ALE Clone isn't any longer, we are FreeCraft.

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<HTML><HEAD>
<TITLE>The ALE Clone Version 1.16.1</TITLE>
</HEAD>
<BODY>
<H1>ALE Clone Version 1.16.1</H1>
<HR><PRE WIDTH=80>
___________ _________ _____ __
\_ _____/______ ____ ____ \_ ___ \____________ _/ ____\/ |_
| __) \_ __ \_/ __ \_/ __ \/ \ \/\_ __ \__ \\ __\\ __\
| \ | | \/\ ___/\ ___/\ \____| | \// __ \| | | |
\___ / |__| \___ >\___ >\______ /|__| (____ /__| |__|
\/ \/ \/ \/ \/
______________________ ______________________
T H E W A R B E G I N S
FreeCraft - A free fantasy real time strategy game engine
</PRE>
<P><B>(C) Copyright 1998-2000 by The FreeCraft Project. Distributed under the
<A HREF="artistic-license.html">"Artistic License"</A></B>
<HR>
<A HREF="#contents">Contents</A>
<H2><A NAME="copyright">Copyright</A></H2>
Please refer to the <A HREF="artistic-license.html">LICENSE</A>
document provided with this distribution. To proceed beyond this point,
is to agree with the licence agreement.
<H2><A NAME="disclaimer">DISCLAIMER</A></H2>
This software is provided as-is. The author(s) can not be held liable for
any damage that might arise from the use of this software.<P>
<B>Use it at your own risk</B>.
<H2><A NAME="introduction">Introduction</A></H2>
Read this for the introduction:
<A HREF="readme.html">readme.html</A>
<H2><A NAME="install">Install</A></H2>
Read this how to install ALE clone:
<A HREF="install.html">install.html</A>
<H2><A NAME="upgrade">Upgrade</A></H2>
If you upgrade from an older beta version to a new one, please
<B>always</B> run build.sh. Some graphics or formats may have been
changed. <B>Don't forget</B> to backup your modified files.<P>
Read this how to upgrade ALE clone:
<A HREF="install.html">install.html</A>
<H2><A NAME="changes">Changes</A></H2>
Read this for the history of ALE clone:
<A HREF="ChangeLog.html">ChangeLog.html</A>
<H2><A NAME="todo">Todo and known bugs</A></H2>
This file contains the known bugs and what we plan in the future:
<A HREF="todo.html">todo.html</A>
<H2><A NAME="faq">Problems</A></H2>
Read this, if you have problems compiling, installing or playing ALE Clone:
<A HREF="faq.html">faq.html</A>
<H2><A NAME="features">Features</A></H2>
<UL>
<LI>Health and mana could be shown on the map.
<LI>Better path finder routines.
<LI>Loading of compressed (gzip) puds.
<LI>Configuration language.
<LI>Easy replace of unit graphics and sounds.
<LI>64 times greater maps.
<LI>Training queues.
<LI>Waypoints.
<LI>Correct fog of war (terrain changes are not shown).
<LI>Nice looking fog of war (alpha-grayscale)
<LI>More resolutions 640x480, 800x600, 1024x768 and 1600x1200.
<LI>Scripting language.
<LI>Support for upto 6 resources.
</UL>
<H2><A NAME="open-projects">Open projects</A></H2>
Following projects are not assigned: (Please ask before start working)
<UL>
<LI>Write a map editor. (with support of greater maps)
<LI>Write a AI editor.
<LI>Write front end to ALE clone. (Scenarios, puds, videos...)
<LI>Or extend the guile-gtk support.
<LI>Write a video player. (fli or own format)
<LI>Create own tilesets and unit graphics.
<LI>Create own sounds, voices, videos and campains.
<LI>Create an icon for window-manager.
<LI>Create a jingle for startup and home-page.
<LI>Write better documentation. (correct my english :-)
<LI>Improved network support.
<LI>Write better sound routines. (with mp3 and midi or xmi support)
<LI>Write "build.sh" for demo-version.
<LI>Port to X11 8bpp or 32bpp, fullscreen and DGA support.
<LI>Port to ggi.
<LI>Port to msdos/djgpp.
<LI>Port to beos.
<LI>Write clone of the new game from the same company.
(Graphic and sound formats are mostly the same.)
<LI>Multilanguage support
<LI>And any other help is welcome.
</UL>
If you want to help, please join the ALE Clone mailing list and check
if not already somebody is working on your project. Than tell what you
want to make.
<H2><A NAME="documentation">Documentation</A></H2>
Look into the original game documentation for playing instructions.
Look into the sources for more informations.
<H3><A NAME="commandline">Command line options</A></H3>
clone [OPTIONS] [map.pud|map.pud.gz]
<UL>
<LI>OPTIONS<BR>
You can currently give following command line options. Use "clone -h" to
get an uptodate information.
<UL>
<LI>-c "file.ccl"<BR>
Load freecraft config file <VAR>"file.ccl"</VAR> insteed of the default
"<VAR>libarypath/</VAR>ccl/freecraft.ccl".
<LI>-d "path"<BR>
Change the freecraft libary path to <VAR>"path"</VAR> insteed of the
default "./data" or "/usr/share/games/ale-clone/default".
<LI>-f factor<BR>
Adjust the build costs of units for the computer players by factor.
<LI>-h<BR>
Show command line help.
<LI>-l<BR>
Enable command log to <VAR>"command.log"</VAR>
<LI>-p players<BR>
Number of network <VAR>players</VAR> to connect.
<LI>-s frames<BR>
The AI sleeps 'frames' before it starts working.
<LI>-t factor<BR>
Adjust the build time of units for the computer players by factor.
<LI>-D<BR>
Video depth = pixel pro point.
<LI>-F<BR>
Fullscreen videomode.
<LI>-W<BR>
Windowed videomode.
</UL>
<LI>map.pud<BR>
Load the map "map.pud" insteed of the default
"<VAR>libarypath/</VAR>default.cm".
<LI>map.pud.gz<BR>
Load the compressed map "map.pud.gz" insteed of the default
"<VAR>libarypath/</VAR>default.cm".
<LI>map.cm<BR>
Load the clone map "map.cm" insteed of the default.
<P>If you have compile ALE Clone with guile-gtk support you can use this
to get a file requester. "clone contrib/req.cm"<P>
<LI>map.cm.gz<BR>
Load the compressed clone map "map.cm.gz" insteed of the default.
<LI><BR>
If no file is given the default map
"<VAR>libarypath/</VAR>default.cm" will be loaded.
</UL>
<H3>Keyboard commands</H3>
<UL>
<LI><KBD>cursor-left</KBD><BR>
Scroll map left. With control scroll faster.
<LI><KBD>cursor-right</KBD><BR>
Scroll map right. With control scroll faster.
<LI><KBD>cursor-up</KBD><BR>
Scroll map up. With control scroll faster.
<LI><KBD>cursor-down</KBD><BR>
Scroll map down. With control scroll faster.
<LI><KBD>RETURN</KBD><BR>
Enter command line.
<LI><KBD>TAB</KBD><BR>
Toggle minimap mode, with/without terrain.
<LI><KBD>+</KBD><BR>
Increase game speed.
<LI><KBD>-</KBD><BR>
Decrease game speed.
<LI><KBD>c</KBD><BR>
Center on selected unit.
<LI><KBD>q</KBD><BR>
Quit program.
<LI><KBD>^</KBD><BR>
Unselect all units.
<LI><KBD>1-9,0</KBD><BR>
Select unit group first time, if group already selected center on group.
<LI><KBD>CTRL + 1-9,0</KBD><BR>
Define unit group.
<LI><KBD>SHIFT + 1-9,0</KBD><BR>
FIXME: code not written.
<LI><KBD>ALT + 1-9,0</KBD><BR>
FIXME: code not written.
<LI><KBD>G</KBD><BR>
Toggle mouse grab mode.
<LI><KBD>P</KBD> or <KBD>pause</KBD><BR>
Toggle pause mode.
<LI><KBD>S</KBD><BR>
Save complete state.
<LI><KBD>F10</KBD><BR>
Enter game menue.
</UL>
<H2><A NAME="ccl">CCL: Clone Configuration Language</A></H2>
The CCL is scheme. I use libguile as a quick hack or SIOD
(The most recent release is available from
<a href="http://people.delphi.com/gjc/siod.html">this web page</a>)
.<P> You can also enter CCL commands at the message prompt. Each
line starting with "(" is taken as CCL command.
<H3>Files</H3>
<UL>
<LI><VAR>libarypath</VAR>/ccl/clone.ccl is loaded before any initialisation.
<LI><VAR>libarypath</VAR>/ccl/freecraft.ccl is loaded before any initialisation.
Contains general configuration.
<LI><VAR>libarypath</VAR>/ccl/missile.ccl is loaded from freecraft.ccl.
Contains missile configuration.
<LI><VAR>libarypath</VAR>/ccl/sound.ccl is loaded from freecraft.ccl.
Contains sound configuration.
<LI><VAR>libarypath</VAR>/ccl/tilesets.ccl is loaded from freecraft.ccl.
Contains tileset configuration.
<LI><VAR>libarypath</VAR>/ccl/units.ccl is loaded from freecraft.ccl.
Contains units configuration.
</UL>
<H3>Functions</H3>
Without any order:
<H2>Map CCL functions/variables</H2>
<DL>
<DT><VAR>reveal-map</VAR>
<DD>Reveal the complete map.
<DT><VAR>fog-of-war</VAR><BR>
<DD>Enable the fog of war.
<DT><VAR>no-fog-of-war</VAR><BR>
<DD>Disable the fog of war.
<DT><VAR>minimap-terrain</VAR><BR>
<DD>Enable display of terrain in the minimap window.
<DT><VAR>no-minimap-terrain</VAR><BR>
<DD>Disable display of terrain in the minimap window.
<DT><VAR>original-fog-of-war</VAR>
<DD>Enable original like fog of war style.
<DT><VAR>gray-fog-of-war</VAR>
<DD>Enable gray fog of war style.
<DT><VAR>fog-of-war-contrast contrast</VAR>
<DD>Set the gray style fog of war contrast.
Contrast could be from 0 to OO.
A contrast of 100 didn't change anything.
<DT><VAR>fog-of-war-brightness brightness</VAR>
<DD>Set the gray style fog of war brightness.
Brightness could be from -100 to 100.
A brightness of 0 didn't change anything.
<DT><VAR>fog-of-war-saturation saturation</VAR>
<DD>Set the gray style fog of war saturation.
Saturation could be from -100 to 200.
A saturation of 100 didn't change anything.
</DL>
<H2>Unsorted CCL functions/variables</H2>
<UL>
<LI><VAR>title-screen</VAR><BR>
Change the default title screen ("title.png").<P>
(title-screen title)<P>
<UL>
<LI>title<BR>
The title graphic file.
</UL>
<H4>Example:</H4>
(title-screen "ale-title.png")<P>
Change the title to "ale-title.png".<P>
<LI><VAR>show-health-bar</VAR><BR>
Show the health as bar on the map.<P>
<LI><VAR>show-health-dot</VAR><BR>
Show the health as dot on the map.<P>
<LI><VAR>show-mana-bar</VAR><BR>
Show the mana as bar on the map.<P>
<LI><VAR>show-mana-dot</VAR><BR>
Show the mana as dot on the map.<P>
<LI><VAR>show-full</VAR><BR>
Show full health or mana on the map.<P>
<LI><VAR>show-no-full</VAR><BR>
Show no full health or mana on the map.<P>
<LI><VAR>show-sight-range</VAR><BR>
Show the sight range of the selected unit on map.<P>
<LI><VAR>show-react-range</VAR><BR>
Show the react range of the selected unit on map.<P>
<LI><VAR>show-attack-range</VAR><BR>
Show the attack range of the selected unit on map.<P>
<LI><VAR>speed-mine</VAR><BR>
Decrease the mining time by this factor.
<LI><VAR>speed-gold</VAR><BR>
Decrease the time in a gold deposit by this factor.
<LI><VAR>speed-chop</VAR><BR>
Decrease the time for chopping a tree by this factor.
<LI><VAR>speed-wood</VAR><BR>
Decrease the time in a wood deposit by this factor.
<LI><VAR>speed-haul</VAR><BR>
Decrease the time for haul oil by this factor.
<LI><VAR>speed-oil</VAR><BR>
Decrease the time in an oil deposit by this factor.
<LI><VAR>speed-build</VAR><BR>
Decrease the time to build a unit by this factor.
<LI><VAR>speed-train</VAR><BR>
Decrease the time to train a unit by this factor.
<LI><VAR>speed-upgrade</VAR><BR>
Decrease the time to upgrade a unit by this factor.
<LI><VAR>speed-research</VAR><BR>
Decrease the time to research by this factor.
<LI><VAR>speeds</VAR><BR>
Decrease the time off all by this factor.
<LI><VAR>tileset</VAR><BR>
Defines a tileset.<P>
(tileset slot-name name file table)<P>
<UL>
<LI>slot-name<BR>
The tileset slot name.
<LI>name<BR>
The tileset name.
<LI>file<BR>
The tileset graphic file.
<LI>table<BR>
The conversion table from pud tile number (0 - 0x9DF) into internal
tile number.
</UL>
<H4>Example:</H4>
(tileset 'tileset-summer "summer" "summer.png" #( ... ) )<P>
Define the tileset slot 0 as summer with the graphics in summer.png.
#( ... ) is the conversion table of 2528 entries.
<LI><VAR>missile-type</VAR><BR>
Defines the missile types.<P>
(missile-type slot name file width height)<P>
<UL>
<LI>slot<BR>
The missile slot number.
<LI>name<BR>
The missile name.
<LI>file<BR>
The graphic sprites file.
<LI>width<BR>
The width of a sprite.
<LI>height<BR>
The height of a sprite.
</UL>
<H4>Example:</H4>
(missile-type MissileLightning "Lightning" "lightning.png" 32 32)<P>
Define the missile slot 0 as "Lightning".<P>
<LI><VAR>define-unit-type</VAR><BR>
Defines an unit type.<P>
(define-unit-type ident name graphics ...)
<DL>
<DT>ident</DT>
<DD>The unit-type unique identifier.</DD>
<DT>name</DT>
<DD>The unit-type name shown in the game.</DD>
<DT>graphics</DT>
</DL>
More to come.
<H4>Example:</H4>
<PRE>
(define-unit-type "unit-footman" "Footman"
;; graphic data
#("footman.png" nil nil nil )
'( 72 72 ) ;; graphic size
"animations-footman" ;; animations
"icon-footman"
;;Speed OvFrame SightR Hitpnt Magic BTime Gold Wood Oil
10 0 4 60 0 #( 60 600 0 0 )
;;Tile Box Size Attack ReactC ReactH
'( 1 1 ) '( 31 31 ) 1 6 4
;;Armor Prior Damage Pierc WUpgr AUpgr
2 60 6 3 1 1
;;Decay Annoy Points
0 0 50
"missile-none"
'type-land
'right-attack
'can-target-land
;; flags
'land-unit
'can-attack
'organic
'selectable-by-rectangle
;; sounds
#("footman-selected"
"footman-acknowledge"
"footman-ready"
"footman-help"
"footman-dead" )
"footman-attack" )
</PRE>
Define the unit-type unit-footman as footman.<P>
<LI><VAR>print-unit-type-table</VAR><BR>
Print the current unit type table for the C code. (src/unittype/ut_table.c
contains the result) Use "Save" to generate the scheme tables. <P>
<LI><VAR>unit-type</VAR><BR>
Get the pointer to the unit type structure.<P>
(unit-type ident)
<DL>
<DT>ident</DT>
<DD>The unit-type unique identifier.</DD>
</DL>
<P>
<H4>Example:</H4>
(unit-type "unit-peon")<P>
Get the unit type structure of the peon. #<UnitType 0x80ac350 unit-peon><P>
<LI><VAR>unit-type-array</VAR><BR>
Get an array of all currently defined unit type structures.<P>
(unit-type-array)
<P>
<LI><VAR>get-unit-type-ident</VAR><BR>
Get the unique identfier of the unit type structure.<P>
(get-unit-type-ident type)
<DL>
<DT>type</DT>
<DD>Unit type pointer</DD>
</DL>
<P>
<H4>Example:</H4>
(get-unit-type-ident (unit-type "unit-peon"))<P>
Get the identifier of the unit type peon.<P>
<LI><VAR>define-map</VAR><BR>
Define the size of a new map.<P>
(define-map width height)
<UL>
<LI>width<BR>
The width of the new map.
<LI>height<BR>
The height of the new map.
</UL>
<H4>Example:</H4>
(define-map 256 256)
Define a new map of the size 256 x 256.<P>
<LI><VAR>load-pud</VAR><BR>
Load a map in pud format.<P>
(load-pud name)
<UL>
<LI>name<BR>
The file name.
</UL>
<H4>Example:</H4>
(load-pud "data/default.pud.gz")
Load "default.pud.gz".<P>
<LI><VAR>clone-map</VAR><BR>
Define a map in clone own format.<P>
(clone-map ...)
<P>FIXME: Must write docu<P>
<LI><VAR>key-scroll-speed</VAR><BR>
Set the speed of keyboard scrolling. <P>
(key-scroll-speed speed)
<UL>
<LI>speed<BR>
Number frames to wait between scrolls.
</UL>
<H4>Example:</H4>
(key-scroll-speed 1)
Sets keyboard scrolling speed to fastest.<P>
<LI><VAR>mouse-scroll-speed</VAR><BR>
Set the speed of mouse scrolling. <P>
(mouse-scroll-speed speed)
<UL>
<LI>speed<BR>
Number frames to wait between scrolls.
</UL>
<H4>Example:</H4>
(mouse-scroll-speed 10)
Sets mouse scrolling speed to pretty slow ( 3 times / second.)<P>
<LI>Sound part
<UL>
<LI><VAR>sound-thread</VAR><BR>
Tells clone engine to use a threaded sound server. MUST be used in the
sound.ccl file, BEFORE the game fully starts. As no effect during the
game.
<LI><VAR>sound-volume</VAR><BR>
Set global volume.<P>
(set-sound-volume volume)<P>
<UL>
<LI>volume<BR>
The volume from 0 (min=quiet) to 255 (max).
</UL>
<H4>Example:</H4>
(set-sound-volume 128)<p>
Set volume to 1/2.
<LI><VAR>sound-off</VAR><BR>
Turn sound off. Can be later turned on by sound-on.
<LI><VAR>sound-on</VAR><BR>
Turn sound on.
<LI><VAR>sound-for-name</VAR><BR>
Return a guile sound id to be used in other functions.<P>
(sound-for-name name)<p>
<UL>
<LI>name<BR>
The name of the sound (a string).
</UL>
<H4>Example:</H4>
(sound-for-name "tree chopping")<p>
Returns the sound id of the tree chopping sound.
<LI><VAR>set-global-sound-range</VAR><BR>
Set the cut off distance.<P>
(set-global-sound-range distance)<p>
<UL>
<LI>distance<BR>
The maximum range of a sound in tiles.
</UL>
<H4>Example:</H4>
(set-global-sound-range 64)<p>
Set the maximal sound range to 64 tiles. Sound events happening more
than 64 tiles away from the viewpoint won't be eared.
<LI><VAR>set-sound-range</VAR><BR>
Set the cut off distance for a given sound.<P>
(set-sound-range sound ratio)<p>
<UL>
<LI>sound<BR>
The sound either described by its name (a string) or by its guile sound
id.
<LI>ratio<BR>
This value (between 0 and 255) allows to compute the range of the
sound. 255 means an infinite range. Any number strictly below 255 is a
coefficient that will be applied to the cut off distance: the cut off
distance for this sound is ratio/254*cut off distance.
</UL>
<H4>Example:</H4>
(set-sound-range "tree chopping" 50)<p>
Set the sound range for "tree chopping" to 50/254 times the cut off
distance.
<LI><VAR>define-game-sounds</VAR><BR>
Allows to define what sounds are going to be used for some game level
events (such as the click sound).
<P>FIXME: Must write docu<P>
<LI><VAR>display-sounds</VAR><BR>
Test function. Dump on stdio all the client side mappings between sound
names and sound ids.
<LI><VAR>map-sound</VAR><BR>
Defines a new mapping between a sound name (a string) and a sound id.
<P>FIXME: Must write docu<P>
<LI><VAR>make-sound</VAR><BR>
Ask the sound server to register a new sound. Ask the sound client to store
the mapping between the obtained sound id and the given sound name.
<P>FIXME: Must write docu<P>
<LI><VAR>play-sound</VAR><BR>
Ask the sound server to play a sound.
<P>FIXME: Must write docu<P>
</UL>
<UL>
</UL>
</UL>
<H2><A NAME="internal">Internal Formats</A></H2>
<H3><A NAME="internal-tileset">Tileset</A></H3>
The tileset graphic is loaded from 'png'-files. Only files with 256
indexed colors are currently supported.<P>
The format of the tileset graphic is:<P>
32x32 pixels of a tile.<P>
16 tiles are stored per row.<P>
The pixels (7,6),(7,14),(7,22),(7,30), (15,6),(15,14),(15,22),(15,30),
(23,6),(23,14),(23,22),(23,30) and (31,6),(31,14),(31,22),(31,30)
are used for the minimap picture. For a 32x32 map all 16 Pixels are used.
For a 128x128 map only the first one.<P>
The colors of the palette reserved for the tileset:<BR>
HELPME: I don't know!<P>
The conversion table from pud file to the internal format could be
changed with ccl.
<A HREF="graphic/tileset.html">More tileset informations</A>
<H3><A NAME="internal-ui">User Interface</A></H3>
<A HREF="graphic/ui.html">More user interface informations</A>
<H3><A NAME="internal-sprites">Sprites</A></H3>
The graphics are loaded from 'png'-files. Only files with 256 indexed
colors are currently supported.<P>
The format of an unit sprite is:<P>
FIXME: more to come
<H3><A NAME="internal-palette">Palette</A></H3>
Look into tileset documentation, what I have found.
<H3><A NAME="internal-sounds">Sounds</A></H3>
The sounds are loaded from 'wav'-files. Files with 8 or 16 bit, mono and
11025hz sample frequence are currently supported.<P>
<H3><A NAME="utilities">Utilities</A></H3>
<H4>extract</H4>
Extract a compressed entry out of the original game data file.<P>
Read the knowledge bases which entry contains what.
<H5>Usage: extract data-file entry output</H5>
<UL>
<LI>data-file<BR>
Compressed input data file. (normaly maindat.war)
<LI>entry<BR>
Entry number of the data-file.
<LI>output<BR>
Output file for the uncompressed entry.
</UL>
<H4>gfx2png</H4>
Convert compressed graphic (unit sprites) to png graphic file.
<H5>Usage: gfx2png palette file.gfx</H5>
<UL>
<LI>palette<BR>
Use palette in png file. "palette" is a raw file containing 768
bytes for 256 colors of r g b.
<LI>file.gfx<BR>
File.gfx contains the graphics of the sprites. The output file is
file.png.
</UL>
<H4>gfu2png</H4>
FIXME: must write docu.
<H4>img2png</H4>
FIXME: must write docu.
<H4>cur2png</H4>
FIXME: must write docu.
<H4>fnt2png</H4>
FIXME: must write docu.
<H4>tile2png</H4>
FIXME: must write docu.
<H4>aledoc</H4>
FIXME: must write docu.
<H2><A NAME="arts">Arts</A></H2>
Following things are used from other peoples. If not other mentioned,
protected by the following license <A HREF="opl.html">"OpenContent License"
</A></B>
<DL>
<DT>cross.png, health.png, mana.png.
<DD>(c) Copyright 1998-2000 by Johns.
<DT>food.png
<DD>Food resource icon (c) Copyright 2000 by the Guardian.
<DT>score.png
<DD>Score icon in resource (c) Copyright 2000 by the Guardian.
<DT>ore,stone,coal.png
<DD>Orc, Stone and coal icon in resource (c) Copyright 2000 by the Guardian.
</DL>
<H2><A NAME="thanks">Thanks</A></H2>
Thanks to following people for helping me develop clone:
<UL>
<LI>Ari
<LI>Edgar
<LI>Valery Shchedrin
<LI>Iftikhar Rathore
<LI>Charles K Hardin
<LI>Fabrice Rossi
<LI>DigiCat
<LI>Josh Cogliati
<LI>Patrick Mullen
<LI>Vladi Shabanski
<LI>Cris Daniluk
<LI>Patrice Fortier
<LI>FT Rathore
<LI>Trent Piepho
<LI>Josh Cogliati
<LI>Jon Gabrielson
<LI>Lukas Hejtmanek
<LI>Steinar Hamre
<LI>Ian Farmer
<LI>Sebastioan Drews
<LI>Jarek Sobieszek
<LI>Anthony Towns
<LI>Stefan Dirsch
<LI>Al Koskelin
<LI>George J. Carrette
<LI>Guardian
<LI>Michael O'Reilly
<LI>Dan Hensley
<LI>Sean McMillian
<LI>Mike Earl
</UL>
<P><EM>And to all I have forgot to write up!</EM><BR>
Please drop me an email if I forgot you.
<H2><A NAME="contents">Contents</A></H2>
<UL>
<LI><A HREF="#copyright">Copyright</A>
<LI><A HREF="#disclaimer">Disclaimer</A>
<LI><A HREF="#introduction">Introduction</A>
<LI><A HREF="#install">Install</A>
<LI><A HREF="#upgrade">Upgrade</A>
<LI><A HREF="#changes">Changes</A>
<LI><A HREF="#todo">Todo</A>
<LI><A HREF="#faq">FAQ</A>
<LI><A HREF="#features">Features</A>
<LI><A HREF="#open-projects">Open projects</A>
<LI><A HREF="#documentation">Documentation</A>
<UL>
<LI><A HREF="#commandline">Command line options</A>
<LI><A HREF="#ccl">CCL: Clone Configuration language</A>
<LI><A HREF="#internal">Internal Formats</A>
<UL>
<LI><A HREF="#internal-tileset">Tileset</A>
<LI><A HREF="#internal-ui">User interface</A>
<LI><A HREF="#internal-sprites">Sprites</A>
<LI><A HREF="#internal-sounds">Sounds</A>
<LI><A HREF="#internal-palette">Palette</A>
</UL>
</UL>
<LI><A HREF="#utilities">Utilites</A>
<UL>
</UL>
<LI><A HREF="#arts">Arts</A>
<LI><A HREF="#thanks">Thanks</A>
<LI><A HREF="#contents">Contents</A>
</UL>
<HR>
All trademarks and copyrights on this page are owned by their respective owners.
<ADDRESS><A HREF="mailto:aleclone@FreeCraft.org">The FreeCraft Project</A>
</ADDRESS></BODY></HTML>

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Begin3
Title: ALE Clone, A free fantasy real time strategy game engine.
Version: 1.16.1 (alpha release, usefull)
Entered-date: 02APR2000
Description: A realtime, fantasy strategy war game for UNIX or Win32.
It comes without graphics, sounds and documentation. You need
the original game CD or expansion CD to use this program or
the free graphic replacement.
Keywords: RTS realtime strategy game X11
Author: johns@locknar.cne.de or johns98@gmx.net (Lutz Sammer)
(Valery Shchedrin)
(Fabrice Rossi)
Maintained-by: aleclone@FreeCraft.org (The FreeCraft Project Group)
Primary-site: ftp://metalab.unc.edu/pub/Linux/games/strategy
684 KB clone-000402.tar.gz
1.2 MB clone-000402-bin.tar.gz
Alternate-site: http://user.exit.de/johns/clone-000402.tar.gz
684 KB clone-000402.tar.gz
1.2 MB clone-000402-bin.tar.gz
Original-site: http://FreeCraft.org/clone-000402.tar.gz
684 KB clone-000402.tar.gz
1.2 MB clone-000402-bin.tar.gz
Platforms: Unix/Win32,SVGALIB/X11,libz,libpng and the original CD-ROM.
Copying-policy: Artistic license.
End