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>>>>>	 HalfLife 89/92+    <<<<<
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author: Bonafos Herve

date: May 16, 2002

version: v3.7

e-mail: HerveRV@aol.COM

site: www.Ti-rv.Fr.St

Tested on Rom 1. 00 HardWare 1, with UniversalOs. 

Tested on Rom 2. 03 HardWare 1, with UniversalOs. 

Tested on Rom 2. 05 Hardware 2, with UniversalOs.

Necessary bookshop: rv_lib 2. 9 or superior

as well as the other traditional ones. 

It is necessary to have the bookshops half_lib and rv_lib in the repertory hand, halflife can be

placed does not import or. 

It is imperative (I believe) to file these 3 files, if not, there will be problems with the free memory, which could cause a planting, but normally it is detected, and

leave the launching of the play. 


PLAY DRANK: 


To kill the enemy, then to find the exit. 

PS: the level undergoes the consequences of the explosions, and during the part, as long as one does not leave. If the play is not filed, that will become very black, with force. ..Thus I very strongly advise to file it! !


KNOWN BUGS: 


One sees the enemy has through walls, but it would take very a long time to correct, therefore for the moment, that remains like that. 

Small very rare problem when the chart is looked at. But nothing serious good. 


CONTROLS: 


gauche/droite to turn

haut/bas for avancer/reculer

mode to post the bar with the top of the screen and to do it disparaitre

home (92+: F6) to draw

F1 with F5 for selectionner a weapon

catalog (92+: Ln) to post the chart of the level

apps to extinguish under the play



Realized in 4 levels of gray, it is necessary close to 70Ko of memory to store the graphs. ..

As 9398 lines of code! 


I do not think of making plant your computer, and I hope that you will appreciate this play. 

Do not hesitate to write to me, and made me starts from your ideas, but only in the limit of the resonable. 

I have spare time, but not normement, and here. 

If you detect problems in my programs, say me! 

Thank you



v3.7

all small modification: the mods go now without any problems

thank you ExtendeD

the version 92+ is in format 9xz


v3.6

dbugage intense, large a mercy has ExtendeD for its blow of hand (C even him which made

far the largest part of the job! thus thank you with him;) 

it also insisted that I make a version 92+, therefore it is made! 

I hope that it will go, considering I do not have any! 

the mods can be filed and are not detected any more several times! 



v3.5 mods managed

it is thus possible to make a MOD for Halflife, I call that a MOD, considering it is it

diminutive of ' modification ', one can change the graphs of the enemy. 

I distribute with the source code of the MOD "BenLaden" (W against BenLaden), the adversary

have that some images, and looks at us all the time, but it is not inevitably

truth! I did not make the images of dimensioned and back, therefore that takes much less place! 

for all problems, (and it will have there) I will regulate that in a topic Ti-Fr forum. 

(wwwTi-Fr. org heading forum, then software for example) 

and I as forgot to specify as it is possible to re-elect the MOD anyhow! 

if the file is xecut, an image of presentation will apparaitra. 


Creation of a MOD: (no need for particular knowledge, I detailed all) 

1) to compile the source code provided, and to test so already that functions. (one never knows! )

2) to take mspaint (for example) and modifier/crer images to be included in the play. 

3) to take a generator of code to convert each image with the format graphlib and to insert

this code in the place of an image already present, or to create another of them. 

4) to make sure that the labels correspond well with those declared in the list of data. 

5) to create of new images, here useful infos on the ' number militaire': 

series 30 = the most distant images

series 20 = images a little less distant

series 10 = rather close images

series 0 = the closest images

value 1 = the enemy is vis-a-vis me

value 2 = the enemy is seen back

value 3 = the enemy looks at on the right

value 4 = the enemy looks at on the left

value 5 = the enemy died (traine by ground, and is always vis-a-vis me) 

value 6 = the enemy is drawing (only the image of series 0 will be used) 

6) now that all the images are made, they should be positioned on the ground in way

so that the enemy does not fly, nor that it is half has buried! Center is needed the image

on X (80 - left size of the enemy), and for y nothing simpler: it is necessary

to withdraw the height of the enemy from the 1st already existing value. 

7) it does not remain any more that will test the new enemy, (and in a small chart, that more quickly

to find it! (moreover I recommende the named chart ' militaire' for that. )

8) is your MOD successful? super! a name still should be given him, to specify the name of

the author in the comment (in bottom), and to forward me this new MOD, so that I

places at the disposal of all the other players! (and that me also I benefit from it! )

9) it is of course necessary to respect all the comments which trainent a little everywhere, because

a non-observance of these warning to strong chances to make plant the play! 

Good luck! (and your imagination will make the remainder! )




v3.4 final version

Compatible Hw2! finally

- > thank you at the community Ti-Fr for that! (in particular Kevin Kofler & ExtendeD) 

I want to receive mall on the banal subject more: 

"how I use it" 

"why I cannot play" 

"is necessary to file it? "

"C what a hw2? "

...I pass from there and from best. ..(I say that because each day I received tens of them, then enough! )

thus read this file or read the Ti-Fr FAQ! 

and this blow Ci C the last version, except still has problems with hw2 so there



v3.3

the menu "assistance" is centered

one dies when one is right to 0 of life (before one could always run. ..)

one leaves his weapons more quickly: more need to arrange the weapon before changing some, to arrange a weapon, to support

simply on its number

I transformed all the cmp. W #0,x by tst. W X and the prog is smaller of 200 bytes! 




v3.2

correction of the problem of tests of keys, during the play, therefore normally it is compatible with the HW2. 

improvement of the logic of the play: one must kill the guy, then to leave, and not in the other direction

it is doubtless the last version of the play, and with that several causes: 

- I started to program this play at one period of training of the asm - > the code is nightmarish

- I have to be useful myself of innumerable do-it-yourselfings so that the play goes, and thus to modify it will be very complicated

- the graphic engine is limited

- the play takes too much place

- the enemy is really very idiot, and I do not want to learn to him from the turns

- I have full with other projects

- I have much of time to program. ..

my only more of the play will be the beauty of the result, which is really impeccable, because it is impossible to make too

beautiful and also rapid with an engine able to manage a step lower than 90, but for the remainder, it is not

still that. ..




v<3.2 bien rien de bien important !
