tyrian features a story mode, one- and two-player arcade modes, and networked +multiplayer. + +== Additional Necessary Files ================================================== + +Tyrian 2.1 data files which have been released as freeware: + http://camanis.net/tyrian/tyrian21.zip + +== Keyboard Controls =========================================================== + +ctrl-backspace -- kill OpenTyrian +alt-enter -- fullscreen +ctrl-f10 -- ungrab mouse + +arrow keys -- ship movement +space -- fire weapons +enter -- toggle rear weapon mode +ctrl/alt -- fire left/right sidekick + +== Network Multiplayer ========================================================= + +Currently OpenTyrian does not have an arena; as such, networked games must be +initiated manually via the command line simultaniously by both players. + +syntax: + opentyrian --net HOSTNAME --net-player-name NAME --net-player-number NUMBER + +where HOSTNAME is the IP address of your opponent, NUMBER is either 1 or 2 +depending on which ship you intend to pilot, and NAME is your alias + +OpenTyrian uses UDP port 1333 for multiplayer, but in most cases players will +not need to open any ports because OpenTyrian makes use of UDP hole punching. + +== Links ======================================================================= + +project: https://bitbucket.org/opentyrian/opentyrian/ +irc: irc://irc.freenode.net/#tyrian +forums: http://tyrian2k.proboards.com/index.cgi?board=opentyriangeneral + +README: AshTR diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/cubetxt1.dat b/21_Indie Games/34_OpenTyrian/OpenTyrian/cubetxt1.dat new file mode 100644 index 0000000..ff76bdc Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/cubetxt1.dat differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/cubetxt2.dat b/21_Indie Games/34_OpenTyrian/OpenTyrian/cubetxt2.dat 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/dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/dpmi16bi.ovl differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/estsc.shp b/21_Indie Games/34_OpenTyrian/OpenTyrian/estsc.shp new file mode 100644 index 0000000..5c18e85 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/estsc.shp differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/exitmsg.bin b/21_Indie Games/34_OpenTyrian/OpenTyrian/exitmsg.bin new file mode 100644 index 0000000..46eac1d --- /dev/null +++ b/21_Indie Games/34_OpenTyrian/OpenTyrian/exitmsg.bin @@ -0,0 +1 @@ +                                                                                 ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ÚÙ                           Thank you for playing                            À¿³                            ÄÄ ÄÄ ÄÄ T y r i a n ÄÄÄ ÄÄ Ä                              ³ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´³       This game is NOT shareware. Please enjoy it but don't copy it.         ³³                                                                              ³³  If you want to see more great games from Epic MegaGames, visit us Online.   ³³                                                                              ³³ If you have a CompuServe account just GO EPIC at any CompuServe Prompt.      ³³ Here, you can get all of Epic's Shareware games, receive technical support,  ³³ or engage in casual conversation about any Epic product with other           ³³ CompuServe users.                                                            ³³                                                                              ³³ For all the latest Epic News, and links to Epic Distribution sites, visit    ³³ our World Wide Web site at http://www.epicgames.com                          ³ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄH o w Ät o Äo r d e r ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´³                                                                              ³³  W r i t e t o :                C a l l u s :                 V i s i t u s o n l i n e :          ³³  E p i c M e g a G a m e s           8 0 0 - 9 7 2 - 7 4 3 4 ( O r d e r s ) C o m p u S e r v e : G O E P I C       ³³  1 0 4 0 6 H o l b r o o k D r i v e     3 0 1 - 9 8 3 - 9 7 7 1 ( S u p p o r t ) B B S : 4 1 4 - 7 8 9 - 4 2 1 0         ³³  P o t o m a c , M D 2 0 8 5 4 U S A + 4 4 - 1 7 6 7 - 2 6 0 - 9 0 3 ( U K )    I n t e r n e t :                 ³³   0 - 4 0 8 9 9 6 8 4 - 0 ( G D R )      o r d e r s @ e p i c g a m e s . c o m ³ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ                                                                                 \ No newline at end of file diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/file0001.exe b/21_Indie Games/34_OpenTyrian/OpenTyrian/file0001.exe new file mode 100644 index 0000000..6acac7f Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/file0001.exe differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/file0002.exe b/21_Indie Games/34_OpenTyrian/OpenTyrian/file0002.exe new file mode 100644 index 0000000..d863984 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/file0002.exe differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/file_id.diz b/21_Indie Games/34_OpenTyrian/OpenTyrian/file_id.diz new file mode 100644 index 0000000..6e2f9da --- /dev/null +++ b/21_Indie Games/34_OpenTyrian/OpenTyrian/file_id.diz @@ -0,0 +1,8 @@ +---==This program is NOT shareware.==--- +All copying, distribution, and uploading +is prohibited. If you find this file on +a BBS, please notify the sysop that it +is commercial software. Report any +violations to Epic MegaGames at +800-972-7434. Thank you. +---==================================--- diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/helpme.doc b/21_Indie Games/34_OpenTyrian/OpenTyrian/helpme.doc new file mode 100644 index 0000000..1eea827 --- /dev/null +++ b/21_Indie Games/34_OpenTyrian/OpenTyrian/helpme.doc @@ -0,0 +1,311 @@ +============================================================================= + Tyrian v2.0 + Registered Version + + Copyright (c) 1995 Epic MegaGames Inc. and Eclipse Software +============================================================================= + * Instructions/Troubleshooting Info * +============================================================================= + + +Requires: + þ A 386 or faster IBM-compatible PC + þ VGA graphics + þ Hard disk + þ 4 Megabytes of RAM + +Also supports: + þ AdLib, Sound Blaster, Sound Blaster Pro, Sound Blaster 16, + Sound Blaster AWE, Gravis Ultrasound, and 100% compatible music cards. + þ General Midi + þ Joystick or Mouse + þ Enhanced Pentium mode for ultra-cool detail + +Recommended hardware: + þ 486/66 or faster CPU for smooth play at high detail. + þ Sound Blaster + þ Mouse + +To start Tyrian +--------------- + + 1. Switch to the drive where the game is installed (C:) + 2. Switch to the subdirectory where the game is installed (CD \TYRIAN) + 3. Before running Tyrian for the first time, you should run SETUP.EXE to + configure the sound and music settings. + + Note: If you have a Pentium processor, make sure you choose "Pentium" + in the Detail menu section to get added graphical effects. + + 4. After configuring your sound card, exit the setup program, then type + TYRIAN to begin the game. + + +============================================================================= + Common problems and solutions +============================================================================= + +Running with Windows +--------------------- + +Tyrian's network mode will not work with the Win95 IPX system. Please +run multiplayer network games in DOS mode with the appropriate DOS +IPX drivers loaded. + +Tyrian does not work reliably under Windows 3.xx with sound on. Please run +SETUP from DOS and select "No Music" and "No Effects" under setup if you +need to run Tyrian from Windows. If you still have problems, exit Windows +and run Tyrian from DOS. + +Tyrian should work under Windows 95 on most computers. However, if you +have any problems running under Windows 95, you'll have to run Tyrian from +MS-DOS Mode instead. + +If you are running TYRIAN through Windows, make sure you change the keyboard +configuration in the options menu, so the ALT key will not be used. Windows +has specific uses for the ALT key that may interfere with the game. + +Running with OS/2 +----------------- + +Though Tyrian may work reliably under OS/2 on some computers, we +don't recommend this because it might result in the game locking up. +Please run Tyrian through DOS, instead. + + +============================================================================= + HOW TO BOOT YOUR COMPUTER CLEAN +============================================================================= + +If you're having problems running Tyrian, you might be able to get it +up and running by "Booting your computer clean." By this, we mean starting +your computer without loading all of the memory managers and device drivers +that might interfere with the game. It's a relatively simple process, so +please bear with us. + +If you have DOS 5.0 +------------------- + + Please skip this section if you have DOS 6.0 or later! + + You need to create a "boot disk" to allow you to start your computer + without loading all the TSR's and memory managers that take away + memory. Here's how. + + A. Put a blank disk in your A: drive and format it as a DOS disk. (Don't + do this in your B: drive - it won't work!) To do this, type the + following command: + + FORMAT A: /S + + B. Wait while your computer formats the disk. + C. Label the disk "Boot Disk" and keep it handy. You'll need this + disk whenever you want to start TYRIAN. + + Now, you can reboot your computer and play Tyrian: + + A. Put the boot disk in your A: drive. + B. Restart your computer, either by pressing CTRL-ALT-DELETE, by + hitting your reset button, or by turning it on. + C. Wait while your computer boots from the boot disk. + D. After a little while, your computer will stop and give you the A> + prompt. + E. Now change to your hard disk by typing "C:". + F. Go into the Tyrian directory by typing "CD \TYRIAN". + G. Begin by typing "TYRIAN". + +If you have DOS 6.0 or later +---------------------------- + + Reboot your computer by pressing RESET or Ctrl-Alt-Del. Wait for the + message "Starting MS-DOS..." to come up. Now press the [F5] key. + + This will cause DOS 6.0 to bypass all of your TSR's, memory managers, + and other programs which normally occupy main memory. + + Now change into the TYRIAN directory and begin the game. + + +============================================================================= + GENERAL QUESTIONS & ANSWERS +============================================================================= + +Q: When I run Tyrian, the game refuses to start and gives + me the message "You do not have enough free memory." +A: To run Tyrian, you'll need: + + * At least 220K(360K modem/network game) of free conventional memory + * At least 2.5 Megs of other memory. + + Here's what you need to do: + + 1. Make sure you have at least 4 megabytes of memory installed in your + computer! You'll need this much in order to have 2.5 Megs free. + + 2. If you are trying to run Tyrian from Windows, completely exit + Windows and try running it from DOS. + + 3. If you are trying to run Tyrian from "DOSSHELL" or any other menu + program, please exit from the menu program. Then, run Tyrian from the + DOS prompt. Menu programs often occupy enough memory that there won't + be enough left for the game. + + 4. If none of the above help, you can solve this problem quickly by + "Booting your computer clean". See above for details! + +Q: When I run Tyrian, the computer locks up or reboots. +A: Run SETUP and verify that your settings are correct. If you are + not using a sound card, make sure that SETUP is set for "No Sound Card". + If you are using a sound card, verify that your sound card has no + address, IRQ, or DMA conflicts with other peripherals in your system. + If your sound card works properly with other games, you can assume that + there are no conflicts. However, if your sound card does not work with + other games, you have a conflict. See your sound card manual for details + on fixing this. + +Q: Tyrian runs slowly on my 386 or 486 computer. What can I do? +A: Your computer or VGA card isn't as fast as the game would like. + + You can speed up the game by running SETUP and changing the Detail + setting to a lower value. + +Q: While playing, I get dumped back to DOS with an error message. +A: This means that either (1) Tyrian is conflicting with your memory + managers and TSR's, or (2) you need more free memory to run Tyrian. + Try booting clean and running Tyrian. + +Q: I can't seem to get ANYTHING on the screen. I type Tyrian and the system + "hangs". What now? +A: Make sure you have the system requirements mentioned earlier in the + manual. If you do, you may have TSR's that conflict with Tyrian. Remove + the TSR's and try running Tyrian with a "clean boot" from a DOS + diskette. + + +============================================================================= + SOUND CARD NOTES +============================================================================= + + Since new models of sound cards are always being manufactured and revised, + sometimes a new sound card will come out that's not compatible with + Tyrian. To determine whether you are having a sound-related conflict, + try setting up Tyrian for "No Music" and "No Effects." If Tyrian works + without sound, but locks up with sound on, chances are that you are + having a sound-related conflict. + + Here's how to contact the top sound card makers for information about + sound card problems and obtaining the latest driver files. + + Company Sound Card Phone BBS CompuServe GO + ------------- ------------------ ------------ ------------ ------------- + Media Vision Pro Audio Spectrum 800-638-2807 510-770-0527 MultiVen (12) + Creative Labs Sound Blaster 405-742-6622 405-742-6660 Blaster + Gravis Ultrasound 604-431-1708 604-431-5927 PcVenB (14) + + +============================================================================= + TWO PLAYER MODEM/NETWORK GAME +============================================================================= + +Advanced Setup Options +---------------------- + +For Modem, Network, BBS, or serial games, you can specify advanced setup +options where necessary. Just choose the method of play you wish and choose +"Advanced Options." The following is a list of parameters possible for the +advanced options line. + +Parameters: +-ACCEPT Accept calls in the background as game plays. +-ADDR You can specify a nonstandard port address for a + device with this command. +-ANSWER Wait for a call then answer the phone. +-ANSWERNOW Answer immediately. +-BAUD Set baud. 2400, 9600, 14400, 28800, 19200, 38400. +-COM <1/2/3/4> Use COM1, COM2, COM3, or COM4. Default is COM2. +-DIAL "" Dial this phone number. +-INIT "" Your modem's init string (Default is "ATZ") +-IRQ # For nonstandard IRQs, you can specify your modem's IRQ in + this string. Just replace the "#" symbol with the IRQ used. +-ONLINE My modem is already connected and online. +-SERIAL Use direct serial link, not modem. +-SET <8N1/7E2> Set data bits, parity, stop bits. Default is 8N1. +-TERM Go into terminal mode so you can manually log in. + + +Speeding up Net/Modem/BBS play +------------------------------ + +There are many factors that can cause Tyrian to run slowly over a network, +modem, or BBS. The following is a list of suggestions to play Tyrian at a +reasonable speed. + +Game options: + Speed - Because some slowdown is inherent in Modem/Network games, you may + need to turn you "Speed" setting up. + Video Options - Turning detail levels down will also make gameplay faster. + +Modem/BBS link: + Make sure your init string turns OFF both Error Correction and Data + Compression. Consult your manual for details. + + +Modem/Net Problems +------------------ + +Q: Tyrian plays really slow over modem/BBS link. How can I speed it up? +A: Some suggestions are listed above in the "Speeding up Net/Modem/BBS Play" + section. Some factors which may slow down the game that you cannot + control are: line noise, the speed of your opponent's computer, your + opponent's connection (baud rate and line noise on his/her end). + +Q: Help! I can't seem to connect with my friend by modem to play Tyrian. +A: Check to see that your init string is valid and each command in it is + performing the desired function (turn off error correction, for example). + Consult your manual for details regarding your init string. Also try + connecting at various baud rates. + +Q: Net/Modem Tyrian wont recognize my modem because it's not using a standard + IRQ. What can I do? +A: Include the line: -IRQ # (where "#" is the IRQ which your modem uses) in + the Advanced Options section where you set up your modem for Tyrian. Other + Advanced options are listed in this document or by typing NETMODEM -? at + the TYRIAN> prompt. + + +============================================================================= + CONTACTING EPIC'S TECH SUPPORT +============================================================================= + +If you need further assistance, please call our tech support department: + +In the USA: voice: 301-983-9771 fax: 301-299-3841 +In the Europe: voice: +44 (0) 1767-260903 fax: +44 (0) 1737-262043 +In Germany: voice: 0130 822887 fax: 0130 822886 + + +You can also contact us online: + +CompuServe: GO EPIC +WorldWide Web: http://www.epicgames.com/ +Internet Mail: help@epicgames.com +Internet FTP: ftp.uwp.edu +Internet News: We answer questions in comp.sys.ibm.pc.games.action +America Online: We answer questions posted in the "PCGames" area + + +EXEC-PC BBS + Contact: Epic MegaGames + 2400 Baud: 414-789-4210 + 14.4K Baud: 414-789-4360 + + FTP: ftp.execpc.com + +============================================================================= + +Epic's Email list: + +To subscribe to Epic's email list and receive late-breaking news +from Epic every month or so, just send an Internet message to +list@epicgames.com with the subject: SUBSCRIBE EPIC + diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/helpme.exe b/21_Indie Games/34_OpenTyrian/OpenTyrian/helpme.exe new file mode 100644 index 0000000..8a20bd3 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/helpme.exe differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/levels1.dat b/21_Indie Games/34_OpenTyrian/OpenTyrian/levels1.dat new file mode 100644 index 0000000..5f62717 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/levels1.dat differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/levels2.dat b/21_Indie Games/34_OpenTyrian/OpenTyrian/levels2.dat new file mode 100644 index 0000000..d77acc0 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/levels2.dat differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/levels3.dat b/21_Indie Games/34_OpenTyrian/OpenTyrian/levels3.dat new file mode 100644 index 0000000..e8ed1e2 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/levels3.dat differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/levels4.dat b/21_Indie Games/34_OpenTyrian/OpenTyrian/levels4.dat new file mode 100644 index 0000000..03ae52c Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/levels4.dat differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/license.doc b/21_Indie Games/34_OpenTyrian/OpenTyrian/license.doc new file mode 100644 index 0000000..f4c500c --- /dev/null +++ b/21_Indie Games/34_OpenTyrian/OpenTyrian/license.doc @@ -0,0 +1,136 @@ +============================================================================= + Epic MegaGames, Inc. + + LIMITED USE SOFTWARE LICENSE AGREEMENT +============================================================================= + +Epic MegaGames, Inc. ("Epic") grants to you, the end user, a limited +license to install and use this game program, and to use the associated +information and written materials (collectively the "Game Materials"), +subject to the terms of this Limited Use Software License Agreement +("Agreement"). This is a legal contract between you, the end user, and +Epic. PLEASE READ THIS AGREEMENT CAREFULLY BEFORE ACCESSING THE GAME +PROGRAM. + +IF YOU DO NOT WISH TO BE BOUND BY THIS AGREEMENT, YOU MAY NOT ACCESS OR +USE THE GAME PROGRAM, AND YOU MUST RETURN THE GAME AND GAME MATERIALS TO +EPIC MEGAGAMES IMMEDIATELY. + +1. Grant of License. Epic hereby grants to you, and you accept, a non- +exclusive license to use the game program and the computer software +contained therein in object-code-only form (collectively referred to as +the "Game"), and the accompanying information and written materials +(collectively referred to as the "Game Materials"), only as authorized +in this Agreement. THE GAME MAY BE USED ONLY ON A SINGLE COMPUTER OWNED, +LEASED, OR OTHERWISE CONTROLLED BY YOU; or in the event of the +inoperability of that computer, on a backup computer selected by you. +Neither concurrent use on two or more computers nor use in a local area +network or other network is authorized without the advance written +consent of Epic and the payment of additional license fees. You agree +that you will not assign, sublicense, transfer, pledge, lease, rent, or +share your rights under this Agreement. + +2. Copying Prohibited. Except as authorized under this paragraph, NO +COPIES OF THE GAME OR ANY PORTIONS THEREOF MAY BE MADE BY YOU OR ANY +PERSON UNDER YOUR AUTHORITY OR CONTROL. Upon downloading or installing +the Game into your computer, you may make and retain one copy of the +Game for the purpose of backup in the event that the Game is damaged or +destroyed. Any such copy of the Game shall include Epic's copyright and +other proprietary notices. + +3. Licensor's Rights. You acknowledge and agree that the Game consists +of proprietary, published and unpublished products of Epic, protected +under United States copyright law and trade secret laws of general +applicability, and international treaty provisions. You further +acknowledge and agree that ALL RIGHT, TITLE, AND INTEREST IN AND TO THE +GAME ARE AND SHALL REMAIN WITH EPIC. This Agreement does not convey to +you an interest in or to the Game, but only a limited right of use that +may be revoked by Epic in accordance with the terms of this Agreement. + +4. Prohibited Uses. UNDER NO CIRCUMSTANCES SHALL YOU ENGAGE IN, OR +KNOWINGLY PERMIT OTHERS TO ENGAGE IN, ANY OF THE FOLLOWING WITH RESPECT +TO THE GAME AND RELATED MATERIALS: + + a. Renting the Game or related materials; + b. Selling the Game or related materials; + c. Leasing the Game or related materials; + d. Offering the Game on a pay-per-play or similar + basis; + e. Distributing the Game for money or other + consideration; + f. Copying the Game or any portion thereof except as + permitted above with respect to a single backup + copy; or + g. In any manner and through any medium whatsoever + commercially exploit the Game or use the Game for + any commercial purpose. + +5. License Fees. The license fees paid by you are paid in consideration +of the limited use license granted under this Agreement. + +6. Term. THIS AGREEMENT IS EFFECTIVE UPON YOUR ACCESSING AND USING THE +GAME ON YOUR COMPUTER, and shall continue until terminated. You may +terminate this Agreement at any time by returning the Game and all copies +thereof and extracts therefrom to Epic. Epic may terminate this Agreement +upon the breach by you of any term hereof. Upon such termination by Epic, +you agree to return to Epic the Game and all copies and portions thereof. + +7. Limited Warranty. Epic warrants, for your benefit alone, that the +Game and the Game Materials shall, for a period of thirty (30) days from +the date of commencement of this Agreement (referred to as the Warranty +Period), be free from defects in material and workmanship. Epic further +warrants, for your benefit alone, that during the Warranty Period the +Game shall operate substantially in accordance with the functional +specifications in the Game Materials. If, during the Warranty Period, a +defect in the Game appears, you may return the Game to Epic for either +replacement or, if so elected by Epic, refund of amounts paid by you +under this Agreement. You agree that the foregoing constitutes your +sole and exclusive remedy for breach by Epic of any warranties made under +this Agreement. EXCEPT FOR THE WARRANTIES SET FORTH ABOVE, THE GAME, AND +THE SOFTWARE CONTAINED THEREIN, ARE LICENSED "AS IS," AND EPIC DISCLAIMS +ANY AND ALL OTHER WARRANTIES, WHETHER EXPRESS OR IMPLIED, INCLUDING +(WITHOUT LIMITATION) ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS +FOR A PARTICULAR PURPOSE, AND ANY WARRANTY THAT THE GAME WILL FUNCTION IN +CONJUNCTION WITH OR ON ANY COMPUTER HARDWARE OR SOFTWARE NOT EXPRESSLY +SUPPORTED BY THE GAME AT THE TIME THIS AGREEMENT FIRST BECOMES EFFECTIVE. + +8. Limitation of Liability. Epic's cumulative liability to you or any +other party for any loss or damages resulting from any claims, demands, +or actions arising out of or relating to this Agreement shall not exceed +the license fee paid to Epic for the use of the Game. In no event shall +Epic be liable for any indirect, incidental, consequential, special, or +exemplary damages or lost profits, even if Epic has been advised of the +possibility of such damages. + +9. Trademark. The names Epic and Epic MegaGames, as well as the names +of the Game or Games licensed hereunder, are valuable registered and/or +unregistered trademarks of Epic. No right, license, or interest to such +trademark is granted hereunder, and you agree that no such right, license, +or interest shall be asserted by you with respect to such trademarks. + +10. Governing Law and Choice of Forum. This Agreement shall be construed +and governed in accordance with the laws of the State of Virginia, and any +action brought by either party to this Agreement against the other party +regarding the subject matter hereof, shall be brought in the United States +District Court for the Eastern District of Virginia, Alexandria Division, +unless the parties agree in writing to the adjudication of the dispute by +another court. + +11. Costs of Litigation. If any action is brought by either party to +this Agreement against the other party regarding the subject matter hereof, +the prevailing party shall be entitled to recover, in addition to any other +relief granted, reasonable attorney fees and expenses of litigation. + +12. Severability. Should any term of this Agreement be declared void or +unenforceable by any court of competent jurisdiction, such declaration +shall have no effect on the remaining terms hereof. + +13. No Waiver. The failure of either party to enforce any rights granted +hereunder or to take action against the other party in the event of any +breach hereunder shall not be deemed a waiver by that party as to +subsequent enforcement of rights or subsequent actions in the event of +future breaches. + +14. Entire Agreement. This Agreement constitutes the entire Agreement +between the parties. This Agreement may not be amended or modified except +in a writing signed by you and Epic. diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/loudness.awe b/21_Indie Games/34_OpenTyrian/OpenTyrian/loudness.awe new file mode 100644 index 0000000..0aa8602 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/loudness.awe differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/manual.doc b/21_Indie Games/34_OpenTyrian/OpenTyrian/manual.doc new file mode 100644 index 0000000..80d762e --- /dev/null +++ b/21_Indie Games/34_OpenTyrian/OpenTyrian/manual.doc @@ -0,0 +1,804 @@ +============================================================================= + Tyrian: Online Manual + (c) 1995 Epic MegaGames Inc and Eclipse Software +============================================================================= + +I) Requirements +II) Installation +III) Setup and Getting Started +IV) Getting Started +V) Story +VI) How to play +VII) The game + - 1 Player Full Game + - 1 Player Arcade Game + - 2 Player Arcade Game + - 2 Player Modem/Network Game +VIII) The Worlds +IX) Trouble Shooting +X) Credits + + +I) REQUIREMENTS + +* 386-33 or faster PC +* 4 megabytes of RAM +* Approximately 10 megabytes of hard disk space +* VGA graphics capability + +Optional: +* Sound Blaster compatible sound card, Gravis Ultrasound, or General + MIDI MPU-401 compatible sound card (Roland Sound Canvas, RAP-10, MT-32) +* Mouse or joystick recommended but not required. + + +II) INSTALLATION + +Installation from Floppy disk: + +If you've purchased the floppy disk version of Tyrian, you must first install +Tyrian to your hard drive. To do so, place disk 1 in the drive and type: + + a:install [Enter] + or + b:install [Enter] + +Follow the on-screen instructions until installation is complete. + +Installation from CD-ROM: + +If you have the CD-ROM version of Tyrian, you will need to perform either a +partial install or a full install to copy the necessary files to your hard +drive. To install Tyrian from CD, place the CD in your CD-ROM drive and do +the following: + +1. Change to the CD-ROM drive containing the Tyrian CD (D:\) +2. Type INSTALL to bring up the Installation Menu. +3. Choose "Install Tyrian" from the menu screen. +4. Choose "Full Install" to copy the entire game to your hard drive or +choose "Partial Install" to copy the minimal amount of files to your hard +drive and play from the CD. + + +III) TYRIAN SETUP + +Before playing Tyrian, you need to run the SETUP.EXE program to configure +Tyrian to your hardware. To do so: + +1. Change to the drive in which Tyrian is installed (C:) +2. Change to the directory in which Tyrian is installed (CD\TYRIAN) +3. Type SETUP [ENTER] at the command line. +4. Supply the setup program with the appropriate information to configure +the game. + +MUSIC + +No Music: +Disables music. Choose this if you do not have a sound card, or if your +sound card does not work with Tyrian properly. + +FM sound: +If you have a Sound Blaster or compatible card capable of FM synthesis, +choose this option. + +MIDI Port: +If you have a General MIDI MPU-401 compatible interface, Roland Sound Canvas, +SCC-1, or MT-32 sound module, select the MIDI port which your music card +uses. The default port is usually set to 330 or 320. + +Gravis: +If you have a Gravis Ultrasound or GUS Max, select "Gravis MIDI." +NOTE TO GRAVIS USERS: remember to activate your ULTRAMID driver before +entering SETUP. Gravis Ultrasound cards with less than 512K RAM will +not play music with Tyrian. + +WSS: +If you have the Windows Sound System, select "WSS." + +SB16-AWE: +If you have a Sound Blaster AWE32, select "SB16-AWE." + + +MUSIC VOLUME + +Use the left/right arrow keys or click with the mouse to change the music +volume. + +SOUND + +No Effects: +Disables sound effects. Choose this option if you do not have a sound card +that supports digital sound. + +Sound Blaster: +If you have a Sound Blaster or compatible sound card (including the AWE32), +select "Sound Blaster." + +Gravis: +For the Gravis Ultrasound or GUS Max, select "Gravis." + +WSS: +If you have the Windows Sound System, select "WSS." + + +SOUND VOLUME + +Use the left/right arrow keys or the mouse to change the volume. + +GAME DETAIL + +Low: for 386's or slower 486's. +High: for 486 local bus processors or faster computers. +Pentium: Maximum detail for Pentium computers. + +JUKEBOX + +Here, you can listen to all the cool tunes in the game. Just use the +left/right or up/down arrow keys to select the tracks you want to listen to. + +You can also listen to Tyrian's sound effects here. Press the period and +comma keys to change the current sound, and press the semicolon key to play +the sound. + + +IV) GETTING STARTED + +To run Tyrian after you have run the SETUP program, all you need to do is +type TYRIAN. + +To run Tyrian from DOS at a later time, simply do the following: + +1. Change to the appropriate drive letter to play Tyrian (C:). +2. Change to the directory to which Tyrian installed (CD\TYRIAN) +3. Type TYRIAN at the command prompt. + + +V) THE STORY + +The year is 20,031. You are Trent Hawkins, a terraformation pilot. For +three years, it has been your job to fly over tough-to-navigate planetary +formations and check for habitable locations on newly terraformed planets. +You execute more hair raising maneuvers in a day than most League trained +pilots do during the course of their whole career. After many years of war, +however, you prefer blasting rock formations to vaporizing enemy starships. + +Your latest assignment from the Interplanetary Council is Tyrian, a proposed +trading world on the edge of the sector, near Hazudra territory. The Hazudra +are a lizard-like race recently discovered in a nearby asteroid field. One +of your fellow workers and close friends, Buce Quesillac, was a Huzudra. +Yesterday Buce was shot in the back by a waiting hoverdrone that +disappeared into the sky before you could blink, let alone stop it. + +Someone killed your best friend, and if it's the last thing you do, you're +going to find out why. + +The only lead you have is what Buce told you before he died.... + +"My friend...you must leave Tyrian now, or you will be killed. Even after +death, I could not bear to lose you. Still, what I am about to tell you will +mark you, so listen well... + +You are familiar with the corporation that controls the terraformation of +Tyrian, called Microsol. They are responsible for my death. And, do you +remember that glowing rock we discovered in the mines west of here? It was +more than just a pretty mineral. It is a new source of power called +Gravitium. Harness it, and engines will soon be obsolete. It can... control +gravity. Microsol wants it, and will eliminate anyone who knows of its +existence. They captured me two days ago and tried to erase my memory as a +warning. They did not know my memory is holographic in nature, and cannot +be wiped out. Today I would reason that they discovered this, and found +me to finish the job. + +Now you must go, before they hunt you down. Hurry! Head towards Savara, +the freeworld. It will be difficult for them to follow you there. GO!" + +You ran to your quarters and found them torn apart. Luckily you managed to +obtain three weeks leave and a Gencore Hawk fighter. You set out for Savara +tomorrow, and grieve at the thought of telling your parents that your best +friend has been murdered. You grieve even further wondering how you're to +stay alive with the whole of Microsol dogging your heels. + +Preparing for a troubled day, you close your eyes at last, vowing to avenge +Buce's death, not knowing that what will take place in the next three weeks +will become the legend of Tyrian. + +Ready yourself.... + + +VI) MENUS AND OPTIONS + +TITLE MENU + +When you run Tyrian, you will be taken to the title screen. The selections +you can choose at this menu are: + +Start New Game: Begins a new game of Tyrian. Tyrian has several modes of +play: + + 1-Player Full Game + 1-Player Arcade + 2-Player Arcade + Modem/Network game + +The differences in gameplay for each of these modes are described later under +"Playing Tyrian." + +After you select the type of game you want to play, you will need to select +the difficulty of gameplay. You can choose from Easy, Medium, or Hard +difficulties. + + *SECRET* + From the "Difficulty Select" screen type a capital "G" to switch + to the IMPOSSIBLE difficulty setting. + +Load Game: This selection will load a game that you previously saved. The +last level you completed will be saved automatically in the bottom save-game +slot called Last Level. + +Instructions: Choose this option to view the in-game manual with information +on how to play. + +Info: General information, version number, and legal stuff. + +Quit: Takes you to the nether regions of DOS. + + +GAME MENU + +Once you've selected an episode and difficulty settings, you will be taken +to the Game Menu. From the Game Menu, you can modify your ship, change the +game options, read the your datacubes, and enter the game. + +Data: (Only appears in Full Game). This selection allows you to read any +datacubes you've collected in the previous level. Datacubes contain all +the secret lowdown on the plot and extra tips and hints that may help you +pass the next level. + +Upgrade Ship: (Only appears in Full Game). Takes you to the Ship +Configuration Menu. + +Player 1 Input/Player 2 Input: (Two Player Arcade game only.) Lets you +choose the controller for the first and second player. + +Options: All control aspects of the game can be configured from this menu: +Controls (joystick, mouse, and keyboard), loading and saving games (Full +Game only), and music and sound volume. + +Next Level: Takes you to the NAV screen, where you choose your next +destination. Choose wisely! The datacubes you collect contain valuable +info on planets you may want to steer clear of early on in the game. + +Quit Game: Returns you to the title screen. + + +UPGRADE SHIP MENU (1-Player Full Game only) + +The "Full Game" of Tyrian allows you to customize your ship's weapons and +defenses by buying and upgrading items. Not only can you configure a ship +of your own, but you can upgrade to 3 different ships during the game. Each +ship has strengths and weaknesses. There are literally hundreds of +ship configurations to choose from in Tyrian. + +Remember that you need credits to purchase goods. Your current credit is +listed below the Armor and Shield bars under the ship display. + +Ship Type + +In a "Full Game," you begin with the standardized USP Perren Scout ship, +which is a stripped down fighter craft with less armor than the usual +Gencore League ships, but it's quite fast. + +At certain spaceports, you will have the opportunity to buy better ships. +Each ship has different Armor and Speed ratings. These ratings are displayed +below the overhead view of your ship. + +To purchase items, select the upgrade menu you want (e.g. Front Gun, Shields, +etc.) and click on an item. The first click on the item selects it for +viewing, and the second click purchases it. + +Front Gun + +To select a weapon for your front weapon port, just click on "Front Gun" +from the Upgrade Ship Menu and take your pick. + +Each weapon has 11 levels of power, so if you have the cash (and the greed), +use the left/right arrow keys to raise or lower the power of the weapon you +have selected. Or use the mouse and click on the arrows below the weapon +simulator. + +Rear Gun + +Each ship also has a rear weapon port. Choose "Rear Gun" to select a rear +weapon. Some rear weapons have two configurations for even more fun! The +default key for changing your rear weapon mode during the game is the ENTER +key. + +Like the front weapons, the rear weapons also have 11 levels of power. Just +use the mouse and click on the arrows below the weapon simulator to increase +or decrease the weapon's power. + +Shields + +Shields are the only things other than your armor keeping huge ionized beams +from ripping into your ship and turning you into space bacon. Be sure to +upgrade them whenever possible. + +Generators + +Generators power your ship. They determine how fast you can fire and how +fast your shields recharge. A good generator is the key to your offense and +defense. + +Sidekicks + +Sidekicks are weapons that fly alongside your ship and provide you with +additional firepower. Each ship can have a left and a right Sidekick. +These weapons range from single shot cannons to plasma storms that can +devastate entire sectors of a planet. + +For weapons that have unlimited ammunition, simply firing your normal weapon +also fires your Sidekick. Sidekicks with that "charge-up" or have limited +ammunition can be fired separately by using the CTRL and ALT keys. + +Done + +Returns to the Game Menu. + + +OPTIONS MENU + +From here you can configure various aspects of Tyrian for maximum enjoyment. +Here are the selections: + +Load Game + +Loads a game previously saved game. + +Save Game + +Saves a game in progress. The last level you completed is automatically +saved as a backup game called "Last Game," saved in the last savegame slot. +If you forget to save, just load the backup game and the last level you +played will be loaded. + +Music/Sound + +You can change the music or sound volume with the left/right arrow keys or +by clicking on the volume level desired with the mouse. + +Joystick + +With this selection you can recalibrate your joystick and assign different +functions to each button. + +Keyboard + +Allows you to change key functions to customize the keyboard configuration +to your liking. + +Quit Game + +Ends the current game and returns you to the Title Screen. + +Done + +Returns you to the Game Menu. + + +PLAY NEXT LEVEL + +Choosing "Play Next Level" takes you to the Nav screen, where you may select +your next destination. GET READY! GET PSYCHED! And get a holo-snack from +your ship's bar. Can't fight a whole fleet on an empty stomach, now can we? + + +VI) PLAYING TYRIAN + +ONE PLAYER FULL GAME + +Once you've selected your preferred equipment of destruction, it's time to +use it. Just having a big gun doesn't mean you're a hotshot. Your enemies +know how you think. The only way to beat them is for you to know them just +as well. And above all: violence is not the only route to victory. Study +your datacubes well. They contain valuable information that could give you +the edge you need to conquer the level that you just can't seem to beat. +Know when you're walking into a death zone and prepare adequately, and you'll +be one more step ahead... Good luck. + +While playing, the screen will show your score on the bottom left. +Destroying enemies and collecting coins will increase your score. On the +right side of the screen your shield and armor levels are displayed along +with your power level, which will change when you fire. Your options are +also listed here, and if they have a limited number of shots the remaining +ammunition will be displayed. + +Collecting Coins +During the game, enemies that you kill will occasionally drop coins. Years +ago, an ingenious starship designer developed a metal that, when heated to +a certain temperature, forms huge metal coins that can be collected by other +ships. Council officials scoffed and called the project "something out of +an ancient electronic game." Nonetheless, the metal is still used in nearly +every ship built. + +Collect the coins and gems that fall for more credits. + +Datacubes +Datacubes provide valuable information about enemies and levels! Grab 'em +if you can! + +Power ups +If you see a flashing metal pod emerge from a destroyed ship, grab it. It +will power up your front or rear weapon from 2 to 5 levels! If your ship is +low on armor, a special armor supply ship will appear. Destroy it and grab +the armor powerup to repair your ship. + +Well, you're on your own from here. Be sure to destroy everything that +moves (and in some cases, things that don't) or you're dust. The enemies +here don't hand out extra lives, either. Once you're dead, you have the +opportunity to reconfigure your ship and continue the game. + +Enjoy Tyrian, and may your lasers fire true! + + +ONE PLAYER ARCADE GAME + +If you would like to play Tyrian as a fast and furious arcade shoot 'em up, +we've included one- and two-player arcade modes for you. Simply select +"One Player Arcade" or "Two Player Arcade" from the game select menu after +hitting "Start New Game" in the Main Menu. + +In a one player game you are not be able to upgrade your ship in between +levels, but instead grab power ups throughout the game. The arcade game has +the same number of weapons to choose from as in the normal game. However, +even more firepower is obtainable from a "Special Weapon" option. + +Power-ups +Front weapon power-ups are characterized by a blue ball with the weapon +superimposed over the ball. Power-up the front weapons by getting numerous +purple power up balls. + +Rear weapon power-ups look like red balls with a weapon icon superimposed +over the ball. Power-up the rear weapon by grabbing the metal power-ups +that flash green and red! + +Special Weapons +A Special Weapon can be acquired when either one of your weapons is charged +near FULL capacity. The small ship indicating your level of power at the +top left hand corner of the screen reads the number "8" when a weapon is near +full capacity. Beware, when you are hit you lose power. + +While some of the Special Weapons can be fired continuously, others can only +be used after they have had enough time to recharge. + +There are numerous special weapons... + +Attractor: Attracts power ups and coins when you continually +press the fire button. + +Repulsor: Repulses shots when you continually press the fire +button. + +Ice Beam: when you press the fire button you will fire an ice +shot, which freezes enemies. Because of their inertia they can still move, +but will be unable to fire shots. This is especially helpful with bosses, +but only lasts for a limited amount of time on more powerful enemies. + +Super Laser: continually pressing the fire button will release +a coherent light blast powerful enough to devastate EVERYTHING in its path! + +Pearl Wind: ? + +Power of Zinglon: ? + +Flare: ? + + +TWO PLAYER ARCADE GAME + +Tyrian has TWO PLAYERS capability! As incredulous as it may sound, +we've been able to double the amount of wreckage spilled across the screen, +doubled the huge landscape ripping explosions, and of course, we've doubled +the firepower. + +The Steel Dragon +Just having double the fun isn't enough, is it? To complement this +awesome mode, the first and second player can combine their ships into 150 +tons of deadly space fighter technology. Called "The Steel Dragon", this +ship consists of two parts, the "Dragonwing" and the "Dragonhead". They are +combined when the ships are close enough together to dock. This concept was +developed recently by a new firm, based on the jungle planet of Torm, and +its name comes from the dragons which thrive there. Three times as fast and +hundreds of times more powerful than other fighters, this starship lives up +to its namesake easily. + +Once combined, the first player has control of all ship movements, and the +second player controls a special weapon turret that revolves around the +ship, making up for its lack of speed and larger size. The ships can be +separated by one of two means: Player 1 - holding down one of the Sidekick +fire buttons and moving away from Player 2, or Player 2 stops firing and +moves away from player 1. + +Power-Ups +During the game, each player grabs power-ups which are dropped from enemies +that you destroy. Between the two ships, there are 18 kinds of weapons that +can be picked up. The Dragonhead's power-ups are superimposed over a blue +ball. The Dragonwing's power ups are shown over a dark red ball. But, the +upgrade capabilities of your ship don't stop there... + +Your current weapon can be increased in power by grabbing the purple ball +power-ups. Also look for the mechanized power ups, which increase the +other player's weapon by one level of power. + +Many strategies are possible to beat tough-to-destroy enemies. Try +maneuvering in such a way that you can combine when you need extra firepower +to destroy a particularly annoying boss. You may also separate to create +two targets for enemies to shoot at, making dodging easier. + +Weapons +The first player ship, the Dragonhead can power up with the following +weapons (blue power ups): + +Pulse Cannon +Multi Cannon +Mega Cannon +Laser +Zica Super Laser +Proton Blaster +Vulcan Cannon +Lightning Gun +Missile launcher +Heavy Missile launcher + +The Dragonhead has no charge capabilities for its weapon, but has a greater +selection. It is also faster than the Dragonwing. + +The second player ship, the Dragonwing, can power up with these weapons +(dark red power ups): + +Starburst +Multi Cannon +Sonic Cannon +Proton Blaster +Wild Cannon +Vulcan Cannon +Heavy Missile Launcher +Mega Pulse Beam + +The second player ship's weapon has a special characteristic. If you do +not fire, the weapon charges for a much more damaging "super shot" that is +released when your weapon is fully charged (two small blue balls orbiting +a large one). The more powered-up your ship is, the faster it charges. + +There are 11 levels of weapon power, giving you a selection of nearly 200 +different weapons! + +Note: Version 2.0 of Tyrian has new weapons! But we don't want to spoil the +fun of finding them by telling you what they are... + + +TWO PLAYER MODEM/NETWORK GAME + +What?... You don't have anyone at home to play Tyrian with? Well, we +thought of that, and developed modem and network drivers for Tyrian, so you +can challenge anyone you like, anywhere you like! Challenge someone you +don't even know to a battle of Tyrian prowess, or if your friends are too +far away to visit, simply tell them to meet you on a local BBS and you can +rock 'n roll in minutes! + +To play with two player modem and network support, simply select "Start +New Game" from the Main Menu. Then, select "Modem/Network 2-Player Game" +from the game menu. + +Once you have selected the Modem/Network 2-player game, the main Multiplayer +menu will appear and will give you a number of options. + +Playing TYRIAN by Modem + +Before you play a modem game for the first time, you need to configure the +settings to match your hardware by following these simple steps. + +1. Choose "Select Modem Brand" from the modem link menu and select the type +of modem you have from the list. If your modem is not listed, try selecting +"Standard 9600" or "Standard 14.4". + +2. Choose "Select Speed" to choose your modem speed. Some, but not all 14.4 +modems may connect at higher baud rates when error correction and data +compression are disabled. + +3. Select "COM Port" to tell TYRIAN which port your modem communicates +through. + +4. Choose "Call a Friend & Begin" or "Wait for a call & Begin" to connect +with someone via modem. If you choose "Call a Friend & Begin", type in the +phone number of the person you will be playing against, then press ENTER +to start the connection. If you choose "Wait for a call & Begin", your +modem will go into Answer mode and will pick up the incoming phone call. +After the modems have connected, you will then be taken to the Epic Challenge +Arena, which is discussed later in this section. + +Playing TYRIAN by a Serial Link + +To play Tyrian through a serial link you need two computers that are +connected by a "Null Modem Cable" that can be purchased from your local +computer store. + +Before you play a serial game for the first time, you need to configure the +settings to match your hardware by following these simple steps. + +1. Choose "Serial Link" from the main Multiplayer menu. +2. Choose "Serial Port" to select which port the null modem cable is connected to. +3. Choose "Serial Speed" to set the speed of the Serial Port. + We recommend 9600 baud; this is fast enough for TYRIAN to play at + its maximum speed. Faster baud rates may work less reliably on + some computers. +6. Choose "Begin Serial Game" to connect the two computers and enter the Epic +Challenge Arena, which is discussed later in this section. + +Playing TYRIAN on an IPX Network + +To run Tyrian on any network that supports the IPX network protocol, you +must first have the proper network drivers loaded in memory before running +Tyrian. Check the manual that came with your network software, or ask your +network manager for help on setting this up. + +From the main Multiplayer menu, select "IPX Network" to enter the Epic +Challenge Arena, which is discussed later in this section. + + Note: for some LAN based networks which use multiple network + segments (hubs), you may need to specify which segments to include + in the "Advanced Options". For example, type: -N 1 -N 2 -N 3 + to include hubs 1, 2, and 3. + +The Tyrian Challenge Arena + +Once you've connected - by modem, serial link, or network - you enter the +"Challenge Arena." Enter your name or alias, and you will appear in the +Challenge Arena. You will also see the name that the other player has +chosen. + +The Challenge Arena displays information about each player presently +connected: + + Name Your name, of course, or an alias + Action Available, Pondering, or Challenging. + Version Which version of Tyrian each player is running. + +Challenge Arena Options: + +Challenge: Challenges the highlighted player. + +Whisper: Sends a message directly to any other player, so that others don't +see it. You can whisper to a player who is playing a game, but your "yells" +only reach players who are in the arena screen. + +Yell: Sends a message to everyone in the challenge arena. + +Exit: Returns you to the Main Menu. + + +VII) THE WORLDS + +The following information is all you could gather from your ships databanks. +Although incomplete, it should give you enough information to begin your +quest. Information about the remaining planets can be acquired from +datacubes that you collect during the game. + +TYRIAN: +Tyrian is the most recent acquisition of Microsol; the sector's largest +corporation. Since no single company can own a planet due to Article 17 +of the Interplanetary Council Law, Microsol is responsible for the +terraformation and trading agreements. Still, Microsol plans to bend +Article 17. It's up to you to stop them. + +Tyrian is a world under terraformation, which means Microsol hires work +teams in the hundreds of thousands to monitor gravity control, land +sculpturing, and atmospheric maintenance. Your job has always been to make +laser measurements of surface features by flying over them at high speeds +in a land skimmer at altitudes as low as ten feet. Other team members handle +atmosphere processors, robotic construction crews, even huge horticultural +seed ships to plant entire forests in a fraction of the time. Flying over +Tyrian, one will notice some rather odd regions. Floating rock formations +due to gravity testing, large forests and rocky crags with occasional +research facilities dot the landscape. + +SAVARA: +Savara, the only free world in the sector, is the only planet totally free +of the Interstellar Government's policies. The founders of the planet +insisted that it be preserved as an agricultural world, and that, with +huge amounts of new plant and animal species, it's natural beauty was too +important to disturb. It thrives as a vacation spot as well as an +excellent trading world, though Tyrian is expected to overshadow it once it +begins operation. It is also one of the only planets to support an +underwater colony. Huge towers can be seen rising out of the vast oceans +at certain points. Savara is an ideal place for trade and repair, however +Microsol is suspected to have a secret base there despite the mandates that +outlaw any company craft. + +DELIANI: +A triumph of mankind, Deliani's nickname is "TechWorld," due to it's +sprawling cities and gleaming skyscrapers populating the surface. Deliani +is the equivalent of ancient Earth's "New York City,": if one wants +something, legal or illegal, one usually finds it here. The economic +prosperity enjoyed by Deliani is only the sliver lining of the dark cloud of +crime that exists there. Even though the planet is the home of Microsol's +chief competitor, Gencore Tech Alliance, many acts of greed and corruption +still run rampant. Gencore was formed not only to restore order to Deliani, +but to deliberately oppose Microsol in it's sinister dealings. Those who +have crossed Microsol usually flee to Deliani to seek refuge with Gencore. +Beware, flight in Deliani is nerve wracking, due to the tight spaces and +clusters of towers. + +GYGES: +The original headquarters of Microsol. This planet has a very dry and +desert-like surface with the occasional mountain range. Microsol's interest +in this world lies in its weak inner crust, which allows for construction of +underground research facilities. Immense domed cities can be seen in major +research and production locations. The tragedy of Gyges is that it was +originally the home of the Zica, an unknown race of alien that originally +carved immeasurable labyrinthine tunnel systems under the surface. Microsol +drove them out, disregarding the rights of an entire race, vaporizing +entire colonies at a time. The Zica are feared by xenoscientists. Xeno- +scientists believe the Zica have fled to the outer reaches of the sector +where they plan to launch a massive attack on Gyges and Microsol, using +outer-dimensional technology. But is it true...? + +REMUS: +Sector capital and regional chapter of the Interplanetary Council, Remus +is one of the largest worlds in the sector. Remus is surpassed in size only +by the ice world of Camanis. Its surface is similar to Savara's, though +consisting of grasslands and heavily forested mountain regions. The city +capital, Portoch, is a metropolis of corruption and dark, rainy days. The +buildings are so neglected they are streaked with dirt, providing a +depressing atmosphere. It is said that the chapter lords are so decadent +that they seldom emerge from the local simulation clubs. The city itself is +an example of why Microsol holds so much sway in council policies: bribery. + + +VIII) TROUBLESHOOTING + +The most up-to-date troubleshooting information can be found in the +HELPME.DOC file included in this game. To view this file, change to the +directory that Tyrian is installed to, and type HELPME. + +Running with WINDOWS + +Tyrian does not work reliably under Windows with sound on. Please run SETUP +from DOS and select "No Sound Card" under setup if you need to run Tyrian +from Windows. + +If you continue to encounter problems after trying the suggestions listed in +the HELPME.DOC file, please contact our technical support department: + +In the USA: Tech +1 301-983-9771 Fax +1 301-299-3841 +In Europe: Tech +44 (0) 1767-260903 Fax +44 (0) 1767-262043 +In Germany: Tech 0130 822887 Fax 0130 822886 + +You can also contact us online: + +CompuServe: GO EPIC +Internet Mail: help@epicgames.com +Internet News: We answer questions in comp.sys.ibm.pc.games.action +America Online: We answer questions posted in the "PCGames" area +WorldWide Web: http://www.epicgames.com/ + + +IX) CREDITS + +Jason Emery: programming, level design, additional artwork, weapon design, +additional sound FX +Alexander Brandon: story, music, coordinator, design, online help +Daniel Cook: level artwork & design +Robert Allen: our eminent producer, additional sound FX, additional design +Arturo Sinclair: 3d artwork, title design +Bruce Hsu: character portrait design +John Calcagno: 3d animation +Andrew Paquette: character portrait artwork, additional 3d artwork +Andreas Molnar: LOUDNESS Sound System programming & music conversion +Susan Aldworth: Voices +Nando Eweg: sound FX + +Many thanks to Tim Sweeney (basically, master of all), Mark Rein (manual +design & marketing), Arjan Brussee, Cliff Bleszinski, and Rob Elam +(entertainment). + +Additional thanks go to our families and the Epic Beta Testers! diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/modems.txt b/21_Indie Games/34_OpenTyrian/OpenTyrian/modems.txt new file mode 100644 index 0000000..22b40f7 --- /dev/null +++ b/21_Indie Games/34_OpenTyrian/OpenTyrian/modems.txt @@ -0,0 +1,52 @@ +[MODEMS] + +Data + "Standard 9600 Baud Modem,9600,AT &F &C1 &D2 &Q5 &K0 S46=0", + "Standard 14.4 Baud Modem,14400,AT &F &C1 &D2 &Q5 &K0 S46=0", + "Acubit 14.4 fax v32,14400,AT &F &C1 &D2 %C0 \N1", + "AT&T Data Port 14.4 FaxModem,14400,AT &F &C1 &D2 S41=3 \N0 %C0", + "Boca 14.4 fax,14400,AT &F &C1 &D2 \N0 \G0 &K0 %C0 N0", + "Cardinal 14.4 v32,14400,AT &F &C1 &D2 N0", + "Cardinal 9600fax,14400,AT &F &C1 &D2 &Q6 &K0 %C0 \N0 N0", + "Digicom Scout Plus 14.4 Fax,14400,AT &F &C1 &D2 *M0 *E0", + "Gateway Telepath 14.4 fax,14400,AT &F &C1 &D2 B0 N0 \N0 %C0 &K0", + "Gateway Telepath 550,14400,AT &F &C1 &D2 S27=32 S15=16 S13=64 &B0 &H2 &I1 &K0 &M0", + "GVC 14.4 fax,14400,AT &F &C1 &D2 S46=0 N0 &K0", + "GVC 14.4 MNP2-5 v42,14400,AT &F &C1 &D2 %C0 \N0 B8", + "Hayes Optima 14.4 #1,14400,AT &F &C1 &D2 \N0", + "Hayes Optima 14.4 #2,14400,AT &F &C1 &D2 S46=0 N0 &K0", + "Hayes Optima 28.8,28800,AT &F &C1 &D2 &K0 &M0 &Q5 S46=136", + "Hayes Ultra 14.4,14400,AT &F &C1 &D2 &Q5 &K0", + "Identity Internal,14400,AT &F &C1 &D2 B8 %C0 \Q0 \N1", + "Infotel 14.4,14400,AT &F &C1 &D2 &Q6 %C0 N0 &K0", + "Intel 14.4,14400,AT &F &C1 &D2 \N0 \Q0 \J1 \V0", + "Intel 14.4 ext,14400,AT &F &C1 &D2 \N0 /Q0", + "Intel 14.4 fax,14400,AT &F N0 &D2 &C1 &Q6 &K0 S0=1", + "Intel 14.4i,14400,AT &F &C1 &D2 B8 %C0 H0 \N0 \Q0", + "Intel 14.4i fax,14400,AT &F &C1 &D2 \N0 \Q0", + "MegaHertz C596FM,14400,AT &F &C1 &D2 \N1 \J0 %C0", + "Rockwell 14400,14400,AT &F &C1 &D2 N0 S46=0 &K0 %C0", + "Practical Perip 14.4FX v32,14400,AT &F &C1 &D2 &K0 &Q5 S46=0", + "Redicard v.32 bis 14.4,14400,AT &F &C1 &D2 %C \N", + "Smart One 1442F,14400,AT &F &C1 &D2 %C0 &K0 S95=44 S46=0", + "SupraFax 14.4,14400,AT &F &C1 &D2 &Q6 &K %C0 \N1 S37=6 S0=1", + "SupraFax 14.4 v32,14400,AT &F &C1 &D2 S46=136 %C0", + "SupraFax 14.4 v32-,14400,AT &F &C1 &D2 S46=136 M1 Q0 D2", + "Telebit Worldblazer 14.4,14400,AT &F &C1 &D2 S51=4 S180=0 S183=8 S190=0 L1", + "Telepath 550,14400,AT &F &C1 &D2 &M0 &K0 S0=1", + "USR Sportster 14.4 v32 fax,14400,AT &F &A0 &B1 &C1 &D2 &M0 &H0 &I0 &K0 S27=48", + "USRobotics 14.4 fax,14400,AT &F &A0 &B1 &C1 &D2 &M0 &H0 &I0 &K0 S27=48", + "USRobotics 14.4 v32 fax,14400,AT &F &A0 &B1 &C1 &D2 &M0 &H0 &I0 &K0 S27=48", + "USRobotics Sportster 14.4,14400,AT &F &A0 &B1 &C1 &D2 &M0 &H0 &I0 &K0 S27=48", + "Viva 14.4,14400,AT &F &C1 &D2 \N0", + "Viva 14.4i fax,14400,AT &F &C1 &D2 \N0 \Q0 \J1 \VI", + "VivaFax 14.4,14400,AT &F &C1 &D2 N0 \N1 %C0 &K0", + "VivaFax 14.4,14400,AT &F &C1 &D2 \Q0 &M0 %C0 B8 \N1", + "ZOOM 14.4,14400,AT &F &C1 &D2 &K0 &Q6 %C0 \G0 \N0 S46=136", + "ZOOM 14.4 v32 v42 fax,14400,AT &F &C1 &D2 &K0 &Q6 %C0 \G0 \N0 S46=136", + "ZOOM VFP 14.4,14400,AT &F &C1 &D2 &K0 &Q6 %C0 \G0 \N0 S46=136", + "ZOOM VFX v32,14400,AT &F &C1 &D2 &K0 &Q6 %C0 \G0 \N0 S46=136", + "ZOOM VXP 14.4 v42,14400,AT &F &C1 &D2 &K0 &Q6 %C0 \G0 \N0 S46=136", + "Zoomfax VFP v32,14400,AT &F &C1 &D2 &K0 &Q6 %C0 \G0 \N0 S46=136", + "ZyXel 14.4,14400,AT &F &C1 &D2 \N0", + "ZyXEL U-1496 14.4,14400,AT &F &C1 &D2 S46=0 &K0" diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/music.mus b/21_Indie Games/34_OpenTyrian/OpenTyrian/music.mus new file mode 100644 index 0000000..52cbac1 Binary files /dev/null and b/21_Indie 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Orders: 800-972-7434 CompuServe: GO EPIC +10406 Holbrook Drive Questions: 301-983-9771 CompuServe: 70007,1631 +Potomac, MD 20854 USA Fax: 301-299-3841 Internet: orders@epicgames.com +============================================================================== + + You always receive a bonus game FREE with your paid order. + Please place a check mark in the [ ] boxes below, and add up the totals. + +[ ] Special Discount: Order TWO line items below and SAVE $5 -- Or + Order THREE line items and SAVE $10. (Discount applies + to registered games and Gravis gamepad only)........(SAVE!) __________ + + +Tyrian: (Available on CD-ROM or 3.5" disks) +[ ] FOUR complete action-packed episodes! + Full version with OVER 60 action packed levels.............($35) __________ + +Pinball Products: (CD-ROM) +[ ] Extreme Pinball CD-ROM: All 4 tables - Rock Fantasy/Medieval + Knights/Monkey Mayhem/Urban Chaos.......................($35.00) __________ +[ ] Epic Pinball CD-ROM: 13 classic pinball tables..........($64.00) __________ + +[ ] Extreme Bundle: Extreme Pinball CD + Epic Pinball CD, + a total of 17 tables! Extreme savings!..................($69.00) __________ + +Radix - Beyond the Void: (Available on CD-ROM or 3.5" disks) +[ ] Three complete episodes (27 levels total) of 3D destruction + and carnage! Available on 3.5" HD disks or CD-ROM.........($35) __________ + +One Must Fall: (Available on CD-ROM or 3.5" disks) +[ ] Full version of OMF 2097: 10 Fighters, 5 Arenas, 3 Tournaments. + Includes 20-page manual and over 10 megs of action.........($39) __________ +[ ] Full version of OMF 2097 + huge 60-page strategy guide.....($49) __________ + +Jazz Jackrabbit: +[ ] Jazz Pack 1: Episodes 1, 2 & 3. Three times the fun!.......($25) __________ +[ ] Jazz Pack 2: Continue the adventure in 4, 5 & 6............($25) __________ +[ ] Both Jazz Packs together: Order 'em together and save!.....($39) __________ + (All Jazz orders include a bonus game and a full-color manual!) + +[ ] Jazz Jackrabbit CD: All NINE Episodes. Save!..............($49) __________ + +[ ] Jazz Tee-Shirt! Cool 6-color tee featuring an action pose..($12) __________ + Pick: [ ] Small, [ ] Medium, or [ ] Large. + +Arcade and Adventure games: (3.5" HD disks only) +[ ] The JILL trilogy: Epic's bestseller in both 1992 & 1993....($30) __________ +[ ] Xargon: Three episodes in Epic's newest arcade/adventure...($30) __________ +[ ] Kiloblaster: Three episodes of classic arcade action.......($30) __________ +[ ] OverKill: The six-planet mega blast........................($30) __________ + +Adventure & Role Playing: (3.5" HD disks only) +[ ] Castle of the Winds: Windows fantasy role playing game.....($25) __________ +[ ] Solar Winds: Both episodes of Jake Stone's adventure.......($30) __________ +[ ] Dare to Dream: All three episodes of Windows adventures....($30) __________ +[ ] Ken's Labyrinth: Save Sparky, your dog, in Ken's 3d mazes..($30) __________ + +Puzzle Games: (3.5" HD disks only) +[ ] Electroman: 8 levels of platform-puzzlers..................($19) __________ +[ ] Heartlight: 70 different mazes to guide Percival through...($19) __________ +[ ] Robbo: Lead Robbo through large, multilevel puzzles........($19) __________ +[ ] Brix & Brix 2 Deluxe: Thrilling 256-color puzzle action....($30) __________ + +Miscellaneous: +[ ] Epic/Safari Shareware Collection...........................($12) __________ + (Tons of shareware on 3.5" HD disks or CD-ROM!) + +[ ] Gravis Gamepad: 4-button Nintendo-style digital joystick...($25) __________ + (The perfect joystick for OMF and Jazz fans!) + +[ ] Other: _________________________________________________________ __________ + +[ ] Other: _________________________________________________________ __________ + + + Software Bundles - Buy 'em and Save! + (3.5" HD disks only) + +[ ] Shooter Combo : Tyrian, Radix .............................($59) __________ +[ ] Epic Puzzle Pack: Electro Man, Heartlight & Robbo. Save!...($35) __________ +[ ] Super Puzzler Combo: Puzzle Pack plus Brix & Brix2 Deluxe..($45) __________ +[ ] Action Combo: Jill, Xargon & OverKill. Save!...............($45) __________ +[ ] Windows Combo: Dare to Dream and Castle of the Winds 1&2...($40) __________ +[ ] Role-Playing Combo: Solar Winds 1&2 and Castle 1&2.........($40) __________ + +USA/Canada Shipping & Handling (International add $2 extra)......... __$4.00___ + + Maryland residents must add 5% tax.......... __________ + + Total enclosed: __________ + + +Disk size: [ ] CD-ROM [ ] Check here if you have ordered + [ ] 3.5" High Density from Epic MegaGames in the past. + + Please call for other disk sizes/formats. + + Name: _______________________________________________________________ + + Address: _______________________________________________________________ + +City, ST Zip: _______________________________________________________________ + + Country: ____________________ Phone: __________________________________ + +Payment by: [ ] Check [ ] Money order [ ] MasterCard [ ] Visa + +Card # _______________________ Exp Date: _______ Signature: ________________ + +Important! Credit card orders must include the card's "expiration date" +or "expiry date". Checks must be in US funds and drawn on a US bank. If you +can't get a check drawn on a US bank, please obtain a "postal money order" +in US funds from your local post office. Payment must be included with your +order. + +Thank you for ordering from Epic MegaGames. We appreciate your business and +we are looking forward to giving you top-quality service. + +Where did you obtain this shareware game? _____________________________________ + +NOTE: All products and prices on this form are subject to change without notice. +Please call Epic MegaGames at 1-800-972-7434 or (301)-468-6012 if you have any +questions regarding this order form. diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/order.exe b/21_Indie Games/34_OpenTyrian/OpenTyrian/order.exe new file mode 100644 index 0000000..575d680 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/order.exe differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/order.tfp b/21_Indie Games/34_OpenTyrian/OpenTyrian/order.tfp new file mode 100644 index 0000000..bf42bef Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/order.tfp differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/palette.dat b/21_Indie Games/34_OpenTyrian/OpenTyrian/palette.dat new file mode 100644 index 0000000..6f827a9 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/palette.dat differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/rtm.exe b/21_Indie Games/34_OpenTyrian/OpenTyrian/rtm.exe new file mode 100644 index 0000000..c60688a Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/rtm.exe differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/setup.box b/21_Indie Games/34_OpenTyrian/OpenTyrian/setup.box new file mode 100644 index 0000000..b631750 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/setup.box differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/setup.exe b/21_Indie Games/34_OpenTyrian/OpenTyrian/setup.exe new file mode 100644 index 0000000..f3a1858 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/setup.exe differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/setup.ini b/21_Indie Games/34_OpenTyrian/OpenTyrian/setup.ini new file mode 100644 index 0000000..33c5666 --- /dev/null +++ b/21_Indie Games/34_OpenTyrian/OpenTyrian/setup.ini @@ -0,0 +1,6 @@ +[INFO] +NETTYPE="4" +MODEMPHONE="" +LANGUAGE="English" +LANG="1" +LNG="INT" diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/setup.int b/21_Indie Games/34_OpenTyrian/OpenTyrian/setup.int new file mode 100644 index 0000000..10fbaa5 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/setup.int differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/shapes).dat b/21_Indie Games/34_OpenTyrian/OpenTyrian/shapes).dat new file mode 100644 index 0000000..f774149 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/shapes).dat differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/shapesw.dat b/21_Indie Games/34_OpenTyrian/OpenTyrian/shapesw.dat new file mode 100644 index 0000000..d75ef95 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/shapesw.dat differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/shapesx.dat b/21_Indie Games/34_OpenTyrian/OpenTyrian/shapesx.dat new file mode 100644 index 0000000..d840ce9 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/shapesx.dat differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/shapesy.dat b/21_Indie Games/34_OpenTyrian/OpenTyrian/shapesy.dat new file mode 100644 index 0000000..2af8341 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/shapesy.dat differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/shapesz.dat b/21_Indie Games/34_OpenTyrian/OpenTyrian/shapesz.dat new file mode 100644 index 0000000..f387eb8 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/shapesz.dat differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/shipedit.doc b/21_Indie Games/34_OpenTyrian/OpenTyrian/shipedit.doc new file mode 100644 index 0000000..808e993 --- /dev/null +++ b/21_Indie Games/34_OpenTyrian/OpenTyrian/shipedit.doc @@ -0,0 +1,436 @@ +ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ + SHIPEDIT + pre-release version + SHIPEDIT +ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ + +ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ +³ Introduction ³ +ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ + +ShipEdit is a fairly straightforward program [aside from the graphical editor] +and can be used to add your own customized ships to the game. It is specially +designed so it is difficult to cheat, but you can make sure you use any weapon +you want while playing the game. + +ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ +³ Warnings ³ <-- READ This FIRST +ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ + +Different Tyrian Versions: + + ShipEdit will automatically detect whether you are using version 1.0/1.1 +or the new version 2.0. I would suggest using version 2.0, but this program +does have automatic backward compatibility when compiling. It will show +in the editor screen what version you are using. +[0-1 is version 1.0 or 1.1 - ShipEdit cannot discern between them. + 2 is version 2.0] + +USER.SHP + This is the user data file. This file contains the current editor data + used by ShipEdit, including all the ship graphics you have drawn, the + ship weapon data, etc. + +USER2.SHP & USER3.SHP + Two additional data files included with ShipEdit. Each contains 8 + different sets of graphics from Tyrian that can be used as ships. To + use one of these files, simply rename it to be USER.SHP. + +NEWSH$.SHP + This is the compiled data file which is used by Tyrian. ShipEdit + automatically saves your data and compiles it when you exit the + program. This file is version-specific! + + +Giving Custom Ships to Other People: + + There are two ways to give data you have edited to other people. + + (1) Give them your editor data - USER.SHP. If they have ShipEdit, they + can edit this file and compile it for use with their version of + Tyrian. (To compile it, just run ShipEdit and then exit the program.) + + Note that if they enter the ship data editor, ShipEdit will change + the data presented if they do not have access to those weapons. + (See Below under the section SHIP DATA for more information.) + + (2) Give them your compiled data file NEWSH$.SHP. This is + version-specific but they do not need ShipEdit to use it. I would + suggest limiting uploads of this file to those compiled under version + 2.0 to avoid future problems - or at least to clearly mark what + version you intend this for. Versions 1.0 and 1.1 are interchangeable + but 2.0 uses a different format. + +ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ +³ Using a NEWSH$.SHP file ³ +ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ + +Tyrian will automatically find a NEWSH$.SHP file, check for how much memory +it requires, and load it into your game. + +To activate one of the ten available ships while playing: + +Player 1: Hold down TAB and press a number from 1 through 0 [0=Ship #10] +Player 2: Hold down CAPS and press a number from 1 through 0 + +NEWSH$.SHP contains the graphics for your custom ships. If you change the +graphics in this file, your saved games will use the new graphics. Just make +sure you don't delete this file after you've started using them. + +For example, if I pressed TAB+5, I would activate my custom ship #5. This +might be using graphic set #3, which is a snowball. If I changed the ship +graphic to a bubble in the editor and then ran Tyrian again, this ship would +no longer be a snowball, but would use the bubble graphics. + +ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ +³ Ship Data ³ +ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ + +There are 10 fields for each ship. There are 10 sets of ship data you can +use at one time. + +[NOTE: The Street-Fighter-Like commands (or "twiddles", as one person so oddly +put it) will not work for custom ships that you design. It's the price you +pay, though I may alter it someday if I find an easy workaround.] + + +SHIP #: This is the ship slot you are currently editing. At the bottom + of the screen you are shown how to activate this ship while + playing the game. + +Ship Graphic: This is the graphic your ship will use. You may select from + just about any of the graphics available in the game, and can + choose from any of the eight custom sets of graphics. + + Choose the items this ship configuration will use: +Front Weapon: [*] +Rear Weapon: [*] +Special Weapon: [*] +Left Sidekick: [*] +Right Sidekick: [*] [**] +Power: [***] +Armor: [***] +Shield: [***] + +[*] - The game will keep track of every weapon you have found. Aside from a + basic available selection, you can only choose those weapons that you + have found. + +[**] - There are cetain sidekicks available in Version 2.0 which should only + be used as RIGHT sidekicks. They probably won't crash the game, but + if selected as a left sidekick will not look very nice. These are + labeled in the editor as [RIGHT ONLY]. + +[***]- The more you play the game, the better the class of items you can + select. Also, this will improve faster if you get good destruction + percentage scores. Good luck! + +ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ +³ Graphical Editor ³ +ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ + +As you can see by the example files, User1 and User2, there are 8 banks of +ships which are labeled within the editor. There are five turning frames +for each ship, from left to right: + +#1 - Hard left turn +#2 - Beginning left turn +#3 - Center +#4 - Beginning right turn +#5 - Hard right turn + +You CAN use the available graphical tools, but they are keyboard-based and +are cumbersome to use except for slight touch-ups or applying certain +specific alterations. The commands are shown onscreen in the help boxes if +you need to use them. + +I would suggest using an independent program to create your own PCX screens +and to load in ships from there. Keep in mind that you can use SHIPEDIT.PCX +to get the palette you need to use, or you can simply capture the editor +screen. + +To capture a shape from a PCX screen, move to the ship frame you want to +edit and press 'E'. This will activate the editor for this shape. Now, press +'E' again to bring up a list of PCX files in the current directory. + +Select the PCX file to capture from by pressing the first letter of the +image name and/or using the arrow keys. Then, press ENTER. [ESC will exit +this screen.] + +Now, the image will be displayed onscreen and a flashing rectangle will also +appear. Use your mouse to position the rectangle around the shape you want +to capture and press button 1. [ESC will also exit this screen.] + +To capture another frame from the same file, all you need to do is move to the +next frame you want to capture and press 'L'. + +Keep in mind that Color #0 is transparent! We don't want to have you flying +around in a black rectangle, now, do we? + +ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ +³ Music ³ +ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ + +Yes, ShipEdit will load the Tyrian music data and attempt to play it. It may +or may not work with MIDI very well, but does use the same driver as Tyrian, +so there should be no problems. + +There is another Jukebox in this version, an earlier one we didn't release, +which is quite insane and should definitely confound you. + +The Jukebox manual follows: + +ÕÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͸ Ú¿ +³ Basic-User's Commands ÃÂÄÙÀ¿ +ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÁÄÄÄÙ + +The left and right arrow keys change the song selection on the jukebox front. + +V - Toggles between Tempo and Volume control. Tempo is blue. Volume is yellow. + +The up and down arrow keys, in addition to the PGDN and PGUP keys, control +the tempo bars on the bottom left and right of the screen. The higher it +gets, the faster the song plays. + + +F - Fades the tempo down to slow. + +L - If you have individual DAT files you want to play, this will load them + from the disk directly. + +R - Starts the song over from the beginning again. + +T - Resets the tempo to normal. + +ESC or Q - Quit the Jukebox + + +ÕÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͸ Ú¿ +³ Disclaimer ÃÄÂÄÙÀ¿ +ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÁÄÄÄÙ + +WARNING: Users with heart trouble, epilepsy, regular seizures, and no artistic + taste should use caution when viewing these weird "screen-saver-like" + effects. We are not responsible for the effects of our work. :-) + + +ÕÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͸ Ú¿ +³ Advanced POWER JUKEBOX! ÃÂÄÂÄÙÀ¿ +ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÁÄÁÄÄÄÙ + +COMMAND ³ FUNCTION +ÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ + + B Blanks the screen to color 0 (often referred to as black) + + C Clears the palette to black + + D Draws the palette in two horizontal bars at the top-left of the + screen + + I Loads a PCX image from disk + + M Turns off all filters, turns the song name and bars off, and + sets the program to Ultra-Speed + + P Creates a dual-color palette + This palette will fade all 256 colors from one color to another, + making it look ugly most of the time. + Keep pressing P until you find two colors you like. + + S Toggles the song name and tempo bars on and off + (You won't notice you have turned them off because they'll still + be on the screen from the last time they were drawn there!) + + U Reverts to the main palette after you're tired of the palette you + generated using P + + Z Toggle Ultra-Speed (This deactivates the delay and the stars) + + F1 Randomizes the RED values in the palette + F2 Randomizes the GREEN values in the palette + F3 Randomizes the BLUE values in the palette + (Generally, you'll use these commands after pressing C) + + [ and ] Certain commands below use a variable in the program to modify their + effect. The left bracket decreases this effect and the right + bracket increases it. + + { and } For a faster way to modify the variable above, use these instead + + +ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ + + 1-4 Different fade effects + 1- Vertical+Horizontal fade + 2- Horizontal fade + 3- Vertical fade + 4- Diagonal fade + + 5 Ugly fuzzy-plasm grower + Causes a field of fuzz to grow out of whatever shapes are on the + screen + Looks like tree bark under a microscope changing at an impossible + speed + + 6 Fuzz + + 7 Random Fuzz + + 8 Generic No-frills fuzz + (Creates absolutely no interesting patterns, guaranteed!) + + 9 Wild slow fade towards the bottom-right with a neat lava effect + growing out of the background after a while. + This works best with a palette generated by P. + + 0 Weird circle thing. + A large circle creates more and more ripples of itself while + shrinking. If it shrinks enough, you get to see duplicates of + the circle coming onto the screen. Of course, it doesn't work + quite the way it originally did, but hey, it's neat. + +SHIFT-0 Diamond generator + Creates odd cross-hatching diamond patterns. Not as good as my + Quiltmaster, but oh well. + +SHIFT-9 Cross-hatching color cycler + This works best with P. It causes a box in the center of the screen + to cycle along a palette very slowly while introducing a growing + amount of noise. It's weird seeing the image in the box fading + away and then coming back again in another color. + It reminds me of a stained-glass window. + +SHIFT-8 Water rippler + P produces a nice palette to look at this with. + The image has a water (or lava) effect placed in the background + while any shapes on the screen waver in a wild pattern much like + a real pool of water changes the image reflecting in it when you + cause the water to run in a river over little rocks. + +SHIFT-7 Medium water waves +SHIFT-6 Water waves in almost symmetry +SHIFT-5 Large water waves +SHIFT-4 This one causes shapes on the screen to expand. + Once the shape expands enough, water waves appear inside it while + the shape still grows. + (The water wave effects work best with P or another nice palette + with few color transitions) + +SHIFT-3 Super 9. + This one fades the screen constantly in a diagonal pattern, and + like 9, little dots appear in sections that have faded completely. + However, the dots cause circular ripples to appear overlapping + each other. With a little user fiddling, the effect is fantastic. + +SHIFT-2 This one causes a normal fade to work on the screen. + Like 9 and Shift-3, though, little dots can appear on the screen + as well. + But, you can control the dots using the left and right brackets + ( [ and ] ). The left bracket decreases the rate of dot appearance + while the right bracket increases the rate. + The jukebox starts out with the bracket value at 0, meaning there + are NO dots that appear. + + + SUPER-PARALLAXING EFFECTS: + + - Moderately fast parallax to the right + _ Moderately fast parallax to the left + + = Slightly faster parallax to the right + + Slightly faster parallax to the left + + , Fast, symmetric parallax to the left + . Fast, symmetric parallax to the right + + < Fast, symmetric parallax to the left *with distortion* + > Fast, symmetric parallax to the right *with distortion* + + ; Very Fast, symmetric parallax to the left + ' Very Fast, symmetric parallax to the right + + The Super-Parallaxing effects all function like SHIFT-2 except for + [<] and [>] which function like SHIFT-3. + + The [-] and [_] commands cannot be combined with other commands, while + all the other parallax commands can. + +SHIFT-1 This function uses the brackets the same way as SHIFT-2. + However, it parallaxes both left and right at the same time with + the center standing still! This is centered perfectly on the + center of the ECLIPSE logo in ECLIPSE2.PCX. + + F5 Auto-Detailer. + This effect creates weird details in pictures and generally works + best on a pre-made image with a well-gradiated palette. + + F6-F8 More Auto-Detailer modes! + +SHIFT-F5 Even MORE Auto-Detailer modes! + through (SHIFT-F8 is my favorite) + SHIFT-F8 + +BACKSPACE Screen-Streaker + Causes any image on the screen to fade (or slide) downwards. This + often leaves large amounts of residue at the top. + +ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ + + +ÕÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͸ Ú¿ +³ Suggested User Tests ÃÂÄÂÄÙÀ¿ +ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÁÄÁÄÄÄÙ + +The Blurry Amoeboid: + + [P] Keep pressing P until you find a nice palette with a lot of contrast. + + [9] This will start the Wild Neon Lava Fade + + [6] This will create a semi-interesting pattern + + [5] This completes the Amoeboid pattern + +ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ + +The Diagonal Pattern-Maker: + + [P] Keep pressing P until you find a nice palette with a lot of contrast + + [0] Start the Circle thing + + [5] This completes the Diagonal Pattern-Maker + +?[7or9] Adding 7 or 9 causes the Pattern-Maker to behave differently + +Note: + By adding SHIFT-5, SHIFT-6, and/or SHIFT-7 to the Pattern-Maker you turn + it into a really interesting effect. You have to see it to understand it. + +ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ + +ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ +³ Disclaimer ³ +ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ + +ShipEdit is written by the same person who wrote Tyrian [and this manual], +but it is not supported by Epic and is regarded as an independent creation. +It is not specifically supported in any way by anyone, though nice letters to +me on Compuserve might get you an answer. :) + +I forsee no problems as long as you keep in mind the version limitations. +For instance, additional items available in version 2.0 will probably crash +someone's copy of version 1.1, so try to indicate what version you intend any +uploads to be used under! + +As always, with something as complex as this, there are probably bugs and other +problems. I've never seen one, but who knows? + +-Zinglon- +-Master of All- + +...and... + +-Jason Emery- +- The Author- diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/shipedit.exe b/21_Indie Games/34_OpenTyrian/OpenTyrian/shipedit.exe new file mode 100644 index 0000000..228fd88 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/shipedit.exe differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/shipedit.pcx b/21_Indie Games/34_OpenTyrian/OpenTyrian/shipedit.pcx new file mode 100644 index 0000000..f1fca3e Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/shipedit.pcx differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/tshp2.pcx b/21_Indie Games/34_OpenTyrian/OpenTyrian/tshp2.pcx new file mode 100644 index 0000000..0b30811 Binary files /dev/null and b/21_Indie Games/34_OpenTyrian/OpenTyrian/tshp2.pcx differ diff --git a/21_Indie Games/34_OpenTyrian/OpenTyrian/tyrend.anm b/21_Indie Games/34_OpenTyrian/OpenTyrian/tyrend.anm new file mode 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If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. \ No newline at end of file diff --git a/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/README.md b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/README.md new file mode 100644 index 0000000..01ece56 --- /dev/null +++ b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/README.md @@ -0,0 +1,11 @@ +# ChaiLove NyanCat + +[NyanCat](http://www.nyan.cat/) ported to [ChaiLove](https://github.com/RobLoach/ChaiLove). + +![NyanCat Screenshot](screenshot.gif) + +## Usage + +``` +retroarch -L chailove_libretro.so /path/ChaiLove-NyanCat/main.chai +``` diff --git a/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/cat/1.png b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/cat/1.png new file mode 100644 index 0000000..57de530 Binary files /dev/null and b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/cat/1.png differ diff --git a/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/cat/10.png b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/cat/10.png new file mode 100644 index 0000000..e6689cc Binary files /dev/null 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0000000..57de530 Binary files /dev/null and b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/cat/7.png differ diff --git a/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/cat/8.png b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/cat/8.png new file mode 100644 index 0000000..94ea756 Binary files /dev/null and b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/cat/8.png differ diff --git a/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/cat/9.png b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/cat/9.png new file mode 100644 index 0000000..3f5df02 Binary files /dev/null and b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/cat/9.png differ diff --git a/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/main.chai b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/main.chai new file mode 100644 index 0000000..e490149 --- /dev/null +++ b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/main.chai @@ -0,0 +1,189 @@ +global images = [] +global animCounter = 0.0f +global slideCounter = 1 +global time = 0.0f +global catX = 100.0f +global catY = 100.0f +global activeFont +global song +global rainbow +global rainbowOffset = 0 +global rainbowTimer = 0.0f +global rainbowAlternate = true +global newStarCounter = 0.0f +global counter = 0.0f +global stars = List() +global starImages = [] + +def conf(t) { + t.window.width = 340 + t.window.height = 260 + t.version = "0.18.0" +} + +def load() { + love.graphics.setBackgroundColor(15, 77, 143) + + // Load the images. + for (var i = 1; i <= 12; ++i) { + images.push_back(love.graphics.newImage("cat/" + to_string(i) + ".png")) + starImages.push_back(love.graphics.newImage("star/star" + to_string(i) + ".png")) + } + rainbow = love.graphics.newImage("rainbow.png") + + // Set the cat location. + catX = love.graphics.getWidth() / 2 - images[0].getWidth() / 2 + catY = love.graphics.getHeight() / 2 - images[0].getHeight() / 2 + + // Find the default font. + activeFont = love.graphics.newFont() + + // Play the music. + song = love.sound.newSoundData("nyan.wav") + song.setLooping(true) + song.play() + + love.graphics.setDefaultFilter("nearest") +} + +def addStar() { + var x = love.math.random(0, love.graphics.getWidth()) + var y = love.math.random(0, love.graphics.getHeight()) + stars.push_back([x, y, counter]) +} + +def draw() { + // Draw all the Stars + var removeStar = 0 + for (star : stars) { + var slide = 2 + var animPoint = (counter - star[2]) * 10 + slide = animPoint + if (slide < 12) { + love.graphics.draw(starImages[slide], star[0], star[1], 0.0f, 7.0f) + } + else { + removeStar = removeStar + 1 + } + } + while (removeStar > 0) { + stars.pop_front() + removeStar = removeStar - 1 + } + + // Display the Rainbow + drawRainbow() + + // Draw the cat. + love.graphics.draw(images[slideCounter - 1], catX, catY) + + // Text at the bottom. + var scoreInt = 2 // Port the time to an integer. + scoreInt = time + var text = "YOU'VE NYANED FOR " + to_string(scoreInt) + " SECONDS" + love.graphics.print(text, love.graphics.getWidth() / 2 - activeFont.getWidth(text) / 2, love.graphics.getHeight() - activeFont.getHeight(text) * 4) +} + +def update(dt) { + // Update all the counters. + animCounter += dt + counter += dt + rainbowTimer += dt + time += dt + + // Animate the cat. + if (animCounter > 0.065f) { + animCounter = 0 + slideCounter = slideCounter + 1 + if (slideCounter > images.size()) { + slideCounter = 1 + } + } + + // Animate the rainbow. + if (rainbowTimer > 0.35f) { + rainbowTimer = 0.0f + rainbowAlternate = !rainbowAlternate + } + + // Move the stars + for (star : stars) { + star[0] = star[0] - dt * 120 + } + + // See if we are to add a new star. + newStarCounter = newStarCounter - dt + if (newStarCounter <= 0) { + newStarCounter = love.math.random(0.01f, 0.05f) + addStar() + } + + // Move the cat? + var catSpeed = 30.0f + if (love.joystick.isDown(0, "up")) { + catY = catY - dt * catSpeed + } + if (love.joystick.isDown(0, "down")) { + catY = catY + dt * catSpeed + } + if (love.joystick.isDown(0, "left")) { + catX = catX - dt * catSpeed + } + if (love.joystick.isDown(0, "right")) { + catX = catX + dt * catSpeed + } +} + +def drawRainbow() { + var i = 0 + var rainbowDrawY = catY + rainbow.getHeight() / 6 + var rain = 0 + if (rainbowAlternate) { + rainbowOffset = 3 + } + else { + rainbowOffset = 1 + } + var rainbowOffsetMap = [ + "0": 10, + "1": 0, + "2": -10, + "3": -20, + "4": -10, + "5": 0, + "6": 10, + "7": 20, + "8": 10, + "9": 0, + "10": -10, + "11": 0 + ]; + while (i < catX + images[0].getWidth() / 3) { + rain = rainbowOffsetMap[to_string(rainbowOffset)] + rainbowOffset = rainbowOffset + 1 + if (rainbowOffset > 11) { + rainbowOffset = 0 + } + love.graphics.draw(rainbow, i, rainbowDrawY + rain) + i = i + rainbow.getWidth() + } +} + +/** + * Callback; Save the current state as a JSON string. + */ +def savestate() { + var data = [ + "time": time + ] + return to_json(data) +} + +/** + * Callback; Load the state from the given JSON string. + */ +def loadstate(data) { + var info = from_json(data) + time = info["time"] + 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--git a/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/star/star6.png b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/star/star6.png new file mode 100644 index 0000000..48f4eab Binary files /dev/null and b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/star/star6.png differ diff --git a/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/star/star7.png b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/star/star7.png new file mode 100644 index 0000000..22d90bf Binary files /dev/null and b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/star/star7.png differ diff --git a/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/star/star8.png b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/star/star8.png new file mode 100644 index 0000000..22d90bf Binary files /dev/null and b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/star/star8.png differ diff --git a/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/star/star9.png b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/star/star9.png new file mode 100644 index 0000000..22d90bf Binary files /dev/null and b/21_Indie Games/40_NyanCat/ChaiLove-NyanCat/star/star9.png differ diff --git a/21_Indie Games/40_NyanCat/NyanCat.sh b/21_Indie Games/40_NyanCat/NyanCat.sh new file mode 100755 index 0000000..a0be3cf --- /dev/null +++ b/21_Indie Games/40_NyanCat/NyanCat.sh @@ -0,0 +1,4 @@ +#!/bin/bash + + +retroarch -L /home/cpi/apps/emulators/chailove_libretro.so ChaiLove-NyanCat/main.chai diff --git a/21_Indie Games/40_NyanCat/README.md b/21_Indie Games/40_NyanCat/README.md new file mode 100644 index 0000000..b5968a6 --- /dev/null +++ b/21_Indie Games/40_NyanCat/README.md @@ -0,0 +1,9 @@ + +NyanCat for GameShell from + +https://github.com/ocr-junky/ChaiLove-NyanCat + + + +![screenshot](/ScreenShots/1.png?raw=true "ScreenShot for NyanCat") + diff --git a/21_Indie Games/40_NyanCat/ScreenShots/1.png b/21_Indie Games/40_NyanCat/ScreenShots/1.png new file mode 100644 index 0000000..5e9cbd7 Binary files /dev/null and b/21_Indie Games/40_NyanCat/ScreenShots/1.png differ diff --git a/21_Indie Games/41_2048/2048.sh b/21_Indie Games/41_2048/2048.sh new file mode 100755 index 0000000..a290ba5 --- /dev/null +++ b/21_Indie Games/41_2048/2048.sh @@ -0,0 +1,3 @@ +#!/bin/bash + +retroarch -L 2048_libretro.so diff --git a/21_Indie Games/41_2048/2048_libretro.so b/21_Indie Games/41_2048/2048_libretro.so new file mode 100755 index 0000000..ccbe010 Binary files /dev/null and b/21_Indie Games/41_2048/2048_libretro.so differ diff --git a/21_Indie Games/45_Hurrican/Game_Log.txt b/21_Indie Games/45_Hurrican/Game_Log.txt new file mode 100644 index 0000000..158a1b1 --- /dev/null +++ b/21_Indie Games/45_Hurrican/Game_Log.txt @@ -0,0 +1,320 @@ +--> Using external storage path '.' <-- +--> Using save path '/home/cpi/.hurrican' <-- + +Searching for language files in ./lang +File .. is directory, skipping +Found language file portugues.lng in path ./lang/portugues.lng +File . is directory, skipping +Found language file english.lng in path ./lang/english.lng +Found language file polski.lng in path ./lang/polski.lng +Found language file svenska.lng in path ./lang/svenska.lng +Found language file deutsch.lng in path ./lang/deutsch.lng +Found language file espanol.lng in path ./lang/espanol.lng +Found language file francais.lng in path ./lang/francais.lng +Found language file italiano.lng in path ./lang/italiano.lng + +>--------------------< +| GameInit started | +>--------------------< + +--> SDL/OpenGL init <-- +--------------------- + +Initializing SDL. +SDL initialized. +-> SDL1 GL reports VSync was enabled successfully +Window resolution: 320x240 +Window viewport: 640x480 at 0x0 +GL_VENDOR: VMware, Inc. +GL_RENDERER: Gallium 0.4 on llvmpipe (LLVM 3.9, 128 bits) +GL_VERSION: 3.0 Mesa 13.0.6 +GL_SHADING_LANGUAGE_VERSION: 1.30 +GL_EXTENSIONS: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_ATI_fragment_shader GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_NV_fog_distance GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_ATI_texture_compression_3dc GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_ATI_texture_mirror_once GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_compression_latc GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_ARB_shader_bit_encShader: Compiling ./data/shaders/100/shader_color.vert +Shader: Compiled ./data/shaders/100/shader_color.vert +Shader: Compiling ./data/shaders/100/shader_color.frag +Shader: Compiled ./data/shaders/100/shader_color.frag +Shader: Compiling ./data/shaders/100/shader_texture.vert +Shader: Compiled ./data/shaders/100/shader_texture.vert +Shader: Compiling ./data/shaders/100/shader_texture.frag +Shader: Compiled ./data/shaders/100/shader_texture.frag + +-> OpenGL init successful! + +DirectInput8 polling for 323 keys! +Initializing SDL_mixer +Requested 24 sound channels and got 24 +Loaded texture demofont +Loading font: demofont.png +Loaded texture copper1 +Loaded texture copper2 +Loaded texture copper3 +Loaded texture demozahlen +Loaded texture demologo +Loaded texture star +Loaded song file ./data/music/Cracktro.it + +-> GameInit successful! + +Using language-file './lang/english.lng' +Config file loading successful ! +Loaded song file ./data/music/menu.it +Loaded texture menufont +Loading font: menufont.png +Loaded texture hurrican_rund +Loaded texture hurrican-logo +Loaded texture skills +Loaded texture star +Loaded texture loading +Loaded texture loadingbar +Loaded texture smallfont +Loading font: smallfont.png +Loaded texture guiback +Loaded texture bullet +Loaded texture skeletor_bullet +Loaded texture glassplitter +Loaded texture explosion-medium +Loaded texture explosion-medium2 +Loaded texture explosion-medium2 +Loaded texture explosion-medium +Loaded texture explosion-medium +Loaded texture explosion-green +Loaded texture alienexplosion +Loaded texture explosion-big +Loaded texture explosion-big2 +Loaded texture explosion-trace +Loaded texture blue-explosion +Loaded texture explosion-giga +Loaded texture splitter +Loaded texture piranhateile +Loaded texture piranhateile2 +Loaded texture piranhablut +Loaded texture madeblut +Loaded texture tropfen +Loaded texture blatt +Loaded texture blatt +Loaded texture nest +Loaded texture rocksplitter +Loaded texture rocksplittersmall +Loaded texture rocksplittersmallblue +Loaded texture spidersplitter +Loaded texture spidersplitter2 +Loaded texture spidergrenade +Loaded texture evil-smoke +Loaded texture evil-smoke2 +Loaded texture stelze +Loaded texture stelzhead +Loaded texture smoke2 +Loaded texture smoke2 +Loaded texture smokebig +Loaded texture smokebig +Loaded texture smokebig +Loaded texture beamsmoke +Loaded texture beamsmoke +Loaded texture beamsmoke2 +Loaded texture beamsmoke2 +Loaded texture beamsmoke5 +Loaded texture snowflush +Loaded texture snowflush +Loaded texture ufolaserflare +Loaded texture funke +Loaded texture funke +Loaded texture funke2 +Loaded texture laserfunke +Loaded texture laserfunke2 +Loaded texture smoke +Loaded texture pharaosmoke +Loaded texture rocketsmoke +Loaded texture rocketsmokeblue +Loaded texture rocketsmokegreen +Loaded texture flugsacksmoke +Loaded texture evilfunke +Loaded texture tropfen2 +Loaded texture wassertropfen2 +Loaded texture laserflame +Loaded texture bubble +Loaded texture snow +Loaded texture snow +Loaded texture p1_hurri-teile +Loaded texture p2_hurri-teile +Loaded texture boulder_small +Loaded texture wasserspritzer +Loaded texture wasserspritzer +Loaded texture lavakrabbe_teile +Loaded texture spiderparts +Loaded texture kettenteile +Loaded texture kettenteil2 +Loaded texture rain +Loaded texture shield +Loaded texture evilroundsmoke +Loaded texture giantspiderflare +Loaded texture kringel +Loaded texture kringel +Loaded texture dust +Loaded texture turbinesmoke +Loaded texture miniflare +Loaded texture grenadeflare +Loaded texture lavaflare +Loaded texture lavaflare +Loaded texture metalhead_halsteil +Loaded texture metalhead_turbine +Loaded texture schleim +Loaded texture schleim2 +Loaded texture shockexplosion +Loaded texture shotflare +Loaded texture shotflare +Loaded texture extracollected +Loaded texture diamantcollected +Loaded texture spidershotsmoke +Loaded texture drache_smoke +Loaded texture fireball_smoke +Loaded texture lavaflare +Loaded texture explosion-regular +Loaded texture explosion-regular +Loaded texture dust +Loaded texture dust +Loaded texture schrott1 +Loaded texture schrott2 +Loaded texture droneflame +Loaded texture Zitronestiel +Loaded texture powerblock +Loaded texture oneup +Loaded texture diamant +Loaded texture extras +Loaded texture punisher +Loaded texture wasserfall +Loaded texture wasserfall2 +Loaded texture water +Loaded texture water2 +Loaded texture gameover +Loaded texture shadow +Loaded texture lasersmoke +Loaded texture lasersmoke_big +Loaded texture spreadshotsmoke +Loaded texture powerlinesmoke +Loaded texture lavaflare +Loaded texture blitzstrahl1 +Loaded texture blitzstrahl2 +Loaded texture blitzstrahl3 +Loaded texture blitzstrahl4 +Loaded texture blitzflash1 +Loaded texture blitzflash2 +Loaded texture blitzflash3 +Loaded texture blitzflash4 +Loaded texture blitztexture +Loaded texture schussflamme +Loaded texture schussflamme2 +Loaded texture schussflamme3 +Loaded texture schussflammeflare +Loaded texture diamant +Loaded texture skeletor_shot +Loaded texture spreadshot +Loaded texture spreadshot2 +Loaded texture spreadshot_big +Loaded texture spreadshot_big2 +Loaded texture bounce1 +Loaded texture bounce2 +Loaded texture bounce3 +Loaded texture bounce_big1 +Loaded texture bounce_big2 +Loaded texture bounce_big3 +Loaded texture laser +Loaded texture laser2 +Loaded texture laserbig +Loaded texture laserbig2 +Loaded texture walker-laser +Loaded texture canonball +Loaded texture powerline +Loaded texture suchschuss +Loaded texture suchschuss2 +Loaded texture golemschuss +Loaded texture golemschuss +Loaded texture spiderslow +Loaded texture fetterspinnenlaser +Loaded texture spidershot +Loaded texture spidershot2 +Loaded texture bombe_small +Loaded texture bombe_big +Loaded texture flamme +Loaded texture flame +Loaded texture fireball +Loaded texture fireball_big +Loaded texture fireball_big +Loaded texture rotzshot +Loaded texture flame +Loaded texture flame +Loaded texture flame +Loaded texture flame +Loaded texture krabblerlaser1 +Loaded texture krabblerlaser2 +Loaded texture krabblerlaser2 +Loaded texture pharaolaser +Loaded texture grenade +Loaded texture rocket +Loaded texture rocket +Loaded texture rocketwerfer +Loaded texture torpedo +Loaded texture evilshot +Loaded texture evilshot2 +Loaded texture evilblitz +Loaded texture blitzbeam +Loaded texture ufolaser +Loaded texture stelzlaser +Loaded texture pflanzeschuss +Loaded texture bratklopsshot +Loaded texture dronebullet +Loaded texture schleimshot +Loaded texture lafass_fall +Loaded texture evilblitz2 +Loaded texture flugkanonelaser +Loaded texture eiszapfenshot +Loaded texture arcshot +Loaded texture snowbomb +Loaded texture snowbombsmall +Loaded texture fettespinneshot +Loaded texture fettespinneshot2 +Loaded texture eierbombe +Loaded texture evilround +Loaded texture druckwelle +Loaded texture shieldspawner +Loaded texture blauebombe +Loaded texture skeletor_granate +Loaded texture elektropampe +Loaded texture spidershot2 +Loaded texture hud +Loaded texture hudblitz +Loaded texture hudbomb +Loaded texture hudsupershot +Loaded texture hudautofire +Loaded texture hudenergy +Loaded texture hudrad +Loaded texture hudfontbig +Loaded texture hudselected +Loaded texture hudbalken +Loaded texture hudbalken_full +Loaded texture hudarrow +Loaded texture bosshud +Loaded texture bossbar +Loaded song file ./data/music/credits.it +Loaded song file ./data/music/stageclear.it +Loaded song file ./data/music/gameover.it +Loaded song file ./data/music/highscore.it +Loaded texture console + +>--------------------< +| GameExit started | +>--------------------< + +-> Fonts released +-> Head menu released +-> Shutting down Sound Manager +-> Sound system released +-> Texture system released +-> SDL/OpenGL input shutdown successfully completed ! +-> SDL/OpenGL shutdown successfully completed ! + +-> Hurrican closed ! + +http://www.poke53280.de +Bugreports, questions etc : information@poke53280.de + +-> logfile end diff --git a/21_Indie Games/45_Hurrican/Hurrican.sh b/21_Indie Games/45_Hurrican/Hurrican.sh new file mode 100755 index 0000000..6bf85c4 --- /dev/null +++ b/21_Indie Games/45_Hurrican/Hurrican.sh @@ -0,0 +1,3 @@ +#!/bin/bash + +./hurrican -L diff --git a/21_Indie Games/45_Hurrican/Logdatei.txt b/21_Indie Games/45_Hurrican/Logdatei.txt new file mode 100644 index 0000000..9316a27 --- /dev/null +++ b/21_Indie Games/45_Hurrican/Logdatei.txt @@ -0,0 +1,200 @@ + +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei EndeBitmap laden : D:\Projects\Poke53280\Hurrican\Code\Hurrican\data/static_blue.bmp erfolgreich ! +Bitmap laden : D:\Projects\Poke53280\Hurrican\Code\Hurrican\data/clouds1.bmp erfolgreich ! +Bitmap laden : D:\Projects\Poke53280\Hurrican\Code\Hurrican\data/back_cave.png erfolgreich ! +Bitmap laden : D:\Projects\Poke53280\Hurrican\Code\Hurrican\data/front_cave.png erfolgreich ! + +>--------------------< +| GameExit gestartet | +>--------------------< + +-> Direct3D erfolgreich beendet ! +-> DirectInput8 erfolgreich beendet ! + +-> GameExit erfolgreich beendet ! + +http://www.poke53280.de +Bugreports, Fragen etc : Eiswuxe@Poke53280.de + +-> Logdatei Ende \ No newline at end of file diff --git a/21_Indie Games/45_Hurrican/Resource.aps b/21_Indie Games/45_Hurrican/Resource.aps new file mode 100644 index 0000000..c33a420 Binary files /dev/null and b/21_Indie Games/45_Hurrican/Resource.aps differ diff --git a/21_Indie Games/45_Hurrican/Resource.rc b/21_Indie Games/45_Hurrican/Resource.rc new file mode 100644 index 0000000..48c0408 --- /dev/null +++ b/21_Indie Games/45_Hurrican/Resource.rc @@ -0,0 +1,125 @@ +//Microsoft Developer Studio generated resource script. +// +#include "resource.h" + +#define APSTUDIO_READONLY_SYMBOLS +///////////////////////////////////////////////////////////////////////////// +// +// Generated from the TEXTINCLUDE 2 resource. +// +#include "afxres.h" + +///////////////////////////////////////////////////////////////////////////// +#undef APSTUDIO_READONLY_SYMBOLS + +///////////////////////////////////////////////////////////////////////////// +// Deutsch (Deutschland) resources + +#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_DEU) +#ifdef _WIN32 +LANGUAGE LANG_GERMAN, SUBLANG_GERMAN +#pragma code_page(1252) +#endif //_WIN32 + +#ifdef APSTUDIO_INVOKED +///////////////////////////////////////////////////////////////////////////// +// +// TEXTINCLUDE +// + +1 TEXTINCLUDE DISCARDABLE +BEGIN + "resource.h\0" +END + +2 TEXTINCLUDE DISCARDABLE +BEGIN + "#include ""afxres.h""\r\n" + "\0" +END + +3 TEXTINCLUDE DISCARDABLE +BEGIN + "\r\n" + "\0" +END + +#endif // APSTUDIO_INVOKED + + +#ifndef _MAC +///////////////////////////////////////////////////////////////////////////// +// +// Version +// + +VS_VERSION_INFO VERSIONINFO + FILEVERSION 1,0,0,4 + PRODUCTVERSION 1,0,0,4 + FILEFLAGSMASK 0x3fL +#ifdef _DEBUG + FILEFLAGS 0x1L +#else + FILEFLAGS 0x0L +#endif + FILEOS 0x40004L + FILETYPE 0x1L + FILESUBTYPE 0x0L +BEGIN + BLOCK "StringFileInfo" + BEGIN + BLOCK "040704b0" + BEGIN + VALUE "Comments", "\0" + VALUE "CompanyName", "Poke53280\0" + VALUE "FileDescription", "Hurrican\0" + VALUE "FileVersion", "1, 0, 0, 4\0" + VALUE "InternalName", "Hurrican\0" + VALUE "LegalCopyright", "Copyright © 2007\0" + VALUE "LegalTrademarks", "\0" + VALUE "OriginalFilename", "Hurrican.exe\0" + VALUE "PrivateBuild", "\0" + VALUE "ProductName", "Hurrican\0" + VALUE "ProductVersion", "1, 0, 0, 4\0" + VALUE "SpecialBuild", "\0" + END + END + BLOCK "VarFileInfo" + BEGIN + VALUE "Translation", 0x407, 1200 + END +END + +#endif // !_MAC + + +///////////////////////////////////////////////////////////////////////////// +// +// Bitmap +// + +IDB_SPLASHSCREEN BITMAP DISCARDABLE "splashscreen.bmp" + +///////////////////////////////////////////////////////////////////////////// +// +// Icon +// + +// Icon with lowest ID value placed first to ensure application icon +// remains consistent on all systems. +IDI_ICON1 ICON DISCARDABLE "Hurrican.ico" +#endif // Deutsch (Deutschland) resources +///////////////////////////////////////////////////////////////////////////// + + + +#ifndef APSTUDIO_INVOKED +///////////////////////////////////////////////////////////////////////////// +// +// Generated from the TEXTINCLUDE 3 resource. +// + + +///////////////////////////////////////////////////////////////////////////// +#endif // not APSTUDIO_INVOKED + diff --git a/21_Indie Games/45_Hurrican/data/levels/cave.map b/21_Indie Games/45_Hurrican/data/levels/cave.map new file mode 100644 index 0000000..ba61cac Binary files /dev/null and b/21_Indie Games/45_Hurrican/data/levels/cave.map differ diff --git a/21_Indie Games/45_Hurrican/data/levels/eis.map b/21_Indie Games/45_Hurrican/data/levels/eis.map new file mode 100644 index 0000000..c563eca Binary files /dev/null and b/21_Indie Games/45_Hurrican/data/levels/eis.map differ diff --git a/21_Indie Games/45_Hurrican/data/levels/elevator.map b/21_Indie Games/45_Hurrican/data/levels/elevator.map new file mode 100644 index 0000000..20040ec 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b/21_Indie Games/45_Hurrican/data/shaders/100/shader_color.vert new file mode 100644 index 0000000..7727f68 --- /dev/null +++ b/21_Indie Games/45_Hurrican/data/shaders/100/shader_color.vert @@ -0,0 +1,15 @@ +/* Input */ +uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix */ +attribute vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */ +attribute vec4 a_Color; /* Per-vertex color information */ +/* Output */ +varying vec4 v_Color; /* This will be passed into the fragment shader. */ + +void main() +{ + /* Send the color to the fragment shader (swizzle the color components to from argb to rgba) */ + v_Color = a_Color.bgra; + /* gl_Position is a special variable used to store the final position. */ + /* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */ + gl_Position = u_MVPMatrix * vec4(a_Position, 0.0, 1.0); /* DKS: Note I changed a_Position from 3D to 2D */ +} diff --git a/21_Indie Games/45_Hurrican/data/shaders/100/shader_etc1_texture.frag b/21_Indie Games/45_Hurrican/data/shaders/100/shader_etc1_texture.frag new file mode 100644 index 0000000..7cd8a90 --- /dev/null +++ b/21_Indie Games/45_Hurrican/data/shaders/100/shader_etc1_texture.frag @@ -0,0 +1,11 @@ +/* Input */ +varying vec4 v_Color; +varying vec2 v_Texcoord0; +uniform sampler2D u_Texture0; +uniform sampler2D u_Texture1; + +void main() +{ + /* Sample the current texture */ + gl_FragColor = vec4(texture2D( u_Texture0, v_Texcoord0 ).rgb, texture2D( u_Texture1, v_Texcoord0 ).r) * v_Color; +} diff --git a/21_Indie Games/45_Hurrican/data/shaders/100/shader_texture.frag b/21_Indie Games/45_Hurrican/data/shaders/100/shader_texture.frag new file mode 100644 index 0000000..8e6b30f --- /dev/null +++ b/21_Indie Games/45_Hurrican/data/shaders/100/shader_texture.frag @@ -0,0 +1,11 @@ +/* Input */ +varying vec4 v_Color; +varying vec2 v_Texcoord0; +uniform sampler2D u_Texture0; + +void main() +{ + /* Sample the current texture */ + gl_FragColor = texture2D( u_Texture0, v_Texcoord0 ) * v_Color; +} + diff --git a/21_Indie Games/45_Hurrican/data/shaders/100/shader_texture.vert b/21_Indie Games/45_Hurrican/data/shaders/100/shader_texture.vert new file mode 100644 index 0000000..cd73b6e --- /dev/null +++ b/21_Indie Games/45_Hurrican/data/shaders/100/shader_texture.vert @@ -0,0 +1,19 @@ +/* Input */ +uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix. */ +attribute vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */ +attribute vec4 a_Color; /* Per-vertex color information */ +attribute vec2 a_Texcoord0; /* Per-vertex texcoord information */ +/* Output */ +varying vec4 v_Color; /* This will be passed into the fragment shader. */ +varying vec2 v_Texcoord0; + +void main() +{ + /* Send the color to the fragment shader (swizzle the color components to rgba) */ + v_Color = a_Color.bgra; + /* Send the texcoords to the fragment shader */ + v_Texcoord0 = a_Texcoord0; + /* gl_Position is a special variable used to store the final position. */ + /* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */ + gl_Position = u_MVPMatrix * vec4(a_Position, 0.0, 1.0); /* DKS: Note I changed a_Position from 3D to 2D */ +} diff --git a/21_Indie Games/45_Hurrican/data/shaders/320/shader_color.frag b/21_Indie Games/45_Hurrican/data/shaders/320/shader_color.frag new file mode 100644 index 0000000..7173831 --- /dev/null +++ b/21_Indie Games/45_Hurrican/data/shaders/320/shader_color.frag @@ -0,0 +1,10 @@ +/* Input */ +in vec4 v_Color; +/* Output */ +out vec4 v_FragColor; + +void main() +{ + /* Use the current color */ + v_FragColor = v_Color; +} diff --git a/21_Indie Games/45_Hurrican/data/shaders/320/shader_color.vert b/21_Indie Games/45_Hurrican/data/shaders/320/shader_color.vert new file mode 100644 index 0000000..99efe2c --- /dev/null +++ b/21_Indie Games/45_Hurrican/data/shaders/320/shader_color.vert @@ -0,0 +1,15 @@ +/* Input */ +uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix */ +in vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */ +in vec4 a_Color; /* Per-vertex color information */ +/* Output */ +out vec4 v_Color; /* This will be passed into the fragment shader. */ + +void main() +{ + /* Send the color to the fragment shader (swizzle the color components to from argb to rgba) */ + v_Color = a_Color.bgra; + /* gl_Position is a special variable used to store the final position. */ + /* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */ + gl_Position = u_MVPMatrix * vec4(a_Position, 0.0, 1.0); /* DKS: Note I changed a_Position from 3D to 2D */ +} diff --git a/21_Indie Games/45_Hurrican/data/shaders/320/shader_etc1_texture.frag b/21_Indie Games/45_Hurrican/data/shaders/320/shader_etc1_texture.frag new file mode 100644 index 0000000..32d0d06 --- /dev/null +++ b/21_Indie Games/45_Hurrican/data/shaders/320/shader_etc1_texture.frag @@ -0,0 +1,13 @@ +/* Input */ +in vec4 v_Color; +in vec2 v_Texcoord0; +uniform sampler2D u_Texture0; +uniform sampler2D u_Texture1; +/* Output */ +out vec4 v_FragColor; + +void main() +{ + /* Sample the current texture */ + v_FragColor = vec4(texture( u_Texture0, v_Texcoord0 ).rgb, texture( u_Texture1, v_Texcoord0 ).r) * v_Color; +} diff --git a/21_Indie Games/45_Hurrican/data/shaders/320/shader_texture.frag b/21_Indie Games/45_Hurrican/data/shaders/320/shader_texture.frag new file mode 100644 index 0000000..dbcbb29 --- /dev/null +++ b/21_Indie Games/45_Hurrican/data/shaders/320/shader_texture.frag @@ -0,0 +1,12 @@ +/* Input */ +in vec4 v_Color; +in vec2 v_Texcoord0; +uniform sampler2D u_Texture0; +/* Output */ +out vec4 v_FragColor; + +void main() +{ + /* Sample the current texture */ + v_FragColor = texture( u_Texture0, v_Texcoord0 ) * v_Color; +} diff --git a/21_Indie Games/45_Hurrican/data/shaders/320/shader_texture.vert b/21_Indie Games/45_Hurrican/data/shaders/320/shader_texture.vert new file mode 100644 index 0000000..5cc17b7 --- /dev/null +++ b/21_Indie Games/45_Hurrican/data/shaders/320/shader_texture.vert @@ -0,0 +1,19 @@ +/* Input */ +uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix. */ +in vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */ +in vec4 a_Color; /* Per-vertex color information */ +in vec2 a_Texcoord0; /* Per-vertex texcoord information */ +/* Output */ +out vec4 v_Color; /* This will be passed into the fragment shader. */ +out vec2 v_Texcoord0; + +void main() +{ + /* Send the color to the fragment shader (swizzle the color components to rgba) */ + v_Color = a_Color.bgra; + /* Send the texcoords to the fragment shader */ + v_Texcoord0 = a_Texcoord0; + /* gl_Position is a special variable used to store the final position. */ + /* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */ + gl_Position = u_MVPMatrix * vec4(a_Position, 0.0f, 1.0f); /* DKS: Note I changed a_Position from 3D to 2D */ +} diff --git a/21_Indie Games/45_Hurrican/data/textures/Zitronestiel.png b/21_Indie Games/45_Hurrican/data/textures/Zitronestiel.png new file mode 100644 index 0000000..684d5b9 Binary files /dev/null and b/21_Indie Games/45_Hurrican/data/textures/Zitronestiel.png differ diff --git a/21_Indie Games/45_Hurrican/data/textures/alienexplosion.png b/21_Indie Games/45_Hurrican/data/textures/alienexplosion.png new file mode 100644 index 0000000..687811d Binary files /dev/null and b/21_Indie Games/45_Hurrican/data/textures/alienexplosion.png differ diff --git a/21_Indie Games/45_Hurrican/data/textures/arcshot.png b/21_Indie Games/45_Hurrican/data/textures/arcshot.png new file mode 100644 index 0000000..50d4d10 Binary 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../$f -format "%[fx:2^(ceil(log(h)/log(2)))]" info:` + if test $P2W -lt 32; then + P2W=32 + fi + if test $P2H -lt 32; then + P2H=32 + fi + + # Calculate the ratio size increase + FACTOR_W=$(echo "scale=3; $W/$P2W" | bc -l ) + FACTOR_H=$(echo "scale=3; $H/$P2H" | bc -l ) + + # Remove the file extentsion + FILENAME=${f%.*} + + # Display and write the results to file + echo Width ${FILENAME} ${FACTOR_W} ${W} ${P2W} + echo Height ${FILENAME} ${FACTOR_H} ${H} ${P2W} + echo ${FILENAME} ${FACTOR_W} ${FACTOR_H} >> scalefactors.txt +} + +rm scalefactors.txt +rm -rf tc2 +rm -rf tc4 +#rm -rf XRGB1555 +rm -rf ../png32 + +mkdir tc2 +mkdir tc4 +#mkdir XRGB1555 +mkdir ../png32 + +cd .. + +for f in *.png +do + cd pvr + echo "Processing $f file..." + + powerof2 + + convert ../$f -background transparent -extent ${P2W}x${P2H} PNG32:../png32/$f.png + + ./PVRTexTool -fPVRTC2 -i../png32/$f.png -o tc2/$f.pvr + ./PVRTexTool -fPVRTC4 -i../png32/$f.png -o tc4/$f.pvr +# ./PVRTexTool -f1555 -i../png32/$f.png -o 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Games/45_Hurrican/data/textures/water2.png differ diff --git a/21_Indie Games/45_Hurrican/data/textures/zitrone.png b/21_Indie Games/45_Hurrican/data/textures/zitrone.png new file mode 100644 index 0000000..4b7e8ee Binary files /dev/null and b/21_Indie Games/45_Hurrican/data/textures/zitrone.png differ diff --git a/21_Indie Games/45_Hurrican/english.lng b/21_Indie Games/45_Hurrican/english.lng new file mode 100644 index 0000000..1de6bb9 --- /dev/null +++ b/21_Indie Games/45_Hurrican/english.lng @@ -0,0 +1,260 @@ +-------------------------------- +> Hurrican Language File < +> - english - < +> Poke53280 28.04.2007 < +> edited by < +> Major Roy Fokker 23.07.2007 < +> < +> http://www.poke53280.de < +-------------------------------- +//---------- Starter ----------// +Fullscreen +Standard +Start game +Quit +Abort +Language +Check for updates +A new version is available. Do you want to visit the Hurrican website now? +No new version available. +Available levels on the server +Download current level list from server +Choose levelpack +Download selection +//---------- Miscellaneous ----------// +0 +Loading language file +Loading bitmap : +Loading wave : +Loading module : + ... OK +Loading leveldata for \n +//---------- Tutorial Texts ----------// +Welcome to the Hurrican tutorial level. Here you'll learn the basic controls. You can move left and right by pressing KEY_LEFT or KEY_RIGHT. You can crouch by pressing KEY_CROUCH. Now look around a bit. There are more hints like this in this level. +Press KEY_JUMP to jump. The longer you hold the key pressed, the higher you can jump. You can change direction while jumping by pressing KEY_LEFT or KEY_RIGHT. +You can look around by pressing KEY_UP and KEY_DOWN. This helps you find hidden items. For an example, look at the ceiling above you... +These diamonds are scattered around the levels. You'll get points for collecting them. In addition, for every 50 diamonds collected you'll get your time refilled. +Press KEY_SHOOT to fire and hold it down for a slow auto-fire. Pressing the key repeatedly makes you fire faster than the normal autofire. +Now look at the wall to your right. It doesn't look that solid. Try to destroy it by shooting it with your gun. +Very good. There are a number of places where you can destroy the walls. Though usually, you will only find secret areas hidden behind them. +Now for some aiming practice. You can aim up by pressing KEY_UP. By combining this with KEY_LEFT or KEY_RIGHT you can fire diagonally, too. Now try to shoot the platform above you to make the diamonds fall. +Now it's getting exciting... Down there you will meet the first enemies or, let's say, the first flying powerup containers. +-leer- +Very good. Collect all of the powerups now. +This effect is the indicator that your weapon was powered up. The color of the effect shows which weapon was strengthened. Red is the spreadshot, blue is the laser, and green is the bounce. The bars (at the arrow) show you the current weapon level. +And now for the first real enemies - the walkers. One special thing about them is that you can jump on top of them to flatten them. +The way is blocked again, but this time the destroyable wall is BELOW you. Hold down KEY_BLITZ and rotate the lightning with KEY_LEFT and KEY_RIGHT to destroy the wall. +Very good. By the way, the lightning can destroy enemies too. Unfortunately, it's a bit short... But don't worry - it's still effective if used skillfully. :) Also, to the right there are some powerups that will remedy this. +The lightning is longer now. Try it! And the best part is - it can get even longer. The bar beside the lightning symbol in the HUD shows the current level. When you lose a life, you will lose one level of the lightning, too. +Extras are not only found in the flying containers. They can also be located in powerup blocks which only appear after they are hit for the first time. Try shooting around here until you find one (rotate the lightning to make it a bit easier)... +There's the block. Now shoot it repeatedly until it is empty and collect all of the items. +Those were the so called "powerlines", a special weapon. The number of powerlines can be seen in the HUD (look at the arrow). Go a bit to the right to get information on how to use them and to see them in action. +Stand in the middle of the bridge and press KEY_POWERLINE to activate a powerline. +Woosh! Small enemies get wiped out and bigger ones are also damaged by this weapon. Now collect the emerging powerups. +These powerups are grenades. They go BOOM. Sounds funny, but it's true. :) Again, on the right you'll learn how to use these items. +Watch out, there are two nests that can take a lot of damage! Press KEY_GRANATE to fire a grenade. Grenades damage all enemies that are situated near the explosion. For the second nest, you'll need to stand below it and fire upwards. +Seems like a dead end again. Crouch (KEY_CROUCH) and activate the powerline simultaneously (KEY_POWERLINE). You will change into the razor wheel. At the end of the tunnel, simply press the jump key (KEY_JUMP) to stand up again. +As you might have noticed, the blue wheel gauge (look at the arrow) will empty out as you spin around. But you can fill it up again with powerups. Plus, it will charge up slowly by itself. +That was the wheel powerup. While you are in wheel mode, you are invulnerable and will damage enemies. And as if this wasn't enough, you can even place bombs by pressing KEY_SHOOT. Try it on the nests to the right. +Wow, you are some killing machine right now! But your arsenal is not complete yet. More weapons are still to come... +By the way, these arrows show you the direction that you must go if you want to reach the exit. +A wall again? We could use the lightning... But wait! Stand close to the wall and press KEY_SHOCKWAVE ... +Wow, that shockwave destroyed the whole wall, killed the walker and even emptied a powerblock. But you can only carry one of these smartbombs at a time and must restock it with the corresponding powerup after you have used it. If the symbol in the HUD glows (look at the arrow), the smartbomb is ready to use. +One more aiming exercise... Hold down KEY_SHOOT and KEY_BLITZ simultaneously to charge your beam weapon. While charging, you can change the aiming direction with KEY_LEFT and KEY_RIGHT. Release the keys to fire the beam. The longer you charge the beam, the bigger the shot will be. Go in the middle and try to shoot the diamonds above you with the beam. +The longer your lightning is, the faster the beam will charge. One more lesson - to the left you will learn about your two other primary weapon options besides the spread shot. +Those were bounce shot extras. As you can see, powerups can even lie around like this. This shot can divide into two or more shots according to your current weapon level. Very useful in close tunnels or corridors like this one here. +The last weapon for today is the laser. Collect the powerups and test it. Its special feature is that each one of its projectiles can slice through multiple enemies and destroy them all. You can cycle through your weapons with KEY_WAFFE_CYCLE. Try it some now. +This is the end of the tutorial. In the game you will learn about additional powerups and other items. Just remember - experiment awhile with everything to learn how to use it. This tutorial was a bit easier than the normal levels - the nests did not spawn enemies and you were invulnerable. But now you should be prepared for combat. Good luck! +36 +37 +38 +39 +//---------- Konsolen Text ----------// +Hurrican + +(c) 2007 +Poke53280 +www.poke53280.de + +Enter "help" to get info about console commands + + +//---------- Summary Box ----------// +Summary +Secrets +Cheat unlocked: +- Press any key - +//---------- Main Menu ----------// +LOADING +SAVE GAME +START GAME +BACK TO GAME +PREFERENCES +HIGHSCORES +CREDITS +QUIT +PLAY TUTORIAL +START NEW GAME +CONTINUE SAVED GAME +EASY +NORMAL +HARD +HURRICAN +cursor: select - enter: choose - ESC: back +RANK +NAME +SCORE +STAGE +SKILL +VOLUME +SOUND +MUSIC +CONFIGURE CONTROLS +CHOOSE LANGUAGE +MODE: +FORCE FEEDBACK +SENSITIVITY +Joypad +Joystick +UNBELIEVABLE +NEW HIGHSCORE ON RANK +ENTER YOUR NAME +CONTINUE +Back +walk left +walk right +crouch +look up +look down +jump +shoot +activate lightning +powerline +grenade +shockwave +cycle weapons +walk +look +X/Y Axis +d-pad +-press new key- +-press new button- +DETAILS: LOW +DETAILS: MEDIUM +DETAILS: HIGH +DETAILS: MAXIMUM +ONE PLAYER +TWO PLAYER +Player one +Player two +type +mode +Sensitivity +keyboard +not defined +stage +player +date +- no entry - +SECRET +left +right +up +down +button +//---------- Hints ----------// +If you collect all diamonds in a level, you will unlock a cheatcode. +When you lose a life, the level of the current weapon will decrease. +Touching an enemy while in wheel mode makes your wheel energy decrease faster. +Your wheel energy recharges faster while you are standing still. +IF you press jump while you are in wheel mode and in the air, you will perform the wheel jump. +Collecting 50 diamonds will replenish the timer. +You cannot carry more than 9 grenades and 9 powerlines. +Some secrets are hidden behind destroyable walls. +There are counterfeit walls behind which you can find secrets. +If you roll over an exploding bomb while in wheel mode, you will be propelled upwards a bit. +If a fish bites onto you, jump onto land to make it let go. +Steam and smoke will increase the height of your jumps some. +Some bosses are very difficult to defeat using only pure firepower. +The fire from the wall flamethrowers can hurt enemies too. +The shield emitter will damage all enemies it touches. +Some enemies are better avoided than destroyed. +Grenades deliver damage to every enemy around the explosion. +Powerlines are best at finding hidden powerup blocks. +The damage of a single bounce shot will decrease everytime the shot bounces off a wall. +If you press the shoot key repeatedly, you can fire faster than with normal auto-fire. +You can jump on top of the powerblocks to reach higher areas. +You can save your game after each level. +The longer your lightning is, the faster the beam weapon will charge. +When you lose a life, the explosion acts like a grenade. +The laser weapon can cleave through multiple enemies. +The primary weapons spreadshot, laser, and bounce can be upgraded up to level 8. +You can save your game after each level. +You can alter the detail level of the special effects in the options menu. +Some enemies can only be hurt while in specific states. +Poke53280 will NEVER ask for your email address or your password... +//---------- Pissen ----------// +Damn it, I need to go somewhere... +Argh! I can't hold it anymore! +Why doesn't this tin bucket have a piss-flap??? +Who the hell designed this thing? +Why didn't anyone consider such a situation? +It's so typical... +They didn't test this thing properly... +Damn, it's getting pretty awkward now! +When I'm back on Earth... +.. I am going to complain about this! +That's impossible. +This assault suit has all the technical bells and whistles... +But they forgot the most important thing. +What can I do now? +Come on, keep playing! +Grmblfxt... I'm going crazy. +I must hold it... +.. until the game is finished! +//---------- Intro Screen 1 ----------// +2138, somewhere in space... +The "dreadnought" is returning from a successful mission. +Next stop of the vessel is Earth. +Suddenly, its crew receives a distress call from the Blue Planet. +"Earth is under attack! All available units prepare to defend!" +"Rockets of unknown origin have struck the planet's surface!" +Seconds later, the origin of the deadly missiles is determined. +They are from the planet Takatis. +The men can't believe their eyes as they glare at the hologram in the briefing room. +No one other than Dr. Geng X himself started the assault. +Years ago, news of his demise spread across the galaxy, but now he has returned. +Without hesitation the "dreadnought" sets course towards the unexplored planet. +After a short flight, the ship reaches its destination. +The alien planet glows with a deceptive beauty. +The crew initiates the landing process. +Scanners show an Earth-like atmosphere. +Suddenly, numerous cannons on the planet surface open fire. +The shield-system fails and huge projectiles rip through the ship's hull. +Helpless, the troopers plunge towards the planet's surface. +As they enter its atmosphere, their ship begins to break apart. +Seconds after the impact. +Most of the crew does not survive the emergency landing of the "dreadnought". +Only one trooper is still alive. Slowly he gets up and makes his way to the outside. +Only two troopers are still alive. Slowly they get up and make their way to the outside. +Determined to find Dr. Geng X and free the world from his evil presence. +//---------- Outtro ----------// +The unimaginable has been achieved! +After a protracted battle, Dr. Geng X was defeated. +Whatever is left of him lies hidden under the smoking wreckage +of his ruined stronghold. All of his sinister creations lie buried here with him, +down in the everlasting darkness. +Peace was restored to the universe again, but no one knows +how long this peace will last... +The future is yet to be written. + + + +//---------- Warpzone ----------// +And now, for the stalwart ones of you, a small hint: +Take a close look at the tutorial level +to find the secret plumber entrance... +Have a BLAST with the wheel right at the beginning... +Stay close to the left and don't forget - plumbers are into pipes ;) + +//--- ENDE ---// \ No newline at end of file diff --git a/21_Indie Games/45_Hurrican/hurrican b/21_Indie Games/45_Hurrican/hurrican new file mode 100755 index 0000000..f5ad99b Binary files /dev/null and b/21_Indie Games/45_Hurrican/hurrican differ diff --git a/21_Indie Games/45_Hurrican/lang/deutsch.lng b/21_Indie Games/45_Hurrican/lang/deutsch.lng new file mode 100644 index 0000000..496dc3a --- /dev/null +++ b/21_Indie Games/45_Hurrican/lang/deutsch.lng @@ -0,0 +1,260 @@ +-------------------------------- +> Hurrican Sprach File < +> < +> - deutsch - < +> Poke53280 < +> 24.04.2007 < +> < +> http://www.poke53280.de < +-------------------------------- +//---------- Starter ----------// +Vollbild +Standard +Spiel starten +Beenden +Abbrechen +Sprache +Auf Update prüfen +Eine neue Version ist verfügbar. Wollen Sie jetzt die Hurrican Webseite öffnen? +Es ist keine neue Version verfügbar. +Verfügbare Levels auf dem Server +Aktuelle Levelliste vom Server laden +Levelpack wählen +Auswahl herunterladen +//---------- Miscellaneous ----------// +0 +benutztes Sprach File +Lade Bitmap : +Lade Wave : +Lade Module : + ... OK +Lade Leveldaten für\n +//---------- Tutorial Texts ----------// +Willkommen zum Hurrican Tutorial-Level. Hier wird dir die grundlegende Steuerung beigebracht. Über KEY_LEFT und KEY_RIGHT kannst du dich nach rechts und nach links bewegen. Auf die Taste KEY_CROUCH duckst du dich. Sieh dich jetzt einmal genau um, es gibt noch mehr solcher Hinweise. +Drücke zum Springen KEY_JUMP. Je länger du gedrückt hältst, desto höher kannst du springen. Dabei kannst du in der Luft die Richtung ändern, wenn du dementsprechenden KEY_LEFT oder KEY_RIGHT drückst. +Mit KEY_UP und KEY_DOWN kannst du dich im Level umsehen. So lassen sich einige versteckte Items finden. Sieh hier zum Beispiel mal in Richtung Decke... +Diese Diamanten liegen in den Levels verstreut. Für das Sammeln erhältst du Punkte. Zudem bekommst du für 50 gesammelte Diamanten deine Zeit wieder aufgefrischt. +Drücke KEY_SHOOT, um einen Schuß abzugeben und halte die Taste gedrückt für langsames Dauerfeuer. Durch schnelles, aufeinanderfolgendes Drücken kannst Du aber schneller schießen als mit dem Dauerfeuer. +Sieh dir die Wand rechts einmal genau an. Sieht nicht gerade sehr stabil aus. Versuche sie mit deinem Schuß zu zerstören. +Sehr gut. Es gibt immer wieder Stellen, an denen man Wände zerschießen kann, um weiterzukommen. Meist verbergen sich dahinter allerdings nur Extras. +Kommen wir nun zur Zielübung. Mit KEY_UP kannst du nach oben zielen. Durch Kombination mit KEY_LEFT oder KEY_RIGHT kannst du auch schräg zielen. Versuch jetzt, die Diamanten über dir freizuschießen. +Jetzt wird's spannend... Dort unten triffst du auf die ersten Gegner oder besser gesagt, auf die ersten fliegenden PowerUps. +-leer- +Sehr gut. Sammel jetzt alle Extras auf. +Dieser Effekt eben war das Zeichen dafür, dass sich deine Waffe aufgepowert hat. Welche das war, erkennst du an der Farbe der Energiekugeln. Rot steht für den Streuschuß. Die Striche (siehe Pfeil) geben dir die aktuelle Stufe deiner Waffen an. +Nun kommen wir zu den ersten gefährlicheren Gegnern, die Walker. Eine Eigenheit der Walker ist es, dass man ihnen auch auf den Kopf springen kann, um sie zu besiegen. +Wieder kein Weiterkommen, und diesmal ist die brüchige Wand UNTER uns... Halte KEY_BLITZ gedrückt und lenke deinen Blitz mit KEY_LEFT und KEY_RIGHT um dich herum. +Sehr gut. Der Blitz eignet sich übrigens auch zum Zerstören von Gegnern. Leider ist er ein wenig kurz geraten... Mach' dir nix draus, auf die Technik kommt es an :) Aber das lässt sich ändern. Rechts gibt es noch ein paar PowerUps. +Dein Blitz ist jetzt länger geworden! Probier es aus! Und das beste ist, er lässt sich noch weiter aufpowern. Der Balken neben dem Blitz-Symbol im HUD gibt die aktuelle Stufe an. Verlierst du ein Leben, verlierst du aber auch wieder eine Stufe des Blitzes! +Extras gibt es nicht nur in den fliegenden Extra-Containern. Es gibt auch versteckte PowerUp Steine, die erst sichtbar werden, wenn sie angeschossen werden. Schieß' hier ein wenig in die Luft, bis du einen findest. (Am besten mit dem Blitz)... +Das ist er. Nun heißt es, kräftig darauf schießen, bis er leer ist, und alles schön aufsammeln. +Das eben waren die sogenannten PowerLines, eine Spezial Waffe. Die Zahl der verfügbaren PowerLines siehst du im HUD (siehe Pfeil). Ein Stück weiter rechts kannst du sie gleich einsetzen. Wie, das wird dir dort erklärt ;) +Stell' dich genau in die Mitte der Brücke und drücke dann auf KEY_POWERLINE, um die Powerline zu aktivieren. +Woosh! Kleinere Gegner werden hiervon direkt weggefegt, größere tragen auch ganz schön Schaden davon. Sammle nun die aufsteigenden Extras ein. +Diese Extras waren Granaten. Die machen ganz schön Bumm. Klingt komisch, ist aber so. Wie zuvor gibt es weiter Rechts gleich die Praxis samt Erklärung. +Achtung, da rechts liegen zwei Wespennester, die ganz schön was aushalten! Drücke KEY_GRANATE, um eine Granate abzufeuern. Sie beschädigt alles in ihrem näheren Umkreis. Für das zweite Nest musst du von unten dagegen schiessen. +Hmm, scheinbar ein weiteres mal kein Weiterkommen. Duck' dich (KEY_CROUCH) und aktiviere gleichzeitig eine Powerline (KEY_POWERLINE). Damit verwandelst du dich in das Stachelrad. Am anderen Ende des Tunnels drückst du einfach die Sprungtaste, um wieder aufzustehen. +Wie du vielleicht gesehen hast, nimmt der blaue Kreis (siehe Pfeil) im HUD ab, solange du dich im Rad-Modus befindest. Er ist allerdings mit Powerups wieder aufzufüllen. Zudem lädt er sich mit der Zeit von alleine auf. +Richtig, das eben war das Rad-PowerUp. Als Rad bist du unverwundbar, und fügst zudem deinen Gegnern Schaden zu. Und um noch einen obendrauf zu setzen kannst du mit KEY_SHOOT auch noch Bombenlegen. Versuch es gleich an den Nestern weiter rechts. +Wow, du wirst ja langsam zu 'ner echten Killer-Maschine. Aber das Waffenrepertoire ist noch lange nicht ausgeschöpft. Zu den ganz speziellen Sachen kommen wir jetzt erst... +Diese Pfeile hier übrigens zeigen dir an bestimmten Stellen, in welche Richtung du gehen musst, um ins nächste Level zu gelangen. +Was, schon wieder so eine Mauer? Könnte man ja den Blitz verwenden... Aber nicht so voreilig. Stell dich ganz vor die Mauer und drücke KEY_SHOCKWAVE ... +Wow, die Schockwelle hat die ganze Wand weggesprengt, den Walker plattgemacht, und nebenbei noch nen ganzen Powerblock leergeräumt. Du kannst davon jedoch immer nur eine gleichzeitig mit dir rumtragen und musst sie nach Gebrauch durch Sammeln des passenden Extras wieder aufladen. Ist das Symbol im HUD erleuchtet (siehe Pfeil), dann ist die Schockwelle einsatzbereit. +Zielübung, die Zweite... Halte KEY_SHOOT und KEY_BLITZ gedrückt, um deine Waffe mit einem Beam aufzuladen. Währenddessen kannst du mit KEY_LEFT und KEY_RIGHT deine Waffe ausrichten. Lasse die beiden Tasten los, um den Beam abzuschiessen. Je länger du auflädst, desto stärker ist auch der Beam. Geh in die Mitte und schieß' wieder die Diamanten über dir frei. +Je länger dein Blitz ist, desto schneller lädt sich übrigens der Beam auf. Eine Kleinigkeit gibt es allerdings noch. Ein Stück weiter links lernst du noch die zwei anderen primären Waffensysteme kennen, die es neben dem Streuschuß noch gibt. +Das eben waren die Extras für den Bounce Schuss. Wie du siehst, liegen sie manchmal auch einfach so rum. Dieser Schuss teilt sich in den höheren Stufen nach einem Treffer in zwei kleinere Kugeln auf, die an der Wand abprallen. Sehr effektiv in engen Gängen, so wie diesem hier. +So, die letzte Waffe für heute: Der Laser. Sammle die PowerUps auf und teste ihn aus. Seine Besonderheit ist es, dass er durch mehrere Gegner durchfliegt. Die Waffen kannst du übrigens mit KEY_WAFFE_CYCLE durchwechseln. Probier es mal aus. +Das hier ist das Ende des Tutorials. Du wirst im Spiel sicher noch auf ein paar unbekannte PowerUps und andere Sachen stoßen. Dort gilt dann: Experimentiere ein bisschen, um herauszufinden, wie diese Dinge funktionieren. Das Tutorial-Level war ein wenig einfacher als das "echte" Leben. Du warst unverwundbar, und aus den Wespennestern sind auch keine Wespen geschlüpft. Aber jetzt solltest du einigermaßen gut auf dein Abenteuer vorbereitet sein. Also auf in den Kampf ;) +36 +37 +38 +39 +//---------- Konsolen Text ----------// +Hurrican + +(c) 2007 +Poke53280 +www.poke53280.de + +Gib "help" ein, um eine Liste der Konsolenkommandos zu erhalten + + +//---------- Summary Box ----------// +Zusammenfassung +Verstecke +Cheat freigespielt: +- Taste drücken - +//---------- Main Menu ----------// +LADE +SPIEL SPEICHERN +SPIEL STARTEN +ZURUECK ZUM SPIEL +EINSTELLUNGEN +HIGHSCORES +CREDITS +ENDE +TUTORIAL SPIELEN +NEUES SPIEL STARTEN +ALTES SPIEL FORTSETZEN +LEICHT +MITTEL +SCHWER +HURRICAN +Cursor : Auswählen - Enter : Bestätigen - ESC : Zurück +PLATZ +NAME +PUNKTE +STAGE +SKILL +LAUTSTAERKE +SOUND +MUSIK +STEUERUNG KONFIGURIEREN +SPRACHE WAEHLEN +MODUS: +Force feedback +Standardeinstellungen laden +Joypad +Joystick +WAHNSINN +NEUE HIGHSCORE AUF PLATZ +GIB DEINEN NAMEN EIN +WEITER +Zurück +Links laufen +Rechts laufen +Ducken +Nach oben schauen +Nach unten schauen +Springen +Schießen +Blitz aktivieren +Powerline +Granate +Schockwelle +Waffe wechseln +Laufen +Umschauen +X/Y Achse +Steuerkreuz +-Neue Taste drücken- +-Neuen Button drücken- +DETAILS: NIEDRIG +DETAILS: MEDIUM +DETAILS: HOCH +DETAILS: MAXIMUM +EIN SPIELER +ZWEI SPIELER +Spieler eins +Spieler zwei +Typ +Modus +Empfindlichkeit +Tastatur +Nicht definiert +Stage +Spieler +Datum +- kein Eintrag - +SECRET +Links +Rechts +Oben +Unten +Button +//---------- Hints ----------// +Wenn du alle Diamanten in einem Level findest, wirst du mit einem Cheat-Code belohnt. +Verlierst du ein Leben, so wird auch die aktuell gewählte Waffe um eine Stufe schwächer. +Wenn du als Rad Gegner berührst, läuft die Radenergie schneller ab. +Wenn du stehenbleibst und dich nicht bewegst, dann lädt sich die Radenergie schneller auf. +Drückst du die Sprungtaste, während du als Rad in der Luft bist, führst du einen Radsprung aus. +Sammelst du 50 Diamanten ein, dann wird deine Zeit wieder aufgefrischt. +Du kannst nicht mehr als 9 Granaten und 9 Powerlines mit dir tragen. +Einige Secrets verstecken sich hinter zerstörbaren Wänden. +Es gibt durchlässige Wände, hinter denen sich Secrets verstecken. +Rollst du als Rad über eine explodierende Bombe, so wirst du ein Stück nach oben geschleudert. +Sollte sich mal ein Fisch an dir festbeissen, kannst du an Land springen, um ihn loszuwerden. +Dampf und Rauch geben einem beim Springen ein wenig Auftrieb. +Einige Endgegner lassen sich nur sehr schwer mit bloßer Feuerkraft besiegen. +Die Feuersäulen aus den Wandflammenwerfern können auch Gegner verletzen. +Die Schildemitter fügen Gegnern bei Berührung Schaden zu. +Bei einigen Gegner ist es besser, ihnen aus dem Weg zu gehen anstatt sie zu bekämpfen. +Granaten verletzen alle Gegner, die sich während der Explosion in ihrem Umkreis befinden. +Die Powerlines eignen sich gut, um die versteckten Powerblöcke zu finden. +Die Stärke der Bounce-Schüsse nimmt mit jedem Abprallen an der Wand ein wenig ab. +Durch schnelles Drücken der Feuer-Taste kannst du schneller schiessen als mit Dauerfeuer. +Du kannst dich auf die Powerblöcke draufstellen um höhergelegene Stellen zu erreichen. +Du hast nach jedem Level die Möglichkeit, dein Spiel zu speichern. +Je länger dein Blitz ist, desto schneller lädt sich der Blitz-Beam auf. +Wenn du ein Leben verlierst, so wirkt deine Explosion wie eine Granate. +Mit dem Laser kann man durch mehrere Gegner hindurchschiessen. +Die Standardwaffen Spreadshot, Laser und Bounce gibt es in jeweils 8 Ausbaustufen. +Nach jedem Level bekommst du die Möglichkeit, dein Spiel zu speichern. +In den Optionen kannst du den Detailgrad der Spezialeffekte einstellen. +Manchen Gegnern kann man nur in bestimmten Zuständen Schaden zufügen. +Poke53280 wird dich NIEMALS nach deiner eMail-Adresse oder deinem Passwort fragen... +//---------- Pissen ----------// +Verdammt, ich muß mal dringend wohin ... +Argh! Ich halt's nicht mehr aus! +Warum hat der Blecheimer keine Piss-Klappe ??? +Wer hat das Ding bloß gebaut? +Dass man an sowas nicht gedacht hat. +Ist ja wieder mal typisch. +Das wurde wohl nur unzureichend getestet ... +Oh mann, jetzt wird's aber echt heftig! +Wenn ich wieder auf der Erde bin ... +... werde ich mich gleich mal darüber beschweren! +Das gibt's ja nicht. Sowas. +Der Kampfanzug hat jeden nur denkbaren technischen Schnickschnack ... +... aber das Wichtigste haben sie vergessen. +Was mach ich denn jetzt nur ??? +Na los, jetzt spiel schon weiter! +Grmblfxt ... ich werd' verrückt ... +Ich werd's ja wohl noch verhoben bekommen ... +... bis das Game fertig ist! +//---------- Intro Screen 1 ----------// +2138, irgendwo im Weltall... +Die "Dreadnought" ist gerade auf dem Rückflug nach einer erfolgreichen Mission. +Das nächste Ziel des Truppentransporters ist die Erde. +Plötzlich empfangen die Soldaten einen Notruf vom blauen Planeten. +"Die Erde wird angegriffen! Alle verfügbaren Einheiten umgehend zur Verteidigung bereit machen!" +"Raketen unbekannter Bauweise schlagen auf die Erde ein." +Sekunden später wird der Ursprung der todbringenden Flugkörper lokalisiert. +Es handelt sich um den Planeten Takatis. +Die Männer trauen ihren Augen nicht, als sie gebannt auf das Hologramm im Besprechungsraum starren. +Hinter dem Anschlag steckt kein Geringerer als Dr. Geng X. +Vor Jahren schon erhielt man die Nachricht von seinem Tod, doch nun ist er zurück. +Ohne zu zögern setzt die "Dreadnought" Kurs auf den bis dato unerforschten Planeten. +Nach kurzem Flug hat das Schiff sein Ziel erreicht. +Der fremde Himmelskörper strahlt eine trügerische Schönheit aus. +Die Crew beginnt mit dem Landeanflug auf Takatis. +Die Scanner zeigen eine erdähnliche Atmosphäre. +Plötzlich eröffnen zahlreiche Geschütze auf der Planetenoberfläche das Feuer. +Die Schutzschilde fallen aus und schwere Projektile reißen große Löcher in die Außenhülle. +Hilflos stürzen die Soldaten auf die Planetenoberfläche zu. +Beim Eintritt in die Atmospähre droht das gesamte Schiff zu zerbersten. +Sekunden nach dem Aufprall. +Der Großteil der Besatzung hat die Notlandung der "Dreadnought" nicht überlebt. +Nur ein einziger Soldat der UPFF ist noch am Leben. Er rappelt sich auf und begibt sich nach draussen. +Nur zwei Soldaten der UPFF sind noch am leben. Sie rappeln sich auf und begeben sich nach draussen. +Wild entschlossen, Dr. Geng X zu finden und die Welt von seinem Übel zu befreien. +//---------- Outtro ----------// +Das Unglaubliche ist vollbracht! +Nach einem langen Kampf ist Dr. Geng X endlich besiegt. +Das, was noch von ihm übrig blieb, liegt verborgen unter den qualmenden Trümmern +seiner zerstörten Festung. All seine finsteren Schöpfungen liegen mit ihm begraben, +tief in der ewigen Dunkelheit. +Der Frieden im Universum ist wieder hergestellt, doch niemand weiß, +wie lange dieser Frieden anhalten wird... +Die Zukunft muss erst noch geschrieben werden. +-------------- +Die Credits +-------------- +//---------- Warpzone ----------// +Und jetzt, für die Geduldigen unter euch, noch ein kleiner Hinweis +Wer im Tutorial-Level genau hinschaut, +der findet vielleicht sogar den geheimen Klempner-Boteneingang... +Das Rad gleich zu Beginn ist eine BOMBIGE Idee... +Immer schön links halten und nicht vergessen: Klempner STEHEN auf Röhren ;) + +//--- ENDE ---// diff --git a/21_Indie Games/45_Hurrican/lang/english.lng b/21_Indie Games/45_Hurrican/lang/english.lng new file mode 100644 index 0000000..7c5bcd4 --- /dev/null +++ b/21_Indie Games/45_Hurrican/lang/english.lng @@ -0,0 +1,260 @@ +-------------------------------- +> Hurrican Language File < +> - english - < +> Poke53280 28.04.2007 < +> edited by < +> Major Roy Fokker 23.07.2007 < +> < +> http://www.poke53280.de < +-------------------------------- +//---------- Starter ----------// +Fullscreen +Standard +Start game +Quit +Abort +Language +Check for updates +A new version is available. Do you want to visit the Hurrican website now? +No new version available. +Available levels on the server +Download current level list from server +Choose levelpack +Download selection +//---------- Miscellaneous ----------// +0 +Loading language file +Loading bitmap : +Loading wave : +Loading module : + ... OK +Loading leveldata for \n +//---------- Tutorial Texts ----------// +Welcome to the Hurrican tutorial level. Here you'll learn the basic controls. You can move left and right by pressing KEY_LEFT or KEY_RIGHT. You can crouch by pressing KEY_CROUCH. Now look around a bit. There are more hints like this in this level. +Press KEY_JUMP to jump. The longer you hold the key pressed, the higher you can jump. You can change direction while jumping by pressing KEY_LEFT or KEY_RIGHT. +You can look around by pressing KEY_UP and KEY_DOWN. This helps you find hidden items. For an example, look at the ceiling above you... +These diamonds are scattered around the levels. You'll get points for collecting them. In addition, for every 50 diamonds collected you'll get your time refilled. +Press KEY_SHOOT to fire and hold it down for a slow auto-fire. Pressing the key repeatedly makes you fire faster than the normal autofire. +Now look at the wall to your right. It doesn't look that solid. Try to destroy it by shooting it with your gun. +Very good. There are a number of places where you can destroy the walls. Though usually, you will only find secret areas hidden behind them. +Now for some aiming practice. You can aim up by pressing KEY_UP. By combining this with KEY_LEFT or KEY_RIGHT you can fire diagonally, too. Now try to shoot the platform above you to make the diamonds fall. +Now it's getting exciting... Down there you will meet the first enemies or, let's say, the first flying powerup containers. +-leer- +Very good. Collect all of the powerups now. +This effect is the indicator that your weapon was powered up. The color of the effect shows which weapon was strengthened. Red is the spreadshot, blue is the laser, and green is the bounce. The bars (at the arrow) show you the current weapon level. +And now for the first real enemies - the walkers. One special thing about them is that you can jump on top of them to flatten them. +The way is blocked again, but this time the destroyable wall is BELOW you. Hold down KEY_BLITZ and rotate the lightning with KEY_LEFT and KEY_RIGHT to destroy the wall. +Very good. By the way, the lightning can destroy enemies too. Unfortunately, it's a bit short... But don't worry - it's still effective if used skillfully. :) Also, to the right there are some powerups that will remedy this. +The lightning is longer now. Try it! And the best part is - it can get even longer. The bar beside the lightning symbol in the HUD shows the current level. When you lose a life, you will lose one level of the lightning, too. +Extras are not only found in the flying containers. They can also be located in powerup blocks which only appear after they are hit for the first time. Try shooting around here until you find one (rotate the lightning to make it a bit easier)... +There's the block. Now shoot it repeatedly until it is empty and collect all of the items. +Those were the so called "powerlines", a special weapon. The number of powerlines can be seen in the HUD (look at the arrow). Go a bit to the right to get information on how to use them and to see them in action. +Stand in the middle of the bridge and press KEY_POWERLINE to activate a powerline. +Woosh! Small enemies get wiped out and bigger ones are also damaged by this weapon. Now collect the emerging powerups. +These powerups are grenades. They go BOOM. Sounds funny, but it's true. :) Again, on the right you'll learn how to use these items. +Watch out, there are two nests that can take a lot of damage! Press KEY_GRANATE to fire a grenade. Grenades damage all enemies that are situated near the explosion. For the second nest, you'll need to stand below it and fire upwards. +Seems like a dead end again. Crouch (KEY_CROUCH) and activate the powerline simultaneously (KEY_POWERLINE). You will change into the razor wheel. At the end of the tunnel, simply press the jump key (KEY_JUMP) to stand up again. +As you might have noticed, the blue wheel gauge (look at the arrow) will empty out as you spin around. But you can fill it up again with powerups. Plus, it will charge up slowly by itself. +That was the wheel powerup. While you are in wheel mode, you are invulnerable and will damage enemies. And as if this wasn't enough, you can even place bombs by pressing KEY_SHOOT. Try it on the nests to the right. +Wow, you are some killing machine right now! But your arsenal is not complete yet. More weapons are still to come... +By the way, these arrows show you the direction that you must go if you want to reach the exit. +A wall again? We could use the lightning... But wait! Stand close to the wall and press KEY_SHOCKWAVE ... +Wow, that shockwave destroyed the whole wall, killed the walker and even emptied a powerblock. But you can only carry one of these smartbombs at a time and must restock it with the corresponding powerup after you have used it. If the symbol in the HUD glows (look at the arrow), the smartbomb is ready to use. +One more aiming exercise... Hold down KEY_SHOOT and KEY_BLITZ simultaneously to charge your beam weapon. While charging, you can change the aiming direction with KEY_LEFT and KEY_RIGHT. Release the keys to fire the beam. The longer you charge the beam, the bigger the shot will be. Go in the middle and try to shoot the diamonds above you with the beam. +The longer your lightning is, the faster the beam will charge. One more lesson - to the left you will learn about your two other primary weapon options besides the spread shot. +Those were bounce shot extras. As you can see, powerups can even lie around like this. This shot can divide into two or more shots according to your current weapon level. Very useful in close tunnels or corridors like this one here. +The last weapon for today is the laser. Collect the powerups and test it. Its special feature is that each one of its projectiles can slice through multiple enemies and destroy them all. You can cycle through your weapons with KEY_WAFFE_CYCLE. Try it some now. +This is the end of the tutorial. In the game you will learn about additional powerups and other items. Just remember - experiment awhile with everything to learn how to use it. This tutorial was a bit easier than the normal levels - the nests did not spawn enemies and you were invulnerable. But now you should be prepared for combat. Good luck! +36 +37 +38 +39 +//---------- Konsolen Text ----------// +Hurrican + +(c) 2007 +Poke53280 +www.poke53280.de + +Enter "help" to get info about console commands + + +//---------- Summary Box ----------// +Summary +Secrets +Cheat unlocked: +- Press any key - +//---------- Main Menu ----------// +LOADING +SAVE GAME +START GAME +BACK TO GAME +PREFERENCES +HIGHSCORES +CREDITS +QUIT +PLAY TUTORIAL +START NEW GAME +CONTINUE SAVED GAME +EASY +NORMAL +HARD +HURRICAN +cursor: select - enter: choose - ESC: back +RANK +NAME +SCORE +STAGE +SKILL +VOLUME +SOUND +MUSIC +CONFIGURE CONTROLS +CHOOSE LANGUAGE +MODE: +Force feedback +Load default settings +Joypad +Joystick +UNBELIEVABLE +NEW HIGHSCORE ON RANK +ENTER YOUR NAME +CONTINUE +Back +walk left +walk right +crouch +look up +look down +jump +shoot +activate lightning +powerline +grenade +shockwave +cycle weapons +walk +look +X/Y Axis +D-pad +-press new key- +-press new button- +DETAILS: LOW +DETAILS: MEDIUM +DETAILS: HIGH +DETAILS: MAXIMUM +ONE PLAYER +TWO PLAYER +Player one +Player two +type +mode +Sensitivity +keyboard +not defined +stage +player +date +- no entry - +SECRET +left +right +up +down +button +//---------- Hints ----------// +If you collect all diamonds in a level, you will unlock a cheatcode. +When you lose a life, the level of the current weapon will decrease. +Touching an enemy while in wheel mode makes your wheel energy decrease faster. +Your wheel energy recharges faster while you are standing still. +IF you press jump while you are in wheel mode and in the air, you will perform the wheel jump. +Collecting 50 diamonds will replenish the timer. +You cannot carry more than 9 grenades and 9 powerlines. +Some secrets are hidden behind destroyable walls. +There are counterfeit walls behind which you can find secrets. +If you roll over an exploding bomb while in wheel mode, you will be propelled upwards a bit. +If a fish bites onto you, jump onto land to make it let go. +Steam and smoke will increase the height of your jumps some. +Some bosses are very difficult to defeat using only pure firepower. +The fire from the wall flamethrowers can hurt enemies too. +The shield emitter will damage all enemies it touches. +Some enemies are better avoided than destroyed. +Grenades deliver damage to every enemy around the explosion. +Powerlines are best at finding hidden powerup blocks. +The damage of a single bounce shot will decrease everytime the shot bounces off a wall. +If you press the shoot key repeatedly, you can fire faster than with normal auto-fire. +You can jump on top of the powerblocks to reach higher areas. +You can save your game after each level. +The longer your lightning is, the faster the beam weapon will charge. +When you lose a life, the explosion acts like a grenade. +The laser weapon can cleave through multiple enemies. +The primary weapons spreadshot, laser, and bounce can be upgraded up to level 8. +You can save your game after each level. +You can alter the detail level of the special effects in the options menu. +Some enemies can only be hurt while in specific states. +Poke53280 will NEVER ask for your email address or your password... +//---------- Pissen ----------// +Damn it, I need to go somewhere... +Argh! I can't hold it anymore! +Why doesn't this tin bucket have a piss-flap??? +Who the hell designed this thing? +Why didn't anyone consider such a situation? +It's so typical... +They didn't test this thing properly... +Damn, it's getting pretty awkward now! +When I'm back on Earth... +.. I am going to complain about this! +That's impossible. +This assault suit has all the technical bells and whistles... +But they forgot the most important thing. +What can I do now? +Come on, keep playing! +Grmblfxt... I'm going crazy. +I must hold it... +.. until the game is finished! +//---------- Intro Screen 1 ----------// +2138, somewhere in space... +The "Dreadnought" is returning from a successful mission. +Next stop of the vessel is Earth. +Suddenly, its crew receives a distress call from the Blue Planet. +"Earth is under attack! All available units prepare to defend!" +"Rockets of unknown origin have struck the planet's surface!" +Seconds later, the origin of the deadly missiles is determined. +They are from the planet Takatis. +The men can't believe their eyes as they glare at the hologram in the briefing room. +None other than Dr. Geng X himself started the assault. +Years ago, news of his demise spread across the galaxy, but now he has returned. +Without hesitation, the "Dreadnought" sets course towards the unexplored planet. +After a short flight, the ship reaches its destination. +The alien planet glows with a deceptive beauty. +The crew initiates the landing process. +Scanners show an Earth-like atmosphere. +Suddenly, numerous cannons on the planet surface open fire. +The shield-system fails and huge projectiles rip through the ship's hull. +Helpless, the troopers plunge towards the planet's surface. +As they enter its atmosphere, their ship begins to break apart. +Seconds after the impact.. +Most of the crew do not survive the emergency landing of the "Dreadnought". +Only one trooper is still alive. Slowly he gets up and makes his way to the outside.. +Only two troopers are still alive. Slowly they get up and make their way to the outside.. +..determined to find Dr. Geng X and free the world from his evil presence. +//---------- Outtro ----------// +The unimaginable has been achieved! +After a protracted battle, Dr. Geng X was defeated. +Whatever is left of him lies hidden under the smoking wreckage +of his ruined stronghold. All of his sinister creations lie buried here with him, +down in the everlasting darkness. +Peace was restored to the universe again, but no one knows +how long this peace will last... +The future is yet to be written. + + + +//---------- Warpzone ----------// +And now, for the stalwart ones of you, a small hint: +Take a close look at the tutorial level +to find the secret plumber entrance... +Have a BLAST with the wheel right at the beginning... +Stay close to the left and don't forget - plumbers are into pipes ;) + +//--- ENDE ---// diff --git a/21_Indie Games/45_Hurrican/lang/espanol.lng b/21_Indie Games/45_Hurrican/lang/espanol.lng new file mode 100644 index 0000000..24aeacd --- /dev/null +++ b/21_Indie Games/45_Hurrican/lang/espanol.lng @@ -0,0 +1,260 @@ +-------------------------------- +> Hurrican Language File < +> < +> - Espanol - < +> Hal9000 < +> 01.07.2007 < +> < +> http://www.poke53280.de < +-------------------------------- +//---------- Starter ----------// +Pantalla completa +Estándar +Iniciar el juego +Salir +Abortar +Idioma +Buscar actualizaciones +Hay una nueva versión disponible. ¿Desea visitar la web de Hurrican ahora? +No hay nuevas versiones disponibles. +Lista de niveles disponibles +Descargar la lista de niveles más reciente +Seleccionar pack de niveles +Descargar seleccionados +//---------- Miscellaneous ----------// +0 +Cargando archivo de idioma +Cargando gráficos : +Cargando sonido : +Cargando módulo : + ... LISTO +Cargando datos del nivel para \n +//---------- Tutorial Texts ----------// +Bienvenido al tutorial de Hurrican. Aqui aprenderas los controles basicos. Puedes moverte a la izquierda o a la derecha pulsando KEY_LEFT o KEY_RIGHT. Puedes agacharte presionando KEY_CROUCH. Explora un poco, hay mas consejos como este en el tutorial. +Pulsa KEY_JUMP para saltar. Cuanto mas tiempo la tengas pulsada, mas alto saltaras. Puedes variar la direccion mientras saltas presionando KEY_LEFT o KEY_RIGHT. +Puedes mirar a los alrededores pulsando KEY_UP o KEY_DOWN. Esto puede ayudarte a descubrir zonas secretas. Por ejemplo, mira hacia arriba ahora... +Estos diamantes estan repartidos en todas las fases. Se obtendran puntos al tomarlos. Asimismo, por cada 50 diamantes recogidos se sumara mas tiempo al tiempo limite. +Pulsa KEY_SHOOT para disparar y mantenlo pulsado para disparar automaticamente. Pulsa la tecla repetidamente para disparar mas rapido que en el disparo automatico normal. +Observa el muro de tu derecha. No parece muy solido. Intenta destruirlo disparandolo con tu arma. +Muy bien, hay abundantes situaciones en el juego donde puedes disparar a los muros. Casi siempre encontraras zonas secretas tras ellos. +Ahora practica tu punteria. Puedes apuntar hacia arriba pulsando KEY_UP. Combinando con KEY_LEFT o KEY_RIGHT puedes disparar en diagonal. Intenta disparar a los diamantes encima de ti. +Esto se pone interesante. Abajo te esperan tus primeros enemigos, o mejor dicho, tus primeros contenedores volantes de powerups. +-leer- +Muy bien. Ahora recoge todos los powerups. +Este efecto indica que una de tus armas ha sido mejorada. El tipo de arma mejorada puede verse por el color del efecto. Rojo es para el disparo multiple, azul para el laser y verde para el disparo de rebote. Las barras en la parte superior indican el nivel de potencia del disparo. +Y ahora a veamos los primeros enemigos de verdad: los walkers. Ademas de dispararlos, puedes saltar encima de ellos para destruirlos. +De nuevo el camino se halla bloqueado, pero en esta ocasion el muro destruible esta bajo tus pies. Manten pulsado KEY_BLITZ y rota el rayo con KEY_LEFT o KEY_RIGHT para destruir el muro. +Bien hecho. Por cierto, el rayo tambien puede destruir a los enemigos. Por desgracia es un poco corto... No te preocupes: todo es cuestion de tecnica :) A la derecha hay algunos powerups para poder solucionar esto. +El rayo es mas largo ahora. ¡Intentalo! Lo mejor de todo es que puede ser incluso mas largo. La barra con el simbolo del rayo en el HUD muestra el nivel de potencia actual. Cuando pierdas una vida, perderas ademas un nivel del rayo. +Los powerups no solo se encuentran en los contenedores volantes, tambien se localizan en los bloques de powerups que solo se muestran al disparar en ellos por primera vez. Trata de localizar alguno por aqui hasta que lo encuentres (rotar el rayo facilitara la tarea)... +Ahi esta. Ahora disparalo hasta que no le queden mas y se destruya. Seguidamente recogelo todo. +Estas son las llamadas "rafagas de energia", un arma especial. El numero de rafagas puede verse en el HUD (mira en la flecha). Dirigete hacia la derecha para averiguar como se usan y verlas en accion. +Permanece en el medio del puente y pulsa KEY_POWERLINE para activar una rafaga de energia. +¡Toma ya! Los enemigos debiles son barridos y los mas grandes son deteriorados por esta arma. Ahora recoge todos los powerups que han salido. +Estos powerups son granadas. Hacen BOOM. Suena raro, pero es cierto :) De nuevo, yendo hacia la derecha aprenderas a usar dichas granadas. +Cuidado, hay dos nidos que pueden ser muy peligrosos. Pulsa KEY_GRANATE para disparar una granada. Las granadas afectan a todos los enemigos que haya alrededor de la explosion. Para el segundo nido debes situarte debajo de el y disparar hacia arriba. +Parece un camino sin salida. Agachate (KEY_CROUCH) y activa una rafaga a la vez (KEY_POWERLINE). De esta manera te transformaras en una rueda de acero. Al final del tunel simplemente pulsa saltar (KEY_JUMP) para volver al modo normal. +Como te habras dado cuenta, el circulo azul (mira la flecha) se reduce al estar en modo rueda. Puedes recargarlo con powerups aunque tambien se recarga por si mismo con el paso del tiempo. +Si, este es el powerup de la rueda. Cuando se esta en modo rueda se es invencible y se puede arrollar a los enemigos. Por si esto no fuera suficiente, puedes hasta colocar bombas si pulsas KEY_SHOOT. Pruebalo con los nidos de la derecha. +¡Wow, ahora eres una maquina de matar! Pero tu armamento no esta completo todavia. Aun te quedan algunas armas por ver... +Estas flechas en el camino te muestran por donde tienes que ir para encontrar la salida. +¿Otro muro? Podriamos usar el rayo, pero en vez de eso colocate cerca del muro y pulsa KEY_SHOCKWAVE... +Wow, esa onda de choque destruyo el muro, elimino al walker e incluso vacio un bloque de powerups. Solo puedes llevar una de estas bombas a la vez y se recargan con el powerup correspondiente. Si el simbolo brilla en el HUD (mira la flecha), la onda de choque estara lista. +Un ejercicio de punteria mas... Manten pulsado KEY_SHOOT y KEY_BLITZ a la vez para cargar tu arma. Mientras se carga, puedes cambiar la direccion con KEY_LEFT o KEY_RIGHT. Deja de pulsar las teclas para liberar el impulso. Cuanto mas tiempo tengas cargando el disparo, mas grande sera. Ve hacia el medio de los diamantes e intenta dispararlos encima de ti con el impulso. +Cuanto mas largo sea tu rayo, mas rapido se cargara el impulso. Una cosa mas: a la izquierda tienes las otras dos armas primarias del juego aparte del disparo multiple. +Estos son powerups del disparo de rebote. Como has comprobado, los powerups pueden encontrarse incluso de esta forma. Este disparo puede dividirse en dos mas menudos segun como sea su nivel de potencia. Muy util en tuneles estrechos y pasillos como este de aqui. +La ultima arma de hoy es el laser. Recoge los powerups y pruebala. Su caracteristica especial es que puede atravesar varios enemigos de un solo disparo. Puedes cambiar tu arma pulsando KEY_WAFFE_CYCLE. Practica un poco con ello. +Aqui termina el tutorial. En el juego aprenderas mas sobre los powerups y otras cosas. Recuerda: experimenta un poco con todo para entenderlo. El tutorial es un poco mas facil que el resto del juego pues los nidos no lanzaban enemigos y eras invulnerable. A partir de ahora deberas estar preparado para la batalla. ¡Buena suerte! +36 +37 +38 +39 +//---------- Konsolen Text ----------// +Hurrican + +(c) 2007 +Poke53280 +www.poke53280.de + +Introduce "help" para obtener informacion sobre los comandos de consola + + +//---------- Summary Box ----------// +Resumen +Secretos +Trucos desbloqueados: +- Pulsa cualquier tecla - +//---------- Main Menu ----------// +CARGANDO +GUARDAR PARTIDA +NUEVA PARTIDA +VOLVER A LA PARTIDA +OPCIONES +MEJORES PUNTUACIONES +CREDITOS +SALIR DEL JUEGO +JUGAR EL TUTORIAL +EMPEZAR NUEVA PARTIDA +CONTINUAR PARTIDA GUARDADA +FACIL +NORMAL +DIFICIL +HURRICAN +cursor: seleccionar - enter : eleccion - ESC : volver +POSICION +NOMBRE +PUNTUACION +FASE +DIFIC. +VOLUMEN +SONIDO +MUSICA +CONFIGURAR CONTROLES +SELECCIONAR IDIOMA +MODO: +Force feedback +Configuracion predeterminada +Joypad +Joystick +INCREIBLE +NUEVA PUNTUACION EN EL RANKING +INTRODUCE TU NOMBRE +CONTINUAR +Volver +izquierda +derecha +agacharse +mirar arriba +mirar abajo +saltar +disparar +activar rayo +rafaga de energia +granada +onda de choque +cambiar arma +caminar +mirar +Eje X/Y +D-pad +-pulsa nueva tecla- +-press nuevo boton- +DETALLES: BAJO +DETALLE: MEDIO +DETALLE: ALTO +DETALLE: MAXIMO +UN JUGADOR +DOS JUGADORES +Jugador uno +Jugador dos +tipo +modo +Sensibilidad +teclado +sin asignar +fase +jugador +fecha +- vacio - +SECRETO +izquierda +derecha +arriba +abajo +boton +//---------- Hints ----------// +Si recoges todos los diamantes de un nivel, desbloquearas un truco. +Cuando pierdas una vida, perderas un nivel de potencia del arma que tengas seleccionada. +Al tocar un enemigo en modo rueda, la energia de la rueda disminuira mas rapido. +Al permanecer quieto en modo normal, la energia de la rueda se recargara mas rapido. +Si saltas en modo rueda mientras estas en el aire realizaras un salto de mayor longitud. +Recoger 50 diamantes aumentara el tiempo limite. +No puedes llevar mas de 9 granadas y 9 rafagas de energia. +Algunos secretos estan ocultos tras muros destruibles. +Hay muros falsos que pueden llevarte a zonas secretas +El rodar debajo de una bomba en modo rueda te dara un empujon hacia arriba. +Si te muerde un gran pez, salta para deshacerte de el. +Los chorros de vapor y humo pueden elevarte mucho al saltar encima de ellos. +Algunos bosses son muy duros de pelar si solo usas disparo normal. +El fuego de los lanzallamas tambien afecta a los enemigos. +El escudo afecta a los enemigos al tener contacto con ellos. +Es preferible evitar a algunos enemigos que destruirlos. +Las granadas afectan a todos los enemigos alrededor de la explosion. +Las rafagas de energia son el mejor modo de encontar bloques de powerups ocultos. +La potencia del disparo de rebote disminuira con cada rebote en un muro. +Si pulsas la tecla de disparo repetidamente dispararas mas rapido que manteniendola pulsada. +Puedes saltar encima de los bloques de powerups para alcanzar zonas mas altas. +Puedes salvar la partida al final de cada nivel. +Cuanto mas largo sea tu rayo, mas rapido se cargara el impulso. +Al perder una vida, la explosion actuara como una granada. +Con el laser puedes disparar a traves de multiples enemigos +Las armas de disparo multiple, laser y disparo de rebote pueden mejorarse hasta 8 veces. +Puedes guardar tu partida al final de cada nivel. +Puedes cambiar el detalle del juego en las opciones del juego. +Algunos enemigos solo pueden destruirse en determinadas situaciones. +Poke53280 NUNCA preguntara por tu email ni tu password... +//---------- Pissen ----------// +Mierda, necesito ir a alguna parte... +Argh! Ya no lo aguanto mas! +Por que esta lata no funciona??? +Quien diablos ha ideado esto? +Por que nadie penso sobre esta situacion? +Tipico... +No testearon esta cosa apropiadamente... +Mierda, esto se hace cada vez mas embarazoso por momentos! +Cuando vuelva a la tierra... +... me quejare sobre esto! +Es imposible. +Este traje de asalto tiene todos los fallos tecnicos posibles... +Pero la cosa mas importante que han olvidado +Que puedo hacer ahora? +Vamos, sigue jugando! +Grmblfxt ... Voy a volverme loco. +Debo resignarme a ello... +... hasta que el juego este listo! +//---------- Intro Screen 1 ----------// +2138, en algun lugar del espacio +La nave "dreadnought" vuelve de una mision exitosa +La siguiente parada de la tropa es la Tierra +De repente, los soldados reciben una llamada de emergencia del planeta azul +"¡La Tierra esta siendo atacada! ¡Que todas las unidades disponibles se preparen para defenderla!" +"¡Misiles de origen desconocido han impactado en la Tierra!" +Segundos mas tarde el origen de los letales misiles es localizado. +El planeta Takatis. +Los hombres no pueden creer lo que ven sus ojos mientras observan el holograma en la sala tactica. +Nada menos que el Dr. Geng X inicio el asalto. +Tiempo atras el comunicado de su muerte cruzo toda la galaxia, pero ahora ha regresado. +Sin vacilar la "dreadnought" se dirige rumbo al planeta inexplorado. +Tras un breve trayecto la nave llega a su destino. +El planeta alienigena manifiesta una falsa belleza. +La tropa inicia las maniobras de aterrizaje. +Los sensores muestran una atmosfera similar a la terrestre. +De repente, numerosos obuses en la superficie del planeta abren fuego. +El sistema de escudos falla y los enormes proyectiles destruyen el armazon de la nave. +Sin ayuda, los soldados ganan la superficie del planeta. +Conforme penetran en la atmosfera, la nave arde por todos los costados. +Segundos despues del impacto. +La mayor parte de la tropa no sobrevivio al aterrizaje de emergencia del "dreadnought". +Solo un soldado sigue vivo. Se incorpora con dificultad y consigue salir al exterior. +Solo dos soldados siguen vivos. Se incorporan con dificultad y consiguen salir al exterior. +Decididos a buscar al Dr. Geng X y liberar al mundo de su presencia maligna. +//---------- Outtro ----------// +Lo que parecia imposible se hace realidad. +Tras un larga andadura, finalmente el Dr. Geng X es derrotado! +Lo que queda de el yace oculto tras los restos humeantes de su +arruinada fortaleza. Todas sus siniestras creaciones fueron enterradas con el, +en la mas negra oscuridad. +La paz ha sido restaurada en el universo, pero nadie sabe +cuanto tiempo durara esta paz. +El futuro no esta escrito. + + + +//---------- Warpzone ----------// +Y ahora, para los mas pacientes, un pequeño truco. +Observa con detenimiento el tutorial para encontrar +la entrada secreta del fontanero ... +Usar la rueda al principio del todo es una idea muy EXPLOSIVA... +Permanece en la izquierda y no lo olvides: los fontaneros van por las tuberias ;) + +//--- ENDE ---// diff --git a/21_Indie Games/45_Hurrican/lang/francais.lng b/21_Indie Games/45_Hurrican/lang/francais.lng new file mode 100644 index 0000000..708c6c0 --- /dev/null +++ b/21_Indie Games/45_Hurrican/lang/francais.lng @@ -0,0 +1,260 @@ +-------------------------------- +> Hurrican Fichier Langage < +> < +> - francais - < +> par DLFRSILVER < +> 28.04.2007 < +> < +> http://www.poke53280.de < +-------------------------------- +//---------- Starter ----------// +Plein ecran +Standard +Commencer +Quitter +Annuler +Langue +Verifier MAJ +Une nouvelle version est disponible. Visiter le site web Hurrican maintenant? +Pas de nouvelle version disponible. +Niveaux disponibles sur le serveur +Liste actuelle des niveaux sur serveur +Choisissez un pack de niveau +Telechargez la selection +//---------- Miscellaneous ----------// +0 +Chargement du fichier de langue +Chargement des bitmaps : +Chargement des waves : +Chargement des modules : + ... OK +Chargement des donnees niveaux pour \n +//---------- Tutorial Texts ----------// +Bienvenue dans le niveau tutoriel de Hurrican. Vous apprendrez ici les controles de base. Vous pouvez aller a gauche ou a droite en appuyant sur KEY_LEFT ou KEY_RIGHT. Vous pouvez vous baisser en appuyant sur KEY_CROUCH. Maintenant regardez autour de vous. Il y a d'autres astuces de ce genre dans ce niveau. +Appuyez sur KEY_JUMP pour sauter. Plus vous maintenez la touche, plus vous sautez loin. Vous pouvez changer de direction durant le saut en appuyant sur KEY_LEFT ou KEY_RIGHT. +Vous pouvez examiner les environs en appuyant sur KEY_UP et KEY_DOWN. Ca vous aidera a trouver des objets caches. Par exemple, regardez au plafond au dessus de vous... +Ces diamants sont eparpilles partout dans les niveaux. Vous obtenez des points quand vous les ramassez. En plus, tout les 50 diamants ramasses on vous augmente votre temps. +Appuyez sur KEY_SHOOT pour tirer et maintenez la touche pour obtenir une sorte d'auto-fire au ralenti. Appuyer sur la touche de facon repetee vous permet de tirer plus vite qu'avec l'autofire standard. +Maintenant regardez le mur sur votre droite. Il n'a pas l'air bien solide. Essayez de le detruire en tirant dessus avec votre arme. +Tres bien. Il y a beaucoup d'endroits ou vous pouvez detruire les murs. La plupart du temps, vous ne trouverez les endroits secrets que derriere eux. +Maintenant, un peu d'exercice de visee. Vous pouvez viser vers le haut en appuyant sur KEY_UP. En combinant ca avec KEY_LEFT ou KEY_RIGHT vous pouvez aussi tirer en diagonale. Maintenant essayez de tirer sur les diamants en dessous de vous. +Maintenant ca devient excitant... Plus bas vous allez rencontrer les premiers ennemis ou, disons-le, les premiers containers a powerup volants. +-leer- +Tres bien. Maintenant ramassez tout les powerup. +Cet effet etait l'indicateur d'incrementation de la puissance de votre arme. On peut voir lequel en regardant la couleur de l'effet. Le rouge est le tir en eclate, le bleu le laser et le vert est le tir par rebond. Les barres (a la fleche) vous montrent le niveau de l'arme en cours. +Et maintenant les premiers vrais ennemis: les walkers. Une chose en particulier a leur sujet, vous pouvez leur sauter dessus pour les detruire. +A nouveau le passage est bloque, mais cette fois le mur friable est en DESSOUS de vous. Maintenez KEY_BLITZ et faites osciller l'arc electrique avec KEY_LEFT et KEY_RIGHT pour detruire le mur. +Tres bien. Au fait, l'arc electrique peut aussi detruire les ennemis. Malheureusement il est un peu court... Mais pas de souci: c'est une simple histoire de technique :) sur la droite il y a des powerups pour remedier a ce probleme. +L'arc electrique est plus long maintenant. essayez-le! Et voila le top du top: il peuvent devenir encore plus long. La barre a cote du symbole de l'arc dans le HUD montre le niveau en cours. Quand vous perdez une vie, vous perdrez aussi une taille pour l'arc. +Les extras ne sont pas seulement contenus dans les containers volants. Ils peuvent aussi se trouver dans les blocs a powerups qui apparaissent seulement quand on leur tire dessus. Essayez de tirer dans les environs jusqu'a ce que vous en trouviez un (Faites une rotation complete avec l'arc c'est plus facile)... +Voila ca y est. Maintenant tirez lui dessus de maniere repetee jusqu'a ce qu'il soit vide et ramassez tout les objets. +Voila celle que l'on appele "lignes de puissance", qui est une arme speciale. Le nombre de lignes de puissance peut etre observe dans le HUD (regardez la fleche). allez un peu sur la droite pour obtenir une information pour pouvoir les utiliser et les voir en action. +Restez au milieu du pont et appuyez sur KEY_POWERLINE pour activer une ligne de puissance. +Vsouchhh! Les petits ennemis sont litteralement balayes et les plus gros sont en partie endommages par cette arme. Maintenant ramassez les powerups qui apparaissent. +Ces powerups sont des grenades. Elles vont faire BOOM. Ca a l'air marrant, mais c'est vrai :) De nouveau, sur la droite vous apprendrez l'usage de ces objets. +Faites attention, il y a deux nids qui peuvent encaisser un max de degats! Appuyez sur KEY_GRANATE pour tirer une grenade. Elles peuvent endommager tout les ennemis qui se trouvent dans le champ de l'explosion. Pour le second nid vous aurez besoin de rester en dessous et tirer vers le haut. +On dirait que c'est encore un cul de sac. Baissez vous avec (KEY_CROUCH) et activez la ligne de puissance simultanement (KEY_POWERLINE). De maniere a vous transformer en roue d'acier. A la fin du tunnel, appuyez simplement sur la touche de saut (KEY_JUMP) pour vous relever. +Comme vous avez pu le remarquer, la roue bleue (regardez la fleche) va diminuer quand vous roulerez sous forme de roue. Mais vous pouvez la remplir a nouveau avec les powerups. En plus, elle se recharge lentement par elle-meme. +Oui, c'etait le powerup de la roue. quand vous etes en mode roue, vous etes invicible et faites des degats aux ennemis. Et comme si ca ne suffisait pas, vous pouvez meme placer des bombes en appuyant sur KEY_SHOOT. Essayez-la sur les nids sur la droite. +Waouh, vous etes une sorte de machine a tuer maintenant! Mais le panel d'arme n'est pas encore termine. Des nouvelles armes feront leur apparition... +Au fait, ces fleches vous montrent le chemin a prendre si vous voulez atteindre la sortie. +Encore un mur? On peut utilisez l'arc... Mais attendez! Mettez-vous pres du mur et appuyez sur KEY_SHOCKWAVE ... +Waouhh, cette onde de choc a detruit le mur tout entier, tue le walker et meme vide un bloc de puissance. Mais vous pouvez seulement porter une seule de ces bombes teleguidees a la fois et devez la remplir avec le powerup correspondant quand vous l'utilisez. Si le symbole dans le HUD brille (regardez la fleche), la bombe teleguidee est prete a etre utilisee. +Encore un exercice de visee... Maintenez KEY_SHOOT et KEY_BLITZ simultanement pour mettre votre arme en charge avec le faisceau. Pendant le chargement, vous pouvez changer la direction de la visee avec KEY_LEFT et KEY_RIGHT. Relachez les cles pour tirer avec le faisceau. Plus vous amenez le faisceau loin, plus le tir sera gros. Allez au milieu et essayez de tirer sur les diamants au dessus de vous avec le faisceau. +Plus votre arc electrique est long, plus le faisceau se chargera vite. Encore une chose: sur la gauche vous prendrez connaissance des deux armes primaires qui existent en plus du tir en eclate. +C'etait des tirs a rebond supplementaires. Comme vous le voyez, les powerups peuvent meme etre disposes de cette facon. Ce tir peut etre divise en deux tirs supplementaires suivant le niveau de l'arme que vous utilisez a l'instant. Tres utile dans des tunnels etroits ou des couloirs comme celui-ci. +La derniere arme pour aujourd'hui est le laser. Ramassez les powerups et testez-le. Sa particularite est pouvoir tirer a travers plusieurs ennemis avec un seul projectile. Vous pouvez faire le tour de vos armes avec KEY_WAFFE_CYCLE. Amusez-vous un peu avec. +Vous etes arrive a la fin du tutoriel. Dans le jeu vous rencontrerez certains powerups tout nouveau et d'autres. Gardez ceci a l'esprit: experimentez a gauche a droite avec tout ce que vous pouvez pour tout comprendre. Le tutoriel etait un peu plus facile que les niveaux normaux: les nids ne ressuscitent pas les ennemis et vous etiez invincible. Mais maintenant vous devez etre pret pour le combat. Bonne chance! +36 +37 +38 +39 +//---------- Konsolen Text ----------// +Hurrican + +(c) 2007 +Poke53280 +www.poke53280.de + +Tapez "help" pour obtenir des infos a propos de la console de commande + + +//---------- Summary Box ----------// +Resume +Secrets +Cheat debloque: +- Appuyez sur une touche - +//---------- Main Menu ----------// +CHARGEMENT +SAUVER LE JEU +COMMENCER LE JEU +RETOUR AU JEU +PREFERENCES +HIGHSCORES +REMERCIEMENTS +QUITTER +UTILISER LE TUTORIEL +COMMENCER NOUVELLE PARTIE +CONTINUER UN JEU SAUVE +FACILE +NORMAL +DIFFICILE +HURRICAN +curseur: selectionner - entree : choisir - Echap : retour +RANG +NOM +SCORE +NIVEAU +MODE +VOLUME +SON +MUSIQUE +CONFIGURER LES CONTROLES +CHOISIR LA LANGUE +MODE: +Retour de force +Parametres par defaut +Joypad +Joystick +INCROYABLE +NOUVEL HIGHSCORE +ENTREZ VOTRE NOM +CONTINUER +De retour +marcher a gauche +marcher a droite +se baisser +regarder en haut +regarder en bas +saut +tir +activer arc electrique +ligne de puissance +grenade +onde de choc +basculer les armes +marcher +regarder +Axe X/Y +D-pad +-appuyez sur une nouvelle touche- +-appuyez sur un nouveau bouton- +DETAILS: FAIBLE +DETAILS: MOYEN +DETAILS: ELEVE +DETAILS: MAXIMUM +UN JOUEUR +DEUX JOUEUR +Joueur un +Joueur deux +type +mode +Sensibilite +clavier +non defini +niveau +joueur +date +- pas d'entree - +SECRET +gauche +droite +haut +bas +bouton +//---------- Hints ----------// +Si vous ramassez tout les diamants dans un niveau, vous debloquerez un cheatcode. +Quand vous perdez une vie, vous perdrez aussi le niveau de puissance de l'arme que vous utilisez. +Quand vous touchez un ennemi alors que vous etes en mode roue, l'energie du mode roue diminuera plus vite. +Quand vous ne bougez pas, votre energie en mode roue se chargera plus rapidement. +When you press jump while your are in wheel mode and in the air, you can perform th wheel jump. +Ramasser 50 diamants rafraichira la limite de temps. +Vous ne pouvez pas porter plus de 9 grenades et 9 lignes de puissance. +Certains secrets sont caches derriere des murs friables. +Il y a des murs de terre derriere lesquels vous pouvez trouver des secrets. +Quand vous roulez sur une bombe qui explose lorsque vous etes en mode roue vous serez un peu secoue. +Si vous vous faites mordre par un gros poisson, alors sautez pour vous en defaire. +La vapeur et la fumee peut vous pousser un peu quand vous sautez. +Certains gardiens sont tres durs a vaincre quand vous utilisez seulement votre simple puissance de feu. +Le feu sur les murs a lance-flammes peuvent aussi endommager les ennemis. +Le bouclier de protection peut endommager les ennemis lorsqu'on les touche +Certains ennemis doivent etre evites plutot que d'etre detruits. +Les grenades font subir des degats a chaque ennemi autour de l'explosion. +Les lignes de puissances se trouvent de preference dans les blocs caches contenant les powerups. +Les degats d'un simple tir a rebond diminueront chaque fois que le tir rebondit sur un mur. +Quand vous appuyez sur la touche de tir de maniere repetee vous pouvez tirer plus vite qu'en ayant un auto-fire standard. +Vous pouvez sauter sur les blocs de puissance pour atteindre des endroits plus en hauteur. +Vous pouvez sauver votre jeu apres chaque niveau. +Plus votre arc electrique est long, plus le faisceau se chargera vite. +quand vous perdez une vie, l'explosion agit comme une grenade. +Avec le laser vous pouvez tirer a travers plusieurs ennemis. +Les armes de base tir en eclate, laser et a rebond peuvent etre augmentes jusqu'au niveau 8. +Vous pouvez sauvez votre partie apres chaque niveau. +Vous pouvez changer le niveau de detail des effets speciaux dans le menu des options. +Certains ennemis peuvent seulement etre endommages que quand ils sont dans un etat bien particulier. +Poke53280 ne vous demandera JAMAIS votre adresse email ou votre mot de passe... +//---------- Pissen ----------// +Bon sang, je dois aller quelquepart... +Argh! J'en peux plus! +Pourquoi cette boite de conserve n'a pas d'ailes??? +Qui a concu ce truc bordel? +Pourquoi personne n'a pense a ce genre de situtaion? +Comme par hasard... +Ils ont pas teste ce truc correctement... +'tain, ca devient franchement balaise la! +Quand je serais de retour sur la terre... +... m'en fout j'me plaindrais! +C'est impossible. +Cette combinaison d'assaut dispose de tout le tintouin technologique... +Mais le truc le plus important qu'ils ont oublie. +Qu'est-ce que j'peux faire maintenant? +Allez, continue de jouer! +Grmblfxt ... j'vais peter un cable. +Je dois patienter... +... jusqu'a ce que le jeu soit pret! +//---------- Intro Screen 1 ----------// +Annee 2138, quelquepart dans l'espace +Le "dreadnought" revient d'une mission reussie. +Le prochain arret du vaisseau de transport de troupes est la Terre. +Tout a coup, les soldats recoivent un appel d'urgence de la planete bleue. +"La Terre est attaquee! Que toutes les unites disponibles se preparent a la defense!" +"Des missiles d'origine inconnue frappent la Terre!" +Quelques secondes plus tard, l'origine des missiles mortels est localisee. +C'est la planete Takatis. +Les hommes n'en croient pas leurs yeux tandis qu'ils regardent fixement l'hologramme dans la salle de briefing. +Personne d'autre que le Docteur Geng X lui-meme n'a pu donner l'assaut. +Des annees auparavant sa mort avait ete annoncee a travers toute la galaxie, mais il est de retour... +Sans hesitations le "dreadnought" met le cap vers la planete inexploree. +Apres un court vol le vaisseau atteint sa destination. +La planete alien etincelle d'une horrible beaute. +L'equipage lance le processus d'atterissage. +Les scanners indiquent une atmosphere de type terrestre. +Soudain, les nombreux canons a la surface de la planete ouvrent le feu. +Le systeme de bouclier est inefficace et d'enormes projectiles taillent la coque du vaisseau en pieces. +Sans espoir, les soldats piquent vers la surface de la planete. +Alors qu'ils entrent dans l'atmosphere, le vaisseau est sur le point de se mettre en torche. +quelques secondes apres l'impact. +La plupart de l'equipage n'a pas survecu a l'atterissage d'urgence du "dreadnought". +Un seul soldat est encore vivant. Il se releve lentement et se fraye un passage vers l'exterieur. +Seul deux soldats sont encore vivants. Ils se relevent lentement et se frayent un passage vers l'exterieur. +Il faut retrouver le Docteur Geng X et liberer le monde de sa presence diabolique. +//---------- Outtro ----------// +L'incroyable s'est produit. +Apres un long combat, le Docteur Geng X est vaincu! +Tout ce qui reste de lui est enterre sous les decombres fumantes de son +complexe en ruine. Toutes ses sinistres creations sont ensevelies ici avec lui, +au plus profond des tenebres. +La paix a ete enfin ramenee dans l'univers, mais qui sait +combien de temps cette paix durera. +Le futur n'est pas encore ecrit. + + + +//---------- Warpzone ----------// +Et maintenant, pour les plus patients d'entre vous, quelques petites astuces +Regardez attentivement le niveau tutoriel pour trouver +l'entree secrete dans les tuyaux ... +Utilisez la roue juste au debut est une idee EXPLOSIVE... +Restez pres de la gauche et n'oubliez pas: les plombiers vont dans les tuyauteries (vive mario lol) ;) + +//--- ENDE ---// diff --git a/21_Indie Games/45_Hurrican/lang/italiano.lng b/21_Indie Games/45_Hurrican/lang/italiano.lng new file mode 100644 index 0000000..953a7fc --- /dev/null +++ b/21_Indie Games/45_Hurrican/lang/italiano.lng @@ -0,0 +1,260 @@ +-------------------------------- +> Hurrican Language File < +> < +> - italiano - < +> Luca Longone < +> 05.07.2007 < +> < +> < +-------------------------------- +//---------- Starter ----------// +Schermo pieno +Standard +Inizia gioco +Esci +Abortisci +Lingua +Controlla aggiornamenti +Una nuova versione e' disponibile. Vuoi visitare il sito Hurrican adesso? +Nessuna nuova versione disponibile. +Livelli disponibili sul server +Scarica l'attuale lista dei livelli dal server +Scegli il level pack +Scarica selezionati +//---------- Miscellaneous ----------// +0 +Caricamento file delle lingue +Caricamento bitmap : +Caricamento wave : +Caricamento modulo : + ... OK +Caricamento dati del livello per \n +//---------- Tutorial Texts ----------// +Ben venuto al livello tutorial di Hurrican. Qui imparerai i controlli base. Puoi muoverti a destra e sinistra premendo KEY_LEFT o KEY_RIGHT. Puoi accovacciarti premendo KEY_CROUCH. Adesso guardati un po' in torno. Ci sono altri suggerimenti simili a questo nel livello. +Premi KEY_JUMP per saltare. Piu' a lungo terrai premuto il tasto, piu' in alto salterai. Puoi cambiare la direzione durante il salto premendo KEY_LEFT o KEY_RIGHT. +Puoi guardarti attorno premendo KEY_UP e KEY_DOWN. Questo ti aiutera' a trovare oggetti nascosti. Per esempio, guarda il soffitto sopra di te... +Questi diamanti sono disseminati lungo tutti i livelli. Otterrai punti raccogliendoli. In aggiunta, ogni volta che collezioni 50 diamanti, essi ti andranno a ricaricare il tempo. +Premi KEY_SHOOT per sparare e tieni premuto il tasto per ottenere un po' di lento auto-fire. Premendo ripetutamente potrai sparare piu' velocemente del normale auto-fire. +Ora guarda il muro alla tua destra. Non sembra molto solido. Prova a distruggerlo sparandogli con la tua arma. +Molto bene. Ci sono un sacco di punti in cui potrai sparare ai muri. La maggior parte delle volte tuttavia, troverai solo delle aree segrete dietro di essi. +Ora qualche esercizio di puntamento. Puoi puntare in su' premendo KEY_UP. Insieme a KEY_LEFT o KEY_RIGHT potrai sparare anche in diagonale. Ora prova a sparare per tirare giu' i diamanti sopra di te. +Ora inizia il divertimento... Laggiu' troverai i primi nemici o, per meglio dire, i primi contenitori di power up. +-leer- +Molto bene. Colleziona tutti i power up ora. +Questo effetto era l'indicazione che la tua arma e' stata rafforzata. Potrai vedere quale era dal colore dell'effetto. Rosso e' lo spread shot, blu e' il laser e verde e' il bounce. Le tacche (guarda la freccia) mostrano il livello corrente dell'arma. +E ora i primi veri nemici: i walker. Una loro particolarita' e' che gli puoi saltare sopra per metterli knock out. +La via e' nuovamente bloccata, ma questa volta il muro da distruggere e' SOTTO di te. Tieni premuto KEY_BLITZ e ruota il fulmine con KEY_LEFT e KEY_RIGHT per distruggerlo. +Molto bene. A proposito, il fulmine puo' distruggere anche i nemici. Sfortunatamente e' un po' corto... Ma non preoccuparti: dipende tutto dalla tecnica :) A destra ci sono alcuni power up per cambiare questa situazione. +Il fulmine e' piu' lungo ora. Provalo! E la cosa migliore e': puo' diventare ancora piu' lungo. Le tacche sotto il simbolo del fulmine nell'HUD mostrano il livello corrente. Quando perderai una vita, perderai anche una tacca del fulmine. +Gli extra non sono presenti solo nei contenitori volanti. Possono anche trovarsi nei blocchi dei power up che appaiono solo se vengono colpiti per la prima volta. Prova a sparare qui attorno finche' non ne trovi uno (fai ruotare il fulmine per rendere la cosa piu' facile)... +Eccolo. Ora sparagli a ripetizione finche' sara' vuoto e colleziona tutti gli oggetti. +Queste erano le cosiddette "power line", un'arma speciale. Il numero di power line puo' essere visto nell'HUD (guarda la freccia). Vai un po' a destra per ricevere le informazioni su come usarle e per vederle in azione. +Resta al centro del ponte e premi KEY_POWERLINE per attivare le power line. +Whoosh! I nemici piccoli vengono spazzati via e anche i piu' grandi vengono danneggiati da quest'arma. Ora colleziona i power up che vengono su'. +Questi power up erano granate. Fanno BOOM. Sembra divertente, ma e' la verita' :) Ancora una volta, a destra imparerai l'uso di questi oggetti. +Attento, ci sono due nidi che possono causare molti danni! Premi KEY_GRANATE per sparare una granata. Possono danneggiare tutti i nemici posizionati attorno all'esplosione. Per il secondo nido dovrai metterti sotto di esso, e sparare in su'. +Sembra di nuovo un vicolo cieco. Accovacciati (KEY_CROUCH) e attiva le power line simultaneamente (KEY_POWERLINE) in modo da poterti trasformare nella ruota d'acciaio. Alla fine del tunnel, premi semplicemente il tasto per saltare (KEY_JUMP) per rimetterti in piedi. +Come avrai notato, il cerchio blue (guarda la freccia) diminuira' quando rotoli come una ruota. Ma potrai ricaricarlo di nuovo coi power up. Inoltre, si ricarichera' lentamente da solo. +Gia', questo era il power up della ruota. Quando sei in modalita' ruota, sei invincible e causerai danni ai nemici. E come se non bastasse, potrai anche piazzare le bombe premendo KEY_SHOOT. Prova con i nidi a destra. +Wow, sei proprio una macchina assassina adesso! Ma l'armamentario non e' ancora completo. Alcune armi devono ancora arrivare... +Queste frecce a proposito ti mostrano la direzione da prendere se vuoi raggiungere l'uscita. +Ancora un muro? Potremmo usare il lampo... Ma aspetta! Avvicinati al muro e premi KEY_SHOCKWAVE ... +Wow, quell'onda-shock ha distrutto l'intero muro eliminando il walker, e ha anche svuotato un blocco di power up. Puoi trasportare solo una di queste smart bomb alla volta e dovrai ricaricarla con il power up corrispondente dopo averla usata. Se il simbolo nell'HUD e' illuminato (guarda la freccia), la smart bomb e' pronta all'uso. +Un'altro esercizio di puntamento... Tieni premuto KEY_SHOOT e KEY_BLITZ simultaneamente per caricare la tua arma con il colpo. Durante il caricamento, puoi cambiare la direzione di puntamento con KEY_LEFT e KEY_RIGHT. Lascia i tasti per sparare il colpo. Piu' a lungo mantieni il colpo, piu' sara' grande. Vai al centro e prova a sparare ai diamanti sopra di te con questo colpo. +Piu' e' lungo il tuo fulmine, piu' velocemente si carichera' il colpo. Un'altra cosa: a sinistra scoprirai le due armi principali che si trovano a fianco allo spread shot. +Questi erano gli extra per i bounce. Come puoi vedere, i power up possono trovarsi anche in giro cosi'. Questo sparo si puo' dividere in altri due spari in base al potere della tua arma al momento. Molto utile nei tunnel stretti o in corridoi come questo qui. +L'ultima arma di oggi e' il laser. Colleziona i power up e provalo. La sua particolarita' sta' nel fatto di poter sparare attraverso molti nemici con un colpo solo. Puoi cambiare arma con KEY_WAFFE_CYCLE. Fai un po' di pratica. +Questa e' la fine del tutorial. Nel gioco incontrerai altri power up e altra roba. Tieni pero' a mente: sperimenta un po' tutto per capire. Il tutorial era un po' piu' facile dei normali livelli: dai nidi non spuntavano nemici ed eri invincibile. Ma ora dovresti essere pronto alla battaglia. Buona fortuna! +36 +37 +38 +39 +//---------- Konsolen Text ----------// +Hurrican + +(c) 2007 +Poke53280 +www.poke53280.de + +Inserire "help" per informazioni sui comandi della console + + +//---------- Summary Box ----------// +Sommario +Segreti +Trucco sbloccato: +- Premi un tasto - +//---------- Main Menu ----------// +CARICAMENTO +SALVA GIOCO +INIZIA GIOCO +TORNA AL GIOCO +PREFERENZE +HIGHSCORE +CREDITI +ESCI +GIOCA TUTORIAL +INIZIA NUOVO GIOCO +CONTINUA GIOCO SALVATO +FACILE +NORMALE +DIFFICILE +HURRICAN +cursori: selezionare - enter : scegliere - ESC : indietro +POSIZIONE +NOME +PUNTEGGIO +STAGE +DIFF. +VOLUME +SUONO +MUSICA +CONFIGURA CONTROLLI +SCEGLI LINGUA +MODO: +Force feedback +Carica impostazioni predefinite +Joypad +Joystick +INCREDIBILE +NUOVO HIGHSCORE ALLA POSIZIONE +INSERISCI IL NOME +CONTINUA +dietro +cammina a sinistra +cammina a destra +accovacciati +guarda su' +guarda giu' +salta +spara +attiva lampo +power line +granata +onda-shock +cambia arma +cammina +guarda +Asse X/Y +D-pad +-premi nuovo tasto- +-premi nuovo bottone- +DETTAGLIO: BASSO +DETTAGLIO: MEDIO +DETTAGLIO: ALTO +DETTAGLIO: MASSIMO +UN GIOCATORE +DUE GIOCATORI +Giocatore uno +Giocatore due +tipo +modo +sensibilita' +tastiera +non definito +stage +giocatore +data +- nessun valore - +SEGRETO +sinistra +destra +su' +giu' +bottone +//---------- Hints ----------// +Collezionando tutti i diamanti di un livello, sbloccherai un codice per un trucco. +Perdendo una vita perderai anche il livello dell'arma corrente. +Toccando un nemico mentre sei in modalita' ruota, l'energia del cerchio diminuira' piu' rapidamente. +Stando fermo senza muoverti l'energia del cerchio si ricarichera' piu' rapidamente. +Premendo salto mentre sei in modalita' ruota e in aria, potrai eseguire il salto rotante. +Collezionando 50 diamanti riaggiornerai il limite di tempo. +Non puoi trasportare piu' di 9 granate e 9 power line. +Alcuni segreti si nascondono dietro muri da abbattere. +Dove ci saranno muri che non ti fermano, ci saranno dietro dei segreti. +Rotolando su una bomba che esplode, in modalita' ruota, subirai un leggero sobbalzo. +Se verrai morso da un grosso pesce salta sulla terra ferma per liberartene. +Vapore e fumo possono darti una leggera spinta quando salti. +Alcuni boss sono veramente duri da abbattere usando la sola e pura potenza di fuoco. +Il fuoco dai lanciafiamme a muro puo' causare danni anche ai nemici. +I generatori dello scudo possono danneggiare i nemici quando li toccano. +Alcuni nemnici e' meglio evitarli che distruggerli. +Le granate causano danni ad ogni nemico attorno all'esplosione. +Le power line sono la cosa migliore per trovare i blocchi dei power up. +Il danno di un singolo bounce diminuira' ad ogni rimbalzo sul muro. +Premendo ripetutamente il tasto fuoco puoi sparare piu' velocemente che con il normale auto-fire. +Puoi saltare sui blocchi dei power up per raggiungere le aree sovrastanti. +Puoi salvare il gioco alla fine di ogni livello. +Piu' e' lungo il tuo fulmine, piu' rapidamente si carichera' il colpo. +Perdendo una vita, l'esplosione sara' come quella di una granata. +Con il laser puoi sparare attraverso piu' nemici. +Le armi principali spread shot, laser e bounce possono essere potenziate fino a livello 8. +Puoi salvare il gioco alla fine del livello. +Puoi cambiare il livello di dettaglio degli effetti speciali dal menu opzioni. +Alcuni nemici possono essere colpiti solo in specifici momenti. +Poke53280 non ti chiedera' MAI l'indirizzo email o la tua password... +//---------- Pissen ----------// +Dannazione, devo andare da qualche parte... +Argh! Non riesco piu' a trattenerla! +Perche' questa armatura di latta non ha l'apertura per fare pipi'??? +Chi diavolo l'ha disegnata? +Perche' nessuno ha pensato a questa evenienza? +Tipico... +Non l'hanno provata abbastanza a lungo... +Dannazione, la cosa si sta facendo imbarazzante! +Quando torno sulla Terra... +... Ho intenzione di protestare per questo! +E' impossibile. +Questa suit d'assalto ha tutte le diavolerie e gli accessori immaginabili... +Ma hanno dimenticato la cosa piu' importante. +Che posso fare ora? +Avanti, torna a giocare! +Grmblfxt ... Sto diventando pazzo. +Devo trattenerla... +... finche' si ritorna al gioco! +//---------- Intro Screen 1 ----------// +2138, da qualche parte nello spazio +La "nave da guerra" e' di ritorno da una missione di successo. +La prossima fermata per la nave di trasporto truppe e' la Terra. +All'improvviso, i soldati ricevono una chiamata di emergenza dal pianeta azzurro. +"Terra sotto attacco! Tutte le unita' disponibili si preparino per la difesa!" +"Razzi di origine sconosciuta colpiscono la Terra!" +Alcuni secondi piu' tardi l'origine dei micidiali missili viene localizzata. +Il pianeta Takatis. +Gli uomini non possono credere ai loro occhi fissando l'ologramma nella stanza missioni. +Nessun altro a parte il Dr. Geng X in persona poteva dare inizio all'attacco. +Anni fa la notizia della sua morte si era diffusa per la galassia, ma ora e' tornato. +Senza esitazione la "nave da guerra" imposta la rotta verso il pianeta inesplorato. +Dopo un breve volo la nave raggiunge la sua destinazione. +Il pianeta brilla di una sua affascinante bellezza. +L'equipaggio inizia la procedura di atterraggio. +Gli scanner rilevano un'atmosfera simile alla Terra. +Improvvisamente, numerosi cannoni sulla superficie del pianeta aprono il fuoco. +Il sistema di scudi viene abbattuto ed enormi proiettili aprono squarci nella nave. +Senza aiuto, i soldati si dirigono sulla superficie del pianeta. +Quando entrano nell'atmosfera, la nave inizia a prendere fuoco. +Alcuni secondi dopo avviene l'impatto. +Gran parte dell'equipaggio non e' sopravvissuta all'atterraggio di emergenza della "nave da guerra". +Solo un soldato e' ancora vivo. Egli si alza lentamente e trova la via per uscire, determinato... +Solo due soldati sono ancora vivi. Si alzano lentamente e trovano la via d'uscita, determinati... +...A trovare il Dr. Geng X e liberare il mondo dalla sua diabolica presenza. +//---------- Outtro ----------// +L'incredibile e' divenuto realta'. +Dopo una lunga battaglia, Dr. Geng X viene sconfitto! +Qualunque cosa rimanga di lui restera' nascosta sotto le coltri di fumo della fortezza +distrutta e in rovina. Tutte le sue sinistre creazioni resteranno seppellite con lui, +giu' nella profonda ed eterna oscurita'. +La pace e' stata nuovamente ristabilita nell'universo, ma nessuno sa +quanto tempo questa pace potra' durare. +Il futuro deve ancora essere scritto. + + + +//---------- Warpzone ----------// +E ora, per quelli pazienti fra voi, alcuni piccoli suggerimenti +Guarda bene all'interno del livello tutorial per trovare +l'entrata segreta per le condutture ... +Usare la ruota proprio all'inizio sarebbe un'idea ESPLOSIVA... +Resta tutto a sinistra e non dimenticare: gli idraulici cercano i tubi ;) + +//--- ENDE ---// diff --git a/21_Indie Games/45_Hurrican/lang/languages.zip b/21_Indie Games/45_Hurrican/lang/languages.zip new file mode 100644 index 0000000..7c6f338 Binary files /dev/null and b/21_Indie Games/45_Hurrican/lang/languages.zip differ diff --git a/21_Indie Games/45_Hurrican/lang/polski.lng b/21_Indie Games/45_Hurrican/lang/polski.lng new file mode 100644 index 0000000..59513f8 --- /dev/null +++ b/21_Indie Games/45_Hurrican/lang/polski.lng @@ -0,0 +1,260 @@ +-------------------------------- +> Plik Jezykowy Hurrican < +> < +> - polski - < +> Romano < +> 29.06.2007 < +> < +> < +-------------------------------- +//---------- Starter ----------// +Pelny ekran +Standardowa +Uruchom gre +Wyjdz +Porzuc +Jezyk +Sprawdz uaktualnienia +Jest dostepna nowa wersja. Czy chcesz teraz odwiedzic strone internetowa Hurrican? +Nie ma nowszej wersji. +Dostepne poziomy na serwerze +Pobierz aktualna liste poziomow z serwera +Wybierz paczke poziomow +Pobierz wybrane +//---------- Miscellaneous ----------// +0 +Ladowanie pliku jezykowego +Ladowanie bitmapy : +Ladowanie dzwieku : +Ladowanie modulu : + ... OK +Ladowanie danych poziomu dla \n +//---------- Tutorial Texts ----------// +Witam na poziomie treningowym Hurrican. Tu nauczysz sie podstawowego sterowania. Mozesz poruszac sie w lewo i prawo przyciskajac KEY_LEFT lub KEY_RIGHT. Mozesz kleczec przyciskajac KEY_CROUCH. Teraz rozejrzyj sie troche. Jest wiecej podpowiedzi tego typu na tym poziomie. +Wcisnij KEY_JUMP by skoczyc. Im dluzej przytrzymasz klawisz, tym wyzej skoczysz. Mozesz zmieniac kierunek podczas skoku wciskajac KEY_LEFT lub KEY_RIGHT. +Mozesz sie rozgladac przyciskami KEY_UP i KEY_DOWN. To pomoze ci znalezc ukryte przedmioty. Jak na przyklad, popatrz sie teraz na sufit nad toba... +Te diamenty sa porozsiewane po poziomach. Za zbieranie ich dostajesz punkty. Dodatkowo za kazde 50 diamentow twoj czas sie uzupelnia. +Wcisnij KEY_SHOOT by strzelic, i przytrzymaj by strzelac powolnym ogniem automatycznym. Powtarzalnie wciskajac ten klawisz mozesz strzelac szybciej niz normalnym ogniem automatycznym. +Teraz popatrz na sciane na prawo. Nie wyglada zbyt solidnie. Sprobuj ja zniszczyc strzelajac do niej ze swojej broni. +Bardzo dobrze. Jest wiele miejsc w ktorych mozesz niszczyc sciany. Jednak w wiekszosci wypadkow, znajdziesz za nimi rozne sekrety. +Teraz czas pocwiczyc celnosc. Mozesz celowac w gore wciskajac KEY_UP. Mieszajac to z KEY_LEFT lub KEY_RIGHT mozesz tez strzelac po skosie. Teraz sprobuj zestrzelic te krysztaly nad toba. +Robi sie coraz ciekawiej... Tam w dole znajdziesz pierwszych wrogow, lub jak kto woli, pierwsze latajace zasobniki wzmocnien. +-leer- +Bardzo dobrze. Zbierz teraz wszystkie wzmocnienia. +Ten efekt to wskaznik oznaczajacy, ze twoja bron zostala wzmocniona. To ktora bron zostala wzmocniona zalezy od koloru efektu. Czerwony to karabin rozpryskowy, niebieski to laser a zielony to kule plazmowe. Paski (przy strzalce) pokazuja aktualny poziom broni. +Teraz pora na pierwszego, prawdziwego wroga: robot kroczacy. Tym co je odroznia jest to, ze mozesz na nie naskoczyc, i w ten sposob ogluszyc je. +I znowu droga jest zablokowana, tym razem zniszczalna sciana jest POD toba. Przytrzymaj KEY_BLITZ i obroc piorun przy pomocy KEY_LEFT i KEY_RIGHT tak by zniszczyc sciane. +Bardzo dobrze. Przy okazji, piorun moze tez niszczyc wrogow. Niestety jest nieco za krotki... Ale nie martw sie, to kwestia techniki :) Na prawo od ciebie jest kilka wzmocnien ktore to zmienia. +Piorun jest teraz dluzszy. Wyprobuj go! A najlepsze jest to, ze moze byc jeszcze dluzszy. Pasek przy symbolu blyskawicy na HUDzie pokazuje jego aktualny poziom. Gdy stracisz zycie, stracisz tez jeden poziom pioruna. +Bonusy nie sa zawarte tylko w latajacych zasobnikach. Moga tez byc w blokach wzmocnien ktore pojawiaja sie tylko gdy zostana juz chociaz raz trafione. Sprobuj postrzelac wokol siebie dopoki jednego nie znajdziesz (Obracanie piorunem powinno ci to ulatwic...) +Oto jest. Teraz ostrzelaj go, dopoki nie wyleca z niego wszystkie przedmioty. +To byly tak zwane "linie mocy", to bron specjalna. Liczbe linii mocy mozna ujrzec na HUDzie (patrz strzalka). Przejdz sie troche w prawo by uzyskac informacje jak ich uzywac, i zobaczyc je w akcji. +Stan na srodku mostu i wcisnij KEY_POWERLINE by aktywowac linie mocy. +Siuuu! Mali wrogowie zostaja zmieceni a wieksi zostaja uszkodzeni, dzieki tej broni. Zbierz teraz unoszace sie wzmocnienia. +Te wzmocnienia to byly granaty. Robia BUUM! Brzmi smiesznie, ale to prawda :) Ponownie, idac w prawo nauczysz sie uzytkowania tych przedmiotow. +Uwaga, sa tu dwa gniazda ktore wytrzymuja duze obrazenia! Wcisnij KEY_GRANATE by wystrzelic granat. Moga one razic wszystkich wrogow bedacych w promieniu wybuchu. By zniszczyc drugie gniazdo bedziesz musial stanac pod nim i wystrzelic w gore. +Wyglada na kolejny slepy zaulek. Ukleknij (KEY_CROUCH) i jednoczesnie aktywuj linie mocy (KEY_POWERLINE). Dzieki temu zmienisz sie w stalowe kolo. Na koncu tunelu, zwyczajnie wcisnij klawisz skoku (KEY_JUMP) by znow stanac na nogi. +Jak juz pewnie zauwazyles, niebieski pierscien (patrz strzalka) bedzie malal gdy bedziesz sie krecil wokol jako kolo. Ale mozesz napelnic go z powrotem dzieki wzmocnieniom. Dodatkowo sam sie powoli napelnia. +Tak, to bylo wzmocnienie kola. Kiedy jestes w trybie kola, jestes niezwyciezony i uszkadzasz wrogow. I jakby tego bylo malo, mozesz nawet rozrzucac bomby wciskajac KEY_SHOOT. Wyprobuj to na gniazdach znajdujacych sie na prawo od ciebie. +Wow, jestes teraz czyms w rodzaju maszyny do zabijania! Ale twoj arsenal nie jest jeszcze pelny. Dojdzie ci jeszcze kilka broni... +Te strzalki na twojej drodze wskazuja ci kierunek w ktorym musisz podazac, by dojsc do wyjscia z poziomu. +Znowu sciana? Moglibysmy uzyc pioruna... ale czekaj! Stan blisko tej sciany i wcisnij KEY_SHOCKWAVE... +Wow, ta fala uderzeniowa zniszczyla cala sciane, zabila robota kroczacego, a nawet oproznila blok wzmocnien. Ale mozesz nosic tylko jedna taka bombe i musisz zdobyc odpowiednie wzmocnienie by znow ja odzyskac. Jezeli symbol na HUDzie swieci (patrz strzalka), bomba jest gotowa do uzycia. +Jeszcze jedno cwiczenie celnosci... Przytrzymaj KEY_SHOOT i KEY_BLITZ jednoczesnie, by naladowac swoja bron promieniem. W czasie ladowania mozesz zmienic kierunek celowania przy pomocy KEY_LEFT i KEY_RIGHT. Pusc klawisze, by wystrzelic promien. Im dluzej bedziesz ladowal promien, tym wiekszy pocisk wystrzelisz. Stan na srodku i sprobuj zestrzelic w ten sposob diamenty nad toba. +Im dluzszy masz piorun, tym szybciej naladujesz promien. Jeszcze jedno: idac w lewo dowiesz sie o dwoch innych podstawowych broniach, poza karabinem rozpryskowym. +To byly bonusy kuli plazmowej. Jak widzisz, wzmocnienia moga nawet lezec ot tak sobie. Ten pocisk moze dzielic sie na dwa kolejne pociski, zaleznie od poziomu twojej broni. Bardzo przydatne w tunelach lub korytarzach jak ten tutaj. +Ostatnia bronia na dzis jest laser. Zbierz wzmocnienia i przetestuj go. Jego specjalna wlasciwoscia jest to ze potrafi przeszywac kilku wrogow jednym pociskiem. Mozesz zmieniac bronie za pomoca KEY_WAFFE_CYCLE. Pobaw sie troche. +To koniec treningu. W grze dowiesz sie wiecej o wzmocnieniach i innych rzeczach. Tylko zapamietaj sobie, poeksperymentuj troche ze wszystkim by to zrozumiec. Ten trening byl nieco latwiejszy niz normalne poziomy: gniazda nie tworzyly wrogow a ty byles niezniszczalny. Ale teraz powinienes byc gotowy do walki. Powodzenia! +36 +37 +38 +39 +//---------- Konsolen Text ----------// +Hurrican + +(c) 2007 +Poke53280 +www.poke53280.de + +Wpisz "help" by uzyskac informacje o komendach konsoli + + +//---------- Summary Box ----------// +Podsumowanie +Sekrety +Odblokowane cheaty: +- Wcisnij dowolny klawisz - +//---------- Main Menu ----------// +LADOWANIE +ZAPISZ GRE +ZACZNIJ GRE +POWROT DO GRY +OPCJE +HALA SLAWY +LISTA PLAC +WYJDZ +ROZPOCZNIJ TRENING +ROZPOCZNIJ NOWA GRE +KONTYNUUJ GRE +LATWY +NORMALNY +TRUDNY +HURRICAN +kursor : wybierz - enter : zatwierdz - ESC : cofnij +RANGA +IMIE +WYNIK +POZ. +UMIEJ. +GLOSNOSC +DZWIEK +MUZYKA +KONFIGURUJ STEROWANIE +WYBIERZ JEZYK +TRYB: +Wibracja +Ustawienia poczatkowe +Joypad +Joystick +NIESAMOWITE +NOWY WYNIK W RANDZE +WPISZ SWOJE IMIE +KONTYNUUJ +Zurück +idz w lewo +idz w prawo +klecz +patrz w gore +patrz w dol +skocz +strzel +aktywuj piorun +linia mocy +granat +fala uderzeniowa +zmien bron +idz +patrz +Os X/Y +D-pad +-wcisnij klawisz- +-wcisnij przycisk- +DETALE: NISKIE +DETALE: SREDNIE +DETALE: WYSOKIE +DETALE: NAJWYZSZE +JEDEN GRACZ +DWOCH GRACZY +Pierwszy gracz +Drugi gracz +typ +tryb +Czulosc +klawiatura +nie zdefiniowano +poziom +gracze +data +- brak wpisu - +SEKRET +lewo +prawo +gora +dol +przycisk +//---------- Hints ----------// +Jezeli zbierzesz wszystkie diamenty w poziomie, odblokujesz cheat. +Tracac zycie, stracisz tez poziom broni ktorej aktualnie uzywasz. +Dotykajac wroga bedac w trybie kola, energia kola bedzie spadac szybciej. +Stojac w bezruchu, energia kola zregeneruje sie szybciej. +Wciskajac przycisk skoku gdy jestes w trybie kola oraz jestes w powietrzu, wykonasz kolo-skok. +Zebranie 50 diamentow odnowi limit czasu. +Nie mozesz miec wiecej niz 9 granatow i 9 linii mocy. +Niektore sekrety sa schowane za zniszczalnymi scianami. +Istnieja przepuszczalne sciany za ktorymi mozesz znalezc sekrety. +Wjezdzajac na wybuchajaca bombe w trybie kola zostaniesz wyrzucony nieco w gore. +Gdy ugryzie ciebie wielka ryba wyskocz na suchy lad by sie jej pozbyc. +Para i dym moga ciebie uniesc nieco wyzej kiedy skaczesz. +Niektorzy bossowie sa bardzo trudni do pokonania przy uzyciu czystej sily ognia. +Ogien z nasciennych miotaczy ognia moze tez krzywdzic wrogow. +Wytworniki oslon moga uszkadzac wrogow gdy ich dotkna. +Niektorych wrogow lepiej unikac niz niszczyc. +Granaty uszkadzaja kazdego wroga w promieniu wybuchu. +Linie mocy najlatwiej znalezc w ukrytych blokach wzmocnien. +Obrazenia zadawane przez kule plazmowe zmniejsza sie za kazdym razem gdy kula odbije sie od sciany. +Powtarzalnie wciskajac przycisk strzalu strzelasz szybciej niz zwyklym ogniem automatycznym. +Mozesz wskakiwac na bloki mocy by wspiac sie na wyzsze obszary. +Mozesz zapisac gre po kazdym skonczonym poziomie. +Im dluzszy jest twoj piorun, tym szybciej promien sie laduje. +Gdy tracisz zycie, eksplozja tym wywolana przypomina wybuch granatu. +Laserem mozesz przestrzeliwac kilku wrogow pod rzad. +Bronie podstawowe, karabin rozpryskowy, laser i kule plazmowe mozna rozbudowac do 8 poziomu. +Mozesz zapisac gre po kazdym skonczonym poziomie. +Mozesz zmienic poziom detali efektow specjalnych w menu opcji. +Niektorych wrogow mozesz zranic tylko gdy sa w okreslonym stanie. +Poke53280 NIGDY nie poprosi cie o twoj adres e-mail lub o twoje haslo... +//---------- Pissen ----------// +Cholera, musze gdzies isc... +Argh! Nie wytrzymam juz dluzej! +Czemu ten blaszany kubel nie ma klapki w rozkroku??? +Kto do diabla to zaprojektowal? +Dlaczego nikt nie pomyslal o takiej sytuacji? +Typowe... +Nie testowali tej rzeczy w odpowiedni sposob... +Cholera, to zaczyna sie robic niezreczne! +Kiedy wroce na Ziemie... +...Bede na to narzekal! +To nie mozliwe. +Ten kombinezon bojowy ma wszelkie techniczne gwizdki i dzwonki... +Ale o najwazniejszej rzeczy to juz zapomnieli. +Co teraz moge zrobic? +No chodz, graj dalej! +Grmblfxt ... Zaczynam swirowac. +Musze to ukrywac... +...az gra bedzie skonczona! +//---------- Intro Screen 1 ----------// +2138, gdzies w przestrzeni +"Pancernik" jest w drodze powrotnej z pomyslnej misji. +Nastepnym przystankiem transportowca jest Ziemia. +Nagle, zolnierze dostaja alarmowe wolanie z blekitnej planety. +"Ziemia jest atakowana! Wszystkie jednostki przygotowac sie do obrony!" +"Rakiety nieznanego pochodzenia trafiaja w Ziemie!" +Sekundy pozniej pochodzenie zabojczych pociskow zostalo zlokalizowane. +Planeta Takatis. +Ludzie nie wierza swoim oczom patrzac sie na hologram w sali odpraw. +Nikt inny jak sam Dr. Geng X rozpoczal atak. +Lata temu wiadomosc o jego smierci rozbiegla sie po galaktyce, ale on wrocil. +Bez wahania "Pancernik" ustanawia kurs na niezbadana planete. +Po krotkim locie statek osiaga miejsce swojego przeznaczenia. +Obca planeta blyszczy zdradzieckim pieknem. +Zaloga rozpoczyna proces ladowania. +Skanery wskazuja na atmosfere podobna do ziemskiej. +Nagle, liczne dziala na powierzchni otwieraja ogien. +System oslon zawodzi i wielkie pociski rozrywaja kadlub statku na strzepy. +Bezradni, zolnierze spadaja na powierzchnie planety. +Statek prawie splonal gdy wchodzili w atmosfere. +Sekundy po uderzeniu. +Wiekszosc zalogi nie przetrwala awaryjnego ladowania "Pancernika". +Przezyl tylko jeden zolnierz. Powoli podnosi sie i wychodzi na zewnatrz. +Przezylo tylko dwoch zolnierzy. Powoli podnosza sie i wychodza na zewnatrz. +Czas odnalesc Dr. Geng X i uwolnic swiat z jego zlej obecnosci. +//---------- Outtro ----------// +Niesamowite stalo sie prawdziwe. +Po dlugiej walce, Dr. Geng X zostal pokonany! +Cokolwiek po nim zostalo lezy ukryte pod dymiacymi resztkami jego +zrujnowanej twierdzy. Wszystkie jego zlowrogie twory leza pogrzebane tu razem z nim, +w dole wiecznej ciemnosci. +Pokoj we wszechswiecie zostal przywrocony, lecz nikt nie wie +jak dlugo ten pokoj zapanuje. +Przyszlosc dopisze ta historie. + + + +//---------- Warpzone ----------// +A teraz, dla tych cierpliwych z was, mala podpowiedz +Dobrze sie rozejrzyjcie w poziomie treningowym by znalezc +tajne wejscie hydraulika... +Uzywanie kola na samym poczatku to BOMBOWY pomysl... +Trzymaj sie blisko lewej strony i nie zapomnij: hydraulicy ida po rury ;) + +//--- ENDE ---// diff --git a/21_Indie Games/45_Hurrican/lang/portugues.lng b/21_Indie Games/45_Hurrican/lang/portugues.lng new file mode 100644 index 0000000..1dcea09 --- /dev/null +++ b/21_Indie Games/45_Hurrican/lang/portugues.lng @@ -0,0 +1,260 @@ +-------------------------------- +> Hurrican Language File < +> < +> - portugues - < +> Raphael Belmont < +> 26.06.2007 < +> < +> http://www.poke53280.de < +-------------------------------- +//---------- Inicio ----------// +TelaCheia +Padrao +Iniciar jogo +Sair +Abortar +Idioma +Checar novas versoes +Uma nova versao esta disponivel. Deseja visitar o site Hurricane agora? +Nenhuma nova versao disponivel. +Niveis disponiveis no servidor. +Baixar lista atual de niveis no servidor +Selecione pacote de nivel +Selecao de download +//---------- Miscellaneous ----------// +0 +Carregando arquivo de idioma +Carregando imagem : +Carregando som : +Carregando modulo : + ... OK +Carregando dados do nivel para \n +//---------- Textos Tutoriais ----------// +Bem vindo ao Hurrican nivel tutorial. Aqui voce aprendera os comandos basicos. Voce pode mover para esquerda e direita pressionando seta_esquerda ou seta_direita. Voce pode agachar pressionando seta_baixo. Agora observe mais um pouco. Existem mais dicas como essa nesse nivel. +Pressione tecla de pulo para pular. Quanto mais voce pressionar a tecla mais alto pulara. Voce pode mudar a direcao enquanto pula pressionando esquerda ou direita. +Voce pode olhar ao redor pressionando para cima ou para baixo. Isso o ajuda a encontrar itens escondidos. Por exemplo, olhe para o teto acima de voce... +Esses diamantes estao espalhados pelo nivel. Voce recebera pontos por coleta-los. Ainda a cada 50 diamantes coletados seu tempo enchera novamente. +Pressione Tiro para atirar e mantenha pressionado para um lento auto-fogo. Pressionando a tecla constantemente voce pode atirar mais rapido do que o normal auto-fogo. +Agora olhe para a parede na sua direita. Nao parece muito solida. Tente destrui-la com sua arma. +Muito bem. Existem muitos lugares que voce pode destruir paredes. Na maioria voce encontrara somente areas secretas. +Agora um pouco de treinamento de mira. Voce pode mirar para cima pressionando Cima. Combinando com Esquerda ou Direita voce pode atirar na diagonal tambem. Agora tente acertar os diamantes acima de voce. +Agora esta ficando excitante... Embaixo voce encontrara os primeiros inimigos ou, digamos, as primeiras caixas contendo PowerUp. +-atencao- +Muito bem.Colete todos os PowerUp agora. +Esse efeito foi o indicador de forca da sua arma. Pode ser notado pela cor do efeito. Vermelho e o tiro espalhado, azul e o laser e verde e o que rebate. As barras (nas setas) mostram o nivel atual da arma. +E agora os primeiros inimigos reais: os caminhadores. Uma coisa especial sobre eles e que voce pode pular em cima deles para destrui-los. +Novamente o caminho esta bloqueado, mas agora a parede destruivel esta abaixo de voce. Pressione Relampago e gire o raio com esquerda e direita para destruir a parede. +Muito bem. A proposito o raio pode destruir inimigos tambem. Infelizmente e um pouco curto... Mas nao se preoculpe: e tudo questao de tecnica :) A direita estao alguns PowerUps para mudar isso. +O raio e mais longo agora. Experimente! E o melhor: pode ir mais longe ainda. A barra ao lado do simbolo do relampago no HUD mostra o nivel atual. Quando voce perde uma vida, voce perdera um nivel do relampago tambem. +Extras nao se encontram somente nas caixas flutuantes. Eles tambem podem ser encontrados no blocos PowerUp que somente aparecem quando sao atingidos uma primeira vez. Tente atirar por aqui ate voce encontar um (gire o relampago para facilitar um pouco)... +Aqui esta. Agora atire continuamente ate que esteja vazia e tudo coletado. +Esses foram os "powerlines", uma arma especial. O numero de powerlines pode ser visto no HUD (observe a seta). Va um pouco para a direita para aprender como usa-los e ve-los em acao. +Fique no meio da ponte e pressione KEY_POWERLINE para ativar uma powerline. +Woosh! Inimigos pequenos sao desintegrados e maiores sao danificados tambem. Agora colete os PowerUps. +Esses PowerUps eram granadas. Elas fazem BOOM. Parece engracado mas e verdade :) Novamente a direita voce aprendera como usar esses itens. +Cuidado, existem dois ninhos que podem causar um bom dano! Pressione KEY_GRANADA para jogar uma granada. Elas podem destruir tudo ao seu alcance. Para o segundo ninho voce precisara ficar abaixo e atirar pra cima. +Parece sem saida novamente. Agache e ative a powerline simultaneamente. Voce mudara para a roda de aco. No fim do tunel, simplesmente pressione pulo para levantar-se novamente. +Como voce deve ter notado (observe a seta) vai baixar quando voce rodar como a roda. Mas voce pode encher novamente com powerups. Porem ira encher por si so. +Sim, esse foi o PowerUp da roda. Quando voce esta no modo roda, voce e invencivel e danifica inimigos. E como se nao bastasse, voce pode ate colocar bombas pressionando Tiro. Tente nos ninhos a direita. +Wow, voce e uma maquina assassina agora! Mas o inventario nao esta completo ainda. Algumas armas irao ainda aparecer... +Essas setas pelo caminho mostram onde e a saida. +Uma parede novamente? Nos poderiamos usar o relampago... Mas espere! Fique ao lado da parede e pressione KEY_SHOCKWAVE ... +Wow, aquele shock destruiu toda a parede, matou o caminhador e ate o powerblock. Mas voce pode carregar apenas uma dessas bombas por vez e deve enche-lo com o correspondente powerup quando usar. Se o simbolo no HUD brilhar (observe a seta), a bomba esta pronta para o uso. +Mais um exercisio de mira... Pressione Tiro e Blitz simultaneamente para carregar sua arma e o raio. Enquanto carrega voce pode mudar a mira. Solte as teclas para atirar. Quanto mais longe maior sera o Tiro. Va ao meioe tente acertar os diamantes acima com o tiro. +Quanto mais longe for seu raio mais rapido carregara. Mais uma coisa: a esquerda voce aprendera sobre as duas armas primarias. +Esses foram extras do tiro. Como voce pode ver, powerups podem ate estar largados assim. Esse tiro pode se dividir em mais tiros de acordo com o nivel da arma. Muito bom em tuneis ou corredores como esse. +A ultima arma e o laser. Pegue os PowerUps e teste. O bom dele e que pode atravessar inimigos com um tiro so. Voce pode mudar suas armas pressionando ciclo de armas. Tente um pouco. +Esse e o fim do tutorial. No jogo enquanto joga voce aprendera mais. Apenas tente varias coisas diferentes. O tutorial foi um pouco mais facil que os niveis normais: os ninhos nao foram malignos e voce era invencivel. Mas agora prepare-se para a luta. Boa sorte! +36 +37 +38 +39 +//---------- Konsolen Texto ----------// +Hurrican + +(c) 2007 +Poke53280 +www.poke53280.de + +Entre "ajuda" para receber informacoes sobre comandos + + +//---------- Caixa de Resumo ----------// +Resumo +Segredos +Codigo destravado: +- Pressione qualquer tecla - +//---------- Menu Principal ----------// +CARREGANDO +CARREGANDO JOGO +INICIAR JOGO +VOLTAR AO JOGO +PREFERENCIAS +RECORDES +CREDITOS +SAIR +JOGAR TUTORIAL +COMECAR JOGO NOVO +CONTINUAR JOGO SALVO +FACIL +NORMAL +DIFICIL +HURRICAN +cursor: selecionar - enter : escolhe - ESC : volta +RANK +NOME +PONTUACAO +STAGIO +HABILIDADE +VOLUME +SOM +MUSICA +CONFIGURAR CONTROLES +ESCOLHA IDIOMA +MODO: +Force feedback +Usar padroes +Controle +Joystick +INACREDITAVEL +NOVO RECORDE NO RANK +ENTRE SEU NOME +CONTINUE +Zurück +andar esquerda +andar direita +agachar +olhar cima +olhar baixo +pulo +tiro +activar raio +powerline +granada +shockwave +ciclo armas +andar +olhar +X/Y Achse +D-pad +-pressione nova tecla- +-pressione novo botao- +DETALHES: BAIXO +DETALHES: MEDIO +DETALHES: ALTO +DETALHES: MAXIMO +UM JOGADOR +DOIS JOGADORES +Jogador um +Jogador dois +tipo +modo +Sensibilidade +teclado +nao definido +estagio +jogador +data +- sem registro - +SEGREDO +esquerda +direita +cima +baixo +botao +//---------- Dicas ----------// +Se voce coletar todos os diamantes em um nivel, voce ira destravar um codigo. +Quando perder uma vida, ira perder somente o nivel da arma que estava usando no momento. +Quando tocar um inimigo enquanto esta no modo roda sua energia da roda vai diminuir mais rapido. +Quando voce permanece parado a energia da roda aumentara mais rapido. +Quando voce pressiona pulo no modo roda, a roda ira saltar. +Coletar 50 diamantes renova seu tempo. +Voce nao pode carregar mais que 9 granadas e 9 powerlines. +Alguns segredos estao atras de paredes. +Existem paredes nao destrutiveis que guardam segredos. +Rolar sobre uma bomba explodindo ira joga-lo para cima. +Se voce for mordido por um peixe pula na terra para se livrar. +Tiro e fumaca podem faze o salto diferente. +Alguns chefes podem ser bem dificeis usando apenas tiro. +Fogo resultante de paredes podem atingir inimigos tambem. +O escudo fere inimigos tambem. +E melhor desviar de alguns inimigos do que tentar destrui-los. +Granadas danificam qualquer inimigo perto da explosao. +Powerlines sao melhores para encontrar objetos secretos. +O dano da arma que rebate abaixa a cada vez que rebate. +Pressione continuamente tiro para atirar mais rapido. +Pule sobre caixas de PowerUps para chegar em locais mais altos. +Voce pode salvar o jogo apos cada nivel. +Quanto mais longe o raio, mais rapido ele carrega. +Quando perder uma vida a explosao funciona como uma granada. +Com o laser voce atravessa inimigos com um unico tiro. +As armas primarias podem chegar ao nivel 8. +Voce pode alterar a qualidade da resolucao em opcoes. +Alguns inimigos so podem ser atingidos em locais especificos. +Se voce coletar todos os diamantes em um nivel, voce ira destravar um codigo. +Poke53280 nunca ira perguntar pelo seu email ou seu password... +//---------- Nervoso ----------// +Merda, preciso ir a algum lugar... +Argh! Nao posso segurar mais! +Por que essa lata velha nao tem mictorio??? +Quem diabos desenhou isso? +Por que ninguem pensou nisso? +Tipico... +Eles nao testaram isso por muito tempo... +Merda, to bem apertado agora! +Quando eu voltar a Terra... +... Vou reclamar disso! +Isso e impossivel. +Esse traje de assalto tem todos os aparatos tecnologicos... +Mas o mais importante, esqueceram. +O que que eu faco agora? +Vamos la, tenta nao pensar! +Grmblfxt ... To ficando doido. +Eu preciso segurar... +... ate o jogo carregar! +//---------- Tela de Introducao 1 ----------// +2138, algum lugar no espaco... +O "Senhor do Medo" esta no seu caminho de volta de uma missao bem sucedida. +Proxima parada da nave da tropa e a Terra. +De repente, os soldados recem um chamado do planeta azul. +"Terra sob ataque! Todas as unidades a seus postos!" +"Foguetes de origem desconhecida chegam a Terra!" +Segundos depois, a origem dos misseis e conhecida. +O planeta Takatis. +Os homens nao creem no que veem na sala de briefing. +Ninguem mais do que Dr. Geng iniciou o ataque. +Anos atras a mensagem da sua morte atravessou a galaxia, ams agora ele esta de volta. +Sem hesitacao o Senhor do Medo se dirige ao nao explorado planeta. +A nave chega ao seu destino. +O planeta alienigena brilha em uma beleza aterradora. +A tripulacao inicia processo de aterrissagem. +Os scanners mostram uma atsmosfera semelhante a da Terra. +De repente, numerosos canhoes surgem a superficie do planeta abrindo fogo. +O sistema de escudo falha e a nave e completamente destruida. +Sem saida, os tripulantes evadem a nave. +Eles acabam de chegar a atmosfera a nave explode. +Segundos apos o impacto. +Maioria da tripulacao nao sobrevive a destruicao da Senhor do Medo. +Apenas um soldado esta vivo. Lentamente ele se levanta e sai. +Apenas dois soldados estao vivos. Lentamente eles se levantam e saem. +Determinados a achar Dr. Geng X e libertar o mundo de sua presenca maligna. +//---------- Outro ----------// +O inacreditavel acontece. +Apos uma longa luta, Dr. Geng X foi derrotado! +O que resta dele esta abaixo de sua fortaleza abatida +todas as suas criacoes sinistars junto com ele, +caidas na eterna escuridao. +Paz e restaurada novamente no mundo embora ninguem saiba dizer +o quanto durara essa paz. +O futuro ainda esta a ser escrito. + + + +//---------- Zona de Transporte ----------// +E agora para os pacientes, uma pequena dica +Deem uma boa olhada no nivel tutorial +A entrada de encanamento ... +Usar a roda no inicio e uma ideia bombastica... +Fique proximo a esquerda e nao esqueca: encanadores sao para canos ;) + +//--- FINALLE ---// diff --git a/21_Indie Games/45_Hurrican/lang/svenska.lng b/21_Indie Games/45_Hurrican/lang/svenska.lng new file mode 100644 index 0000000..52968e8 --- /dev/null +++ b/21_Indie Games/45_Hurrican/lang/svenska.lng @@ -0,0 +1,260 @@ +-------------------------------- +> Hurrican Språkfil < +> < +> - svenska - < +> D-13 < +> 28.06.2007 < +> < +> www.recordedamigagames.org < +-------------------------------- +//---------- Starter ----------// +Fullskärm +Standard +Starta spel +Avsluta +Avbryt +Språk +Kolla efter uppdateringar +En ny version finns. Vill du gå till hemsidan för Hurrican nu? +Ingen ny version finns. +Tillgängliga världar på servern +Ladda hem nuvarande varldlista från server +Välj världpaket +Ladda hem +//---------- Miscellaneous ----------// +0 +Laddar sprakfil +Laddar bitmap : +Laddar wave : +Laddar modul : + ... OK +Laddar bandata för \n +//---------- Tutorial Texts ----------// +Välkommen till Hurrican träningsvärld. Här kommer du få lära dig den grundläggande styrningen. Du kan röra dig höger och vänster genom att trycka på KEY_LEFT eller KEY_RIGHT. Du kan ducka genom att trycka på KEY_CROUCH. Titta nu runt lite. Det finns fler tips som den här i världen. +Tryck KEY_JUMP för att hoppa. Håll knappen nere längre för högre hopp. Du kan ändra riktning medans du hoppar med KEY_LEFT eller KEY_RIGHT. +Du kan titta längre bort genom att trycka på KEY_UP och KEY_DOWN. Detta är bra för att hitta gömda föremål. Pröva att titta upp i taket... +Dessa diamanter finns spridda runt om i världarna. Du får poäng genom att samla dem. I övrigt, fyller du även på din tid varje gång om du samlar 50 stycken. +Tryck på KEY_SHOOT för att avfyra ditt vapen och håll inne knappen för att långsamt skjuta automatiskt. Om du trycker upprepat på knappen kan du skjuta ännu snabbare än om knappen bara är nedtryckt. +Titta väggen till höger om dig! Den ser bräcklig ut. Pröva att bryta dig igenom med ditt vapen. +Mycket bra. Det finns många ställen där du kan skjuta väggar. För det mesta döljer dem hemliga ställen. +Nu lite träning att sikta. Du kan sikta genom att trycka KEY_UP. Genom att kombinera detta med KEY_LEFT eller KEY_RIGHT kan du även skjuta diagonalt. Pröva att skjuta diamanterna ovanför dig. +Nu blir det spännande... Där nere kommer du möta dina första fiender, eller snarare, de första flygande tillbehörsbehållarna. +-leer- +Utmärkt. Samla alla tillbehör nu. +Den här effekten var ett tecken på att ditt vapen blev uppgraderat. Vilket tillbehör det var kan man se utav färgen på effekten runt spelaren. Röd är sprinkler, blå är laser och grön är studsare. Staplarna (vid pilen) visar dig din nuvarande vapenkraft. +Nu till dina första riktiga fiender: gångare. En speciell sak med dem är att du kan hoppa på dem för att besegra dem. +Vägen är blockerad igen, men den här gången är den svaga väggen UNDER dig. Håll ned KEY_BLITZ och rotera blixten med KEY_LEFT och KEY_RIGHT för att förstöra golvet. +Strålande. Föresten, blixten kan förstöra fiender med. Den är lite kort... men oroa dig inte: med lite träning så :) Till höger har vi några tillbehör för att ändra på det. +Blixten är längre nu. Testa! Och det bästa är: den kan bli ännu längre. Stapeln bredvid blixt-symbolen längst upp visar din nuvarande blixtkraft. När du förlorar ett liv, så förlorar du även en del kraft från blixten. +Tillbehör finns inte endast i de flygande behållarna. De finns även i tillbehörsklossar som bara syns om de blir träffade en gång av ditt vapen. Pröva att skjuta omkring dig här för att hitta en (använd blixten för att göra det lite enklare)... +Där är den. Fortsätt att skjuta på den tills den är tom och plocka upp alla tillbehör. +Detta var så kallade "kraftlinjer", ett lite speciellt vapen. Antal kraftlinjer kan du se i informationsfältet (vid pilen). Gå en bit till höger för att få information om hur de används och se hur de fungerar. +Stå i mitten av bron och tryck på KEY_POWERLINE för att aktivera en kraftlinje. +Swoosh! Små fiender besegras direkt och större blir skadade rejält av det här vapnet. Plocka nu tillbehören som dyker upp. +Dessa tillbehör är granater. Dom säger KABOOM! Låter kanske kul, men det är sant :) Åter igen, till höger om dig, får du lära dig använda dem. +Se upp, det finns två nästen som tål mycket skada! Tryck på KEY_GRANATE för att avfyra en granat. Den kan skada alla fiender som befinner sig runt explosionen. För det andra nästet behöver du stå under det och skjuta uppåt. +Verkar som en återvändsgränd igen. Ducka (KEY_CROUCH) och aktivera en kraftlinje samtidigt (KEY_POWERLINE). Så att du kan ändra dig till stålklingan. Vid slutet av tunneln hoppar du bara (KEY_JUMP) för att ändra tillbaka form. +Som du kanske märkt, den blå cirkeln (Titta på pilen) kommer minska när du är i stålhjuls-form. Men du kan fylla den igen med tillbehör. Plus att den fylls sakta igen av sig själv. +Japp, det var stålhjulet det. När du är i hjul-form, är du odödlig och gör samtidigt skada på fiender. Och som inte det vore nog, du kan även placera ut bomber på marken genom att trycka på KEY_SHOOT. Pröva det på nästet till höger. +Wow, du börjar likna en riktig fighter! Men det finns mer i arsenalen. Några vapen återstår... +Föresten, dessa pilar visar vilken väg du måste ta, om du vill komma i mål. +En vägg igen? VÄNTA! Vi skulle kunna använda blixten... men pröva istället att stå nära väggen och tryck på KEY_SHOCKWAVE ... +Smartbomben förstörde hela väggen, förstörde gångaren och tömde till och med en tillbehörskloss. Men du kan endast bära en enda sån här smartbomb åt gången och måste skaffa en ny genom rätt sorts tillbehör när du använt den. Om symbolen i informationsfältet glöder (se pilen), så har du en smartbomb redo. +En till övning för att sikta... Håll nere KEY_SHOOT och KEY_BLITZ samtidigt för att ladda ditt vapen med strålen. När du laddar kan du ändra var du siktar med KEY_LEFT och KEY_RIGHT. Släpp knapparna för att släppa lös strålen. Ju längre du laddar strålen, ju större kommer skottet vara. Gå till mitten och försök att skjuta diamanterna ovanför dig med strålen. +Ju mer tillbehör du har för blixten, ju snabbare kommer strålen att ladda upp. En till sak: till vänster kommer du få lära dig om de två övriga huvudvapnen som finns utöver sprinkler-skott. +Dessa var studsare. Tryck en gång på KEY_WAFFE_CYCLE för att byta till dem. Som du kan se så kan tillbehör även ligga runtomkring så här. Dessa skott kan splittras i två mindre skott beroende på din aktuella vapenkraft. Den är väldigt användbar i trånga utrymmen, så som tunnlar och korridorer, som den här framme. +Sista vapnet idag är lasern. Samla tillbehöret och testa den. Dess speciella egenskap är det faktum att den kan skjuta igenom flera fiender med ett och samma skott. Kom ihåg att du väljer mellan dina huvudvapen genom att trycka på KEY_WAFFE_CYCLE. Pröva lite och känn. +Detta är slutet på träningsvärlden. I spelet kommer du få lära dig lite mer om vissa tillbehör och lite andra saker. Kom bara ihåg: exprimentera lite med allt möjlight för att förstå det bättre. Träningsvärlden är också lite enklare än de vanliga världarna: nästena skickade inte ut fiender och du var också odödlig här. Men nu är du nog redo för den riktiga fighten. Lycka till! +36 +37 +38 +39 +//---------- Konsolen Text ----------// +Hurrican + +(c) 2007 +Poke53280 +www.poke53280.de + +Skriv "help" för att få info om konsoll-kommandon + + +//---------- Summary Box ----------// +Summa +Hemligheter +Fusk upplåst: +- Tryck en knapp - +//---------- Main Menu ----------// +LADDAR +SPARA SPEL +STARTA SPEL +FORTSÄTT SPEL +INSTÄLLNINGAR +HIGHSCORES +CREDITS +AVSLUTA +SPELA TRÄNINGSVÄRLD +STARTA NYTT SPEL +FORTSÄTT SPARAT SPEL +LÄTT +NORMALT +SVÅRT +HURRICAN +pilar: ändra - enter : välj - ESC : tillbaka +RANK +NAMN +POÄNG +VÄRLD +SVÅRIGHET +VOLYM +LJUD +MUSIK +ÄNDRA KONTROLLER +VÄLJ SPRÅK +SÄTT: +Vibration +Ladda standardinställningarna +Joypad +Joystick +OTROLIGT +NY POÄNG PÅ RANK +SKRIV DITT NAMN +FORTSÄTT +Tillbaka +gå vänster +gå höger +ducka +titta upp +titta ned +hoppa +skjut +aktivera blixten +kraftlinje +granat +smartbomb +ändra huvudvapen +gå +titta +X/Y Axel +D-pad +-tryck ny tangent- +-tryck ny knapp- +DETALJER: LÅG +DETALJER: MEDIUM +DETALJER: HÖG +DETALJER: MAXIMAL +EN SPELARE +TVÅ SPELARE +spelare ett +spelare två +typ +sätt +känslighet +tangentbord +- inget - +värld +spelare +datum +- INGEN SPARNING - +HEMLIGT +vänster +höger +upp +ned +knapp +//---------- Hints ----------// +Om du plockar alla diamanter på en bana, låser du upp en fuskkod. +När du förlorar ett liv, förlorar du också ett steg på ditt aktuella vapens, vapenkraft. +Om du rör en fiende i stålhjuls-form så kommer hjulenergin gå åt fortare. +Om du står helt stilla kommer hjulenergin ladda upp fortare. +När du trycker på hopp-knappen när du är i stålhjuls-form och i luften, gör du ett hjulhopp. +Samla 50 diamanter för att fylla på tiden igen. +Max antal granater och kraftlinjer är 9. +En del hemligheter ligger bakom förstörbara väggar. +Det finns väggar du kan gå igenom som döljer hemligheter. +Om du rullar över en exploderande bomb när du är stålhjul så kastas du upp en bit i luften. +Om du blir biten av en fisk - hoppa upp på land för att bli av med den. +Ånga och rök kan lyfta dig en del när du hoppar. +En del bossar är väldigt svåra om du bara använder vapen. +Eld från vägg-eldkastare kan också skada fiender. +Skölden-tillägget kan skada fiender när de tar i dem. +En del fiender är det bättre att undvika än att försöka besegra. +Granater gör skada på alla fiender runt explosionen. +En kraftlinje är bäst för att hitta gömda tillbehörsklossar. +Studsarens kulor blir svagare för varje gång de studsar mot en vägg. +Om du trycker på skjuta-knappen snabbt kan du skjuta snabbare än när du skjuter automatiskt genom att hålla nere knappen. +Du kan hoppa på tillbehörsklossar för att nå högre höjder. +Du kan spara ditt spel efter varje värld. +Ju längre blixt du har, ju snabbare laddar strålen upp. +När du dör exploderar du som en granat. +Lasern kan skjuta igenom flera fiender med samma skott. +Huvudvapnen sprinklern, lasern och studsaren kan uppgraderas till vapenkraft 8. +Ställ in styrningen så att de passar just dig. +Du kan ändra detaljnivån på specialeffekterna i menyn. +En del fiender tar endast skada vid ett visst tillfälle. +Poke53280 kommer ALDRIG fråga om din email-adress eller till lösenord... +//---------- Pissen ----------// +Skit, jag behöver gå nånstans... +Ahhh! Jag kan inte hålla mig! +Varför har inte den här plåtburken nån kiss-lucka??? +Vem tusan designade den här saken? +Varför tänkte ingen på en sån här situation? +Typiskt... +De har inte testat den här ordentligt... +Fan, det börjar bli lite olustigt nu! +När jag kommer tillbaka till jorden... +...kommer jag klaga om det här! +Det där är omöjligt. +Den här dräkten har all möjliga tekniska klockor och visslor... +Men den viktigaste grejen har de glömt. +Vad kan jag göra nu? +Kom igen, spela vidare! +Grmblfxt ... Jag blir galen. +Jag måste hålla mig... +...tills du är redo! +//---------- Intro Screen 1 ----------// +2138, någonstans i rymden +Skeppet "dreadnought" är på väg tillbaka efter ett lyckat uppdrag. +Nästa anhalt för stridsskeppet är jorden. +Plötsligt tar soldaterna emot en nödsignal från den blå planeten. +"Jorden under attack! Alla tillgängliga trupper, förbered för försvar!" +"Raketer av okänt ursprung träffar jorden!" +Sekunder senare är ursprunget av de dödliga missilerna funnen. +Planeten Takatis. +Trupperna tror inte sina ögon när de stirrar på hologrammet i uppdrags-rummet. +Ingen annan än Dr. Geng X själv startade attacken. +Flera år sedan spreds ryktet om hans död över galaxen, men nu är han tillbaka. +Utan fruktan sätter "dreadnought" kurs mot den outforskade planeten. +Efter en kort flygning når skeppet sin destination. +Den främmande planeten strålar med en missledande skönhet. +Besättningen startar landningsprocessen. +Instrumenten visar en liknande atmosfär som på jorden. +Plötsligt öppnar flera kanoner på planetens yta eld. +Sköld-systemet ger vika och stora projektiler sliter upp skeppet. +Hjälplösa faller soldaterna mot planetens yta. +När de träder in i atmosfären är skeppet nära att explodera. +Sekunder efter kraschen. +De flesta av besättningen har inte överlevt nödlandningen av "dreadnought". +Endast en soldat är vid liv. Sakta reser han sig och hittar sin väg ut. +Endast två soldater är vid liv. Sakta reser de sig och hittar sin väg ut. +Övertygade om att hitta Dr. Geng X och befria värden från hans ondska. +//---------- Outtro ----------// +Det otroliga har skett. +Efter en lång strid har Dr. Geng X blivit besegrad! +Vad som än finns kvar av honom ligger dolt under det rykande vraket av +hans fästning. Alla hans onda skapelser ligger begravda här med honom, +nere i det eviga mörkret. +Fred är återställd i hela universum, men ingen vet +hur länge den kan tänkas vara. +Framtiden är ännu oskriven. + + + +//---------- Warpzone ----------// +Och nu, för er som är tålamodiga av sig, ett litet tips +Ta en noga titt på träningsvärlden för att hitta +den hemliga rörmokar-ingången ... +Att använda hjulet precis i början är kanske inte så BOMBAT... +Stanna nära till vänster och glöm inte: rörmokare gillar rör ;) + +//--- ENDE ---// diff --git a/21_Indie Games/45_Hurrican/splashscreen.bmp b/21_Indie Games/45_Hurrican/splashscreen.bmp new file mode 100644 index 0000000..eaab248 Binary files /dev/null and b/21_Indie Games/45_Hurrican/splashscreen.bmp differ diff --git a/21_Indie Games/GSPLauncher/GSPLauncher.png b/21_Indie Games/GSPLauncher/GSPLauncher.png new file mode 100644 index 0000000..33fbd61 Binary files /dev/null and b/21_Indie Games/GSPLauncher/GSPLauncher.png differ diff --git a/21_Indie Games/GSPLauncher/GSPLauncher.sh b/21_Indie Games/GSPLauncher/GSPLauncher.sh new file mode 100755 index 0000000..9568c7d --- /dev/null +++ b/21_Indie Games/GSPLauncher/GSPLauncher.sh @@ -0,0 +1 @@ +LD_LIBRARY_PATH=/home/cpi/apps/nwjs-sdk-v0.27.6-linux-arm/lib /home/cpi/apps/nwjs-sdk-v0.27.6-linux-arm/nw /home/cpi/games/GSP --use-gl=egl --ignore-gpu-blacklist --disable-accelerated-2d-canvas --num-raster-threads=2 --remote-debugging-port=9222 diff --git a/23_Love2D/action.config b/23_Love2D/action.config new file mode 100644 index 0000000..3b55bb0 --- /dev/null +++ b/23_Love2D/action.config @@ -0,0 +1,4 @@ +ROM=/home/cpi/games/Love2D +EXT=love +LAUNCHER=love +TITLE=Love2D Games diff --git a/23_Love2D/action.json b/23_Love2D/action.json new file mode 100644 index 0000000..d321a8f --- /dev/null +++ b/23_Love2D/action.json @@ -0,0 +1,7 @@ +{ +"ROM":"/home/cpi/games/Love2D", +"EXT":["love"], +"LAUNCHER":"love", +"TITLE":"Love2D Games" +} + diff --git a/51_TIC-80/TIC-80.sh b/51_TIC-80/TIC-80.sh new file mode 100755 index 0000000..53ccb1c --- /dev/null +++ b/51_TIC-80/TIC-80.sh @@ -0,0 +1,3 @@ +#!/bin/bash + +./tic80pro ~/games/TIC-80/ -fullscreen -surf diff --git a/51_TIC-80/tic80pro b/51_TIC-80/tic80pro new file mode 100755 index 0000000..a2e5df6 Binary files /dev/null and b/51_TIC-80/tic80pro differ diff --git a/60_Utils/01_DinguxCommander/DinguxCommander b/60_Utils/01_DinguxCommander/DinguxCommander new file mode 100755 index 0000000..86bb2ab Binary files /dev/null and b/60_Utils/01_DinguxCommander/DinguxCommander differ diff --git a/60_Utils/01_DinguxCommander/DinguxCommander.png b/60_Utils/01_DinguxCommander/DinguxCommander.png new file mode 100755 index 0000000..7b95a2e Binary files /dev/null and b/60_Utils/01_DinguxCommander/DinguxCommander.png differ diff --git a/60_Utils/01_DinguxCommander/DinguxCommander.sh b/60_Utils/01_DinguxCommander/DinguxCommander.sh new file mode 100755 index 0000000..4db91a5 --- /dev/null +++ b/60_Utils/01_DinguxCommander/DinguxCommander.sh @@ -0,0 +1 @@ +./DinguxCommander diff --git a/60_Utils/01_DinguxCommander/res/Fiery_Turk.ttf b/60_Utils/01_DinguxCommander/res/Fiery_Turk.ttf new file mode 100755 index 0000000..c9f4bca Binary files /dev/null and b/60_Utils/01_DinguxCommander/res/Fiery_Turk.ttf differ diff --git a/60_Utils/01_DinguxCommander/res/background.png b/60_Utils/01_DinguxCommander/res/background.png new file mode 100755 index 0000000..339b034 Binary files /dev/null and b/60_Utils/01_DinguxCommander/res/background.png differ diff --git a/60_Utils/01_DinguxCommander/res/file.png b/60_Utils/01_DinguxCommander/res/file.png new file mode 100755 index 0000000..23a2d18 Binary files /dev/null and b/60_Utils/01_DinguxCommander/res/file.png differ diff --git a/60_Utils/01_DinguxCommander/res/folder.png b/60_Utils/01_DinguxCommander/res/folder.png new file mode 100755 index 0000000..d6fc760 Binary files /dev/null and b/60_Utils/01_DinguxCommander/res/folder.png differ diff --git a/60_Utils/01_DinguxCommander/res/icon.png b/60_Utils/01_DinguxCommander/res/icon.png new file mode 100755 index 0000000..1f1bc8e Binary files /dev/null and b/60_Utils/01_DinguxCommander/res/icon.png differ diff --git a/60_Utils/01_DinguxCommander/res/up.png b/60_Utils/01_DinguxCommander/res/up.png new file mode 100755 index 0000000..27eceb5 Binary files /dev/null and b/60_Utils/01_DinguxCommander/res/up.png differ diff --git a/60_Utils/02_Bean/Bean.sh b/60_Utils/02_Bean/Bean.sh new file mode 100755 index 0000000..235fba2 --- /dev/null +++ b/60_Utils/02_Bean/Bean.sh @@ -0,0 +1 @@ +./bean \ No newline at end of file diff --git a/60_Utils/02_Bean/LICENSE.txt b/60_Utils/02_Bean/LICENSE.txt new file mode 100755 index 0000000..690d95f --- /dev/null +++ b/60_Utils/02_Bean/LICENSE.txt @@ -0,0 +1,57 @@ + +******************************************************************************************** + bean +******************************************************************************************** + +... + +******************************************************************************************** + sljit +******************************************************************************************** + + Stack-less Just-In-Time compiler + + Copyright Zoltan Herczeg (hzmester@freemail.hu). All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, are +permitted provided that the following conditions are met: + + 1. Redistributions of source code must retain the above copyright notice, this list of + conditions and the following disclaimer. + + 2. Redistributions in binary form must reproduce the above copyright notice, this list + of conditions and the following disclaimer in the documentation and/or other materials + provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER(S) AND CONTRIBUTORS ``AS IS'' AND ANY +EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES +OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT +SHALL THE COPYRIGHT HOLDER(S) OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED +TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR +BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN +CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +******************************************************************************************** + icons/rpg +******************************************************************************************** + +https://opengameart.org/content/496-pixel-art-icons-for-medievalfantasy-rpg + +******************************************************************************************** + icons/console +******************************************************************************************** + +https://pyra-handheld.com/boards/resources/emulator-console-konsolen-game-icons.1471/ + +******************************************************************************************** + cores/pcsx_rearmed_libretro.so + cores/picodrive_libretro.so +******************************************************************************************** + +https://github.com/Vilikt/cpi_libretro_enhanced_cores + +******************************************************************************************** + EOF +******************************************************************************************** diff --git a/60_Utils/02_Bean/bean b/60_Utils/02_Bean/bean new file mode 100755 index 0000000..c07f5ee Binary files /dev/null and b/60_Utils/02_Bean/bean differ diff --git a/60_Utils/02_Bean/bean.cfg b/60_Utils/02_Bean/bean.cfg new file mode 100755 index 0000000..2891a10 --- /dev/null +++ b/60_Utils/02_Bean/bean.cfg @@ -0,0 +1,3 @@ +skin = "default" +font = "unifont-12.0.01.ttf" +outlined_font = "false" diff --git a/60_Utils/02_Bean/bean.db b/60_Utils/02_Bean/bean.db new file mode 100755 index 0000000..8eb2aa0 Binary files /dev/null and b/60_Utils/02_Bean/bean.db differ diff --git a/60_Utils/02_Bean/bean.proj b/60_Utils/02_Bean/bean.proj new file mode 100755 index 0000000..641a3ad --- /dev/null +++ b/60_Utils/02_Bean/bean.proj @@ -0,0 +1,16 @@ + +/* + BeanShell +*/ + +// runtime +include_dir "beans/runtime" + +// std +include_dir "beans/std" + +// lib +include_dir "beans/lib" + +// program +include_dir "beans/shell" diff --git a/60_Utils/02_Bean/beans/lib/curl/curl.bean b/60_Utils/02_Bean/beans/lib/curl/curl.bean new file mode 100755 index 0000000..d1957ec --- /dev/null +++ b/60_Utils/02_Bean/beans/lib/curl/curl.bean @@ -0,0 +1,402 @@ + +// 7.63.0 + +module lib+ { + + module curl+ { + + module so { + + struct struct { + curl_easy_cleanup void; + curl_easy_getinfo void; + curl_easy_init void; + curl_easy_perform void; + curl_easy_setopt void; + curl_easy_strerror void; + curl_global_cleanup void; + curl_global_init void; + curl_slist_append void; + curl_slist_free_all void; + } + + var fn struct; + + func init() bool { + import rt::c; + return dlsyms(dlopen("libcurl.so.4", RTLD_LAZY), &fn, + "curl_easy_cleanup", + "curl_easy_getinfo", + "curl_easy_init", + "curl_easy_perform", + "curl_easy_setopt", + "curl_easy_strerror", + "curl_global_cleanup", + "curl_global_init", + "curl_slist_append", + "curl_slist_free_all" + ); + } + + } + + } + + module curl+ { + + enum CURLcode; + enum { + CURLE_OK = 0, + CURLE_UNSUPPORTED_PROTOCOL, /* 1 */ + CURLE_FAILED_INIT, /* 2 */ + CURLE_URL_MALFORMAT, /* 3 */ + CURLE_NOT_BUILT_IN, /* 4 - [was obsoleted in August 2007 for + 7.17.0, reused in April 2011 for 7.21.5] */ + CURLE_COULDNT_RESOLVE_PROXY, /* 5 */ + CURLE_COULDNT_RESOLVE_HOST, /* 6 */ + CURLE_COULDNT_CONNECT, /* 7 */ + CURLE_WEIRD_SERVER_REPLY, /* 8 */ + CURLE_REMOTE_ACCESS_DENIED, /* 9 a service was denied by the server + due to lack of access - when login fails + this is not returned. */ + CURLE_FTP_ACCEPT_FAILED, /* 10 - [was obsoleted in April 2006 for + 7.15.4, reused in Dec 2011 for 7.24.0]*/ + CURLE_FTP_WEIRD_PASS_REPLY, /* 11 */ + CURLE_FTP_ACCEPT_TIMEOUT, /* 12 - timeout occurred accepting server + [was obsoleted in August 2007 for 7.17.0, + reused in Dec 2011 for 7.24.0]*/ + CURLE_FTP_WEIRD_PASV_REPLY, /* 13 */ + CURLE_FTP_WEIRD_227_FORMAT, /* 14 */ + CURLE_FTP_CANT_GET_HOST, /* 15 */ + CURLE_HTTP2, /* 16 - A problem in the http2 framing layer. + [was obsoleted in August 2007 for 7.17.0, + reused in July 2014 for 7.38.0] */ + CURLE_FTP_COULDNT_SET_TYPE, /* 17 */ + CURLE_PARTIAL_FILE, /* 18 */ + CURLE_FTP_COULDNT_RETR_FILE, /* 19 */ + CURLE_OBSOLETE20, /* 20 - NOT USED */ + CURLE_QUOTE_ERROR, /* 21 - quote command failure */ + CURLE_HTTP_RETURNED_ERROR, /* 22 */ + CURLE_WRITE_ERROR, /* 23 */ + CURLE_OBSOLETE24, /* 24 - NOT USED */ + CURLE_UPLOAD_FAILED, /* 25 - failed upload "command" */ + CURLE_READ_ERROR, /* 26 - couldn't open/read from file */ + CURLE_OUT_OF_MEMORY, /* 27 */ + /* Note: CURLE_OUT_OF_MEMORY may sometimes indicate a conversion error + instead of a memory allocation error if CURL_DOES_CONVERSIONS + is defined + */ + CURLE_OPERATION_TIMEDOUT, /* 28 - the timeout time was reached */ + CURLE_OBSOLETE29, /* 29 - NOT USED */ + CURLE_FTP_PORT_FAILED, /* 30 - FTP PORT operation failed */ + CURLE_FTP_COULDNT_USE_REST, /* 31 - the REST command failed */ + CURLE_OBSOLETE32, /* 32 - NOT USED */ + CURLE_RANGE_ERROR, /* 33 - RANGE "command" didn't work */ + CURLE_HTTP_POST_ERROR, /* 34 */ + CURLE_SSL_CONNECT_ERROR, /* 35 - wrong when connecting with SSL */ + CURLE_BAD_DOWNLOAD_RESUME, /* 36 - couldn't resume download */ + CURLE_FILE_COULDNT_READ_FILE, /* 37 */ + CURLE_LDAP_CANNOT_BIND, /* 38 */ + CURLE_LDAP_SEARCH_FAILED, /* 39 */ + CURLE_OBSOLETE40, /* 40 - NOT USED */ + CURLE_FUNCTION_NOT_FOUND, /* 41 - NOT USED starting with 7.53.0 */ + CURLE_ABORTED_BY_CALLBACK, /* 42 */ + CURLE_BAD_FUNCTION_ARGUMENT, /* 43 */ + CURLE_OBSOLETE44, /* 44 - NOT USED */ + CURLE_INTERFACE_FAILED, /* 45 - CURLOPT_INTERFACE failed */ + CURLE_OBSOLETE46, /* 46 - NOT USED */ + CURLE_TOO_MANY_REDIRECTS, /* 47 - catch endless re-direct loops */ + CURLE_UNKNOWN_OPTION, /* 48 - User specified an unknown option */ + CURLE_TELNET_OPTION_SYNTAX, /* 49 - Malformed telnet option */ + CURLE_OBSOLETE50, /* 50 - NOT USED */ + CURLE_OBSOLETE51, /* 51 - NOT USED */ + CURLE_GOT_NOTHING, /* 52 - when this is a specific error */ + CURLE_SSL_ENGINE_NOTFOUND, /* 53 - SSL crypto engine not found */ + CURLE_SSL_ENGINE_SETFAILED, /* 54 - can not set SSL crypto engine as + default */ + CURLE_SEND_ERROR, /* 55 - failed sending network data */ + CURLE_RECV_ERROR, /* 56 - failure in receiving network data */ + CURLE_OBSOLETE57, /* 57 - NOT IN USE */ + CURLE_SSL_CERTPROBLEM, /* 58 - problem with the local certificate */ + CURLE_SSL_CIPHER, /* 59 - couldn't use specified cipher */ + CURLE_PEER_FAILED_VERIFICATION, /* 60 - peer's certificate or fingerprint + wasn't verified fine */ + CURLE_BAD_CONTENT_ENCODING, /* 61 - Unrecognized/bad encoding */ + CURLE_LDAP_INVALID_URL, /* 62 - Invalid LDAP URL */ + CURLE_FILESIZE_EXCEEDED, /* 63 - Maximum file size exceeded */ + CURLE_USE_SSL_FAILED, /* 64 - Requested FTP SSL level failed */ + CURLE_SEND_FAIL_REWIND, /* 65 - Sending the data requires a rewind + that failed */ + CURLE_SSL_ENGINE_INITFAILED, /* 66 - failed to initialise ENGINE */ + CURLE_LOGIN_DENIED, /* 67 - user, password or similar was not + accepted and we failed to login */ + CURLE_TFTP_NOTFOUND, /* 68 - file not found on server */ + CURLE_TFTP_PERM, /* 69 - permission problem on server */ + CURLE_REMOTE_DISK_FULL, /* 70 - out of disk space on server */ + CURLE_TFTP_ILLEGAL, /* 71 - Illegal TFTP operation */ + CURLE_TFTP_UNKNOWNID, /* 72 - Unknown transfer ID */ + CURLE_REMOTE_FILE_EXISTS, /* 73 - File already exists */ + CURLE_TFTP_NOSUCHUSER, /* 74 - No such user */ + CURLE_CONV_FAILED, /* 75 - conversion failed */ + CURLE_CONV_REQD, /* 76 - caller must register conversion + callbacks using curl_easy_setopt options + CURLOPT_CONV_FROM_NETWORK_FUNCTION, + CURLOPT_CONV_TO_NETWORK_FUNCTION, and + CURLOPT_CONV_FROM_UTF8_FUNCTION */ + CURLE_SSL_CACERT_BADFILE, /* 77 - could not load CACERT file, missing + or wrong format */ + CURLE_REMOTE_FILE_NOT_FOUND, /* 78 - remote file not found */ + CURLE_SSH, /* 79 - error from the SSH layer, somewhat + generic so the error message will be of + interest when this has happened */ + + CURLE_SSL_SHUTDOWN_FAILED, /* 80 - Failed to shut down the SSL + connection */ + CURLE_AGAIN, /* 81 - socket is not ready for send/recv, + wait till it's ready and try again (Added + in 7.18.2) */ + CURLE_SSL_CRL_BADFILE, /* 82 - could not load CRL file, missing or + wrong format (Added in 7.19.0) */ + CURLE_SSL_ISSUER_ERROR, /* 83 - Issuer check failed. (Added in + 7.19.0) */ + CURLE_FTP_PRET_FAILED, /* 84 - a PRET command failed */ + CURLE_RTSP_CSEQ_ERROR, /* 85 - mismatch of RTSP CSeq numbers */ + CURLE_RTSP_SESSION_ERROR, /* 86 - mismatch of RTSP Session Ids */ + CURLE_FTP_BAD_FILE_LIST, /* 87 - unable to parse FTP file list */ + CURLE_CHUNK_FAILED, /* 88 - chunk callback reported error */ + CURLE_NO_CONNECTION_AVAILABLE, /* 89 - No connection available, the + session will be queued */ + CURLE_SSL_PINNEDPUBKEYNOTMATCH, /* 90 - specified pinned public key did not + match */ + CURLE_SSL_INVALIDCERTSTATUS, /* 91 - invalid certificate status */ + CURLE_HTTP2_STREAM, /* 92 - stream error in HTTP/2 framing layer + */ + CURLE_RECURSIVE_API_CALL, /* 93 - an api function was called from + inside a callback */ + CURL_LAST /* never use! */ + } + + define { + CURL_GLOBAL_SSL = 1 << 0; /* no purpose since since 7.57.0 */ + CURL_GLOBAL_WIN32 = 1 << 1; + CURL_GLOBAL_ALL = CURL_GLOBAL_SSL | CURL_GLOBAL_WIN32; + CURL_GLOBAL_NOTHING = 0; + CURL_GLOBAL_DEFAULT = CURL_GLOBAL_ALL; + CURL_GLOBAL_ACK_EINTR = 1 << 2; + } + + enum { + CURL_HTTP_VERSION_NONE, /* setting this means we don't care, and that we'd + like the library to choose the best possible + for us! */ + CURL_HTTP_VERSION_1_0, /* please use HTTP 1.0 in the request */ + CURL_HTTP_VERSION_1_1, /* please use HTTP 1.1 in the request */ + CURL_HTTP_VERSION_2_0, /* please use HTTP 2 in the request */ + CURL_HTTP_VERSION_2TLS, /* use version 2 for HTTPS, version 1.1 for HTTP */ + CURL_HTTP_VERSION_2_PRIOR_KNOWLEDGE, /* please use HTTP 2 without HTTP/1.1 + Upgrade */ + + CURL_HTTP_VERSION_LAST /* *ILLEGAL* http version */ + } + + enum curl_proxytype; /* this enum was added in 7.10 */ + enum { + CURLPROXY_HTTP = 0, /* added in 7.10, new in 7.19.4 default is to use + CONNECT HTTP/1.1 */ + CURLPROXY_HTTP_1_0 = 1, /* added in 7.19.4, force to use CONNECT + HTTP/1.0 */ + CURLPROXY_HTTPS = 2, /* added in 7.52.0 */ + CURLPROXY_SOCKS4 = 4, /* support added in 7.15.2, enum existed already + in 7.10 */ + CURLPROXY_SOCKS5 = 5, /* added in 7.10 */ + CURLPROXY_SOCKS4A = 6, /* added in 7.18.0 */ + CURLPROXY_SOCKS5_HOSTNAME = 7 /* Use the SOCKS5 protocol but pass along the + host name rather than the IP address. added + in 7.18.0 */ + } + + define { + CURLOPTTYPE_LONG = 0; + CURLOPTTYPE_OBJECTPOINT = 10000; + CURLOPTTYPE_STRINGPOINT = 10000; + CURLOPTTYPE_FUNCTIONPOINT = 20000; + CURLOPTTYPE_OFF_T = 30000; + } + + enum CURLoption; + + // xxx + define { + CURLOPT_WRITEDATA = CURLOPTTYPE_OBJECTPOINT + 1; + CURLOPT_URL = CURLOPTTYPE_STRINGPOINT + 2; + CURLOPT_PROXY = CURLOPTTYPE_STRINGPOINT + 4; + CURLOPT_USERPWD = CURLOPTTYPE_STRINGPOINT + 5; + CURLOPT_PROXYUSERPWD = CURLOPTTYPE_STRINGPOINT + 6; + CURLOPT_READDATA = CURLOPTTYPE_OBJECTPOINT + 9; + CURLOPT_WRITEFUNCTION = CURLOPTTYPE_FUNCTIONPOINT + 11; + CURLOPT_READFUNCTION = CURLOPTTYPE_FUNCTIONPOINT + 12; + CURLOPT_TIMEOUT = CURLOPTTYPE_LONG + 13; + CURLOPT_INFILESIZE = CURLOPTTYPE_LONG + 14; + CURLOPT_POSTFIELDS = CURLOPTTYPE_OBJECTPOINT + 15; + CURLOPT_HTTPHEADER = CURLOPTTYPE_OBJECTPOINT + 23; + CURLOPT_HEADERDATA = CURLOPTTYPE_OBJECTPOINT + 29; + CURLOPT_COOKIEFILE = CURLOPTTYPE_STRINGPOINT + 31; + CURLOPT_CUSTOMREQUEST = CURLOPTTYPE_STRINGPOINT + 36; + CURLOPT_VERBOSE = CURLOPTTYPE_LONG + 41; + CURLOPT_FAILONERROR = CURLOPTTYPE_LONG + 45; + CURLOPT_UPLOAD = CURLOPTTYPE_LONG + 46; + CURLOPT_POST = CURLOPTTYPE_LONG + 47; + CURLOPT_FOLLOWLOCATION = CURLOPTTYPE_LONG + 52; + CURLOPT_PUT = CURLOPTTYPE_LONG + 54; + CURLOPT_POSTFIELDSIZE = CURLOPTTYPE_LONG + 60; + CURLOPT_HTTPPROXYTUNNEL = CURLOPTTYPE_LONG + 61; + CURLOPT_SSL_VERIFYPEER = CURLOPTTYPE_LONG + 64; + CURLOPT_CONNECTTIMEOUT = CURLOPTTYPE_LONG + 78; + CURLOPT_HEADERFUNCTION = CURLOPTTYPE_FUNCTIONPOINT + 79; + CURLOPT_SSL_VERIFYHOST = CURLOPTTYPE_LONG + 81; + CURLOPT_COOKIEJAR = CURLOPTTYPE_STRINGPOINT + 82; + CURLOPT_HTTP_VERSION = CURLOPTTYPE_LONG + 84; + CURLOPT_NOSIGNAL = CURLOPTTYPE_LONG + 99; + CURLOPT_PROXYTYPE = CURLOPTTYPE_LONG + 101; + CURLOPT_COPYPOSTFIELDS = CURLOPTTYPE_OBJECTPOINT + 165; + CURLOPT_USERNAME = CURLOPTTYPE_STRINGPOINT + 173; + CURLOPT_PASSWORD = CURLOPTTYPE_STRINGPOINT + 174; + CURLOPT_PROXYUSERNAME = CURLOPTTYPE_STRINGPOINT + 175; + CURLOPT_PROXYPASSWORD = CURLOPTTYPE_STRINGPOINT + 176; + CURLOPT_MAIL_FROM = CURLOPTTYPE_STRINGPOINT + 186; + CURLOPT_MAIL_RCPT = CURLOPTTYPE_OBJECTPOINT + 187; + } + + define { + CURLINFO_STRING = 0x100000; + CURLINFO_LONG = 0x200000; + CURLINFO_DOUBLE = 0x300000; + CURLINFO_SLIST = 0x400000; + CURLINFO_PTR = 0x400000; /* same as SLIST */ + CURLINFO_SOCKET = 0x500000; + CURLINFO_OFF_T = 0x600000; + CURLINFO_MASK = 0x0fffff; + CURLINFO_TYPEMASK = 0xf00000; + } + + enum CURLINFO; + enum { + CURLINFO_NONE, /* first, never use this */ + CURLINFO_EFFECTIVE_URL = CURLINFO_STRING + 1, + CURLINFO_RESPONSE_CODE = CURLINFO_LONG + 2, + CURLINFO_TOTAL_TIME = CURLINFO_DOUBLE + 3, + CURLINFO_NAMELOOKUP_TIME = CURLINFO_DOUBLE + 4, + CURLINFO_CONNECT_TIME = CURLINFO_DOUBLE + 5, + CURLINFO_PRETRANSFER_TIME = CURLINFO_DOUBLE + 6, + CURLINFO_SIZE_UPLOAD = CURLINFO_DOUBLE + 7, + CURLINFO_SIZE_UPLOAD_T = CURLINFO_OFF_T + 7, + CURLINFO_SIZE_DOWNLOAD = CURLINFO_DOUBLE + 8, + CURLINFO_SIZE_DOWNLOAD_T = CURLINFO_OFF_T + 8, + CURLINFO_SPEED_DOWNLOAD = CURLINFO_DOUBLE + 9, + CURLINFO_SPEED_DOWNLOAD_T = CURLINFO_OFF_T + 9, + CURLINFO_SPEED_UPLOAD = CURLINFO_DOUBLE + 10, + CURLINFO_SPEED_UPLOAD_T = CURLINFO_OFF_T + 10, + CURLINFO_HEADER_SIZE = CURLINFO_LONG + 11, + CURLINFO_REQUEST_SIZE = CURLINFO_LONG + 12, + CURLINFO_SSL_VERIFYRESULT = CURLINFO_LONG + 13, + CURLINFO_FILETIME = CURLINFO_LONG + 14, + CURLINFO_FILETIME_T = CURLINFO_OFF_T + 14, + CURLINFO_CONTENT_LENGTH_DOWNLOAD = CURLINFO_DOUBLE + 15, + CURLINFO_CONTENT_LENGTH_DOWNLOAD_T = CURLINFO_OFF_T + 15, + CURLINFO_CONTENT_LENGTH_UPLOAD = CURLINFO_DOUBLE + 16, + CURLINFO_CONTENT_LENGTH_UPLOAD_T = CURLINFO_OFF_T + 16, + CURLINFO_STARTTRANSFER_TIME = CURLINFO_DOUBLE + 17, + CURLINFO_CONTENT_TYPE = CURLINFO_STRING + 18, + CURLINFO_REDIRECT_TIME = CURLINFO_DOUBLE + 19, + CURLINFO_REDIRECT_COUNT = CURLINFO_LONG + 20, + CURLINFO_PRIVATE = CURLINFO_STRING + 21, + CURLINFO_HTTP_CONNECTCODE = CURLINFO_LONG + 22, + CURLINFO_HTTPAUTH_AVAIL = CURLINFO_LONG + 23, + CURLINFO_PROXYAUTH_AVAIL = CURLINFO_LONG + 24, + CURLINFO_OS_ERRNO = CURLINFO_LONG + 25, + CURLINFO_NUM_CONNECTS = CURLINFO_LONG + 26, + CURLINFO_SSL_ENGINES = CURLINFO_SLIST + 27, + CURLINFO_COOKIELIST = CURLINFO_SLIST + 28, + CURLINFO_LASTSOCKET = CURLINFO_LONG + 29, + CURLINFO_FTP_ENTRY_PATH = CURLINFO_STRING + 30, + CURLINFO_REDIRECT_URL = CURLINFO_STRING + 31, + CURLINFO_PRIMARY_IP = CURLINFO_STRING + 32, + CURLINFO_APPCONNECT_TIME = CURLINFO_DOUBLE + 33, + CURLINFO_CERTINFO = CURLINFO_PTR + 34, + CURLINFO_CONDITION_UNMET = CURLINFO_LONG + 35, + CURLINFO_RTSP_SESSION_ID = CURLINFO_STRING + 36, + CURLINFO_RTSP_CLIENT_CSEQ = CURLINFO_LONG + 37, + CURLINFO_RTSP_SERVER_CSEQ = CURLINFO_LONG + 38, + CURLINFO_RTSP_CSEQ_RECV = CURLINFO_LONG + 39, + CURLINFO_PRIMARY_PORT = CURLINFO_LONG + 40, + CURLINFO_LOCAL_IP = CURLINFO_STRING + 41, + CURLINFO_LOCAL_PORT = CURLINFO_LONG + 42, + CURLINFO_TLS_SESSION = CURLINFO_PTR + 43, + CURLINFO_ACTIVESOCKET = CURLINFO_SOCKET + 44, + CURLINFO_TLS_SSL_PTR = CURLINFO_PTR + 45, + CURLINFO_HTTP_VERSION = CURLINFO_LONG + 46, + CURLINFO_PROXY_SSL_VERIFYRESULT = CURLINFO_LONG + 47, + CURLINFO_PROTOCOL = CURLINFO_LONG + 48, + CURLINFO_SCHEME = CURLINFO_STRING + 49, + /* Fill in new entries below here! */ + + /* Preferably these would be defined conditionally based on the + sizeof curl_off_t being 64-bits */ + CURLINFO_TOTAL_TIME_T = CURLINFO_OFF_T + 50, + CURLINFO_NAMELOOKUP_TIME_T = CURLINFO_OFF_T + 51, + CURLINFO_CONNECT_TIME_T = CURLINFO_OFF_T + 52, + CURLINFO_PRETRANSFER_TIME_T = CURLINFO_OFF_T + 53, + CURLINFO_STARTTRANSFER_TIME_T = CURLINFO_OFF_T + 54, + CURLINFO_REDIRECT_TIME_T = CURLINFO_OFF_T + 55, + CURLINFO_APPCONNECT_TIME_T = CURLINFO_OFF_T + 56, + + CURLINFO_LASTONE = 56 + } + + } + + module curl+ { + + inline curl_easy_cleanup(curl+ CURL) { + call1(so::fn.curl_easy_cleanup, curl); + } + + inline curl_easy_getinfo(curl+ CURL, info CURLINFO, value word) CURLcode { + return call3(so::fn.curl_easy_getinfo, curl, info, value); + } + + inline curl_easy_init() +CURL { + return call(so::fn.curl_easy_init); + } + + inline curl_easy_perform(curl+ CURL) CURLcode { + return call1(so::fn.curl_easy_perform, curl); + } + + inline curl_easy_setopt(curl+ CURL, option CURLoption, value word) CURLcode { + return call3(so::fn.curl_easy_setopt, curl, option, value); + } + + inline curl_easy_strerror(code CURLcode) .char { + return call1(so::fn.curl_easy_strerror, code); + } + + inline curl_global_cleanup() { + call(so::fn.curl_global_cleanup); + } + + inline curl_global_init(flags long = CURL_GLOBAL_DEFAULT) CURLcode { + return call1(so::fn.curl_global_init, flags); + } + + inline curl_slist_append(slist+ curl_slist, str. char) +curl_slist { + return call2(so::fn.curl_slist_append, slist, str); + } + + inline curl_slist_free_all(slist+ curl_slist) { + call1(so::fn.curl_slist_free_all, slist); + } + + } + +} diff --git a/60_Utils/02_Bean/beans/lib/dbus/dbus.bean b/60_Utils/02_Bean/beans/lib/dbus/dbus.bean new file mode 100755 index 0000000..1d04d14 --- /dev/null +++ b/60_Utils/02_Bean/beans/lib/dbus/dbus.bean @@ -0,0 +1,454 @@ + +// 1.12 + +module lib+ { + + module dbus+ { + + module so { + + struct struct { + dbus_error_init void; + dbus_error_free void; + dbus_error_is_set void; + dbus_bus_add_match void; + dbus_bus_get void; + dbus_bus_get_unique_name void; + dbus_bus_request_name void; + dbus_connection_send void; + dbus_connection_send_with_reply void; + dbus_connection_read_write void; + dbus_connection_pop_message void; + dbus_connection_flush void; + dbus_connection_close void; + dbus_message_new_signal void; + dbus_message_new_method_call void; + dbus_message_new_method_return void; + dbus_message_iter_init void; + dbus_message_iter_init_append void; + dbus_message_iter_next void; + dbus_message_iter_get_basic void; + dbus_message_iter_get_arg_type void; + dbus_message_iter_append_basic void; + dbus_message_get_type void; + dbus_message_is_signal void; + dbus_message_is_method_call void; + dbus_message_unref void; + dbus_pending_call_block void; + dbus_pending_call_steal_reply void; + dbus_pending_call_unref void; + } + + var fn struct; + + func init() bool { + import rt::c; + return dlsyms(dlopen("libdbus-1.so", RTLD_LAZY), &fn, + "dbus_error_init", + "dbus_error_free", + "dbus_error_is_set", + "dbus_bus_add_match", + "dbus_bus_get", + "dbus_bus_get_unique_name", + "dbus_bus_request_name", + "dbus_connection_send", + "dbus_connection_send_with_reply", + "dbus_connection_read_write", + "dbus_connection_pop_message", + "dbus_connection_flush", + "dbus_connection_close", + "dbus_message_new_signal", + "dbus_message_new_method_call", + "dbus_message_new_method_return", + "dbus_message_iter_init", + "dbus_message_iter_init_append", + "dbus_message_iter_next", + "dbus_message_iter_get_basic", + "dbus_message_iter_get_arg_type", + "dbus_message_iter_append_basic", + "dbus_message_get_type", + "dbus_message_is_signal", + "dbus_message_is_method_call", + "dbus_message_unref", + "dbus_pending_call_block", + "dbus_pending_call_steal_reply", + "dbus_pending_call_unref" + ); + } + + } + + } + + module dbus+ { + + /** + * Well-known bus types. See dbus_bus_get(). + */ + enum DBusBusType; + enum { + DBUS_BUS_SESSION, /**< The login session bus */ + DBUS_BUS_SYSTEM, /**< The systemwide bus */ + DBUS_BUS_STARTER /**< The bus that started us, if any */ + } + + /** + * Results that a message handler can return. + */ + enum DBusHandlerResult; + enum { + DBUS_HANDLER_RESULT_HANDLED, /**< Message has had its effect - no need to run more handlers. */ + DBUS_HANDLER_RESULT_NOT_YET_HANDLED, /**< Message has not had any effect - see if other handlers want it. */ + DBUS_HANDLER_RESULT_NEED_MEMORY /**< Need more memory in order to return #DBUS_HANDLER_RESULT_HANDLED or #DBUS_HANDLER_RESULT_NOT_YET_HANDLED. Please try again later with more memory. */ + } + + /* Owner flags */ + define { + DBUS_NAME_FLAG_ALLOW_REPLACEMENT = 0x1; /**< Allow another service to become the primary owner if requested */ + DBUS_NAME_FLAG_REPLACE_EXISTING = 0x2; /**< Request to replace the current primary owner */ + DBUS_NAME_FLAG_DO_NOT_QUEUE = 0x4; /**< If we can not become the primary owner do not place us in the queue */ + } + + /* Replies to request for a name */ + define { + DBUS_REQUEST_NAME_REPLY_PRIMARY_OWNER = 1; /**< Service has become the primary owner of the requested name */ + DBUS_REQUEST_NAME_REPLY_IN_QUEUE = 2; /**< Service could not become the primary owner and has been placed in the queue */ + DBUS_REQUEST_NAME_REPLY_EXISTS = 3; /**< Service is already in the queue */ + DBUS_REQUEST_NAME_REPLY_ALREADY_OWNER = 4; /**< Service is already the primary owner */ + } + + /* Replies to releasing a name */ + define { + DBUS_RELEASE_NAME_REPLY_RELEASED = 1; /**< Service was released from the given name */ + DBUS_RELEASE_NAME_REPLY_NON_EXISTENT = 2; /**< The given name does not exist on the bus */ + DBUS_RELEASE_NAME_REPLY_NOT_OWNER = 3; /**< Service is not an owner of the given name */ + } + + /* Replies to service starts */ + define { + DBUS_START_REPLY_SUCCESS = 1; /**< Service was auto started */ + DBUS_START_REPLY_ALREADY_RUNNING = 2; /**< Service was already running */ + } + + typedef dbus_int64_t int64; + typedef dbus_uint64_t unsigned int64; + typedef dbus_int32_t int32; + typedef dbus_uint32_t unsigned int32; + typedef dbus_int16_t int16; + typedef dbus_uint16_t unsigned int16; + typedef dbus_unichar_t dbus_uint32_t; + typedef dbus_bool_t dbus_uint32_t; + + /** + * An 8-byte struct you could use to access int64 without having + * int64 support. Use #dbus_int64_t or #dbus_uint64_t instead. + */ + struct DBus8ByteStruct { + first32 dbus_uint32_t; /**< first 32 bits in the 8 bytes (beware endian issues) */ + second32 dbus_uint32_t; /**< second 32 bits in the 8 bytes (beware endian issues) */ + } + + /** + * A simple value union that lets you access bytes as if they + * were various types; useful when dealing with basic types via + * void pointers and varargs. + * + * This union also contains a pointer member (which can be used + * to retrieve a string from dbus_message_iter_get_basic(), for + * instance), so on future platforms it could conceivably be larger + * than 8 bytes. + */ + union DBusBasicValue { + bytes(8) unsigned char; /**< as 8 individual bytes */ + i16 dbus_int16_t; /**< as int16 */ + u16 dbus_uint16_t; /**< as int16 */ + i32 dbus_int32_t; /**< as int32 */ + u32 dbus_uint32_t; /**< as int32 */ + bool_val dbus_bool_t; /**< as boolean */ + i64 dbus_int64_t; /**< as int64 */ + u64 dbus_uint64_t; /**< as int64 */ + eight DBus8ByteStruct; /**< as 8-byte struct */ + dbl double; /**< as double */ + byt unsigned char; /**< as byte */ + str. char; /**< as char* (string, object path or signature) */ + fd int; /**< as Unix file descriptor */ + } + + /** + * Object representing an exception. + */ + struct DBusError { + name. char; /**< public error name field */ + message. char; /**< public error message field */ + dummy unsigned int; /**< placeholder */ + padding1 void; /**< placeholder */ + } + + /* documented in dbus-watch.c */ + typedef DBusWatch void; + /* documented in dbus-timeout.c */ + typedef DBusTimeout void; + /** Opaque type representing preallocated resources so a message can be sent without further memory allocation. */ + typedef DBusPreallocatedSend void; + /** Opaque type representing a method call that has not yet received a reply. */ + typedef DBusPendingCall void; + /** Opaque type representing a connection to a remote application and associated incoming/outgoing message queues. */ + typedef DBusConnection void; + + typedef DBusMessage void; + + /** + * DBusMessageIter struct; contains no public fields. + */ + struct DBusMessageIter { + dummy1 void; /**< Don't use this */ + dummy2 void; /**< Don't use this */ + dummy3 dbus_uint32_t; /**< Don't use this */ + dummy4 int; /**< Don't use this */ + dummy5 int; /**< Don't use this */ + dummy6 int; /**< Don't use this */ + dummy7 int; /**< Don't use this */ + dummy8 int; /**< Don't use this */ + dummy9 int; /**< Don't use this */ + dummy10 int; /**< Don't use this */ + dummy11 int; /**< Don't use this */ + pad1 int; /**< Don't use this */ + pad2 void; /**< Don't use this */ + pad3 void; /**< Don't use this */ + } + + /* Message byte order */ + define { + DBUS_LITTLE_ENDIAN = 'l'; /**< Code marking LSB-first byte order in the wire protocol. */ + DBUS_BIG_ENDIAN = 'B'; /**< Code marking MSB-first byte order in the wire protocol. */ + } + + define { + /** Type code that is never equal to a legitimate type code */ + DBUS_TYPE_INVALID = int('\0'); + /** #DBUS_TYPE_INVALID as a string literal instead of a int literal */ + DBUS_TYPE_INVALID_AS_STRING = "\0"; + /* Primitive types */ + /** Type code marking an 8-bit unsigned integer */ + DBUS_TYPE_BYTE = int('y'); + /** #DBUS_TYPE_BYTE as a string literal instead of a int literal */ + DBUS_TYPE_BYTE_AS_STRING = "y"; + /** Type code marking a boolean */ + DBUS_TYPE_BOOLEAN = int('b'); + /** #DBUS_TYPE_BOOLEAN as a string literal instead of a int literal */ + DBUS_TYPE_BOOLEAN_AS_STRING = "b"; + /** Type code marking a 16-bit signed integer */ + DBUS_TYPE_INT16 = int('n'); + /** #DBUS_TYPE_INT16 as a string literal instead of a int literal */ + DBUS_TYPE_INT16_AS_STRING = "n"; + /** Type code marking a 16-bit unsigned integer */ + DBUS_TYPE_UINT16 = int('q'); + /** #DBUS_TYPE_UINT16 as a string literal instead of a int literal */ + DBUS_TYPE_UINT16_AS_STRING = "q"; + /** Type code marking a 32-bit signed integer */ + DBUS_TYPE_INT32 = int('i'); + /** #DBUS_TYPE_INT32 as a string literal instead of a int literal */ + DBUS_TYPE_INT32_AS_STRING = "i"; + /** Type code marking a 32-bit unsigned integer */ + DBUS_TYPE_UINT32 = int('u'); + /** #DBUS_TYPE_UINT32 as a string literal instead of a int literal */ + DBUS_TYPE_UINT32_AS_STRING = "u"; + /** Type code marking a 64-bit signed integer */ + DBUS_TYPE_INT64 = int('x'); + /** #DBUS_TYPE_INT64 as a string literal instead of a int literal */ + DBUS_TYPE_INT64_AS_STRING = "x"; + /** Type code marking a 64-bit unsigned integer */ + DBUS_TYPE_UINT64 = int('t'); + /** #DBUS_TYPE_UINT64 as a string literal instead of a int literal */ + DBUS_TYPE_UINT64_AS_STRING = "t"; + /** Type code marking an 8-byte double in IEEE 754 format */ + DBUS_TYPE_DOUBLE = int('d'); + /** #DBUS_TYPE_DOUBLE as a string literal instead of a int literal */ + DBUS_TYPE_DOUBLE_AS_STRING = "d"; + /** Type code marking a UTF-8 encoded, nul-terminated Unicode string */ + DBUS_TYPE_STRING = int('s'); + /** #DBUS_TYPE_STRING as a string literal instead of a int literal */ + DBUS_TYPE_STRING_AS_STRING = "s"; + /** Type code marking a D-Bus object path */ + DBUS_TYPE_OBJECT_PATH = int('o'); + /** #DBUS_TYPE_OBJECT_PATH as a string literal instead of a int literal */ + DBUS_TYPE_OBJECT_PATH_AS_STRING = "o"; + /** Type code marking a D-Bus type signature */ + DBUS_TYPE_SIGNATURE = int('g'); + /** #DBUS_TYPE_SIGNATURE as a string literal instead of a int literal */ + DBUS_TYPE_SIGNATURE_AS_STRING = "g"; + /** Type code marking a unix file descriptor */ + DBUS_TYPE_UNIX_FD = int('h'); + /** #DBUS_TYPE_UNIX_FD as a string literal instead of a int literal */ + DBUS_TYPE_UNIX_FD_AS_STRING = "h"; + /* Compound types */ + /** Type code marking a D-Bus array type */ + DBUS_TYPE_ARRAY = int('a'); + /** #DBUS_TYPE_ARRAY as a string literal instead of a int literal */ + DBUS_TYPE_ARRAY_AS_STRING = "a"; + /** Type code marking a D-Bus variant type */ + DBUS_TYPE_VARIANT = int('v'); + /** #DBUS_TYPE_VARIANT as a string literal instead of a int literal */ + DBUS_TYPE_VARIANT_AS_STRING = "v"; + /** STRUCT and DICT_ENTRY are sort of special since their codes can't + * appear in a type string, instead + * DBUS_STRUCT_BEGIN_CHAR/DBUS_DICT_ENTRY_BEGIN_CHAR have to appear + */ + /** Type code used to represent a struct; however, this type code does not appear + * in type signatures, instead #DBUS_STRUCT_BEGIN_CHAR and #DBUS_STRUCT_END_CHAR will + * appear in a signature. + */ + DBUS_TYPE_STRUCT = int('r'); + /** #DBUS_TYPE_STRUCT as a string literal instead of a int literal */ + DBUS_TYPE_STRUCT_AS_STRING = "r"; + /** Type code used to represent a dict entry; however, this type code does not appear + * in type signatures, instead #DBUS_DICT_ENTRY_BEGIN_CHAR and #DBUS_DICT_ENTRY_END_CHAR will + * appear in a signature. + */ + DBUS_TYPE_DICT_ENTRY = int('e'); + /** #DBUS_TYPE_DICT_ENTRY as a string literal instead of a int literal */ + DBUS_TYPE_DICT_ENTRY_AS_STRING = "e"; + /** Does not include #DBUS_TYPE_INVALID, #DBUS_STRUCT_BEGIN_CHAR, #DBUS_STRUCT_END_CHAR, + * #DBUS_DICT_ENTRY_BEGIN_CHAR, or #DBUS_DICT_ENTRY_END_CHAR - i.e. it is the number of + * valid types, not the number of distinct characters that may appear in a type signature. + */ + DBUS_NUMBER_OF_TYPES = 16; + } + + define { + /** This value is never a valid message type, see dbus_message_get_type() */ + DBUS_MESSAGE_TYPE_INVALID = 0; + /** Message type of a method call message, see dbus_message_get_type() */ + DBUS_MESSAGE_TYPE_METHOD_CALL = 1; + /** Message type of a method return message, see dbus_message_get_type() */ + DBUS_MESSAGE_TYPE_METHOD_RETURN = 2; + /** Message type of an error reply message, see dbus_message_get_type() */ + DBUS_MESSAGE_TYPE_ERROR = 3; + /** Message type of a signal message, see dbus_message_get_type() */ + DBUS_MESSAGE_TYPE_SIGNAL = 4; + DBUS_NUM_MESSAGE_TYPES = 5; + } + + } + + module dbus+ { + + inline dbus_error_init(error. DBusError) { + call1(so::fn.dbus_error_init, error); + } + + inline dbus_error_free(error. DBusError) { + call1(so::fn.dbus_error_free, error); + } + + inline dbus_error_is_set(error. DBusError) dbus_bool_t { + return call1(so::fn.dbus_error_is_set, error); + } + + inline dbus_bus_add_match(connection. DBusConnection, rule. char, error. DBusError) { + call3(so::fn.dbus_bus_add_match, connection, rule, error); + } + + inline dbus_bus_get(type DBusBusType, error. DBusError) .DBusConnection { + return call2(so::fn.dbus_bus_get, type, error); + } + + inline dbus_bus_get_unique_name(connection. DBusConnection) .char { + return call1(so::fn.dbus_bus_get_unique_name, connection); + } + + inline dbus_bus_request_name(connection. DBusConnection, name. char, flags unsigned int, error. DBusError) int { + return call4(so::fn.dbus_bus_request_name, connection, name, flags, error); + } + + inline dbus_connection_send(connection. DBusConnection, message. DBusMessage, client_serial. dbus_uint32_t) dbus_bool_t { + return call3(so::fn.dbus_connection_send, connection, message, client_serial); + } + + inline dbus_connection_send_with_reply(connection. DBusConnection, message. DBusMessage, pending_return++ DBusPendingCall, timeout_milliseconds int) dbus_bool_t { + return call4(so::fn.dbus_connection_send_with_reply, connection, message, pending_return, timeout_milliseconds); + } + + inline dbus_connection_read_write(connection. DBusConnection, timeout_milliseconds int) dbus_bool_t { + return call2(so::fn.dbus_connection_read_write, connection, timeout_milliseconds); + } + + inline dbus_connection_pop_message(connection. DBusConnection) .DBusMessage { + return call1(so::fn.dbus_connection_pop_message, connection); + } + + inline dbus_connection_flush(connection. DBusConnection) { + call1(so::fn.dbus_connection_flush, connection); + } + + inline dbus_connection_close(connection. DBusConnection) { + call1(so::fn.dbus_connection_close, connection); + } + + inline dbus_message_new_signal(path. char, iface. char, name. char) .DBusMessage { + return call3(so::fn.dbus_message_new_signal, path, iface, name); + } + + inline dbus_message_new_method_call(bus_name. char, path. char, iface. char, method. char) .DBusMessage { + return call4(so::fn.dbus_message_new_method_call, bus_name, path, iface, method); + } + + inline dbus_message_new_method_return(method_call. DBusMessage) .DBusMessage { + return call1(so::fn.dbus_message_new_method_return, method_call); + } + + inline dbus_message_iter_init(message. DBusMessage, iter. DBusMessageIter) dbus_bool_t { + return call2(so::fn.dbus_message_iter_init, message, iter); + } + + inline dbus_message_iter_init_append(message. DBusMessage, iter. DBusMessageIter) { + call2(so::fn.dbus_message_iter_init_append, message, iter); + } + + inline dbus_message_iter_next(iter. DBusMessageIter) dbus_bool_t { + return call1(so::fn.dbus_message_iter_next, iter); + } + + inline dbus_message_iter_get_basic(iter. DBusMessageIter, value void) { + call2(so::fn.dbus_message_iter_get_basic, iter, value); + } + + inline dbus_message_iter_get_arg_type(iter. DBusMessageIter) int { + return call1(so::fn.dbus_message_iter_get_arg_type, iter); + } + + inline dbus_message_iter_append_basic(iter. DBusMessageIter, type int, value void) dbus_bool_t { + return call3(so::fn.dbus_message_iter_append_basic, iter, type, value); + } + + inline dbus_message_get_type(message. DBusMessage) int { + return call1(so::fn.dbus_message_get_type, message); + } + + inline dbus_message_is_signal(message. DBusMessage, iface. char, signal_name. char) dbus_bool_t { + return call3(so::fn.dbus_message_is_signal, message, iface, signal_name); + } + + inline dbus_message_is_method_call(message. DBusMessage, iface. char, method. char) dbus_bool_t { + return call3(so::fn.dbus_message_is_method_call, message, iface, method); + } + + inline dbus_message_unref(message. DBusMessage) { + call1(so::fn.dbus_message_unref, message); + } + + inline dbus_pending_call_block(pending. DBusPendingCall) { + call1(so::fn.dbus_pending_call_block, pending); + } + + inline dbus_pending_call_steal_reply(pending. DBusPendingCall) .DBusMessage { + return call1(so::fn.dbus_pending_call_steal_reply, pending); + } + + inline dbus_pending_call_unref(pending. DBusPendingCall) { + call1(so::fn.dbus_pending_call_unref, pending); + } + + } + +} diff --git a/60_Utils/02_Bean/beans/lib/jansson/jansson.bean b/60_Utils/02_Bean/beans/lib/jansson/jansson.bean new file mode 100755 index 0000000..c62785a --- /dev/null +++ b/60_Utils/02_Bean/beans/lib/jansson/jansson.bean @@ -0,0 +1,615 @@ + +// 2.12 + +module lib+ { + + module jansson+ { + + module so { + + struct struct { + json_array void; + json_array_append_new void; + json_array_clear void; + json_array_extend void; + json_array_get void; + json_array_insert_new void; + json_array_remove void; + json_array_set_new void; + json_array_size void; + json_copy void; + json_deep_copy void; + json_delete void; + json_dump_file void; + json_dumpf void; + json_dumps void; + json_equal void; + json_false void; + json_integer void; + json_integer_set void; + json_integer_value void; + json_load_file void; + json_loadb void; + json_loadf void; + json_loads void; + json_null void; + json_number_value void; + json_object void; + json_object_clear void; + json_object_del void; + json_object_get void; + json_object_iter void; + json_object_iter_at void; + json_object_iter_key void; + json_object_iter_next void; + json_object_iter_set_new void; + json_object_iter_value void; + json_object_key_to_iter void; + json_object_seed void; + json_object_set_new void; + json_object_set_new_nocheck void; + json_object_size void; + json_object_update void; + json_object_update_existing void; + json_object_update_missing void; + json_real void; + json_real_set void; + json_real_value void; + json_string void; + json_string_length void; + json_string_nocheck void; + json_string_set void; + json_string_set_nocheck void; + json_string_setn void; + json_string_setn_nocheck void; + json_string_value void; + json_stringn void; + json_stringn_nocheck void; + json_true void; + json_vpack_ex void; + json_vunpack_ex void; + } + + var fn struct; + + func init() bool { + import rt::c; + return dlsyms(dlopen("libjansson.so", RTLD_LAZY), &fn, + "json_array", + "json_array_append_new", + "json_array_clear", + "json_array_extend", + "json_array_get", + "json_array_insert_new", + "json_array_remove", + "json_array_set_new", + "json_array_size", + "json_copy", + "json_deep_copy", + "json_delete", + "json_dump_file", + "json_dumpf", + "json_dumps", + "json_equal", + "json_false", + "json_integer", + "json_integer_set", + "json_integer_value", + "json_load_file", + "json_loadb", + "json_loadf", + "json_loads", + "json_null", + "json_number_value", + "json_object", + "json_object_clear", + "json_object_del", + "json_object_get", + "json_object_iter", + "json_object_iter_at", + "json_object_iter_key", + "json_object_iter_next", + "json_object_iter_set_new", + "json_object_iter_value", + "json_object_key_to_iter", + "json_object_seed", + "json_object_set_new", + "json_object_set_new_nocheck", + "json_object_size", + "json_object_update", + "json_object_update_existing", + "json_object_update_missing", + "json_real", + "json_real_set", + "json_real_value", + "json_string", + "json_string_length", + "json_string_nocheck", + "json_string_set", + "json_string_set_nocheck", + "json_string_setn", + "json_string_setn_nocheck", + "json_string_value", + "json_stringn", + "json_stringn_nocheck", + "json_true", + "json_vpack_ex", + "json_vunpack_ex" + ); + } + + } + + } + + module jansson+ { + + private import rt::c; + + typedef json_int_t dlong; + + // xxx + enum json_type { + object, + array, + string, + integer, + real, + true, + false, + null + } + + struct json_t { + type json_type; + refcount size_t; + } + + inline json_typeof(json. json_t) json_type { + return json.type; + } + + inline json_is_object(json. json_t) bool { + if json ~= null and json_typeof(json) == json_type.object; + return true; + return false; + } + + inline json_is_array(json. json_t) bool { + if json ~= null and json_typeof(json) == json_type.array; + return true; + return false; + } + + inline json_is_string(json. json_t) bool { + if json ~= null and json_typeof(json) == json_type.string; + return true; + return false; + } + + inline json_is_integer(json. json_t) bool { + if json ~= null and json_typeof(json) == json_type.integer; + return true; + return false; + } + + inline json_is_real(json. json_t) bool { + if json ~= null and json_typeof(json) == json_type.real; + return true; + return false; + } + + inline json_is_number(json. json_t) bool { + if json_is_integer(json) or json_is_real(json); + return true; + return false; + } + + inline json_is_true(json. json_t) bool { + if json ~= null and json_typeof(json) == json_type.true; + return true; + return false; + } + + inline json_is_false(json. json_t) bool { + if json ~= null and json_typeof(json) == json_type.false; + return true; + return false; + } + + inline json_boolean_value(json. json_t) bool { + return json_is_true(json); + } + + inline json_is_boolean(json. json_t) bool { + if json_is_true(json) or json_is_false(json); + return true; + return false; + } + + inline json_is_null(json. json_t) bool { + if json ~= null and json_typeof(json) == json_type.null; + return true; + return false; + } + + inline json_object() .json_t { + return call(so::fn.json_object); + } + + inline json_array() .json_t { + return call(so::fn.json_array); + } + + inline json_string(value. char) .json_t { + return call1(so::fn.json_string, value); + } + + inline json_stringn(value. char, len size_t) .json_t { + return call2(so::fn.json_stringn, value, len); + } + + inline json_string_nocheck(value. char) .json_t { + return call1(so::fn.json_string_nocheck, value); + } + + inline json_stringn_nocheck(value. char, len size_t) .json_t { + return call2(so::fn.json_stringn_nocheck, value, len); + } + + inline json_integer(value json_int_t) .json_t { + return call1(so::fn.json_integer, value); + } + + inline json_real(value double) .json_t { + return call_d(so::fn.json_real, value); + } + + inline json_true() .json_t { + return call(so::fn.json_true); + } + + inline json_false() .json_t { + return call(so::fn.json_false); + } + + inline json_boolean(value bool) .json_t { + if value { + return json_true(); + else + return json_false(); + } + } + + inline json_null() .json_t { + return call(so::fn.json_null); + } + + inline json_incref(json. json_t) .json_t { + if json ~= null and json.refcount ~= -1; + json.refcount++; + return json; + } + + inline json_delete(json. json_t) { + call1(so::fn.json_delete, json); + } + + inline json_decref(json. json_t) { + if json ~= null and json.refcount ~= -1 and --json.refcount == 0; + json_delete(json); + } + + define { + JSON_ERROR_TEXT_LENGTH = 160; + JSON_ERROR_SOURCE_LENGTH = 80; + } + + struct json_error_t { + line int; + column int; + position int; + source(JSON_ERROR_SOURCE_LENGTH) char; + text(JSON_ERROR_TEXT_LENGTH) char; + } + + inline json_object_seed(seed size_t) { + call1(so::fn.json_object_seed, seed); + } + + inline json_object_size(object. json_t) size_t { + return call1(so::fn.json_object_size, object); + } + + inline json_object_get(object. json_t, key. char) .json_t { + return call2(so::fn.json_object_get, object, key); + } + + func json_object_gets(object. json_t, ...) .json_t { + forvar ap. char* = va_start(object), size uint32 = va_size(object); size; { + if (object = json_object_get(object, .ap)) == null; + return null; + va_nexts(ap, size); + } + return object; + } + + inline json_object_set_new(object. json_t, key. char, value. json_t) int { + return call3(so::fn.json_object_set_new, object, key, value); + } + + inline json_object_set_new_nocheck(object. json_t, key. char, value. json_t) int { + return call3(so::fn.json_object_set_new_nocheck, object, key, value); + } + + inline json_object_del(object. json_t, key. char) int { + return call2(so::fn.json_object_del, object, key); + } + + inline json_object_clear(object. json_t) int { + return call1(so::fn.json_object_clear, object); + } + + inline json_object_update(object. json_t, other. json_t) int { + return call2(so::fn.json_object_update, object, other); + } + + inline json_object_update_existing(object. json_t, other. json_t) int { + return call2(so::fn.json_object_update_existing, object, other); + } + + inline json_object_update_missing(object. json_t, other. json_t) int { + return call2(so::fn.json_object_update_missing, object, other); + } + + inline json_object_iter(object. json_t) void { + return call1(so::fn.json_object_iter, object); + } + + inline json_object_iter_at(object. json_t, key. char) void { + return call2(so::fn.json_object_iter_at, object, key); + } + + inline json_object_key_to_iter(key. char) void { + return call1(so::fn.json_object_key_to_iter, key); + } + + inline json_object_iter_next(object. json_t, iter void) void { + return call2(so::fn.json_object_iter_next, object, iter); + } + + inline json_object_iter_key(iter void) .char { + return call1(so::fn.json_object_iter_key, iter); + } + + inline json_object_iter_value(iter void) .json_t { + return call1(so::fn.json_object_iter_value, iter); + } + + inline json_object_iter_set_new(object. json_t, iter void, value. json_t) int { + return call3(so::fn.json_object_iter_set_new, object, iter, value); + } + + // xxx + func json_object_foreach(object. json_t, callback void) { + proto foreach_callback(object. json_t, key. char, value. json_t) bool; + forvar key. char = json_object_iter_key(json_object_iter(object)), value. json_t; + key ~= null and (value = json_object_iter_value(json_object_key_to_iter(key))); + key = json_object_iter_key(json_object_iter_next(object, json_object_key_to_iter(key))) { + if !foreach_callback[callback](object, key, value); + return; + } + } + + // xxx + func json_array_foreach(array. json_t, callback void) { + proto foreach_callback(array. json_t, index size_t, value. json_t) bool; + forvar index size_t = 0, value. json_t; index < json_array_size(array) and (value = json_array_get(array, index)); index++ { + if !foreach_callback[callback](array, index, value); + return; + } + } + + inline json_object_set(object. json_t, key. char, value. json_t) int { + return json_object_set_new(object, key, json_incref(value)); + } + + inline json_object_set_nocheck(object. json_t, key. char, value. json_t) int { + return json_object_set_new_nocheck(object, key, json_incref(value)); + } + + inline json_object_iter_set(object. json_t, iter void, value. json_t) int { + return json_object_iter_set_new(object, iter, json_incref(value)); + } + + inline json_array_size(array. json_t) size_t { + return call1(so::fn.json_array_size, array); + } + + inline json_array_get(array. json_t, index size_t) .json_t { + return call2(so::fn.json_array_get, array, index); + } + + inline json_array_set_new(array. json_t, index size_t, value. json_t) int { + return call3(so::fn.json_array_set_new, array, index, value); + } + + inline json_array_append_new(array. json_t, value. json_t) int { + return call2(so::fn.json_array_append_new, array, value); + } + + inline json_array_insert_new(array. json_t, index size_t, value. json_t) int { + return call3(so::fn.json_array_insert_new, array, index, value); + } + + inline json_array_remove(array. json_t, index size_t) int { + return call2(so::fn.json_array_remove, array, index); + } + + inline json_array_clear(array. json_t) int { + return call1(so::fn.json_array_clear, array); + } + + inline json_array_extend(array. json_t, other. json_t) int { + return call2(so::fn.json_array_extend, array, other); + } + + inline json_array_set(array. json_t, index size_t, value. json_t) int { + return json_array_set_new(array, index, json_incref(value)); + } + + inline json_array_append(array. json_t, value. json_t) int { + return json_array_append_new(array, json_incref(value)); + } + + inline json_array_insert(array. json_t, index size_t, value. json_t) int { + return json_array_insert_new(array, index, json_incref(value)); + } + + inline json_string_value(string. json_t) .char { + return call1(so::fn.json_string_value, string); + } + + inline json_string_length(string. json_t) size_t { + return call1(so::fn.json_string_length, string); + } + + inline json_integer_value(integer. json_t) json_int_t { + return call1(so::fn.json_integer_value, integer); + } + + inline json_real_value(real. json_t) double { + return callf_r(so::fn.json_real_value, real); + } + + inline json_number_value(json. json_t) double { + return callf_r(so::fn.json_number_value, json); + } + + inline json_string_set(string. json_t, value. char) int { + return call2(so::fn.json_string_set, string, value); + } + + inline json_string_setn(string. json_t, value. char, len size_t) int { + return call3(so::fn.json_string_setn, string, value, len); + } + + inline json_string_set_nocheck(string. json_t, value. char) int { + return call2(so::fn.json_string_set_nocheck, string, value); + } + + inline json_string_setn_nocheck(string. json_t, value. char, len size_t) int { + return call3(so::fn.json_string_setn_nocheck, string, value, len); + } + + inline json_integer_set(integer. json_t, value json_int_t) int { + return call2(so::fn.json_integer_set, integer, value); + } + + inline json_real_set(real. json_t, value double) int { + return call_rd(so::fn.json_real_set, real, value); + } + + inline json_vpack_ex(error. json_error_t, flags size_t, fmt. char, ap+ va_list) .json_t { + return call4(so::fn.json_vpack_ex, error, flags, fmt, ap); + } + + func json_pack_ex(error. json_error_t, flags size_t, fmt. char, ...) .json_t { + return json_vpack_ex(error, flags, fmt, va_start(error)); + } + + func json_pack(fmt. char, ...) .json_t { + return json_vpack_ex(null, 0, fmt, va_start(fmt)); + } + + func json_packs(flags size_t, fmt. char, ...) .char { + var json. json_t = json_vpack_ex(null, 0, fmt, va_start(flags)); + if json == null; + return null; + func = json_dumps(json, flags); + json_decref(json); + } + + define { + JSON_VALIDATE_ONLY = 0x1; + JSON_STRICT = 0x2; + } + + func json_unpack_ex(root. json_t, error. json_error_t, flags size_t, fmt. char, ...) int { + return call5(so::fn.json_vunpack_ex, root, error, flags, fmt, va_start(root)); + } + + func json_unpack(root. json_t, fmt. char, ...) int { + return call3(so::fn.json_vunpack_ex, root, fmt, va_start(root)); + } + + inline json_equal(value1. json_t, value2. json_t) int { + return call2(so::fn.json_equal, value1, value2); + } + + inline json_copy(value. json_t) .json_t { + return call1(so::fn.json_copy, value); + } + + inline json_deep_copy(value. json_t) .json_t { + return call1(so::fn.json_deep_copy, value); + } + + define { + JSON_REJECT_DUPLICATES = 0x1; + JSON_DISABLE_EOF_CHECK = 0x2; + JSON_DECODE_ANY = 0x4; + JSON_DECODE_INT_AS_REAL = 0x8; + JSON_ALLOW_NUL = 0x10; + } + + inline json_loads(input. char, flags size_t = 0, error. json_error_t = null) .json_t { + return call3(so::fn.json_loads, input, flags, error); + } + + inline json_loadb(buffer. char, buflen size_t, flags size_t = 0, error. json_error_t = null) .json_t { + return call4(so::fn.json_loadb, buffer, buflen, flags, error); + } + + inline json_loadf(input void, flags size_t = 0, error. json_error_t = null) .json_t { + return call3(so::fn.json_loadf, input, flags, error); + } + + inline json_load_file(path. char, flags size_t = 0, error. json_error_t = null) .json_t { + return call3(so::fn.json_load_file, path, flags, error); + } + + define { + JSON_MAX_INDENT = 0x1F; + JSON_COMPACT = 0x20; + JSON_ENSURE_ASCII = 0x40; + JSON_SORT_KEYS = 0x80; + JSON_PRESERVE_ORDER = 0x100; + JSON_ENCODE_ANY = 0x200; + JSON_ESCAPE_SLASH = 0x400; + JSON_EMBED = 0x10000; + } + + inline JSON_INDENT(n size_t) size_t { + return n & JSON_MAX_INDENT; + } + + inline JSON_REAL_PRECISION(n size_t) size_t { + return (n & 0x1F) << 11; + } + + inline json_dumps(json. json_t, flags size_t = 0) .char { + return call2(so::fn.json_dumps, json, flags); + } + + inline json_dumpf(json. json_t, output+ FILE, flags size_t = 0) int { + return call3(so::fn.json_dumpf, json, output, flags); + } + + inline json_dump_file(json. json_t, path. char, flags size_t = 0) int { + return call3(so::fn.json_dump_file, json, path, flags); + } + + } + +} diff --git a/60_Utils/02_Bean/beans/lib/sdl2/sdl2.bean b/60_Utils/02_Bean/beans/lib/sdl2/sdl2.bean new file mode 100755 index 0000000..38a3d36 --- /dev/null +++ b/60_Utils/02_Bean/beans/lib/sdl2/sdl2.bean @@ -0,0 +1,3280 @@ + +// 2.0.9.0 + +module lib+ { + + module sdl2+ { + + module so { + + struct struct { + // SDL.h + SDL_Init void; + SDL_Quit void; + // SDL_error.h + SDL_SetError void; + SDL_GetError void; + SDL_ClearError void; + SDL_Error void; + // SDL_hints.h + SDL_SetHint void; + SDL_GetHint void; + // SDL_rect.h + SDL_HasIntersection void; + SDL_IntersectRect void; + SDL_UnionRect void; + SDL_EnclosePoints void; + SDL_IntersectRectAndLine void; + // SDL_timer.h + SDL_GetTicks void; + SDL_GetPerformanceCounter void; + SDL_GetPerformanceFrequency void; + SDL_Delay void; + SDL_AddTimer void; + SDL_RemoveTimer void; + // SDL_rwops.h + SDL_RWFromFile void; + SDL_RWFromFP void; + SDL_RWFromMem void; + SDL_RWFromConstMem void; + SDL_AllocRW void; + SDL_FreeRW void; + // SDL_video.h + SDL_GL_GetProcAddress void; + SDL_GetNumVideoDrivers void; + SDL_GetVideoDriver void; + SDL_VideoInit void; + SDL_VideoQuit void; + SDL_GetCurrentVideoDriver void; + SDL_GetNumVideoDisplays void; + SDL_GetDisplayName void; + SDL_GetDisplayBounds void; + SDL_GetDisplayUsableBounds void; + SDL_GetDisplayDPI void; + SDL_GetNumDisplayModes void; + SDL_GetDisplayMode void; + SDL_GetDesktopDisplayMode void; + SDL_GetCurrentDisplayMode void; + SDL_GetClosestDisplayMode void; + SDL_GetWindowDisplayIndex void; + SDL_SetWindowDisplayMode void; + SDL_GetWindowDisplayMode void; + SDL_GetWindowPixelFormat void; + SDL_CreateWindow void; + SDL_CreateWindowFrom void; + SDL_DestroyWindow void; + SDL_GetWindowID void; + SDL_GetWindowFromID void; + SDL_GetWindowFlags void; + SDL_SetWindowTitle void; + SDL_GetWindowTitle void; + SDL_SetWindowIcon void; + SDL_SetWindowData void; + SDL_GetWindowData void; + SDL_SetWindowPosition void; + SDL_GetWindowPosition void; + SDL_SetWindowSize void; + SDL_GetWindowSize void; + SDL_GetWindowBordersSize void; + SDL_SetWindowMinimumSize void; + SDL_GetWindowMinimumSize void; + SDL_SetWindowMaximumSize void; + SDL_GetWindowMaximumSize void; + SDL_SetWindowBordered void; + SDL_SetWindowResizable void; + SDL_ShowWindow void; + SDL_HideWindow void; + SDL_RaiseWindow void; + SDL_MaximizeWindow void; + SDL_MinimizeWindow void; + SDL_RestoreWindow void; + SDL_SetWindowFullscreen void; + SDL_GetWindowSurface void; + SDL_UpdateWindowSurface void; + SDL_UpdateWindowSurfaceRects void; + SDL_SetWindowGrab void; + SDL_GetWindowGrab void; + SDL_GetGrabbedWindow void; + SDL_SetWindowBrightness void; + SDL_GetWindowBrightness void; + SDL_SetWindowOpacity void; + SDL_GetWindowOpacity void; + SDL_SetWindowModalFor void; + SDL_SetWindowInputFocus void; + SDL_SetWindowGammaRamp void; + SDL_GetWindowGammaRamp void; + SDL_SetWindowHitTest void; + SDL_IsScreenSaverEnabled void; + SDL_EnableScreenSaver void; + SDL_DisableScreenSaver void; + // SDL_keyboard.h + SDL_GetKeyboardFocus void; + SDL_GetKeyboardState void; + SDL_GetModState void; + SDL_SetModState void; + SDL_GetKeyFromScancode void; + SDL_GetScancodeFromKey void; + SDL_GetScancodeName void; + SDL_GetScancodeFromName void; + SDL_GetKeyName void; + SDL_GetKeyFromName void; + SDL_StartTextInput void; + SDL_IsTextInputActive void; + SDL_StopTextInput void; + SDL_SetTextInputRect void; + SDL_HasScreenKeyboardSupport void; + SDL_IsScreenKeyboardShown void; + // SDL_mouse.h + SDL_GetMouseFocus void; + SDL_GetMouseState void; + SDL_GetGlobalMouseState void; + SDL_GetRelativeMouseState void; + SDL_WarpMouseInWindow void; + SDL_WarpMouseGlobal void; + SDL_SetRelativeMouseMode void; + SDL_CaptureMouse void; + SDL_GetRelativeMouseMode void; + SDL_CreateCursor void; + SDL_CreateColorCursor void; + SDL_CreateSystemCursor void; + SDL_SetCursor void; + SDL_GetCursor void; + SDL_GetDefaultCursor void; + SDL_FreeCursor void; + SDL_ShowCursor void; + // SDL_events.h + SDL_PumpEvents void; + SDL_PeepEvents void; + SDL_HasEvent void; + SDL_HasEvents void; + SDL_FlushEvent void; + SDL_FlushEvents void; + SDL_PollEvent void; + SDL_WaitEvent void; + SDL_WaitEventTimeout void; + SDL_PushEvent void; + SDL_SetEventFilter void; + SDL_GetEventFilter void; + SDL_AddEventWatch void; + SDL_DelEventWatch void; + SDL_FilterEvents void; + SDL_EventState void; + SDL_RegisterEvents void; + // SDL_render.h + SDL_GetNumRenderDrivers void; + SDL_GetRenderDriverInfo void; + SDL_CreateRenderer void; + SDL_DestroyRenderer void; + SDL_GetRenderer void; + SDL_GetRendererInfo void; + SDL_CreateTexture void; + SDL_CreateTextureFromSurface void; + SDL_DestroyTexture void; + SDL_QueryTexture void; + SDL_SetTextureColorMod void; + SDL_GetTextureColorMod void; + SDL_SetTextureAlphaMod void; + SDL_GetTextureAlphaMod void; + SDL_SetTextureBlendMode void; + SDL_GetTextureBlendMode void; + SDL_UpdateTexture void; + SDL_UpdateYUVTexture void; + SDL_LockTexture void; + SDL_UnlockTexture void; + SDL_RenderTargetSupported void; + SDL_SetRenderTarget void; + SDL_GetRenderTarget void; + SDL_RenderSetLogicalSize void; + SDL_RenderGetLogicalSize void; + SDL_RenderSetIntegerScale void; + SDL_RenderGetIntegerScale void; + SDL_RenderSetViewport void; + SDL_RenderGetViewport void; + SDL_RenderSetClipRect void; + SDL_RenderGetClipRect void; + SDL_RenderIsClipEnabled void; + SDL_RenderSetScale void; + SDL_RenderGetScale void; + SDL_SetRenderDrawColor void; + SDL_GetRenderDrawColor void; + SDL_SetRenderDrawBlendMode void; + SDL_GetRenderDrawBlendMode void; + SDL_RenderClear void; + SDL_RenderDrawPoint void; + SDL_RenderDrawPoints void; + SDL_RenderDrawLine void; + SDL_RenderDrawLines void; + SDL_RenderDrawRect void; + SDL_RenderDrawRects void; + SDL_RenderFillRect void; + SDL_RenderFillRects void; + SDL_RenderCopy void; + SDL_RenderCopyEx void; + SDL_RenderReadPixels void; + SDL_RenderPresent void; + // SDL_pixels.h + SDL_GetPixelFormatName void; + SDL_PixelFormatEnumToMasks void; + SDL_MasksToPixelFormatEnum void; + SDL_AllocFormat void; + SDL_FreeFormat void; + SDL_AllocPalette void; + SDL_SetPixelFormatPalette void; + SDL_SetPaletteColors void; + SDL_FreePalette void; + SDL_MapRGB void; + SDL_MapRGBA void; + SDL_GetRGB void; + SDL_GetRGBA void; + SDL_CalculateGammaRamp void; + // SDL_surface.h + SDL_CreateRGBSurface void; + SDL_CreateRGBSurfaceWithFormat void; + SDL_CreateRGBSurfaceFrom void; + SDL_CreateRGBSurfaceWithFormatFrom void; + SDL_FreeSurface void; + SDL_SetSurfacePalette void; + SDL_LockSurface void; + SDL_UnlockSurface void; + SDL_SetSurfaceRLE void; + SDL_SetColorKey void; + SDL_GetColorKey void; + SDL_SetSurfaceColorMod void; + SDL_GetSurfaceColorMod void; + SDL_SetSurfaceAlphaMod void; + SDL_GetSurfaceAlphaMod void; + SDL_SetSurfaceBlendMode void; + SDL_GetSurfaceBlendMode void; + SDL_SetClipRect void; + SDL_GetClipRect void; + SDL_ConvertSurface void; + SDL_ConvertSurfaceFormat void; + SDL_ConvertPixels void; + SDL_FillRect void; + SDL_FillRects void; + SDL_UpperBlit void; // SDL_BlitSurface + SDL_LowerBlit void; + SDL_SoftStretch void; + SDL_UpperBlitScaled void; // SDL_BlitScaled + SDL_LowerBlitScaled void; + } + + var fn struct; + + func init() bool { + import rt::c; + return dlsyms(dlopen("libSDL2-2.0.so.0", RTLD_LAZY), &fn, + // SDL.h + "SDL_Init", + "SDL_Quit", + // SDL_error.h + "SDL_SetError", + "SDL_GetError", + "SDL_ClearError", + "SDL_Error", + // SDL_hints.h + "SDL_SetHint", + "SDL_GetHint", + // SDL_rect.h + "SDL_HasIntersection", + "SDL_IntersectRect", + "SDL_UnionRect", + "SDL_EnclosePoints", + "SDL_IntersectRectAndLine", + // SDL_timer.h + "SDL_GetTicks", + "SDL_GetPerformanceCounter", + "SDL_GetPerformanceFrequency", + "SDL_Delay", + "SDL_AddTimer", + "SDL_RemoveTimer", + // SDL_rwops.h + "SDL_RWFromFile", + "SDL_RWFromFP", + "SDL_RWFromMem", + "SDL_RWFromConstMem", + "SDL_AllocRW", + "SDL_FreeRW", + // SDL_video.h + "SDL_GL_GetProcAddress", + "SDL_GetNumVideoDrivers", + "SDL_GetVideoDriver", + "SDL_VideoInit", + "SDL_VideoQuit", + "SDL_GetCurrentVideoDriver", + "SDL_GetNumVideoDisplays", + "SDL_GetDisplayName", + "SDL_GetDisplayBounds", + "SDL_GetDisplayUsableBounds", + "SDL_GetDisplayDPI", + "SDL_GetNumDisplayModes", + "SDL_GetDisplayMode", + "SDL_GetDesktopDisplayMode", + "SDL_GetCurrentDisplayMode", + "SDL_GetClosestDisplayMode", + "SDL_GetWindowDisplayIndex", + "SDL_SetWindowDisplayMode", + "SDL_GetWindowDisplayMode", + "SDL_GetWindowPixelFormat", + "SDL_CreateWindow", + "SDL_CreateWindowFrom", + "SDL_DestroyWindow", + "SDL_GetWindowID", + "SDL_GetWindowFromID", + "SDL_GetWindowFlags", + "SDL_SetWindowTitle", + "SDL_GetWindowTitle", + "SDL_SetWindowIcon", + "SDL_SetWindowData", + "SDL_GetWindowData", + "SDL_SetWindowPosition", + "SDL_GetWindowPosition", + "SDL_SetWindowSize", + "SDL_GetWindowSize", + "SDL_GetWindowBordersSize", + "SDL_SetWindowMinimumSize", + "SDL_GetWindowMinimumSize", + "SDL_SetWindowMaximumSize", + "SDL_GetWindowMaximumSize", + "SDL_SetWindowBordered", + "SDL_SetWindowResizable", + "SDL_ShowWindow", + "SDL_HideWindow", + "SDL_RaiseWindow", + "SDL_MaximizeWindow", + "SDL_MinimizeWindow", + "SDL_RestoreWindow", + "SDL_SetWindowFullscreen", + "SDL_GetWindowSurface", + "SDL_UpdateWindowSurface", + "SDL_UpdateWindowSurfaceRects", + "SDL_SetWindowGrab", + "SDL_GetWindowGrab", + "SDL_GetGrabbedWindow", + "SDL_SetWindowBrightness", + "SDL_GetWindowBrightness", + "SDL_SetWindowOpacity", + "SDL_GetWindowOpacity", + "SDL_SetWindowModalFor", + "SDL_SetWindowInputFocus", + "SDL_SetWindowGammaRamp", + "SDL_GetWindowGammaRamp", + "SDL_SetWindowHitTest", + "SDL_IsScreenSaverEnabled", + "SDL_EnableScreenSaver", + "SDL_DisableScreenSaver", + // SDL_keyboard.h + "SDL_GetKeyboardFocus", + "SDL_GetKeyboardState", + "SDL_GetModState", + "SDL_SetModState", + "SDL_GetKeyFromScancode", + "SDL_GetScancodeFromKey", + "SDL_GetScancodeName", + "SDL_GetScancodeFromName", + "SDL_GetKeyName", + "SDL_GetKeyFromName", + "SDL_StartTextInput", + "SDL_IsTextInputActive", + "SDL_StopTextInput", + "SDL_SetTextInputRect", + "SDL_HasScreenKeyboardSupport", + "SDL_IsScreenKeyboardShown", + // SDL_mouse.h + "SDL_GetMouseFocus", + "SDL_GetMouseState", + "SDL_GetGlobalMouseState", + "SDL_GetRelativeMouseState", + "SDL_WarpMouseInWindow", + "SDL_WarpMouseGlobal", + "SDL_SetRelativeMouseMode", + "SDL_CaptureMouse", + "SDL_GetRelativeMouseMode", + "SDL_CreateCursor", + "SDL_CreateColorCursor", + "SDL_CreateSystemCursor", + "SDL_SetCursor", + "SDL_GetCursor", + "SDL_GetDefaultCursor", + "SDL_FreeCursor", + "SDL_ShowCursor", + // SDL_events.h + "SDL_PumpEvents", + "SDL_PeepEvents", + "SDL_HasEvent", + "SDL_HasEvents", + "SDL_FlushEvent", + "SDL_FlushEvents", + "SDL_PollEvent", + "SDL_WaitEvent", + "SDL_WaitEventTimeout", + "SDL_PushEvent", + "SDL_SetEventFilter", + "SDL_GetEventFilter", + "SDL_AddEventWatch", + "SDL_DelEventWatch", + "SDL_FilterEvents", + "SDL_EventState", + "SDL_RegisterEvents", + // SDL_render.h + "SDL_GetNumRenderDrivers", + "SDL_GetRenderDriverInfo", + "SDL_CreateRenderer", + "SDL_DestroyRenderer", + "SDL_GetRenderer", + "SDL_GetRendererInfo", + "SDL_CreateTexture", + "SDL_CreateTextureFromSurface", + "SDL_DestroyTexture", + "SDL_QueryTexture", + "SDL_SetTextureColorMod", + "SDL_GetTextureColorMod", + "SDL_SetTextureAlphaMod", + "SDL_GetTextureAlphaMod", + "SDL_SetTextureBlendMode", + "SDL_GetTextureBlendMode", + "SDL_UpdateTexture", + "SDL_UpdateYUVTexture", + "SDL_LockTexture", + "SDL_UnlockTexture", + "SDL_RenderTargetSupported", + "SDL_SetRenderTarget", + "SDL_GetRenderTarget", + "SDL_RenderSetLogicalSize", + "SDL_RenderGetLogicalSize", + "SDL_RenderSetIntegerScale", + "SDL_RenderGetIntegerScale", + "SDL_RenderSetViewport", + "SDL_RenderGetViewport", + "SDL_RenderSetClipRect", + "SDL_RenderGetClipRect", + "SDL_RenderIsClipEnabled", + "SDL_RenderSetScale", + "SDL_RenderGetScale", + "SDL_SetRenderDrawColor", + "SDL_GetRenderDrawColor", + "SDL_SetRenderDrawBlendMode", + "SDL_GetRenderDrawBlendMode", + "SDL_RenderClear", + "SDL_RenderDrawPoint", + "SDL_RenderDrawPoints", + "SDL_RenderDrawLine", + "SDL_RenderDrawLines", + "SDL_RenderDrawRect", + "SDL_RenderDrawRects", + "SDL_RenderFillRect", + "SDL_RenderFillRects", + "SDL_RenderCopy", + "SDL_RenderCopyEx", + "SDL_RenderReadPixels", + "SDL_RenderPresent", + // SDL_pixels.h + "SDL_GetPixelFormatName", + "SDL_PixelFormatEnumToMasks", + "SDL_MasksToPixelFormatEnum", + "SDL_AllocFormat", + "SDL_FreeFormat", + "SDL_AllocPalette", + "SDL_SetPixelFormatPalette", + "SDL_SetPaletteColors", + "SDL_FreePalette", + "SDL_MapRGB", + "SDL_MapRGBA", + "SDL_GetRGB", + "SDL_GetRGBA", + "SDL_CalculateGammaRamp", + // SDL_surface.h + "SDL_CreateRGBSurface", + "SDL_CreateRGBSurfaceWithFormat", + "SDL_CreateRGBSurfaceFrom", + "SDL_CreateRGBSurfaceWithFormatFrom", + "SDL_FreeSurface", + "SDL_SetSurfacePalette", + "SDL_LockSurface", + "SDL_UnlockSurface", + "SDL_SetSurfaceRLE", + "SDL_SetColorKey", + "SDL_GetColorKey", + "SDL_SetSurfaceColorMod", + "SDL_GetSurfaceColorMod", + "SDL_SetSurfaceAlphaMod", + "SDL_GetSurfaceAlphaMod", + "SDL_SetSurfaceBlendMode", + "SDL_GetSurfaceBlendMode", + "SDL_SetClipRect", + "SDL_GetClipRect", + "SDL_ConvertSurface", + "SDL_ConvertSurfaceFormat", + "SDL_ConvertPixels", + "SDL_FillRect", + "SDL_FillRects", + "SDL_UpperBlit", + "SDL_LowerBlit", + "SDL_SoftStretch", + "SDL_UpperBlitScaled", + "SDL_LowerBlitScaled" + ); + } + + } + + } + + module sdl2+ { + + private import rt::c; + + // SDL.h + + define { + SDL_INIT_TIMER = uint(0x00000001); + SDL_INIT_AUDIO = uint(0x00000010); + SDL_INIT_VIDEO = uint(0x00000020); /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */ + SDL_INIT_JOYSTICK = uint(0x00000200); /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */ + SDL_INIT_HAPTIC = uint(0x00001000); + SDL_INIT_GAMECONTROLLER = uint(0x00002000); /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */ + SDL_INIT_EVENTS = uint(0x00004000); + SDL_INIT_SENSOR = uint(0x00008000); + SDL_INIT_NOPARACHUTE = uint(0x00100000); /**< compatibility; this flag is ignored. */ + SDL_INIT_EVERYTHING = ( + SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | + SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR + ); + } + + // SDL_stdinc.h + + define { + SDL_FALSE = 0; + SDL_TRUE = 1; + } + + typedef SDL_bool int; + + // SDL_error.h + + enum SDL_errorcode; + enum { + SDL_ENOMEM, + SDL_EFREAD, + SDL_EFWRITE, + SDL_EFSEEK, + SDL_UNSUPPORTED, + SDL_LASTERROR + } + + // SDL_hints.h + + define { + SDL_HINT_RENDER_DRIVER = "SDL_RENDER_DRIVER"; + } + + // SDL_rect.h + + struct SDL_Point { + x int; + y int; + } + + struct SDL_Rect { + x int, y int; + w int, h int; + } + + // SDL_blendmode.h + + enum SDL_BlendMode; + enum { + SDL_BLENDMODE_NONE = 0x00000000, /**< no blending + dstRGBA = srcRGBA */ + SDL_BLENDMODE_BLEND = 0x00000001, /**< alpha blending + dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) + dstA = srcA + (dstA * (1-srcA)) */ + SDL_BLENDMODE_ADD = 0x00000002, /**< additive blending + dstRGB = (srcRGB * srcA) + dstRGB + dstA = dstA */ + SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate + dstRGB = srcRGB * dstRGB + dstA = dstA */ + SDL_BLENDMODE_INVALID = 0x7FFFFFFF + /* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */ + } + + enum SDL_BlendOperation; + enum { + SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */ + SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */ + SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */ + SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D11 */ + SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D11 */ + } + + enum SDL_BlendFactor; + enum { + SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */ + SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */ + SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */ + SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */ + SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */ + SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */ + SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */ + SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */ + SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */ + SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */ + } + + // SDL_timer.h + + typedef SDL_TimerID int; + + // SDL_rwops.h + + define { + SDL_RWOPS_UNKNOWN = uint(0); /**< Unknown stream type */ + SDL_RWOPS_WINFILE = uint(1); /**< Win32 file */ + SDL_RWOPS_STDFILE = uint(2); /**< Stdio file */ + SDL_RWOPS_JNIFILE = uint(3); /**< Android asset */ + SDL_RWOPS_MEMORY = uint(4); /**< Memory stream */ + SDL_RWOPS_MEMORY_RO = uint(5); /**< Read-Only memory stream */ + } + + struct SDL_RWops { + size void; + seek void; + read void; + write void; + close void; + type uint32; + union hidden { + #if objectid(__WIN32__); + struct windowsio { + append SDL_bool; + h void; + struct buffer { + data void; + size size_t; + left size_t; + } + } + #endif + // HAVE_STDIO_H + struct stdio { + autoclose SDL_bool; + fp+ FILE; + } + struct mem { + base. uint8; + here. uint8; + stop. uint8; + } + struct unknown { + data1 void; + data2 void; + } + } + } + + define { + RW_SEEK_SET = 0; /**< Seek from the beginning of data */ + RW_SEEK_CUR = 1; /**< Seek relative to current read point */ + RW_SEEK_END = 2; /**< Seek relative to the end of data */ + } + + // SDL_video.h + + struct SDL_DisplayMode { + format uint32; /**< pixel format */ + w int; /**< width, in screen coordinates */ + h int; /**< height, in screen coordinates */ + refresh_rate int; /**< refresh rate (or zero for unspecified) */ + driverdata void; /**< driver-specific data, initialize to 0 */ + } + + enum SDL_WindowFlags; + enum { + /* !!! FIXME: change this to name = (1<