                    EEDIOT'S REVENGE the second coming
              Copyright (c) 1999 by Jonathan Mak -- Queasy
              ============================================
                `> there's that copyright thing again... owell
                      it's a template :)


  DISCLAIMER 

    I, Jonathan Mak, am not responsible for *any* damage this program has
    on you or your possessions and people you know and all that blah blah
    blah.  Geez, I hate these legal blts...



  FILES ENCLOSED 

    There are 9 files including this one.  They are:
           README.TXT   >   this file
           EEDIOT.EXE   >   the game
           EEDIOT.DAT   >   data for the game
           EEDIOT.C     >   source code for the game
           GENHS.C      >   source to generates a new eediot.dat file
           KBD.C        >   source code for keyboard handler
           KBD.H        >   header of kbd.c
           VARS.H       >   header containing variable definitions
           BOOL.H       >   hdeader defining boolean

      Uhh, yeh, if you're gonna give it to someone, please include these
      files... (heh, but who would give this load a cra....)



  GENERAL INFORMATION 

    Heh, this was an old idea I had.  In fact, I had a semi-working version
    of the game done in Pascal.  When SO started that Obsolete Game
    Programming Contest, I thought it was a great opportunity to remake the
    game.  :) heh, *I* liked playing it [geez, he's weird!]!

    Anyways...


  RUNNING THE GAME 

    The game only requires DOS.  If you're running windows please use full-
    screen mode or else the game gets real whacky.  I don't know the
    minimum amount of convential mem required, but I ran it with 457K free so
    it should be okay.

    Hmm... all the instructions on playing the game are in the help menu but
    I'll give you a rundown anyhow.  Basically you're this green diamond
    that can move and shoot in four directions (up,down,left,right).  The
    object is to kill as many eediots (baddies) as possible.  After you kill
    a certain amount, the level increases and the game progressively gets
    harder.  Hoever, as the game gets harder you get more points.  Also, the
    more accurate your shot, the higher the score.

    There is only one powerup to worry 'bout and that is the machine gun.  It
    looks like a double exclaimation mark.  When you get it, you basically
    get to shoot more bullets (instead of just three at a time) at a faster
    rate, meaning big-time beats for them eediots.

    The keys are configurable but I'll give you my setup just the same:
       ARROW KEYS - move up/down/left/right
              'S' - shoot left
              'D' - shoot down
              'F' - shoot right
              'E' - shoot up
              ESC - quit (it will ask you if you want to quit, so you can use
                    this key as a 'pause' key if you like) (updated: Mar27/99)
       //if that looks complicated, just look at the layout and it'll make
       //sense... trust me :)

    Oh, I also left the ability to CTRL-BREAK out of the program in certain
    parts.   Why?  Too lazy!


  COMPILING THE GAME 

    The game was compiled under Watcom 11.0 using 16-bit compilers.  I use
    pragma's and all that too,  but it shouldn't be that hard to convert them
    into your native environments.  Heh, would you believe I still don't know
    how to call interrupts with C?  Ha Ha ha!!!  I'm so stupid! :) //sorry...

    Anyways, getting back on track.  To compile the game just shove all the
    source and header files into a directory and type:

         wcl /mm eediot.c

    Simple.  Oh, GENHS.C is not really part of the game... it's just a
    program to generate a new eediot.dat file.  I think it might have some
    test code in there too.  Hmm... owell.

    The code was written in a weird way.  At first, I knew the basic concept
    but I didn't know what else I wanted to do so half of it was written
    with an open mind, but then when I realized exaclty what I wanted to do
    it become very... uhh... sloppy :)

    Also, everything is synched to the vertical retrace.  I couldn't get my
    PIT timer functions going in 16bit real mode and I just didn't feel like
    it.  It worked in protected mode though.  I must be missing something.


  IN CLOSING... 

    Yeah, this thing was made in 'bout a day or two [now I feel bad b'cuz   
    everyone says it should take only a few hours :( sniffle] after bombing
    all but one of my exams... yup doncha love school?  Owell, screw it!

    If you have anything to say, y'can gi'me a shout at:
       walter.mak@utoronto.ca
    or visit my webpage at:
       http://www.geocities.com/SiliconValley/Haven/9922 (needs update tho)

    Yeh, umm... still working on that RPG and stuff, gotta study for that
    programming contest, hungry, tired, gotta go to the washroom.  A shower
    would be nice too.  ~phew, i'm beat.

                                                        ~have Fun!
                                                            >Queasy '99

Feb.3/99_3:54am

EOF
