
Sasteroids v1.1a
================

sasteroids1.1a-src.tar.gz	Source only distribution
sasteroids1.1a-bin.tar.gz	Binary only distribution


Please see:
	1-CHANGELOG	changes from previous versions.
	1-INSTALL	installation/compile instructions.
	1-BITMAPS	If you are adventurous (changing the bitmaps
			used in the game - only included in the source
			distribution).

*************************************INTRO************************************

	Sasteroids is an asteroids-like game, the whole point to shoot
asteroids and an occasional enemy space ship.  Ok, so its not DOOM, but it
can be amusing.  This started out as a direct port of xasteroids to run
under svgalib (a wonderful super-vga graphics library by Harm Hanemaayer),
but I then decided that 256 color bitmap graphics would be more fun, then
rewrote it in C++, then added a high-score list, a title screen, changed the
game here and there, etc, anything to avoid school work.

	Warning: I can't draw, so the asteroids look more like chunks of dog
food.  Maybe this game should be called "Save the Planet from Killer Alpo",
or something. (Note to Dave Farmer: Would it fit on the title screen ;-)

	The game uses 320x200 graphics in 256 colors.  I developed it using
svgalib v1.01, but it may work with earlier versions.  svgalib can also be
obtained from your favorite linux ftp site (eg, sunsite.unc.edu as
svgalib???.tgz where ??? is the version number, like svgalib102.tgz) and is
needed to compile this game.

	The program is written in C++.  I have made no attempt to make this
program portable to any operating systems other than linux (I don't have
access to any others :-).  The game will be a bit slow on 386 or 486
computers without a math coprocessor, but I'm working on that.



****************** NOTE: IF THE GAME SEEMS TO RUN TOO SLOW ******************

	If you press 't' while playing the game, you can toggle the bottom
line between displaying your score/etc, and displaying the time it takes to
generate 1 frame of animation on your computer.  The time is shown in usec
(millionths of a second, probably accurate to within +/- 10,000 usec).

	The time to generate 1 frame of animation depends on the speed of
your computer, your video card, whether you have a FPU or not, and how many
objects are being moved around the screen.

	Since by default, the game is set to 20 frames per second (FPS), 1
frame should take 50,000 or less usec to generate/display.  On my 486DX2 66,
with an ATI VLB Graphics Ultra Pro, I get about 11,000 usec at the beginning
of a 'hard' level (press 3 when starting the game).  Since this is well
below 50,000 I know I am getting 20 FPS, with time to spare. Note - due to
the CPU cache on 486's, quiting the program then immediately re-running it
can sometimes result in faster timings.

	If the timing on your machine is above 50,000 the game can't
generate 20 FPS on your machine.  It seems that if you have a math co-pro,
you shouldn't have any problems.  If you have performance probs with this
game, please email me your computer hardware setup (CPU, math co-pro, video
card, isa or vlb, etc) and the approximate timings in usec at the beginning
of a skill level 3 game. (other timings, e.g. while your ship is exploding,
are welcome too!)


*************************************TODO*************************************

	-	Clean up code!
	-	Sound effects: zip-bam-boom-kapow. Iiieeee.
	-	Better bitmap graphics (more dog-food-like?)
	-	User-definable keyboard control.


----------------------
brad pitzel  Mar 12/94

bugs, patches, better bitmaps, to pitzel@cs.sfu.ca

the Rheostatics rule.
(back in the studio in march!)
