
                            The Game of SPLAT!
                            ==================

        Written by Paul Robson (autismuk@aol.com) 24-25 April 2000

Introduction
============
Splat! is a game based on the old Sinclair Spectrum game (yes another
quickie fun hack game coming), but slightly extended with some new
features.

Installation
============
Download the file (if you are looking at this in TICALC.ORG) ; it should
really be unzipped using PKUNZIP -D so that the DIY stuff is in a
subdirectory. Splat runs under ION or a compatible shell ; versions are
provided for both the TI83 and TI83+. If anyone wants to port it to
TI82/85/86 this should be fairly easy.

Main Screen
===========
At the mains screen, you can press Left/Right to change the game speed,
(1 is fast, 9 is slow) and A to begin (or continue the game), and C to
exit to the ION shell.

Game Screen
===========
In Splat! you have to collect all the coins in a maze that scrolls
around you, independently of what you do : so you have to watch where
the maze is going, and what you are collecting.

There are various things in each level :-

        Coins :  Collect all the coins to complete the level
        Keys  :  Collect a key to open all the doors
        Doors :  Cannot be gone through until you have the key
        Clocks : Stop the screen from scrolling briefly
        Arrows : Make the screen scroll the way you want.
        Pits :   Falling into pits is fatal.

You are "splatted" if you leave the edge of the screen (either you move
off or are forced off by a wall) *or* you fall down a pit. There is no
time limit.

There are only two levels, so anyone who has any levels to contribute,
I'd be grateful :) The first level is dead easy ; just follow it round.
The second is a bit of a bash together ; see if you can do better ; there
is a nice mouse-driven editor to help you. All work will be credited in
the instructions.

Editing
=======
The program 'SE' allows you to edit a level ; type SE <number> from DOS
e.g. SE 1 to edit Level 1. You can draw on the screen by clicking on
the "tile palette" on the right then drawing it on the map on the left.
Do not use the "speckled" tiles, these are reserved for expansion.

When you have finished, run CREATE.BAT in the directory ; this will build
new versions of SPLAT.8XP and SPLAT.83P for you.

Each level *MUST* have a player character (start position) on it otherwise
it won't work.

If you want to tinker, its best to do it with Level 1, so that you can
test it straight off without completing any other levels.

Notes
=====
Release 1.0 ; just 2 levels, for both TI83 and TI83+ , with editor.

Written in TASM (Table Assembler), Editor written in Turbo Pascal 5.5
(c) Borland 19something or other.

Announcement
============

A new programming group is coming to the exciting world of TI Calculators

        The "Powerful Order of Supreme Assembly Stars" (POSAS).

This exciting new development team is looking for the following staff :-

- Z80 Programmers
- 68000 Programmers
- Basic Programmers
- Project Coordinators
- Graphic Designers
- WebPage Designers
- Documentation Authors
- Tea Makers

and I will do everything else. Our current (nearly finished) projects are
listed below. Write in about them and tell us how brilliant we are, and get
back stroppy emails if you ask when they will be available (they'll be
available SOON dammit, how much simpler can it be ? Do you expect us to
think about how the project is going to work or something ?) :-

- Super Mario 64 (with Sound) on the TI-92

- Quake IV (with Networking) on the TI-86

- Final Fantasy VIII Clone (in colour, with video) on the TI-83. Uses the
  Link Port to generate an analogue colour signal. (some hardware mods
  required).

- Pokemon (all versions) on the TI-80

- Ridge Racer 5 on the TI-57

- Resident Evil on an Abacus

- Super Mario Kart on a Dead Worm

- Dreamcast Emulator on a piece of String and 2 tin cans.

The programming teams must follow these rules, mandatory for all POSAS.

1)      Release lots of Beta Versions. It doesn't matter if they don't actually
do anything, just as long as they have an impressive title and the claims for
the project are good.

2)      To be on the safe side, release the program every time you run the
assembler (don't worry about testing). This will mean that you get your
name in TiCalc.Org's high score tables, as the users will have to download
it 37 times to get it to work !

3)      It is essential to give your program an exciting game. If you call it
something like "Super Mario 64" everyone will download it no matter how dire
it is. It doesn't matter if the program bears as much resemblance to the
named product as a dead haddock does to the Himalayas, you'll get lots of
downloads.

3a)     If your game uses a sword at any point whatsoever it is MANDATORY to
include the word "ZELDA" in the title.

4)      Release every single piece of code you've ever written. Even if all it
does is print "HELLO WORLD". If you give it an exciting name (some variation
on Bomb(er)[man/boy/dog/shed/banana] 82/3/5/6/9 or 92 with a few Super, Hypers
or Ultras slung in for good measure GUARANTEES you a feature on TiCalc.Org !)
this helps with publicity.

5)      As a trap, make a few good looking "snapshots" and put them with links
to pages that don't exist ; this way you'll get lots of desperate emails
(great for the ego). You can then send back more wrong URLs if you like.
Alternatively link it to a Porn page, or one which will make you money.

6)      Never ever plan your projects ; that way you can make all kinds of
absurd claims about what your project can do. If anyone ever asks how it will
all fit, just go "Aha ! Compression !" knowingly. If they still ask, say
things like "Lev-Zempel-Winch" and hope the other person doesn't understand.

So, if you want to join this highly exciting group, just visit our web
page at http://posas.ticalc.org. We have lots of members working on
projects, so we need lots more to help them !

