If you want to be notified of current developments concerning the WarGame
Processor, please drop me a note at S.Emerson@GEnie.com! I'd be real
interested to know who's using this, whether you're registered or not, and
I can put you intouch with other prospective opponents!
To install the WarGame Processor, simply de-arc the archive to the
same directory. If you're the suspicious type, like me, and always de-arc
into RAM: (highly recommended), then simply copy all of these files to your
original WGP directory.
If you are a registered user, be careful that the file named "keyfile" is
in the same directory as the WarGame Processor program. This update will
recognize you as a registered user by that keyfile.
There is a known problem with the WB3.1 ROM which causes the screen to be
unreadable. If you can find a way to boot from a WB 2.0 ROM image this
should fix it. Sorry, AGA cannot mode promote at this time. WGP does not
work on 3.1 systems. I am currently at work rewriting to address these
problems.
This archive has no WGP game modules enclosed. They are packaged
separately. You will probably find some modules in the same place you got
this file. A search using "WGP" as a search criteria will doubtless turn
up something.
If you receive this file with an enclosed "keyfile" you are in possession
of stolen property.
Documentation for this software is available through the "Help" pulldown
menus.
You may freely distribute this archive as long as all enclosed files are
included. Licensed copies may be purchased from Better Concepts, Inc..
See the "About" in the project menu. Unlicensed copies have a limited
playback capability.
The file Reqtools.library is required for this program, and is included
in the package. You may wish to move it to your libs: directory, but this
is not necessary.
And now for a legal disclaimer. . .
THIS SOFTWARE IS PROVIDED "AS IS." THE AUTHOR AND DARK UNICORN PRODUCTIONS
ASSUME NO LIABILITY OR RESPONSIBILITY FOR ANY DAMAGES INCURRED THROUGH USE
OF THIS SOFTWARE. NO WARRANTY IS EXPRESSED OR IMPLIED.
After installation, you should have the following files in the directory
you installed in:
WGP.info
WGP
Chits
Chits.info
Chits.readme
Chits.readme.info
DesignersNotes
DesignersNotes.info
editor version notes
editor version notes.info
Game_Processor
Game_Processor.info
Reqtools.library
WGP version notes
WGP version notes.info
WGPeditor
WGPeditor.info
data
gp0
gp1
edata
default.abk
hex.scr
map.scr
ob.scr
std.scr
unit.scr
help
combat.asc
feedback.asc
hex.asc
hint.asc
map.asc
menus.asc
movement.asc
ob.asc
playback.asc
unit.asc
iff
ASL_template.tpi
blank.hexes.tpi
unit.template.tpb
Modules
Savedgames
If for some reason you want to install to floppies, the files should be
broken up like this (If you have a HD drive, you can put them all on one
disk):
Floppy #1:
Game_Processor
Game_Processor.info
WGP version notes.asc
data
gp0
gp1
help
combat.asc
feedback.asc
menus.asc
movement.asc
playback.asc
Modules
Savedgames
Floppy #2:
editor version notes
WGPeditor
WGPeditor.info
edata
default.abk
hex.scr
map.scr
ob.scr
std.scr
unit.scr
help
hex.asc
hint.asc
map.asc
ob.asc
unit.asc
iff
ASL_template.tpi
blank.hexes.tpi
unit.template.tpb
In April 1992, I bought a copy of Avalon Hill's Third Reich for the
Amiga. Boy, was I disappointed! There were no user interface "standards"
used in the program, no sliders or menus, and the four color palette was
pathetic on a 4096 color machine! It was a very sloppy piece of software,
but with all its shortcomings, it would have still been useful -- except
that the only place you couldn't save a game was between user turns!
I decided that I could do better, if I knew how. At the time I had been
using Amigas for two years, and was still a "user." I cast about for the
better part of a year looking for a language that I could understand, when
I bought a copy of Innovatronics' CanDo 2.0. I was ecstatic at the ease
with which things came together in this system, and in the space of a
couple of months had designed a play By Mail engine for the old Avalon
Hill classic "D-Day." I wasn't going to make the same mistake AH had by
attempting a prototype on a very complicated game.
My D-Day module was tailored specifically for that game. It used 12
quarter screen "plates" for the map, and really stretched the graphic
limits of CanDo beyond what the designer's intended, I think. I was very
proud of this and sent a copy to AH. I was hoping to get into a
partnership with them where I would put together modules of each of their
games for them. AH liked the idea, but they only had a vanilla A500 with
a meg of RAM: and, sadly, my program needed a minimum of 2.5 Megs (CanDo
is not real big on memory management). I went back to the drawing board
and did everything I could to crunch the program down to size, but the only
was to do so was to emasculate the program. This dilemma was solved by
Innovatronics, when they announced an insane policy that any commercial
product developed with CanDo would owe royalties to Innovatronics
(good-bye, CanDo, from the serious Amiga community).
So my ideas went back into hibernation when a friend turned me on to
Amos. After an initial surge of development, I ran into some conceptual
snags, and lost interest in the program for long periods of time, or was
wrapped up in other programming endeavors. It was mid-1994 before I had
re-completed my original D-Day module, this time in a program that would
run in under a meg. I contacted Jim Rose at AH to see if I could re-light
some interest. My first approach to AH in 1993 had a very warm reception,
and they were willing to listen to what I had to offer and were eager to
see it, so I wasn't uneasy about going back to them, this time with a
product that worked. I was very taken aback, when I got a very abrupt
reception, and Mr. Rose was -- almost -- out and out rude to me. After a
very short conversation in which I had very little to say, I hung up and
wasn't too keen on calling back.
So I said to heck with it. I would design my own games and market them.
I couldn't use this software with someone else's game and get any money
out of it without dealing with copy- rights, etc., but by golly, I could do
my own game! I embarked on a project called "France-44" I redesigned the
map using the CIA world data base, and wrote a large amount of code to
enforce movement, supply, Zones of control, and other game functions.
Then I hit a conceptual snag (again) and the program went back in
hibernation in late '94. But this was a monkey on my back, because I was
so close to having a really usable program!
Then in early March of '95, I was monitoring the Aide de Camp topic
on-line, when someone made a comment like "when will it be out for Amiga?"
Something clicked in my head, and I quickly went back and reviewed
everything I knew about AdC (which wasn't much). I finally got ahold of a
press release that listed the major features, and realized that most of
this code already existed in one form or another on my machine!
I went to work immediately, and in the space of a week had roughed out
all the major functions of the editor. Then I went back with a chainsaw
to my original code and started throwing things out and reworking the
player to accept a more dynamic definition of a game, and concentrated on
the PBM interface. The result was bearing edible fruit within 3 months.
A recurring question has been "when will you install an AI opponent?"
The answer is: never. AI technology has not progressed far enough to make
it worthwhile developing an opponent which would interest a human player.
This is based on several precepts. I would not develop an AI that
"cheated" nor an AI which relied on handicapping the human player to be
challenging. I dislike games which do this, and refuse to do it myself. I
have publicly offered a $100 wager to any takers that at least 80% of
experienced players will beat AH's PC3R (if it ever ships) the first time
they play. To date, I have no takers. I have played several computer
games via modem/null-modem, after which I found computer opponents to be
boring and not worth my while. With this experience behind me, I decided
that my resources would better spend developing a user-friendly
play-by-mail system. A painless PBM capability would obviate the need for
an AI which could only be a far second-best to a human opponent in the best
of circumstances.
Another request has been modem capability. This is a feature which
many will ask for and few will use more than once. I once played a
Perfect General "tournament" by modem. It was quite fun, but even though
this game is very interactive as games go, for the non-phasing player it
was only slightly more interesting than watching paint peel. If you
consider that a full-blown turn of Third Reich or World in Flames could
take more than an hour for one player to decide what he's going to do and
do it, it wouldn't take long before the non-moving player would say "Hey,
why don't you call me back when you've finished, eh? I'm going to go play
with the kid's mama while you move!" The sort of games that will lend
themselves well to this system are the kind where you want to spend a day
or so considering strategy, hand your opponent a copy of "War and Peace"
and tell him to get lost for awhile.
Since the initial release of the WarGame Processor, I have received
some feedback and comments, as well as some considerable experiance in
designing modules, all of which has gone into the revisions I have
incorporated in this latest version. The WGP is hex based but can easily
be adapted to games like "Breakout: Normandy!" Take a look at the Victory
in the Pacific module if you want to see how area-style games can be dealt
with.
I'm also working closely with one of my beta testers in Canada and a
local ASL group to develop ASL compatibility with WGP. The key to this
thorney problem is to use oversize hexes on the WGP map, with the displayed
hexes encompassing seven WGP hexes. Then the individual tasks, levels, or
stacks in an ASL hex can be represented by different places within the
shown hex.
Sean Emerson
Somewhere East of the Mississippi (for now)
August 95
To install the WarGame Processor, simply de-arc the archive to the
same directory.
There is a known problem with WB3.1. This may be fixed by using the
program RELOKICK V1.4, which will allow you to soft boot from an earlier ROM
image.
This archive has no WGP game modules enclosed. They are packaged
separately. You will probably find some modules in the same place you got
this file. A search using "WGP" as a search criteria will doubtless turn
up something.
If you receive this file with an enclosed "keyfile" you are in possession
of stolen property.
Documentation for this software is available through the "Help" pulldown
menus.
You may freely distribute this archive as long as all enclosed files are
included. Licensed copies may be purchased from Better Concepts, Inc..
See the "About" in the project menu. Unlicensed copies have a limited
playback capability.
The file Reqtools.library is required for this program, and is included
in the package. You may wish to move it to your libs: directory, but this
is not necessary.
And now for a legal disclaimer. . .
THIS SOFTWARE IS PROVIDED "AS IS." THE AUTHOR AND DARK UNICORN PRODUCTIONS
ASSUME NO LIABILITY OR RESPONSIBILITY FOR ANY DAMAGES INCURRED THROUGH USE
OF THIS SOFTWARE. NO WARRANTY IS EXPRESSED OR IMPLIED.
After installation, you should have the following files in the directory
you installed in:
WGP.info
WGP
DesignersNotes
DesignersNotes.info
editor version notes
editor version notes.info
Game_Processor
Game_Processor.info
Reqtools.library
WGP version notes
WGP version notes.info
WGPeditor
WGPeditor.info
data
gp0
gp1
edata
default.abk
hex.scr
map.scr
ob.scr
std.scr
unit.scr
help
combat.asc
feedback.asc
hex.asc
hint.asc
map.asc
menus.asc
movement.asc
ob.asc
playback.asc
unit.asc
iff
ASL_template.tpi
blank.hexes.tpi
unit.template.tpb
Modules
Savedgames
If for some reason you want to install to floppies, the files should be
broken up like this (If you have a HD drive, you can put them all on one
disk):
Floppy #1:
Game_Processor
Game_Processor.info
WGP version notes.asc
data
gp0
gp1
help
combat.asc
feedback.asc
menus.asc
movement.asc
playback.asc
Modules
Savedgames
Floppy #2:
editor version notes
WGPeditor
WGPeditor.info
edata
default.abk
hex.scr
map.scr
ob.scr
std.scr
unit.scr
help
hex.asc
hint.asc
map.asc
ob.asc
unit.asc
iff
ASL_template.tpi
blank.hexes.tpi
unit.template.tpb
Game processor Editor History
April 7th 1995 - limited release of V1.0
April 9th 1995
Fixed bug in OB editor where the unit clicked on placed the unit below it
in the editor line.
Fixed bug where value 1 could not be edited.
Fixed a bug where the overview visible screen box would resize if a new
unit template was cut.
Added snooze mouse icon during a lengthy save operation.
Made sure the "name Hex" button stayed visibly pressed after save
function.
Added an autoclear function for the hex names. It's cumbersome enough
to enter each coordinate individually without having to delete what's
already there. Put this under the old "image" menu and renamed the menu
"functions"
Fixed bug during the draw overview function to prevent color zero from
appearing on the miniature map. Mini maps look much cleaner now.
April 14th 1995
Rewrote the hexname loading routine. Hexnames now load twice as fast as
before.
Set the maximum number of units to 10,000
April 15 1995
Added some activity on the screen during the hexname load, so it doesn't
look like the program hung up.
Fixed a potential but unverified (with the editor anyway) bug that reset
the zones during a save option, making the upper left two hexes
unaccessible.
Fixed a bug with the cancel button in the unit template cutter.
Fixed a problem where the unit IFF template routine would create a file
named ".TBP" if aborted from the file requester.
april 22,1995
Fixed bug which prevented scrolling above 200 images in the main map maker.
Early May:
Scrapped whole hex handling logic and reconstructed it to allow for 400
images, with the first 125 devoted to strictly the overlay. This involved
revising the way the player program worked as well, and an updater to bring
V1.0 modules up to speed.
Added four more future growth variable spaces in the header of the
savedgame file.
Added Author name record to savedgame file, updated opening screen to show
same.
Fixed bug that sometimes scrapped the last unit if you had an exact multiple
of 6 hexes/units.
Added automatic coordinate writing capability and the ability to erase the
default coordinates en masse.
May 18: Released the V1.1 beta module.
May 22, 1995:
Fixed bug which wouldn't show the last unit image in the order of battle
editor if there was an odd number of unit images.
Fixed bug with the graphics clipper where if the front image of a unit was
pushed to a lower number, the flipside image was ignored.
5/31/95: Released V1.2 beta
6/4/95: Modified Order of battle editor to provide default tally options
for the 6 user definable values. This was to support the new logic in the
player.
6/5/95: Built in fades through the screen selections
6/6/95: Fixed a bug in the startup if you're entering a new game and
choose to re-enter. The author's name would come up as a default on the
game name the second time around.
Rewrote the mouse double click test and fixed that annoying delay when
you're laying hexes before you can lay the next one. By golly, we can pave
some terrain now!
6/9/95: Added user-guidance requesters when expected files are not located.
6/10/95: Increased the maximum size of the unit names to 11. This actually
compressed the module save files a bit. An updater program is required for
beta testers to upgrade to the new save file format. . . but at leats it's
not as intrusive as when the overlay/underlay was redone.
6/11/95: Released V1.3 demo
6/15/95: Cleansed potential do-loop failure by eliminating all do-loops.
Added a "load" function to the project menu which allows loading of any
module with the same height/width/unit parameters. This will allow modules
to be modified under a new ID number.
Fixed potential window-text size problems.
Added lead-in disclaimer
Limited release of update to beta tester who wished to use the "load" menu
option to modify a module.
Discovered and fixed a bug where a double-click on a hex after a reload, or
if that hex had never had terrain painted in it would cause a crash.
6/26/95: Deleted an unnecessary path assignment in the save logic to make it
easier to use with a floppy drive.
Added intuition window with instructions to get back to WGPE
6/27/95: Did a lot of maintenance touch-up on windowing functions, added
version tracker.
Fixed string problem with values which whacked first letter in tally
column.
7/1/95: stomped a bug in the loading logic that would sometimes cause an
extra unit to be added near the top of the list.
Fixed a problem with the "load" menu where it was trying to close a window
that hadn't been opened if you cancelled the action.
7/3/95: Changed palette initialization to maintain last selected colors.
Changed unit list initialization to hold last position.
Changed number stamp in unit image editor for finer control.
Fixed bug with unit name lengths after adding units.
7/5/95: V1.4 Public release (YAY!)
7/6/95: Fixed bug with the hex editor that would not initialize the
selected palette indicator correctly when the screen was loaded.
Rewrote the unit editor so that the last unit you were working on sytays
the selected unit if you leave the screen and come back.
7/7/95: Added a copy and paste function when naming hexes, to make area
games easier.
7/8/95: Fixed a bug where the underlay managed to get into overlay images
if you exceeded the underlay range in the hex editor and returned to the
map editor. This could cause a crash if you tried to reload it like this.
7/10/95: Fixed problem with color zero on images in the unit image editor,
so color zero overwrites previous image.
7/10/95 V1.5 Editor release
8/3/95: Added error checking when loading module graphics to ensure
sufficient chip ram is free. Alert user if not.
8/4/95: Rewrote the hex pasting function to allow a continuous laying of
hexes as long as the shift key is held down. This allows you to lay broad
swatches of a terrain feature without having to click on each individual
hex.
8/5/95: made sure that if a module is selected from a different directory
than the standard module directory that the save function will default back
to that directory.
Corrected bug that failed to erase the final hex image when the create
overview function was selected, causing the image to show through if the
active hex had any clear areas on it.
Added logic to check for valid data before executing a double-click image
removal to head off a possible illegal value and subsequent crash.
Fixed name hexes button so that it does not activate if you pull off the
button before releasing the mouse button.
Game processor History:
May 18 1995: V1.0 beta release
5/19 Experienced a crash from the compiled version well into a game of
Third Reich. Was not able to duplicate. Suspect a possible attempt to
access a bob that wasn't defined. Installed a verification logic of the
mouse bob before the image is accessed.
5/20/95: Fixed bug in movement/combat selection that allowed return to
movement before post-combat movement was finished.
Improved unit handling. You can now select individual units out of a hex
even if you're already carrying one or more units. This will make moving
units around a LOT more intuitive.
Added hotkeys for commonly used functions
Fixed a bug caused when define dice was performed, where the upper left
five hexes could no longer be selected.
5/21/95:
Installed most of the ASCII move recording logic, revised some of the unit
handling routines for better efficiency and to function with the move
record. Work went slowly because my heart really wasn't in it, but the
product is good.
Discovered a bug with the comment function: It doesn't error check to make
sure you don't use too many lines.
Fixed a bug caused between the new hotkeys and the comment function
conflicting.
5/22/95: Experienced the same sort of crash as on 5/19 while trying to
pick up a unit. Was finally able to duplicate and nail it down. Not sure
it was the same as on 5/19 because this seemed related to the multiple unit
pickup logic, which wasn't in the compiled version.
Firmed up the logic right after a unit is plucked out of a stack to keep
the same stack on the roster.
5/26/95: Fixed a couple of bugs in the comment window that would cause a
crash if you were editing on the last line.
Added a redraw after turning all units face-up or face-down.
Made it so you cannot turn over all units if you are carrying a unit,
ghosted the menu options when a unit is carried.
Fixed a bug when "quit" is selected from the menu.
5/27/95: Finished integrating the flip function when reading playback
files to an ASCII text file.
Began work on playback
Fixed bug with Replay button where the buttondown appeared in the wrong
place.
Realized just how obnoxious that window border I used is to people with no
flicker-fixer. Replaced it throughout with a solid border.
5/28/95: Did the bulk of the playback logic
5/29/95: Changed the initial default position of all units to the upper
left hex on the map. With the improved unit selection handling, this is an
easier way to deal with initial setup.
5/30/95: Threw out the concept of Start/stop move. Hex by hex movement
logic made this mode so nearly redundant as to not be worth maintaining.
The only drawback is if someone examines the contents of a hex with a
handfull of units, it will appear on the replay. But then, I think I would
like to know if someone's been pawing through my stacks ;) .
Reworked a good part of the logic for movement in the replay (my first AMAL
program!). The units now visibly move across the screen. _I_ think it
looks pretty sexy.
5/31/95: V1.1 beta release
6/2/95: Fixed a bug where the "Save" menu option thought the combat mode
was the movement mode and vice versa. Work is slow because I'm still
suffering from last night's bachelor party.
6/3/95: Firmed up replay option some more
6/4/95: Installed Value display logic, and integrated it in with the
editor.
Did a mighty bug-stomp in the replay code. I do believe this bit's ready to
ship.
Discovered and fixed a fatal bug which centers a unit on the
screen if it's too close to the right or bottom edge of the board, and
another which refused to show the far lafthand row of hexes.
6/5/95: Did the screen fade between the logo and the main screen. This
also palette locks.
6/7/95: Installed save positions menu option.
Redid the doubleclick logic to eliminate a wait period on single clicks.
Rewrote the load and save logic to integrate the playback with the
savedgame file. Replays are now possible from a freshly loaded game! The
savedgame files went up by 10 bytes, so V1.1 files will no longer work. I
wrote an updater program to make them so they will.
Added a conditional test before the centering logic which will not center a
units that is more than five hexes from the visible screen edge already.
This caused a bug to pop up in the replay when a comment window is closed.
Fixed that, too.
6/9/95: Added user-guidance requesters when expected files are not located.
Spent the rest of the day stomping bugs in the playback integration.
6/10/95: Increased the maximum size of the unit names to 11. Rewrote the
module load routine to accomodate this.
6/11/95: V1.2 demo release.
6/17/95: Cleansed potential Do-loop problem by eliminating all do-loops.
Incorporated keyfile logic.
Added Version variable, cleaned up and consolidated excessive string
verbiage
6/18/95: completed registration routine
Cleaned up strings throughout.
released V1.3 to beta testers
After the release, found a bug in the playback that caused the comment
boxes to take forever to appear. A garbage collection utility got put in
as part of the loop to read the playback.
6/21/95: rewrote the unlicensed playback and ASCII move routine to allow
players to record/view 50 moves of any game then give a licenseware notice.
6/26/95: added a intuition text window telling users how to get back to
WGP.
7/5/95: Fixed bug in the project menu that wasn't drawing the prompts
option correctly after it was selected.
V1.4 Public release! (YAY!)
8/2/95: Added instruction on how to obtain a licensed copy of the program
to the "register" part of the menu.
Fixed distance computation for the playback logic to make long moves more
snappy.
Added "reqtools.library" to the archive, which is necessary.
Fixed bug that could cause a lockup during replay if a unit was picked up
but not moved to a new hex.
Cleaned up logic with the replay when moving units near the map edges. The
map does not update when not necessary now.
Added a check before loading module images to make sure sufficient chip ram
exists and alerting the user if it does not.
8/7/95: added code so that the directory for saved games will be retained
as the directory the user select