Duke 68k
v1.00
A JEsystems and
Stephan Effelsberg
Production
Date: 7/9/2002

http://duke.jesystems.cjb.net
------------------------
This nostub game was fully created with TIGCC.
Approximately 160000 bytes of available RAM are
needed to run the game.

===================================
GAME INFORMATION
===================================

Needed game files:
	duke.89z/9xz		(game)
	duke.89y/9xy		(game, exePacked data)
	dukegfx.89y/9xy		(game graphics)
	dukedll.89y/9xy		(game graphics and code, because of 64k program size limit)

Needed other files...

To play the internal episode:
	dlevel1.89y/9xy		(level, ttarchive with packed data)
	dlevel2.89y/9xy		(level, ttarchive with packed data)
	dlevel3.89y/9xy		(level, ttarchive with packed data)
	dlevel4.89y/9xy		(level, ttarchive with packed data)
	dlevel5.89y/9xy		(level, ttarchive with packed data)
	dlevel6.89y/9xy		(level, ttarchive with packed data)
	dlevel7.89y/9xy		(level, ttarchive with packed data)
	dlevel8.89y/9xy		(level, ttarchive with packed data)
	dlevel9.89y/9xy		(level, ttarchive with packed data)
	dlevel10.89y/9xy	(level, ttarchive with packed data)
	dlevel11.89y/9xy	(level, ttarchive with packed data)

To play an external level:
	dukelvls.89z/9xz	(used to launch external levels)
	dukelvls.89y/9xy	(exePacked data)
You must also copy the external level to your calculator.



TI-89 Keys:
-----------
Arrows			Move Player
2nd/ Up			Jump
Diamond			Shoot
Hold Diamond + Arrows 	Fire line (an important tool for all levels)
F1			Pause
F3			Quick Save } The screen must not be
F5			Game Save  } scrolling in order to save.
ESC			Quit
Enter			Menu Navigation
Hold Enter(~1s)		Suicide (level restart, one life lost)
+ / -			Adjust Contrast

TI-92+ Keys:
-----------
Arrows			Move Player
Hand/ Up		Jump
F5			Shoot
Hold F5 + Arrows 	Fire line (an important tool for all levels)
F1			Pause
F2			Quick Save } The screen must not be
F4			Game Save  } scrolling in order to save.
ESC			Quit
Enter			Menu Navigation
Hold Enter(~1s)		Suicide (level restart, one life lost)
+ / -			Adjust Contrast

Vorage 200 Keys:
----------------
Arrows			Move Player
Hand/ Up		Jump
Q			Shoot
Hold Q + Arrows 	Fire line (an important tool for all levels)
F1			Pause
F2			Quick Save } The screen must not be
F3			Game Save  } scrolling in order to save.
ESC			Quit
Enter			Menu Navigation
Hold Enter(~1s)		Suicide (level restart, one life lost)
+ / -			Adjust Contrast

=========
GAME PLAY
=========
See the "gameplay.html" file.

=====
STORY
=====
Duke is on the local news, discussing his previous alien conquests.
Suddenly, a Grolidin ship is spotted over the town. As the interview
finishes, a Grolidin commander enters the station, and assassinates
the news anchor. Duke races back home and takes command of his
government-supplied spaceship, beginning chase of the alien vessel.

Eventually, Duke loses sight of it. As he surveys the galaxy, his
ship begins to fail. Duke crash lands onto a foreign planet. He steps
outside his ship, not knowing what to expect...

You are Duke, and eventually realize, by chance, you're on the home
planet of the Grolidin. As you explore the terrain, search for signs
of organized civilization. Your goal is to disable the Grolidin species
from further attacks.

===================================
POSSIBLE ADDITIONS FOR NEXT RELEASE
===================================
-Enemies explode, fall, etc instead of disappear (when killed)
-More user customizable
-Multiplayer?

==============
HIDDEN BONUSES
==============
-Try beating the game with sound on.
-There is a way to skip levels, if
 you know the right key combo.

==========
KNOWN BUGS
==========
-None are known.
-Found one? Please email m@malcolm-s.net !

=============================
GAME REVISION HISTORY
=============================
11 August 2002
* The game has been recompiled to
* support the Voyage 200, Voyage
* 200 keys have been set up, and
* and "end level" bug has been
* fixed (if you jumped so that you
* couldn't see the ground anymore,
* you could fall and die).
*
8 July 2002
* The game is being readied for
* v1.0 distribution. Sound has
* been added, and the code is
* being restructured a bit.
*
21 June 2002
* Levels 10 and 11 have been
*   developed. An ending cutscene
*   is also in place, and highscores.
*
15 June 2002
* Levels 6, 8, and 9 have been
*   developed.
*
* The game only lacks a little
*   more optimization, a boss
*  level, cutscene, etc.
*
* The intro can now be toggled,
*   and a CFG file is now created.

11 June 2002
* Work on Duke has brought it to v0.65.
* Level 7 is complete.
*
19 May 2002
* Duke v0.5 Public Beta
*   offically released.
* Many strange bugs fixed :-)
*
18 May 2002
* Version v0.5 RC 1 Finished.
*
* Lives implemented
* Enemies are easier to see (1px border)
* Level Four done
*
* If no bugs are found, v0.5 Public
* will be released very soon.
*
9 May 2002
* Version v0.4 released.
*
* Weapon: Rocket Launcher added
* 
6 May 2002
* Spawn point taken out of .c files,
* 	and added to sprite files,
* 	2nd line.
*
* Bugs fixed, etc
*
* New: Shooting as sprites.
*
29 April 2002
* Major changes since April 11th.
*
* There are two types of walking enemies with AI
* 	in the game.
* There are four different kinds of health, some animated.
* There are other items like diamonds (score bonuses).
* Level one is being -completely- rewritten to take
* 	the most advantage of the engine's capabilities,
* 	and improvements in graphics. Many thanks to Psigoo
* 	for heading the level one recreation, including GFX.
*
* Player and enemy collision detection greatly improved.
* Game saving and loading have been implemented.
* 
* The level count is now to three, and Duke is at v0.40.
*	Public beta at v0.5 with the first four levels.
*
* Spawn points have been implemented, so the "sprite file" format for
* 	level creation has been updated. Please see the duke_levels.html
* 	with the development pack for more information.
*
* A post-level score screen has also been updated.
*
* The menus no longer prompt which level to load, but which difficulty
* 	and then the internal episode is loaded in order.

11 April 2002
* The game preview is updated, as is the engine.
* The speed option is improved.

30 March 2002
* First preview of game released, including source.
* Includes preview of level one (outdoor level) with
* enemy mine(s), health packs
* There is a pause option.

--------Entries above this point created by---------
------------------Malcolm Smith.--------------------

--------Entries below this point created by---------
------Stephan Effelsberg as he developed the--------
--------------engine for the game.------------------
20 February 2002
* Malcolm made enemies more interesting, black boxes are gone now. He also
* added a nice interlude screen.
*
* Removed respawn from level interface, it is now player_respawn and doesn't
* depend on the level.
*
* Player has a life bar. However, he's not being killed when sub-zero.

08 February 2002
* Fixed some walking/falling through solid tiles bugs.
* 
* Enemies can now have the ability to be persistent (reappear if they get
* killed), important for tag  sprites.
*
* Introduction of tag sprites. They are respronsible for event handling like
* save/exit points or whatever.

25 January 2002
* First shootable enemy (the moving box). Hit it about 10 times.
* Gets stuck in the rocks sometimes.

16 January 2002
* Intro added
*
* Menu offers choice of level
* 
* level 2 shows parallax scrolling

10 January 2002
* experimental level 2, variable level_num_cur must be set to 2 manually to
* play this level, choice will move to menu
*
* Makefile corrected, also made some shortcuts for some files, tigcc is not
* able to parse very long lines (and implements the -o in a wrong way)

9 January 2002
* worked around an illegal instruction bug caused by as.exe, switched to
* dgray.s (instead of dgray.c), note that only the old implementation has been
* patched (therefore the '.if 0' at the beginning)
* thanks to malcolm who was the first person to run the game on a real calc

21 December 2001:
* start game from menu now
*
* implemented Duke ani from TRgenius (which was in fact merely copy&paste),
* player uses the routine for standard sprites (expanded for masks)
*
* removed sprite bug, now the sprites don't reappear when restarting the game,
* the reason is that the enemy list didn't move to the level pack yet
*
* there should be no more crud at the right edge on a 92+ screen

22 November 2001:
* basic level loader interface, all level data is now packed and put into an
* archive; place of call is improper
* 
* PsiGoo's menu implemented, shown at the beginning, but has no meaning yet,
* go to quit and press enter to play the game; minor changes made
* 
* dgray.h slightly edited to support PsiGoo's menu without editing too much;
* the usual GS calls can be made and automatically work on the active screen
* now, just make sure to implement dgray.h before anything else
*
* Sorry, didn't look at the new player's sprites, comes in the next version
*
* I made an update to TIGCC 0.92sp1, you get deprecation warnings in dgray.c
* if you use this version, just ignore them
*
* somebody (TRgenius?) made batch files, note that they must be updated
* accordingly, new files are level.o, menu.o and extgraph.a, also note that ld
* and link are no longer called separately, tigcc does the job;
* also note the new way of creating level packs
*
* You may fall off the level, player will then be respawned.

========
LICENSE:
========
General Information:
--------------------
This program may be distributed by any other organization for non-commercial use only.
Distributions on other mediums (CDs, etc) are acceptable, provided no money is charged
for this work. The authors makes no representations or warranties about the suitability
of the software and/or the data files, either express or implied. The authors shall not
be liable for any damages suffered as a result of using or distributing this software 
and/or data files. This game is open source, but not complete public domain.
All game components were created by the Duke Team unless otherwise noted.
We encourage you to explore the source to help yourself learn C and become
acquainted with calculator programming. You are free to use the source
however you want, excluding graphics.

Source Code:
------------
You are free to re-use any part of the sourcecode in your FREE
products, EXCLUDING GRAPHICS. The graphics are covered separately
in this license. If you use the source, you must give credits,
including a reference to the Duke 68k website,
(http://duke.jesystems.cjb.net).

Graphics:
---------
General:
Please, if you'd like to use the
graphics in your own games, contact us first. We will most likely let you,
and also, when you ask, we can send the original captured graphics, and the
hex for them. Some graphics originate from Duke II, (C) 3D Realms/ Apogee.
Be courteous - give credit when reusing components.

Duke, enemies (masked man, skeleton bot, and mine),
	electric field, save box, and mini boss graphics:
These graphics are the property of 3D Realms/ Apogee,
and originate from Duke Nukem II, (C) 3D Realms/ Apogee.
The mini boss originates from Bio Menace, which is also
(C) 3D Realms/ Apogee. These graphics definitely shouldn't
be distributed for profit, and refer to the original licenses
if you wish to use them.

Ship Sprites:
Created by Morphosis Games. They are free to use and redistribute, provided
that credit is given to Morphosis Games,
(http://www.geocities.com/morphosisgames/).

Level 1, Level 2, Level 6 Tiles:
These graphics originate from Psigoo (Michael Holt), who
can be reached at psigoo@hotmail.com. Please ask permission
before using IN A DIFFERENT PROJECT. These tiles can be reused
for Duke 68k levels freely.

Level 3, Level 4, Level 5, Level 6, Level 7, Level 8 Tiles:
These graphics originate from Malcolm Smith, who can be reached
at m@malcolm-s.net. Please ask permission before using IN A
DIFFERENT PROJECT. These tiles can be reused for Duke 68k
levels freely.

Level 9 and Level 10 (the majority of) Tiles:
Some of these graphics originate from David Gurrea, who
provides them to the public for noncommerical use. We
thank him, and his website is at:
http://www.davegh.com/
Some of these graphics originate from the Absolute Cross
website, and are Copyright  1996-2002, Absolute Cross;
All Rights Reserved. Their website is at:
http://www.absolutecross.com/graphics/textures/

========
CREDITS:
========
Main Authors:
Malcolm Smith		m@malcolm-s.net
Stephan Effelsberg	stephan.effelsberg@gmx.de
Michael Holt		psigoo@hotmail.com

Beta Testers:
Bill Zeller		billzeller@yahoo.com (Testing, Suggestions)
68k			cwsquier@mediaone.net
dicecake		diceman1_@hotmail.com
EagleIFilms		nivek_ent@yahoo.com
EpYoN			EpYoN@NeoS.cjb.net
EQ			Qare1323@aol.com
stoopid guy		stoopidguy@calcware.org
himog			himog@email.com
MastaZog		master_zog@yahoo.com
samworld		samgab@gmx.fr
TheDeathWolf		pkc@aparima.com
William	Osborne		wbo@freeshell.org
Mike Peck		dbnmike@hotmail.com
Jimmy Qian		caducifer@hotmail.com
Jimmy B			jimmy_b@postmark.net
Carrus85		carrus85@msn.com
Lionel Debroux		lionel_debroux@yahoo.fr
Krzysztof Rodak		krodakus@yahoo.com

Graphics:
3D Realms/Apogee	http://www.3drealms.com
David Gurrea		http://www.davegh.com/
Absolute Cross		http://www.absolutecross.com/graphics/textures/
Morphosis Games		http://www.geocities.com/morphosisgames/

Special Thanks To:
TIGCC Team
Thomas Nussbaumer
Frequenters of the TICT boards
Konstantin Bellakov  Level 3 GFX conversion


===================
CONTACT US
===================
Malcolm Smith - m@malcolm-s.net
Stephan Effelsberg - stephan.effelsberg@gmx.de
Michael Holt - psigoo@hotmail.com

Thanks for downloading!