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84 lines
2.8 KiB
Text
84 lines
2.8 KiB
Text
XSPACEWARP 1.2 (12/22/95)
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DESCRIPTION
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In xspacewarp the player maneuvers a Federation spaceship,
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called the Endever, through 81 sectors of space trying to
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destroy an Armada of enemy Jovian ships before they destroy the
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all the Federation bases. To accompish this task, the Endever
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has fasers, ion thrust engines, warpdrive for jumping between
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sectors, a limited number of photon torpedoes, and a finite
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store of energy which gets depleted during battles and must be
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replenished by docking with the bases. The game has no time
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limit and has a choice of 10 skill levels. xspacewarp also has
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an online orientation to explain the game in further detail.
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HISTORY
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xspacewarp is a re-creation of a Star Trek genre video game,
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called "Time Trek", originally written in Z80 assembly language
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by Joshua Lavinsky in 1977 to run on Radio Shack's TRS-80
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computers with only 4K of RAM. Some time in the late 70's, Radio
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Shack commercialized the game, changing its name to "Space Warp"
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and changing some of the Star Trek terms (Klingons, Enterprise,
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etc) to Radio Shack's own generic terms (Jovians, Endever,
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etc). It is with this commercialized version of the game that I
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am most familiar; so its names are what I used in
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xspacewarp. Anybody wishing to change the names to the original
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"Time Trek" equivalents can easily do so (see the "Note To
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Translators" below).
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REQUIREMENTS
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1) A C++ compiler
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2) The MIT X11 Server. X11R5 and X11R6 should work.
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3) xmkmf/imake correctly installed and in your path.
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4) This README file and the file xspacewarp-1.2.tar.gz
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PLATFORMS
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I have only built xspacewarp with the Gnu g++ compiler on a Sun
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SPARCstation running SunOS 4.1.4 and X11R6.
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A NOTE TO ARCHIVE ADMINISTRATORS
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Anybody is free to put the xspacewarp program on a public
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archive; I only ask that such persons notify me by email
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(gow@math.orst.edu) of the new archive address. This will help
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me when I make future improvements on the code. Thank you.
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A NOTE TO TRANSLATORS
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xspacewarp should be easy to translate into a different spoken
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language (as long as it can be written in the 26 letter English
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alphabet, anyway). If anyone volunteers to do this, all the
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string constants used in xspacewarp are confined to the header
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files messages.hh and orientation.hh.
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A PERSONAL NOTE
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I found Space Warp very fun to play as a kid, and I decided to
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port it to X11 and make its source public in hopes that the game
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will survive far into the future, beyond when all the TRS-80s
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have perished from the Earth and people stop making Z80
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emulators.
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I would welcome any comments on bugs or inconsistencies with the
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original game from people more familiar with the TRS-80
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spacewarp than myself. Having neither seen nor played the game
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in at least 10 years, there are bound to be inconsistencies.
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Enjoy!
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Greg Walker
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gow@math.orst.edu
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Dec 19, 1995
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