diff --git a/install/demo/fpctris.txt b/install/demo/fpctris.txt deleted file mode 100644 index bc9bb5089c..0000000000 --- a/install/demo/fpctris.txt +++ /dev/null @@ -1,160 +0,0 @@ -The FPC games docs... - -The FPC-games are a series of small console games written by Marco van de Voort -(Marcov@stack.nl) as demos for the Free Pascal compiler (FPC) and its Run Time -Libraries (RTL). - -SameGame can also use the API for mousecontrol. This because the RTL mouseunit -MsMouse only exists under Go32V2. The API mouse routines work with Linux, but -have (right now) a problem with GPM version 1.17. Use a different version if you -can 1.15 works according to the developpers. - -Currently the games are - -- FPCTris (v0.07) -- Samegame (v0.02) - - -Copyright ---------- - -The source code is donated to the FPC project. The FPC project distributes all -sources under a modified GNU license (much like the so called LGPL) see -copying.fpc. - - -Future --------- - -- Some cards games (BlackJack, Poker, and two Dutch games called "Rikken" and - "Toepen") are in preparation -- A server for Linux, so that Linux clients can connect to it for multiplayer - services. One server for all games, otherwise small games like this clog up - the number of free ports ;-) - This is also important because most of the cardsgames (except BlackJack) - can't be played against the computer, the AI is to difficult. (Poker is maybe - also possible) - ---------- -FPCTRIS - -Fpctris is a tetris class game, originally designed - -- to be distributed with FPC as Crt demo, -- Keeping possible integration in the IDE in mind (would add 15k or so) -- Svgalib version etc etc. Anyway, the engine is quite platform independant, - and can be ported to different platforms (also TUI,GUI) if needed. - -The current versions are still under development, but already playable even -under telnet. - -TODO list: - -- (difficult, also interesting for Crt and IDE), get more terminals supported under - Linux. Specially I don't want to issue the escape sequence that rapes your console - to an IBM compat charset. Linux users don't like that. (temporarily solved by - doing this only on user request) - -- (Linux) Sockets multiplayer client system :-). Have actually started on it, - but are getting nowhere. The server will be separate and support more than - one game. So you get one port for several games. - -- Setup screen ((create) alternate blocks etc) - -- Commandline options/config file. (.rctetris per user :-)) - -KNOWN BUGS: - - - Upperrow not used with some chars. (Requires shifting up). Possibly related - that very rarely game over appears when there's still one or two rows to go. - (Since the 5x5 version some of this has been removed. If you get a L-shaped - character and immediately rotate, the upper line is used) - - Biggest problem at the moment is the delay procedure and its init on machines - under heavy load. Can't change that though. Only under heavy load, so a - less big problem on heavy machines. - - Selection of colors don't take screen attribs into account. So figures can - seem to disappear on weird TTY's or 4Dos people using strange ANSI prompts. - -History: - -v0.00 First version with working gameplay, created during the Brussels meeting. - published on tflily. -v0.01 Some work done, first version on my page. Most improvements done in - Brussels, to many to name here. -v0.02 - Got rid of binary encoding, and calculating shapes etc when a new figure - is created. All is done on startup now. Adding characters is simpler now. - - A lot of parameters are variables instead of constants. - - Experienced tetrissers press "e" once. - - Colors! Linux has the color default off (press "C") -v0.03 (Only used on on stack, not on web) - - Keep on pushing arrow down no longer freezes FPCTris. - - Basic level system implemented. - - High ascii background in color mode. -v0.04 (Only used on on stack, not on web) - - The push-down arrow fix removed the possibility to move the character - after arrow-down, which I liked much. Fixed. # of possible moves after - arrow-down also adjustable. - - Tried compiling with W32 compiler. RTE 216 (which is gpf I believe) - Is Crt unit. Hello World "Use crt" also gpf's. - - Removed the first, forgotten bugfix for the hickup problem. Now the - "feel" of the game is ok. When you push down, it goes down, but you - have the change to do one more move. -v0.05 (Never used anywere, backup version before movement to 5x5 figures) - - More Score info - - Help possiblity - - Highscores. (also saved to file, and searched in the path) - - Entering highscores uses inputstr. Size boosts to 1200 lines. Yuck. - - Most functionality now implemented. -v0.06 (To Peter) - - 5x5 figures including "The Cross". Worked almost rightaway, but figures - rotate a bit weird. - - Better rotation 5x5 system. Only smallest square around figure is - rotated. - - Better scores. Incl quadratic (progressive is a better word) scores for - multiple lines. Now it does matter if you remove 2 x 1 line or 2 - lines at once. - - Some small other fixes. - - 'q' is also exit. - -v0.07 - Highscore table routines moved to gameunit. Gameunit.pp now required. - ----------- -SameGame. - -Principle copied from KDE/GNOME. - -The principle: The playfield is a grid consisting out of 3 colors. -You can mark a certain spot on the playfield, and all adjacent grid-cubes -(horizontally or vertically) will also get marked by the computer. -When you press the left button, and two or more cubes are marked, the marked -cubes will disappear, and the playfield will colapse to the bottom left. -This can be repeated until there are no more agregates. If the field is empty -then, you receive a bonus. - -The trick is that the score for each disappearing aggregate of cubes is more -than linear (0.25* quadratic right now) dependant on the number of cubes it -contains. - -This means that removing 5 times an aggregate of 2 cubes will result in a far -smaller score than one aggregate of 10 cubes. ( 5*2^2 < 10^2) - -TODO: - -[none] - -BUGS: - -- Maybe better algoritm for initial filling of playfield. -- Runtime sizable playfield. - -HISTORY: - -v0.01 : - - Initial version. - - Slightly improved initial algoritm. - -v0.02 - Using gameunit. GPM support via API, but whole thing GPF's under Linux, - but works under Go32V2. - - Highscores,helpscreen, all small things that come with a decent finishing - of the concept -