	****************************************************
	*						   *
	*	RRRR     A    CCCCC  IIII   N    N   '	   *
	*	R   R   A A   C       II    NN   N   '	   *
	*	R   R  A   A  C       II    N N  N  '	   *
	*	RRRR   AAAAA  C       II    N  N N	   *
	*	R  R   A   A  C       II    N   NN	   *
	*	R   R  A   A  CCCCC  IIII   N    N	   *
	*				 	      v0.7b*
	****************************************************

	RACIN' is being programmed by Patrick McLaughlin. This is my first
Usgard game! Right now, the object of the game is to get the best time on the
included track, which I made just to show you the capabilities of the game.
It's all about time trial and the track is preliminary, but it's pretty
addictive. If you have any questions, comments, or criticisms, e-mail me at
pcmprog@hotmail.com, I would appreciate them.


New from the previous version:
-Better graphics! No longer just white road and black walls!
-Fixed the turning! Now there's sixteen directions to turn!
-The timer's in minutes, seconds, and jiffies!
-The track interacts with the car!(i.e. you slow down when you drive in
  grass, speed up when you hit a speed boost)
-Some optimization done
-Fixed the "shaving the edge of the wall off" bug(even though I said I
  wouldn't:-)
-Fixed the "trick to get a good time" bug(now you have to wait an hour and
  forty minutes to get this to work, and there are much easier ways get a
  good time than this)


Keys:
On mainscreen and after each race:
-More=start race
(If needed for new time)
-Left & Right=change letter
-Down=enters that letter
During race:
-2nd=accelerate
-Left & Right=turn
-More=restarts race
-Exit=exits


Known bugs:
-none


Things to hopefully be included on later versions:
-More new and improved graphics
-A lot more interaction with the track and things on it
-More and bigger tracks
-Codes
-More directions to turn/more realistic, Mariokart style turning
-Optimized code
-Enemies?


What's next:
-I'll probably work on getting an enemy in the race, and experiment with AI
-It'll probably take a while to finish because of school and tennis, though


Special thanks:
-Andreas Ess-For helping me with compiling problems!
-Patrick Davidson-For my Puttext routine, I got the idea from some of his
  source. Check it out below!
-Jimmy Mardell-The Online Zshell School & PutSprite
-The Zshell Team-Starting assembly programming on TI's
-The Usgard Team-Making their great shell
-Whoever took over the project of Bomberman. Can't wait 'til that comes out


Comments:
-Please don't change my code and distribute the game
-Credit any use of routines to their rightful creator
-Have fun playing!


****Check out this routine I made to put text on the screen!****
-This is in Usgard format, but can easily be converted for Zshell use.
-I got the idea for this from some of Patrick Davidson's source. He had
  something similar but it was much bigger. He deserves as much credit as me.
-hl points to address
-b is the # of call's to make


puttext:
	ld a,(hl)
	ld (CURSOR_X),a
	inc hl
	ld a,(hl)
	ld (CURSOR_Y),a
	inc hl
	call D_ZM_STR
	djnz puttext
	ret


-I saved 133 bytes on thie first version of my game by using puttext!
-You can change "call D_ZM_STR" to other text displaying "call's"
-When you define the text, the first two bytes are the (x,y) coordinates of
  where the text will be displayed on the screen.
-Here's an example of how it works:

	ld b,3		;I have to make 3 "call's" to put 3 lines text
	ld hl,&introtext	;points to text
	call &puttext

introtext:
	.db 0,0,"I'm saving",0
	.db 0,6,"bytes by using",0
	.db 0,12,"puttext!!",0


