Ergebnisse / Results
|
 |
| Hier die Ergebnisse des Software Wettbewerbs
2007.
Fragen?: software[at]abbuc[punkt]de
|
Here are the results of the software
competition 2007
Questions?: software[at]abbuc[dot]de
|
| Platz
/ Place |
Programm/Program |
Name |
Punkte/Points |
|
| 1 |
Yoomp! |
M. Zukowski, L. Sychowicz, B. Wasiel, P. Fusik |
421 |
500 Euro |
| 2 |
Crownland |
P. Wisniewski, A. Powroznik, M. Wisniewski |
400 |
250 Euro |
| 3 |
Mule Wars |
M. Caillahuz |
366 |
125 Euro |
| 4 |
Speed up!! Gold Edition |
R. Sterba |
363 |
75 Euro |
| 5 |
Eckn |
Ch. Krüger |
334 |
50 Euro |
| 6 |
_Game__Harry_ |
W. Fiedler |
264 |
|
| 7 |
Sprite Engine - ABBUC version |
B. Gorisek |
238 |
|
| 8 |
Chareditor to move in Font |
W. Fiedler |
227 |
|
_Game__Harry_

Klassisches Jump&Run-Spiel
mit 10 Leveln.
Gespielt wird mit Joy. Ziel ist es 6 Diamanten pro Bild einzusammeln.
Goste bewachen die Diamanten, lassen sich aber mit schießen
nach
rechts oder links killen. In einigen Bildern fliegen Vögel,
die
lassen sich nicht killen. Springen geht nur wenn der Spieler nach oben
sieht. Mit Aufnahme eines Fingers ist ein höherer Sprung
möglich, allerdings nur kurze Zeit. Sind 6 Diamanten gesammelt
erscheint eine Kiste, mit der man die Mine vor dem Schlüssel
entschärfen kann. Mit Aufnahme des Schlüssels ist der
Level
geschafft. Rohre lassen sich mit Joy nach oben in eine Richtung
benutzen. Bei Türen mit dem Joy nach oben dann nach unten
ziehen -
beamt in die andere Tür. Im Game OPTION -> Exit. START
->
Spiel von vorne. Viel Spaß WF











Chareditor
to move in Font

Edichar dient zum editieren von
Zeichen, die im
eigenen Zeichensatz bewegt werden. Es sind insgesamt 9 Zeichen. Das
linke Fenster im Editor zeigt in s/w, das rechte im Farbmodus
für
Gr. 12/ Antikmodus 4. Die Mitte als Data. Editieren mit Joy und
Trigger. Die Menüpunkte erklären sich selbst. In den
Anzeigemodus zurück mit ESC. Zeichenauswahl mit Cursor re/li.
Der
blinkende Strich unten zeigt auf das Zeichen zum editieren. Die Zeichen
werden im 4er- Step bewegt, sodass es 9 mal 8 mal 4 = 288 Zeichen
ergibt.
Adressen:
BASIC siehe DEMO.TUR - MC Run $8821 - aus $8828.
Viel Spaß wf 2007



Speed up!! Gold Edition

"Speed
up!!" is racing game for 1 up to 4
players, each of which is playing on own computer connected to the
network
using the Multilink interface (or using a simple cross-cable for two
players
only). For single player mode there isn't no additional hardware
needed, but
then you can attempt to achieve the best race time only.
››Requirements:›*
Atari
XE/XL computer with 128KB RAM (130XE) for master computer (or for
standalone
computer without the network game).›*
Joystick›For network game:›* Atari XE/XL
computers with 64KB RAM (800XE/XL) + joystick for each slave computer
connected
to the network via Multilink interface. (Or second computer only
connected via
SIO cross-cable.)››When the game is loaded to the
master computer, a message
indicates that you can boot other computers. So, now it's time to
connect all
the computers to the network via Multilink interfaces or cross-cable.
Then we
can turn on the particular computers in sequence and wait every time
until the
game will be uploaded to a computer. When the game is successfuly
uploaded to
all computers, press the reset key on the master
computer.››Now we can set the
race parameters:›* Keys up/down = track (1 of 4
tracks)›* Keys left/right =
number of laps›* Space = start
race››After the game starts, a racing course is
displayed with varicoloured cars on the starting line. Horizontal
positions are
random. Each player sees their own screen and car (car will be blinking
for a
short time). In the lower right corner there is a semaphore. When green
color
turns on, the race begins.››Car control - by
joystick:›* Left/right = wheel›*
Fire = acceleration› (Fire
released =
brake)›* Up/down = gear up/down›
There
are 3 gears. 1st up to 20mph, 2nd up to 40mph, 3rd up to
60mph.››Racers can
push each other - their collisions will cause slow down. Also riding
out of the
road will cause speed decrease. If a car bumps into some object, there
is a 2
second penalty and the car is moved back to the road. Damaged car will
be
showed to the others with gray color and collisions will be ignored for
a short
time.››When some car finishes the race, automatic
camera is showing other cars
on player's screen (a car that is the closest to the finish line is
automatically shown). After all the players finish the race, final
results are
shown. If some player scratches the race by pressing ESC key (or by
some of the
console keys START/SELECT/OPTION), he/she will be listed without rank
and there
will be 'X' mark beside his/her time statement.
››Important
note:›Don't press
Reset or make any changes in Atari network during the race. Connecting
or
disconecting as well as turning on/off or pressing Reset on any
computer will
cause deadlock of a whole network! If this happens, you have to press
the Reset
key on all the computers and then the master computer can start a new
race.››If
you need to add another computer to network, you can press the Start +
Reset on
the master computer. When boot is finished, press the Reset key to
return to
the main menu. Pressing Option+Reset key combination will completely
erase the
game from the computer (reboot).››Enjoy the game!
:-)››Helping cheat:›If someone
has too much trouble with gear shifting, it is possible to activate
automatic
transmission by pressing the "G" key any time during the race. It's
indicated by green box around the "G" character in "GEAR"
legend in the panel.›

Um zu viert zu spielen benötigt man:
1 x XL/XE mit mindestens 128kB als Server
3 x weitere Rechner mit 64k
4 Netzwerkkarten mit 3 BNC-Verbindungsleitungen
Zuerst wird das Spiel im Server-Atari (128k) gelanden. Ist alles im
Speicher folgt RESET mit gehaltener START-Taste.
Anschließend wird jeder weitere Rechner einzeln hochgefahren.
Dabei bootet er über das Netzwerk
vom Server das Spiel. Ist alles fertig kann losgelegt werden.
Zum Spiel selbst es macht unheimlich Spaß seinen Gegner in
die Barrikaden zu schicken. Als MultiGame ist es hervorragend.
Man kann mehrere Rennstrecken auswählen, so wird es nicht
langweilig
falls man eine schon zu gut kennt.





Mule Wars

After 25 years, planet
Irata has run out of
resources. Everyone of the races start to be in conflict for the
dominance of territories. Only one can win the absolute control of
Irata. Machine Mules are the most important thing to take the control,
and have been modified for war purposes.
How to begin
------------
Init the disk into a Atari 800XL or 130XE. Minimum requirement is 64KB
and one joystick control. After the animations of the starting intro,
the game will ask for the number of human players with his own race.
There is a maximum of 7 players that could play, cpu will take control
of ramining races.
After loading the game, you can see 3 sections:
- MAP : the scenario of the game
- MESSAGE LINE : at the middle a scrolling line will notify what
happens and what to do.
- STATUS PLAYERS : This shows the status of different values:
- 1st line: shows the number of cities
per player
- 2nd line: shows the number of total
mules per player
- 3rd line: shows the mules in reserve
(to be used when cities require)
- ATACK LINE: In attack mode show the results of fighting.
The turns
---------
The game is based in turns. Once time is your turn the only thing you
can think is what city you will attack. Use the pointer first to select
your city, and second the enemy city to be attacked.
Every number inside in the city shows how much mules have. Each mule
have a range of attacking from 1 to 6 hit points. To get the control of
the enemy city you have to obtain more points in the attack move.
If you win the attack move, your city save only one mule and take the
new city with the remaining mules. For example if you attack with a
city with 4 mules and win the attack move, then your city take 1 mule
and 3 mules pass to the new ocuppied city.
If you lose the attack move, your city it will be reduced at only one
survivor mule. You can only attack enemy cities, and only can use
cities with at least 2 mules (at least 1 mule should take the new city).
End of turn
-----------
Once your time is exhausted, you finish your turn and will be rewarded
with mules. So many mules as cities in neighborhood you have. These
extra mules will reforced your cities. There is a maximum of 8 mules
that a city can contain. If you have no space in your cities for some
of the new gained mules, then these will pass to the reserve. Reserve
can manage a maximun of 32 mules, aditional Mules will be losed.
How to win the game
-------------------
The game ends when 2 players remaing in the map. Player with more
cities win.
Surrender
---------
You have on each turn a possibility to surrender, only do a click on
the flag icon. Surrender players, remains the cities, but won't
increase the number of defending mules.
About Irata
-----------
Irata have 4 continents, ramdomly you have the opportunity of testing
one of these places.
Enjoy!

Es ist ein Strategiespiel
ähnlich
Risiko. Wir habe es mit mehreren Spielern mit einem Joystick gezockt.
Jeder Spieler ist hintereinander an der Reihe. Ziel ist es so viele
Länder wie möglich zu besetzen mit den
höchstmöglichen Armeen. Man kann ein gegnerisches
Nachbarland
nur dann angreifen wenn die eigene Armeezahl im Land gleich oder
größer der anderen ist. Erfolgt ein Angriff so
würfelt
der Rechner die
Zahlen für das eigene und gegnerische Land untem im
Bildabschnitt.
Die Zahl im eigenen Land entspricht die Anzahl der eingesetzten
Würfel. Wer mehr Augen bekommt hat gewonnen - falls es der
Angreifende war bekommt dieser das angegriffene Feld und die Armeen
wandern mit minus Eins hinüber- gewinnt der Angegriffene
behält er seine ganzen Armeen und sein Land, die gegnerische
Armee
wird auf seinem Land auf 1 zurückgesetzt.
Im Hintergrund läuft immer eine Zeitsskala mit. Solange man
einen
Zug macht wird diese immer wieder aufgefüllt. Bleibt man
stehen
und läuft die Zeit ab, errechnet der Computer den Spielstand
neu
und vergibt zusätzliche Armeen.
Zum Schluss bleiben immer zwei übrig. Das Spiel ist dann
vorbei,
der Atari rechnet die Anzahl der Armeen und Länder aus und
ermittelt anschließend den Sieger.



Yoomp!

Short manual
In the main menu you can use joystick or OPTION/SELECT to change
various options. In the beginning you can only access one level. More
levels become available as you reach them (there are 21 levels in
total).
Fire, SHIFT or START starts the game.
The game is controlled with a joystick or a keyboard (A/Z or +/*
and a SHIFT for fire). During the game, pressing fire (or
SHIFT) causes a long ball jump. Different tiles cause different actions
- they are described in the main menu. SPACE pauses the game. ESC exits
the game.
At any time you can press N/M and D/F to adjust music and effects
volume.
Have fun and prepare to Yoomp!

Yoomp ist ein Spiel mit extrem
hohen Suchtfaktor. Die Spielidee ist es einen Ball in einem Tunnel zu
leiten und
immer Kontakt mit den Wänden zu halten. Drückt man
den Trigger am Joystick sind auch größere
Sprünge möglich.
Die Schwierigkeit liegt in der Geschwindigkeit um koordiniert immer
Bodenkontakt zu bekommen. Es hört sich leichter an
als es ist.



Sprite
Engine

Functions of the program
| Key combination |
Operation |
| Select or Tab |
Option menu selection |
| Space bar |
Draw the player continously
without the need of pressing trigger every time. Pressing Space bar
again invokes normal operation, drawing with pressing trigger again. |
| R |
Rotate player in all
four directions |
| D |
Save selected player
image data to data statements source code for several programming
languages |
| Control - R |
Rotate player in all four
directions and save the data in BASIC listed format with filename
ROTATE.LST on default D: drive. |
| P |
Next player |
| Control - P |
Previous player |
| W |
Width of the selected
player |
| Control - W |
Width of the selected
player (reversed way) |
| B |
Clear player |
| F |
Fill player |
| M |
Mirror player
vertically |
| Control - M |
Mirror player
horizontally |
| I |
Inverse player image |
| H |
Move player
horizontally in right direction |
| Control - H |
Move player
horizontally in left direction |
| V |
Move player
vertically in right direction |
| Control - V |
Move player
vertically in left direction |
| L |
Load image data for
selected player |
| Control - L |
Load image data for
selected player from the file |
| S |
Save image data for
selected player |
| Control - S |
Save image data for
selected player to specific file |
| C |
Set new color for
selected player |
| E |
Choose character from
the Atari character set as player image data |
| T |
Temporarily save
image data of selected player for copying to another player |
| Control - T |
Copy/paste
temporarily saved image data to selected player |
| N |
Move selected player
around the screen with joystick to determine new x and y coordinates |
| Control - N |
Move selected player
to its original position |
| U |
Put all players
together to form one multicolor player |
| Control - U |
Move the players to
their original positions |
| Help or Q |
Invokes help screen |
| Control - E |
Exit the program |
Usage
Most
commands are activated by pressing highlighted key indicated. To exit
the option, press "Esc" key or joystick trigger in some cases.
Loading / Saving selected player ("L". "S" key,
"Control+L", "Control+S" key combination)
You
can load your own player by pressing Control - L key combination. You
can omit disk drive identification, because Drive 1 is default drive
automatically searched by the program. Saving procedure is similar,
pressing Control-S combination. If you load or save player image with
"L" / "S" keys, filenames accordingly to the selected player
(SPRITE0.PMG, SPRITE1.PMG, SPRITE2.PMG, SPRITE3.PMG) are used. Player
image data file format consist of color, luminance and actual data in
byte-s.
Data statement source code output ("D" key)
Data statements source code generation
improved thanks to Philsan from
Atari Age, who suggested me some improvements. This option has its own
dedicated text screen for selecting various programming languages to
select from. With Select you go through the list and by pressing Space
bar you select the language. Pressing Start invokes procedure of
generating data statements. If BASIC is chosen, first starting line has
to be entered. Next, you can choose device number and filename by which
data will be saved to disk. You don't have to enter suffix, because it
is added automatically. If no device number and filename is entered,
default PMGDAT name is used, with D1: as device number. Image data for
all four players is grouped together in one file for selected language.
By
pressing "D" key, you can save selected player image data to source
code output for several programming languages, such as Atari BASIC /
Turbo BASIC XL, Action!, Pascal, Assembler and C (similar syntax for
several variations, plus CC65), ValForth (and similar), volksForth and
Quick.
Rotation in all four diretions ("R" key, "Control+R" key combination)
By
pressing "R" you are able to rotate current player in all four
directions. The only restriction is you have to locate your player
starting at top in the player drawing grid, so that matrix 8x8 in x and
y directions is accomodated. By pressing "Control" and "R" together
rotation in all four directions is followed by saving data statements
in BASIC listed format with filename ROTATE.LST on D1: as default disk
drive.
Multicolor player ("U" key)
You
can make one multicolor player by putting together all four players to
the same location. To reposition players to their original positions
you should press Control and U at the same time. Some future release
will hopefully enable you to mix also missiles and making multicolor
players by using display list interrupts. Possible but currently not
planned is making special kernel engines with different uses of players
and missiles.
Atari character as player image ("E" key)
By
selecting this option you are able to set one of Atari characters as
player image which you can then edit even further. By moving joystick
left or right you scan through Atari character set by one at a time for
the character of your choice. Similar operation is possible by moving
joystick up or down, but in step by 10.
Change the position of the player ("N" key)
By
selecting this option you are able to move selected player around the
screen. Text below indicates the original coordinates of the player. To
see new coordinates, press "Esc". When new screen appears, press "Esc"
again to exit this operation.
Eckn

Make as many points as
possible in given time limit by turning over areas with identically
colored corners. Move the cursor by using the joystick or the keyboard
arrow keys. Select corner by pressing the trigger or space bar. You can
remove this marker by pressing the key or button again. Now you can
select the opposite corner of the rectangular area. After selecting
this corner the area will be shuffled and your score will be
calculated.
3 Hints:
1. It doesn't matter which
of the four corners you select first.
2. You can move the cursor
across the boundaries of the playfield to speed up the selection.
3. Try to enclose the
biggest areas. The score is size dependent! For a 2x2 area you get only
8 points but 1000 points for turning around the complete field... so
size matters!
Good luck!



Versuche so viele Punkte wie möglich zu machen, indem du im
Zeitlimit Gebiete mit gleich gefärbten Ecken umdrehst. Bewege
den Cursor mit dem Joystick oder mit den Pfeiltasten der Tastatur.
Wähle die Ecke mit dem Feuerknopf des Joysticks oder mit der
SPACE-Taste aus. Du kannst die Markierung wieder entfernen indem du
noch mal drückst. Nun musst du die gegenüberliegende
Seite des Rechtecks markieren. Nach der Markierung werden alle Steine
des Rechtecks umgedreht und erhalten eine neue Farbe. Die Punktzahl
wird errechnet.
3 Hinweise:
1. Es ist egal, welche der vier Ecken du zuerst auswählst.
2. Verlasse das Spielfeld um die Auswahl zu beschleunigen.
3. Versuche möglichst große Gebiete zu
umschließen. Je größer das Rechteck, desto
größer die Punktzahl. Für ein 2x2 Steine
großes Rechteck erhältst du nur 8 Punkte, jedoch
1000 Punkte, wenn man das gesamte Spielfeld umdreht... die
Größe zählt!
Viel Glück!


Crownland

Jump&Run-Spiel mit
vielen Farben.
Das Crownland preview, dass 2006 erschien und ein spielbares Level
enthielt, hatte sehr viel Aufsehen erregt. Die fertige Vollversion
erscheint jetzt beim ABBUC und nimmt am Software-Wettbewerb teil.


