Minor cleanup of manuals.

This commit is contained in:
wavemotion-dave 2021-10-14 18:34:59 -04:00
parent 48bcf52f4e
commit c37400e4b1
5 changed files with 175 additions and 42 deletions

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@ -109,7 +109,7 @@ const struct Database_t database[] =
{0xE806AD91, "Microsurgeon (Imagic 1982)", 0, 0, 0, {{DB_ROM16, 0x4800, 0x2000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}}},
{0x94096229, "Minehunter (Ryan Kinnen 2004)", 0, 0, 0, {{DB_ROM16, 0x5000, 0x2000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}}},
{0x59898803, "Minehunter (Ryan Kinnen 2004)", 0, 0, 0, {{DB_ROM16, 0x5000, 0x2000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}}},
{0x9D57498F, "Mind Strike! (Matel 1982)", 0, 0, 1, {{DB_ROM16, 0x5000, 0x2000}, {DB_ROM16, 0xD000, 0x1000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}}},
{0x9D57498F, "Mind Strike! (Matel 1982)", 0, 0, 1, {{DB_ROM16, 0x5000, 0x2000}, {DB_ROM16, 0xD000, 0x1000}, {DB_RAM8, 0x4000, 0x0800}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}}},
{0x6746607B, "Minotaur v1.1 (Matel 1981)", 0, 0, 0, {{DB_ROM16, 0x5000, 0x2000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}}},
{0x5A4CE519, "Minotaur v2 (Matel 1981)", 0, 0, 0, {{DB_ROM16, 0x5000, 0x2000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}}},
{0xBD731E3C, "Minotaur (Matel 1981)", 0, 0, 0, {{DB_ROM16, 0x5000, 0x2000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}, {DB_NONE, 0x0000, 0x0000}}},

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@ -12,7 +12,6 @@
#ifndef HANDCONTROLLER_H
#define HANDCONTROLLER_H
#define NUM_HAND_CONTROLLER_OBJECTS 23
#include "AY38914_InputOutput.h"
#include "InputConsumer.h"
@ -46,7 +45,7 @@ class HandController : public AY38914_InputOutput, public InputConsumer
const CHAR* name;
UINT16 controllerID;
InputConsumerObject* inputConsumerObjects[NUM_HAND_CONTROLLER_OBJECTS];
//InputConsumerObject* inputConsumerObjects[NUM_HAND_CONTROLLER_OBJECTS];
UINT16 inputValue;
static const UINT16 BUTTON_OUTPUT_VALUES[15];
@ -54,35 +53,4 @@ class HandController : public AY38914_InputOutput, public InputConsumer
};
// jeremiah sypult
enum
{
CONTROLLER_DISC_DOWN = 0x01,
CONTROLLER_DISC_RIGHT = 0x02,
CONTROLLER_DISC_UP = 0x04,
CONTROLLER_DISC_LEFT = 0x08,
CONTROLLER_DISC_WIDE = 0x10,
CONTROLLER_DISC_UP_LEFT = 0x1C,
CONTROLLER_DISC_UP_RIGHT = 0x16,
CONTROLLER_DISC_DOWN_LEFT = 0x19,
CONTROLLER_DISC_DOWN_RIGHT = 0x13,
CONTROLLER_KEYPAD_ONE = 0x81,
CONTROLLER_KEYPAD_TWO = 0x41,
CONTROLLER_KEYPAD_THREE = 0x21,
CONTROLLER_KEYPAD_FOUR = 0x82,
CONTROLLER_KEYPAD_FIVE = 0x42,
CONTROLLER_KEYPAD_SIX = 0x22,
CONTROLLER_KEYPAD_SEVEN = 0x84,
CONTROLLER_KEYPAD_EIGHT = 0x44,
CONTROLLER_KEYPAD_NINE = 0x24,
CONTROLLER_KEYPAD_CLEAR = 0x88,
CONTROLLER_KEYPAD_ZERO = 0x48,
CONTROLLER_KEYPAD_ENTER = 0x28,
CONTROLLER_ACTION_TOP = 0xA0,
CONTROLLER_ACTION_BOTTOM_LEFT = 0x60,
CONTROLLER_ACTION_BOTTOM_RIGHT = 0xC0
};
#endif

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@ -59,19 +59,34 @@ PINK 10/20 13/26
RED 12/25 16/33
PURPLE 15/30 20/40
BOOKS (BLUE < PINK < PURPLE)
BOOKS
--------------------------------
CLEAR COVER: INCREASE WAR
SOLID COVER: INCREASE SPIRIT
X ON COVER: BLUE=TRANSPORT
PINK=SEE THROUGH
PURP=MIDAS TOUCH
CLEAR COVER: WAR BOOK
BLUE : Turn HP BLUE MAX 99
PINK : Turn HP TAN MAX 149
PURP : Turn HP WHITE MAX 199
SOLID COVER: SPIRITUAL BOOK
BLUE : Turn SP BLUE MAX 49
PINK : Turn SP TAN MAX 69
PURP : Turn SP WHITE MAX 99
X ON COVER: SPECIAL BOOK
BLUE : TRANSPORT THRU WALLS
PINK : SEE THROUGH WALLS
PURP : TURN OBJECT PLATINUM
KEYS
--------------------------------
Tan Key opens Tan Containers
Orange Key opens Tan + Orange
Blue Key opens everything
SENTIENT DOORS
--------------------------------
Lt.Blue - Hides Lg Blue Book
Tan - Hides Lg Purple Book
Yellow - Hides Lg Pink Book
Tan - Hides Lg Pink Book
Yellow - Hides Lg Purple Book
WAR MONSTERS
--------------------------------

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@ -0,0 +1,150 @@
AD&D CLOUDY MOUNTAIN
(c)1982, 1998 INTELLIVISION
PRODUCTIONS INC.
You control a 3-man expedition
of adventurers. Your object is
to acquire the two halves of the
ancient Crown of Kings, hidden
deep within the caverns of the
legendary Cloudy Mountain.
WHEN YOU SEE THE GAME TITLE,
SELECT A SKILL LEVEL.
----------------------------
[3]: GRAY - Easy
[2]: BLUE - Medium
[1]: RED - Medium Hard
DISC: PURPLE - Hard
OBSTACLES include:
------------------
BROWN MOUNTAINS - Impassable
BLACK MOUNTAINS - Contain caves
that permit passage
RIVERS - Can be crossed by BOAT
FORESTS - Can be cleared by AXE
WALLS - Contain gates that can
be opened by KEY
TOOLS
-----
A tool (boat, axe or key) is
always guarded by a dangerous
monster. A tool can be used
REPEATEDLY. Without the right
tool, you are unable to pass an
obstacle.
BLACK MOUNTAINS contain:
------------------------
Monsters & other nasty creatures
Tools needed to cross obstacles
Arrows needed to slay monsters
One exit
As you move next to a black mtn,
it changes color to reflect the
type of cave and its contents.
GRAY - EASY. Quivers of arrows
BLUE - MEDIUM. Boat and arrows
RED - MED HARD. Axe and arrows
PURPLE - HARD. Key and arrows
WATCH OUT FOR MONSTERS!
-----------------------
A bat, spider or rat can be
killed with one shot. A dragon,
demon or snake takes two shots.
Blobs are indestructible (but
slow). And a Winged Dragon takes
three shots to kill.
ATTACK ON A WARRIOR
-------------------
A warrior can be wounded or
killed by monsters or by
ricocheting arrows. The degree
of a warrior's injury is
indicated by his color. Black
means strong. Blue means wounded.
Red means seriously hurt. If
killed, a warrior disintegrates.
EXIT
----
A warrior cannot get out of a
mountain the same way he got in.
You must find the exit.
RETURN TO STRATEGY MAP
----------------------
After you have fought your way
through a mountain, the Strategy
Map appears. The entire
expedition automatically joins
your warrior on the other side
of the mountain. This mountain
remains clear of monsters, until
you pass through four more
mountains. After that, monsters
re-claim the first mountain.
CLOUDY MOUNTAIN
---------------
Find the TWO SEPARATE HALVES of
the Crown of Kings and you win!
Beware! Each half of the Crown
is guarded by one of the
deadliest monsters of all -
the Winged Dragons!
STRATEGY TIPS
-------------
1 - Start with an Easy game,
until you learn the character-
istics of different monster
types. Learn which sight and
sound clues go with which
monsters.
2 - Approach all the accessible
black mountains, before entering
any of them, to find out which
tools are in which mountains.
3 - After entering your first
cave system, look for arrows
before taking on any of the
really nasty monsters. 3 arrows
do not last long against dragons
and snakes.
4 - Move slowly in the caves and
LISTEN. Many beasts can be heard
as you approach.
5 - When you find a monster
guarding a tool or exit, be
prepared to RUN in retreat,
until you reach a place where
you can get off a clear shot or
two.
6 - Practice bouncing arrows off
cave walls, to learn how they
ricochet. The ability to shoot
around corners gives you a
distinct advantage over the
monsters.
7 - Learn to find and shoot
monsters in the dark. Remember
that arrows follow corridors and
bounce off walls in the dark.
Only by shooting dangerous
monsters from a safe distance,
can your warrior avoid being
eaten, especially on the harder
levels.