Tron by David Friend. This file contains some information about the game.

Includes this file, TronInfo.txt, and the source (Tron.asm), and game (Tron.exe).

System Requirements (At least I think...):
	80x86 CPU (Pentiums, AMDs, Celerons are all fine.)
	2MB of RAM (At least 63KB of video RAM)
	BIOS with VGA (Video Graphics Array) support
	An operation system that will run executable files (DOS, Windows, UNIX, Linux, BeOS are all fine)
	Keyboard (joke)

Game Rules:
	Control your 'snake' with the appropiate keys. Avoid running into yourself or the other player.
	You lose when you run into yourself or the other player. The game may be slow on your computer, 
	but I wanted to put in enough delay so that you would actually be about to see what was going on.
	If it is too slow, you can re-assemble it, changing the DELAY constant to something less, or 
	email me, and I'll send you a faster copy. dfriend101@yahoo.com
	
Key Controls:

	Player 1 (Blue)			Player 2 (Green)

		I				W
	       JKL			       ASD
	
	Up:    I or i			Up:    W or w
	Down:  K or k			Down:  S or s
	Left:  J or j			Left:  A or a	
	Right: L or l			Right: D or d

Sorry about the controls...they are kind of limited. 
But, the arrow keys, etc. are harder to use. (aka: I don't know how to use them)

About the Game (the Coding):

	This game was coded entirely in assembly, and assembled for a x86 processor. It should run on any computer with an x86 computer with a BIOS and VGA graphics, as stated above. Because I used BIOS software interrupts, the program is not
operating specific. Here are the interrupts used (only 2):
		
	INT 10h - BIOS Video Interrupt
	INT 16h	- BIOS Keyboard I/O Interrupt
	
	For more information about these, visit www.Phoenix.com. Look for the PhoenixBIOS 4.0 User's Manual.
	
All of the other commands should be in any good assembly book. It is a fairly simple program, one that gets the programmer
thinking about the language, while using simple commands. Sure, there are was that it could be refined using other operands,
but it's my code and I can do what I want.

	I used the Int 10h - Function 0Ch - Write Pixel instead of writing directly to the video memory segement (at A000h:0000h) because it was easier. It is however, slower. But seeing as I need to add 2,400,000 NOP (no operation) each loop just to be able to SEE the snake, speed is not that important. (I run a Pentium MMX 233 with 64M RAM.)

I complied the source using MASM 6.11 (Microsoft Assembler 6.11), using a SMALL memory model.

Well, I guess thats about it for the technical stuff - GO PLAY THE GAME!
