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  1.  
  2.                 * ----------------------------------------------- *
  3.                 * THIS DOCUMENT IS LOOKING BEST WITH COURIER FONT *
  4.                 * ----------------------------------------------- *
  5.  
  6.  
  7.         CONTENTS OF THIS FOLDER:
  8.         - README.TXT            - THIS FILE
  9.         - STARTREK32.EXE        - GAME EXECUTABLE FILE
  10.         - STARTREK.DOC          - ORIGINAL GAME INSTRUCTIONS
  11.         - MSGTABLE.TXT          - GAME MESSAGES (ENCRYPTED)
  12.         - DO NOT EDIT MSG TABLE - REMINDER NOT TO OPEN IT IN EDITOR
  13.  
  14.  
  15.                 1. MODIFICATIONS  TO  ORIGINAL VERSION OF THIS GAME
  16.                 ===================================================
  17.  
  18.  
  19.         WHEN I STARTED TESTING THE GAME,  I NOTICED THAT NO MATTER HOW HARD
  20.         I AM TRYING TO BEAT THE 'EMERITUS' LEVEL - THERE IS SIMPLY NOT MUCH
  21.         LUCK ON MY SIDE.   WELL,  I DECIDED TO ADD SOME POWER-UPS TO REMEDY
  22.         THIS SITUATION.
  23.  
  24.  
  25.         1.1     WHEN  'DOCK'  COMMAND  IS  EXECUTED  SOMETIMES  MORE PHOTON
  26.         LAUNCHERS ARE ADDED,  SO SHIP CAN FIRE MORE PHOTON TORPEDOES IN ONE
  27.         BURST.  THIS EVENT HAPPENS ONLY ONCE PER GAME (FOR NOW).
  28.  
  29.         THE NUMBER OF TORPEDOES PER BURST IS INDICATED ON  'TORPEDOES' LINE
  30.         IN SHORT RANGE SCAN REPORT.   MAXIMUM  NUMBER OF ADDED LAUNCHERS IS
  31.         THREE, SO IN ALL SHIP CAN HAVE UP TO SIX TORPEDOES FIRED PER BURST!
  32.  
  33.  
  34.         1.2     WHEN 'DOCK' COMMAND IS EXECUTED IT IS POSSIBLE SOMETIMES TO
  35.         RECEIVE QUANTUM TORPEDOES INSTEAD OF NORMAL ONES.   THESE  ARE  NEW
  36.         WARHEADS DESIGNED BY STARFLEET ENGINEER CORPS.  THE QUANTUM CHARGES
  37.         DO NOT SUFFER THE LOSS OF TARGETING WHEN PASSING THROUGH SHIELDS AS
  38.         MUCH AS NORMAL TORPEDOES.   AND OF COURSE, THEY PACK QUITE A PUNCH!
  39.  
  40.         "ENTERPRISE"  WILL  RECEIVE  SIXTEEN  QUANTUM  CHARGES  AND "FAERIE
  41.         QUEENE" WILL GET EIGHT.  THESE CHARGES MUST BE EXPENDED BEFORE  THE
  42.         NEXT  DOCKING  PROCEDURE,  OTHERWISE  THE  TORPEDOES  WILL  NOT  BE
  43.         REFILLED BY THE BASE.  SO, DO NOT SAVE YOUR QUANTUM TORPEDOERS! GET
  44.         INTO SOME QUADRANT AND MAKE A SHOOTING GALLERY OUT OF POOR SUCKERS!
  45.         ESPECIALLY IF YOU HAVE SIX PHOTON TUBES.
  46.  
  47.  
  48.         I WAS THINKING TO ADD SOME NEW WAYS TO GATHER ENERGY IN GALAXY, BUT
  49.         SO FAR NOTHING COMES TO MIND.  IF YOU HAVE ANY IDEAS ON THAT I WILL
  50.         BE GLAD TO HEAR IT.
  51.  
  52.  
  53.         1.3     ANOTHER NICE TO HAVE MODIFICATION  IS THAT  OUTPUT HAS TRUE
  54.         COLOURS.  THESE  COLOURS  ARE  NOT  STANDARD WIN32 CONSOLE COLOURS,
  55.         BUT IN FACT, MY CONSOLE WINDOW IS A REAL WIN32 WINDOW, SIMULATING A
  56.         CONSOLE I/O.
  57.  
  58.  
  59.         1.4     SOME DELAY ADDED WHEN OUTPUTTING LARGE AMOUNTS OF DATA - IT
  60.         IMPROVES READABILITY, SINCE I HAVE NOT IMPLEMENTED THE SCROLLING OF
  61.         MY CONSOLE WINDOW (FOR NOW).
  62.  
  63.  
  64.         1.5.    NEW 'LOG' COMMAND ADDED INTO THE GAME. IT ALLOWS SAVING ALL
  65.         GAME I/O INTO THE FILE CALLED 'STARTREK.LOG'.   THIS  FILE  IS  RE-
  66.         CREATED EACH GAME, SO IF YOU NEED TO ANALYSE ANY PREVIOUS GAMES YOU
  67.         HAVE TO RENAME THAT FILE AFTER THE GAME.
  68.  
  69.  
  70.         1.6     SINCE I HAVE  TRUE COLOURS IN THE GAME I DECIDED TO IMPROVE
  71.         THE GALAXY CHART.  ALL QUADRANTS WHERE 'SRSCAN' COMMAND  WAS  GIVEN
  72.         WILL BE HIGHLIGHTED WITH  DIFFERENT COLOUR.  IT  MAY  BE  USEFUL IN
  73.         LOCATING A PLANET.  ALSO, THE SHIP'S QUADRANT IS HIGHLIGHTED TOO.
  74.  
  75.  
  76.  
  77.                         2. SOME STRATEGY HINTS
  78.                         ======================
  79.  
  80.  
  81.         "STAR TREK"  IS  A  GAME OF STRATEGY.  I  GOT  THAT  WHILE  PLAYING
  82.         IT DURING MY TESTING PHASE  -  I WAS  PLAYING  FOR HOURS EVERY DAY!
  83.  
  84.         I GOT A LOT OF BUGS FIXED, AND AT THE SAME TIME I GOT SOME INSIGHTS
  85.         INTO THE GAME.  MOST OF THESE CAME WITH A KNOWLEDGE OF READING  THE
  86.         SOURCE CODE FROM PDP-11.  HOWEVER, I CAN ADD SOME OF MY OWN.   AND,
  87.         OF COURSE, SOME LUCK IS MUCH NEEDED,  ESPECIALLY ON THE "EMERITUS"!
  88.  
  89.         SO, LET'S BEGIN!..
  90.  
  91.  
  92.         2.1     IMAGINE THAT  YOU  HEAR ON SUBSPACE,  THAT  A BASE IS UNDER
  93.         ATTACK AND YOU REALISE THAT TO GET THERE AT WARP 5  OR EVEN AT WARP
  94.         6 IS NOT POSSIBLE.   YOU HAVE THE ENERGY,  BUT THE MOVE  WITH WARPS
  95.         OVER 6 WILL  DAMAGE  THE  ENGINES AND YOU'LL GET STRANDED OR YOU'LL
  96.         HAVE TO DRAG AT WARP 4.   IN SUCH A CASE  I USE WARP 8,  BUT I MAKE
  97.         SHORT TRIPS - EACH TRIP IS NO LONGER  THAN  5 SECTORS.   THERE IS A
  98.         PROBABILITY OF DAMAGING THE ENGINES,  BUT  THAT PROBABILITY IS MUCH
  99.         LOWER FOR SHORT JUMPS.  ALSO, GO WITH SHIELDS DOWN TO  SAVE ENERGY.
  100.         IF YOU GET TRACTORED  -  YOU'LL  HAVE A CHANCE TO RAISE SHIELDS FOR
  101.         BATTLE.  IN FACT, ALWAYS LOWER SHIELDS, WHEN BATTLE IS OVER.
  102.  
  103.  
  104.         2.2     IF YOU REALISE THAT BASE WILL BE DESTROYED AND YOU STILL IN
  105.         A NEIGHBOURING QUADRANT AND NOT ENOUGH TIME TO GET TO BASE - 'HELP'
  106.         COMMAND CAN BE USED TO JUMP STRAIGHT INTO DOCK.  HOWEVER, THIS  MAY
  107.         END BADLY,  BECAUSE  'HELP'  COMMAND IS PRONE TO RE-MATERIALIZATION
  108.         FAILURE AND YOU'LL LOSE THE GAME.  ON THE OTHER HAND, JAMES T. KIRK
  109.         LOVES TO RISK!  AND YOU ARE BECOME HIM, REMEMBER?..
  110.  
  111.  
  112.         2.3     WHEN  YOU  ENTER  THE  QUADRANT WITH ENEMIES  - THEY ATTACK
  113.         RIGHT AWAY.  YOU CAN ATTACK WHEN THEIR ATTACK IS OVER, HOWEVER, YOU
  114.         HAVE ONE CHANCE TO  MOVE  BEFORE  ATTACKING, SO USE IT WISELY.  FOR
  115.         EXAMPLE, YOU CAN FLY INTO THE MIDDLE OF ENEMIES,  SO  YOUR  WEAPONS
  116.         WOULD BE MORE EFFECTIVE ON THE SHORT DISTANCE.  IT  WORKS  FOR BOTH
  117.         PHASERS (LESS ENERGY SPENT ON A BURST) AND TORPEDOES (PRECISION AND
  118.         HIT ENERGY WILL BE INTENSIFIED).
  119.  
  120.  
  121.         2.4     SIMPLE FACT:  WHEN STAR IS HIT BY A TORPEDO  - IT BECOMES A
  122.         NOVA. NOVA DESTROYS (OR HEAVILY DAMAGES)  ALL OBJECTS IN 8 ADJACENT
  123.         SECTORS.  YOU CAN USE IT IN BATTLE.  IF  YOU  HAVE ONLY 2 TORPEDOES
  124.         LEFT, BUT THERE ARE 5 KLINGONS  IN  THE  QUADRANT,  HOWEVER,  THESE
  125.         ENEMIES ARE ADJACENT TO TWO STARS.  THEY ARE UNLUCKY ONES! FLY INTO
  126.         A POSITION, WHERE YOUR TORPEDOES WILL SURELY HIT  THOSE  STARS  AND
  127.         FIRE!  ENEMIES WILL BE DESTROYED (MOST LIKELY).  THERE IS  A  SMALL
  128.         PROBABILITY THAT NOVA CAN BECOME A SUPERNOVA - THAT WOULD BE BAD. I
  129.         ONCE EXPERIENCED THAT IN MY TESTING.
  130.  
  131.  
  132.         2.5     BEWARE  OF  ROMULANS!  -  THEY  HAVE  MORE POWER THAN  MOST
  133.         KLINGONS.  ALSO, THEY USUALLY FIRE TORPEDOES - NOT A GOOD PROSPECT.
  134.         TRY TO KILL OFF ROMULANS (AND COMMANDERS) FIRST WHEN IN BATTLE.
  135.  
  136.  
  137.         2.6     ALWAYS TRY TO ENTER THE CORNER SECTOR  OF  A  QUADRANT WITH
  138.         ENEMIES OR CLOSE TO CORNER SECTOR.  IT MINIMIZES  THE  ENEMY  POWER
  139.         AND THEY CANNOT INFLICT AS MUCH DAMAGE AS IF YOU  ENTER THE  SECTOR
  140.         5-5.  ALSO, IF YOU AT CORNER SECTOR -  IT KEEPS  THE  THOLIAN  FROM
  141.         MOVING AND WEAVING ITS WEB.
  142.  
  143.  
  144.         2.7     SOMETIMES YOU NEED A QUICK SCAN OF THE  GALAXY.  IT  CAN BE
  145.         DONE WITHOUT TOO MUCH ENERGY SPENT ON FLIGHT.   SIMPLY FLY INTO ANY
  146.         CORNER OF THE QUADRANT AND THEN MOVE JUST ONE SECTOR TO GET  TO THE
  147.         ADJACENT QUADRANT AND GIVE BOTH 'SRSCAN' AND 'LRSCAN' COMMANDS.  BY
  148.         DOING IT ONLY THREE TIMES (3 SECTORS TRAVELLED) YOU CAN  SCAN  FOUR
  149.         QUADRANTS ON SHORT RANGE AND TWELVE ON LONG RANGE.
  150.  
  151.  
  152.         2.8     AFTER THE BATTLE ALWAYS KEEP YOUR SHIELDS ON FULL OR  CLOSE
  153.         TO FULL.   YOU CAN  BE TRACTORED BY A COMMANDER AT ANY TIME AND YOU
  154.         WILL NOT BE ABLE TO TRANSFER THE ENERGY - ONLY TO RAISE SHIELDS.
  155.  
  156.  
  157.         2.9     HOW TO FIGHT A LOT OF KLINGONS?   IMAGINE  THAT YOU ENTER A
  158.         QUADRANT AND IT HAS SEVEN KLINGONS OR MORE.  EXPERIENCE SHOWS  THAT
  159.         TO KILL ALL ENEMIES WITH PHASER IS NOT FEASIBLE WITHOUT OVERHEATING
  160.         PHASERS.  IN THIS CASE THE MANUAL PHASER  FIRE  WILL  HELP.   USING
  161.         THIS METHOD YOU CAN SEE HOW MUCH ENERGY  IS  NEEDED  TO  KILL  EACH
  162.         ENEMY.  SIMPLY ENTER FOR EACH ENEMY SOME AMOUNT OF  FIRE KEEPING IN
  163.         MIND THAT PHASERS BEGIN  OVERHEATING  AT  MORE  THAN  1500 UNITS IN
  164.         TOTAL.  THE OVERHEATING IS  HIGHLY  RANDOM  -  I ONCE FIRED 2500 AT
  165.         SUPER-COMMANDER IN A FAR DISTANCE  (COULD NOT MOVE CLOSER)  AND  MY
  166.         PHASERS WERE NOT OVERHEATED!  SO, WHEN YOU ENTER THE MANUAL AMOUNTS
  167.         FOR EACH ENEMY AND FIRE - IT WILL WEAKEN THE ENEMIES,  SO THEY WILL
  168.         NOT BE ABLE TO FIRE AS MUCH IN THEIR NEXT WAVE OF ATTACK.  USUALLY,
  169.         YOUR SECOND PHASER SHOT WILL KILL ALL SEVEN KLINGONS.  YOUR RESULTS
  170.         MAY VARY, HOWEVER!  THAT'S WHY THIS GAME IS SO ADDICTIVE!  ANYTHING
  171.         CAN HAPPEN DURING BATTLE!
  172.  
  173.  
  174.         2.10    IF THE ENEMY IS CLOSE TO BLACK HOLE  (PREFERABLY  1  SECTOR
  175.         DISTANCE) - IT IS POSSIBLE TO DISPLACE THAT ENEMY INTO A BLACK HOLE
  176.         WITH A TORPEDO FIRED ON THE SAME VECTOR.  I ONCE WAS IN A SITUATION
  177.         DEPICTED BELOW  AND  WAS ABLE TO KILL SUPER-COMMANDER WITH JUST ONE
  178.         NORMAL TORPEDO!
  179.  
  180.  
  181.                 . E . . S @ . . .
  182.  
  183.  
  184.  
  185.                         3. NEED FOR IMPROVEMENT
  186.                         =======================
  187.  
  188.  
  189.         3.1     I WOULD BE HAPPY TO HEAR SOME NEW IDEAS ABOUT THE GAME. YOU
  190.         CAN E-MAIL ME (asmguru62@hotmail.com) TO GIVE AN INSIGHT OR ADVICE.
  191.  
  192.  
  193.         3.2     I WAS NOT HAPPY TO DISCOVER (READING THE SOURCE CODE)  THAT
  194.         COMMANDER'S TRACTOR  BEAM  WORKS ON A GREAT DISTANCES.   BASICALLY,
  195.         THE SHIP CAN BE PULLED FROM ONE CORNER OF THE GALAXY TO THE OTHER!!
  196.         THAT DOES NOT SEEM LOGICAL TO ME.  I WANTED TO ADJUST THE  GAME, SO
  197.         THE DISTANCE WILL BE A FACTOR, BUT I LEFT THAT AS IS -  TO PRESERVE
  198.         THE ORIGINAL IDEA FOR NOW.
  199.  
  200.  
  201.         3.3     BUGS!! OF COURSE, I AM GLAD TO HEAR SOME BUG REPORTS. LET'S
  202.         MAKE IT A NICE GAMING EXPERIENCE - 70s STYLE!..    DURING TESTING I
  203.         HAVE SEEN SOME STRANGE ISSUES, HOWEVER, I WAS NOT ABLE TO REPRODUCE
  204.         THESE IN A CONSISTENT MANNER.
  205.  
  206.  
  207.         3.4     TAKE A LOOK AT POSITION BELOW:
  208.  
  209.                   1 2 3 4 5
  210.                 1 E * . . .
  211.                 2 . . . . .
  212.  
  213.         TO MOVE TO SECTOR  2-2  THE SHIP NEEDS TO TRAVEL AT 45 DEGREE ANGLE
  214.         DOWN AND TO THE RIGHT AND IT SEEMS LIKE NOTHING IN THE WAY.  BEWARE
  215.         OF SUCH CONDITION - IN MOST CASES THE SHIP WILL BE BLOCKED BY  STAR
  216.         AT SECTOR 1-2.  I ANALYSED THE CODE AND IT SEEMS,  WHEN SHIP MOVES,
  217.         IT WILL  APPROXIMATE ITS  LOCATION TO  THE NEAREST SECTOR WITH HALF
  218.         SECTOR PRECISION.  FOR EXAMPLE: SECTOR  1-1.5  WILL  BE ROUNDED  TO
  219.         SECTOR 1-2 AND THIS WILL CAUSE COLLISION WITH OBJECT AT THAT SECTOR
  220.         IF ANY.  THAT SEEMS ILLOGICAL,  AS SPOCK WOULD SAY.   HALF  OF  THE
  221.         SECTOR CANNOT BE COMPARED  WITH  THE  SHIP'S  LENGTH  TO BE ABLE TO
  222.         COLLIDE WITH ANYTHING.  I ALSO, LEFT THAT FACT INTACT FROM ORIGINAL
  223.         CODE.   SIMPLY DO NOT PLOT YOUR COURSE TOO CLOSE  TO OTHER OBJECTS.
  224.  
  225.         THE SAME CONDITION EXISTS FOR TORPEDOES TOO,  BECAUSE THE SAME CODE
  226.         IS USED TO MOVE A TORPEDO.
  227.  
  228.  
  229.  
  230.                         4. FASM SOURCE CODE
  231.                         ===================
  232.  
  233.  
  234.         I HAVE INSERTED  THE  ORIGINAL  COPYRIGHT NOTE FROM PDP-11  FORTRAN
  235.         SOURCE. YOU CAN MODIFY THE CODE, BIT ONLY FOR FUN - NOT FOR PROFIT.
  236.  
  237.         THE SOURCE CODE WAS NOT WRITTEN TO BE FAST. IT WAS WRITTEN TO MIMIC
  238.         EXACTLY THE LOGIC OF FORTRAN SOURCE.  PLEASE  DO NOT ASK ME TO MAKE
  239.         OPTIMIZATIONS IN THE CODE - IT WILL NEVER BE DONE.  I  USED  MY OWN
  240.         IDE FOR FASM TO CREATE THAT CODE.   YOU  CAN  LOOK  AT THE DATES IN
  241.         FILES AND FIGURE OUT HOW MUCH TIME IT TOOK TO WRITE THAT CODE. THIS
  242.         WAS MY THIRD (!) ATTEMPT TO RE-CREATE ONE OF MY FAVOURITE GAMES.
  243.  
  244.         IN THE FIRST ATTEMPT I TRIED TO RE-DESIGN THE ORIGINAL SOURCE TO BE
  245.         MORE STRUCTURED.  NO NEED TO SAY - IT FAILED MISERABLY!  THE  LOGIC
  246.         IN SOME CASES WAS LOST.
  247.  
  248.         IN THE SECOND ATTEMPT  I  WROTE THE FASM CODE TO MIMIC FORTRAN CODE
  249.         EXACTLY. HOWEVER, I FAILED TO SEE THAT THERE SHOULD BE TWO THREADS.
  250.         ONE THREAD SHOULD RUN THE CONSOLE WINDOW AND THE  OTHER  ONE SHOULD
  251.         DEAL WITH GAME LOGIC: QUESTIONS AND ANSWERS FROM CONSOLE.
  252.  
  253.         WELL, THIRD TIME'S A CHARM!
  254.  
  255.  
  256.         AsmGuru62
  257.         August 23, 2009
  258.