NUKEWAR!    for TI-83       4-25-2002
V. 1
By Tim Callahan
e-mail : oh_one_tim@hotmail.com
AIM: CMD Bakotl

CONTENTS:
i. Requirements
1. Features
2. Game Play Instrctions
   a. Map Icons
   b. Menus
3. Bugs
4. Disclaimer


i. Requirements
-Ti-83
-at least 26K free RAM MEM, reseting all RAM will be fine, this program is rather large :P

1.Features

	Nuke War! was originally developed for TI-83 +, however this version is for the TI-83. It uses sprites and pictures. Development of the programs took about one week. There are a few animation sequences, such at the launch of nuclear warheads, th launch of ABMs, the Nukes and ABMs  flying toward each other, and the nukes exploding on their target.

2.Game Play


	First, download all the files onto your calculator.

	If you have just downloaded this game onto your calculator, then you will want to start a new game, since certain variables will not be present other wise. At the main menu, select "start new game". Player one will be asked to place his installation on his map. The map is a 7x7 grid, with spaces 8x8. Each player has the same number of installations to start out with, and no new installations may be built after the start of the game. The cursor is represented by the four dots at each corner of the selected 'tile'. To place a installation, press the corresponding number on the keypad. The right side of the screen has for each installation type in this order : the number that the installation correponds to on the keypad, the installation type, and the number of installations of that type left to place. For example, to place a nuke silo, move the cursor to the desired location and press '1' on the pad. No instalation may be placed ontop ofanother installation, and no installation may be placed in the ocean. See below for the tile sprite index. After player one has all his pieces placed, then player two will place his pieces. This will prety much conclude the set up. The remainder of the game revolves around menus, although with the luanch nukes and spy operations there will be more cursor use.

	a. Map Icons
	There are a large number of sprites for this game. They are all listed below:(the actual sprites will be smaller, and look similar, yet different:-)

	  00 00
          00 00
         0000000  
         0     0
         0 0 0 0
         0000000 Factory- Each factory may build two items per 		turn. Each player has four to start


	   0
          000
        000 000
	0  0  0 
	0000000 Warehouse- Store you stockpiles of nukes and 		ABMs. Each player has six to start. If the all 		are destroyed, then your factories can no 		longer produce weapons, since there will be no 		place to store them
	  0
         000 0
         0 0   
         0 0    
         0 0000
        00 0  0 
        0000000-Tech city- Produce $2000 per turn, and each 		city can research one upgrade per turn. Each 		player starts with 8


       
           0
          0 0
         0   0  
         00000
         0 0 0
        0000000-Farm- Each farm produces $500 per turn. Each 		player starts with 8.


	 0
         00
        00
       00 0 
       000000
       0    0
       000000- ABM site-The ABM(anti Ballistic Missile) sites 		can launch up to one ABM per turn. They are a 		passive weapon, meaning that they will only 		fire if the opponent fires, AND if the 		defending country has their radar station 		intact. Each player starts with 6.





       0000
      00  00
      000000
       0000   -Nuke Silo- Each silo may launch up to one nuke 		per turn, provided that the nukes were already 		in the stockpile. Each player starts with six 		nuke silos.

       0 0 
        0  0
      0000000
      0     0 
      0 0 0 0
      0     0
      0000000 -Spy centers- These are fairly important. Each 		center can do two spy operations per turn, such 		as recon, sabotage, recruiting, and training. 		Each player starts with two.




      0   0
      00 0
      000 
       000     
      00000
      0000000-Radar- VERY IMPORTANT SITE- This instalation 		allows your ABM sites to launch the ABMs at 		incoming Nukes. If your Radar site is 		destroyed, then all you ABM sites become 		useless. Each player starts with one, and the 		maximum sheilding is 50.



       000
      0 0 0 
     0000000- The Command Bunker or CNC- THIS IS THE MOST 		IMPORTANT INSTALLATION-This is essentially you 		base of operations, and where you are during 		the war. Once the Sheilds fail and you bunker 		is destroyed, you lose. If you destroy the 		enemy's bunker, then you win. Each player has 		one bunker, with sheilds at 100.


	OTHER SPRITES: These sprites are also present, and may 		show up.
          0  
      0      0
           0
             0
      0  0   
           0   -Wasteland- This is where a nuke has annihilated 		one of your installations. It is to radioactive 		to reuse.


            0
        0  0 0
       0 0

            0
        0  0 0
       0 0     -ocean- Basically something that is there, you 		can't destroy it, it just takes up space. 
 


	00	
          0 
         0

         0     -unknown terrain- this shows where your spies 		have not reconned.


	b. Menus- in order with descriptions and sub menus:
	
	1. Status menu-View the stats of the various aspects of 		your country

		1.View country- Shows your country map 				and the condition your country is in. 			Pretty much just a picture
		2. Intel Map- Shows the map that your spies 			have made of the enemy areas they have 			reconned
		3. Structure stat- Shows how many of what 			structure you still have standing, and 			the condition of the shields at your 			radar and CNC
		4. Resources- Shows your money, nukes, ABMs, 			spies, nuke reliability, ABM accuracy, 			and Spy skill
		5. Back-returns to the main menu
	2. Spy menu- Spy onperations and such. You need agents 		for the first two options. The first two are 		not always sucessful, but you can get training 		to increase their chance of sucess.
		1. Recon-Reveals the installation at the 			location. Use the cursor to select the 			area to send agents to, the press 			enter. Generally more successful than 			sabotage.
		2. Sabotage- Select a already reconed site to 			send agents to. The effect of the 			attemps varies from instalation type to 			type. Sometimes resulting in the 			destruction of that site
		3. Recruit- Costs $2500. Gives you 0-10 new 			agents
		4. Train- Increases your agent skill, and 			success likeleyhood on an 			operation.costs $2000 to raise it 5 			points, with a 100 point max.
		5. Back-return to the main menu.
	3. City menu-Operations that the tech cities can do
		1.+Nuke yeild- For $4000 you can make each nuke 			you fire deal 5 more damage to sheilded 			sites. This is good if you can only get 			a few nukes through the ABM defenses. 			The yeild will deal that many damage to 			the sheilds of a radar or CNC.
		2.+ABM Accur.- for $3000 you can increase by 5% 			your ABM accuracy. This increases the 			likelyhood that an ABM will collide 			with and destroy an incoming nuke.
		3.+Nuke reliab.- for $3000 you can increase 			your nuke reliability by 5%. This make 			is more likely that the nuke will 			actually luanch and later arm itself 			and detonat when it reaches the target.
		4.Repair Radar-fully repair radar sheilding, 			the price varies, and it is important 			the the shield be at their max of fifty 			to decrease the likelyhood that they 			will be destroyed by one or two 			incoming nukes.	
		5. Repair CNC- Fully repair the CNC sheilding. 			This is very important to do, since 			attrition damage can mount up very 			quickly. The price to fully repair 			varies.
		6. Back- return to the main menu
	4. Factory menu
		1.Build Nuke- for $3000 you can build your very 			own nuclear warhead. If you don't have 			nukes, you can't attack. When you order 			a nuke, it will not be available for 			launch until your next turn. ie you 			have three nukes at the start of your 			turn, your order five, you still can 			only fire three nukes total that turn.
		2. Build ABM- for $2000 you can build an ABM, 			which is the only defense you can have 			to protect agains incoming nuclear 			warheads. It is recommended that you 			have at least the same amount of ABMs 			available as you have ABM sites.
		3. Return- Again, returns you to the main 			menu.
	5. Launch strike- this is what you select to send nukes 		falling ontop of your enemy's head. Provided 		you still have nukes to launch, you will be 		asked how many nukes you would like to fire at 		any target on your opponent's map(the target 		can be an area that has not been reconned). You 		select the target much like selecting a target 		in the spy menu, with the same cursor. After 		that, just sit back and watch the animations. 		Provided that your nukes actually make it out 		of the silo, you will see, in this order, the 		following animations and text: nukes being 		launched, ABMs being launched(provided the 		enemy can launch them), the text"Enemy fires 		ABMs to defend"(press enter to continue), Then 		you will see your nukes(the pluses coming from 		the right) fly toward the ABMs (lines coming 		from the left), If a nuke and ABM collide, they 		are replaced with an "*". After the space 		scene, you get a summary of how many of your 		nukes were intercepted. If some nukes got 		throught, You see the silouette of something 		get nukes, provided your nukes arm. Then a 		summary of howmany nukes failed to arm and how 		many nukes hit the target is given. You are 		then returned to the main menu.
	6. End turn-This ends your turn, and prepares for the 		next players turn. When the prompt comes up 		that says "for player x's eyes only, it is the 		next players turn. After the prompt, their 		country map is redrawn with any changesthat 		happened to it, such as changing that farm that 		got nukes into a wasteland, and changes like 		that.
	7.Quit- this also saves the player's status, but does 		not draw the changes for the next players map. 		This can be used  if you have to end the game 		for something such as a teacher coming our way 		during a test, ect. 

-Now you should be ready to play. If you can't figure something out, juste-mail me. I'll try to answer your questions. 


3. Bugs

This game is massive, and after playing several rounds in a row, you will come across the ERROR MEM mesage. This is no problem, just quit the game, and start it up again. At the end of your turn, instead of selecting the "end turn" option, select quit. Your progress will be saved, and when you resume, it will be the naxt player's turn. Also, since this game uses the archive, occasionally ( which depends on the amout of free space in your archive) you will be asked if you want to garbage collect. Just press yes, it should only take a little time for the garbage collector to do its thing. Otherwise, the program will stop, you'll get an error message, and the actions you did during your turn will be lost.
There should be no bugs in the game, but it is possible that some were overlooked while the game was being tested in the brief period sine it was spawned (less than two weeks).
If there is any bug you do discover, then let me know. Send an e-mail with the game version number, where the bug occurred, and anything else that would be relevent in fixing the problem. 
E-mail me at: oh_one_tim@hotmail.com  if you have any other questions, concerns, comments, or bug reports. Thanks.


4. Disclaimer

This program and any of all of its components should not cause any crashes of other problems such as ram clear, damage or thermonuclear meltdown to your device. If such problem does occur, then by using the program the programmer assumes no liability for the damage. 
YOU USE THIS PROGRAM AND ITS COMPONENTS AT YOUR OWN RISK.