diff --git a/data/Tupfile.lua b/data/Tupfile.lua index 9155d24bf7..4aeff7c0d7 100644 --- a/data/Tupfile.lua +++ b/data/Tupfile.lua @@ -197,6 +197,7 @@ extra_files = { {"kolibrios/games/mun/mun", "common/games/mun/mun"}, {"kolibrios/games/pig/", "common/games/pig/*"}, {"kolibrios/games/soko/", "common/games/soko/*"}, + {"kolibrios/games/sstartrek/", "common/games/sstartrek/*"}, {"kolibrios/games/the_bus/menu.png", PROGS .. "/cmm/the_bus/menu.png"}, {"kolibrios/games/the_bus/objects.png", PROGS .. "/cmm/the_bus/objects.png"}, {"kolibrios/games/the_bus/road.png", PROGS .. "/cmm/the_bus/road.png"}, diff --git a/data/common/File Managers/kfar.ini b/data/common/File Managers/kfar.ini index 92a2dbbff0..0e067a94e3 100644 --- a/data/common/File Managers/kfar.ini +++ b/data/common/File Managers/kfar.ini @@ -58,6 +58,7 @@ sna=/kolibrios/emul/e80/e80 gb=/kolibrios/emul/gameboy gbc=/kolibrios/emul/gameboy min=/kolibrios/emul/pokemini +nc=/kolibrios/utils/cnc_editor/cnc_editor [Menu] AsmMenu1=&Edit,/sys/TinyPad diff --git a/data/common/File Managers/kfm.ini b/data/common/File Managers/kfm.ini index 49ac753df2..a6e85d259d 100644 --- a/data/common/File Managers/kfm.ini +++ b/data/common/File Managers/kfm.ini @@ -193,13 +193,14 @@ mp4 /kolibrios/media/fplay_run mpeg /kolibrios/media/fplay_run 3gp /kolibrios/media/fplay_run webm /kolibrios/media/fplay_run -smc=/kolibrios/emul/zsnes -mcr=/kolibrios/emul/psx4all -nes=/kolibrios/emul/fceu/fceu -sna=/kolibrios/emul/e80/e80 -gb=/kolibrios/emul/gameboy -gbc=/kolibrios/emul/gameboy -min=/kolibrios/emul/pokemini +smc /kolibrios/emul/zsnes +mcr /kolibrios/emul/psx4all +nes /kolibrios/emul/fceu/fceu +sna /kolibrios/emul/e80/e80 +gb /kolibrios/emul/gameboy +gbc /kolibrios/emul/gameboy +min /kolibrios/emul/pokemini +nc /kolibrios/utils/cnc_editor/cnc_editor lap /sys/media/listplay asf /sys/media/listplay diff --git a/data/common/games/sstartrek/Readme.txt b/data/common/games/sstartrek/Readme.txt new file mode 100644 index 0000000000..a948dd3794 --- /dev/null +++ b/data/common/games/sstartrek/Readme.txt @@ -0,0 +1,1591 @@ + SSSSS U U PPPPP EEEEE RRRRR + S U U P P E R R + SSSSS U U PPPPP EEEE RRRRR + S U U P E R R + SSSSS UUUUU P EEEEE R R + + + SSSSSSS TTTTTTTT A RRRRRRR + SSSSSSSS TTTTTTTT AAA RRRRRRRR + SS TT AAA RR RR + SSSSSSS TT AA AA RR RR + SSSSSSS TT AA AA RRRRRRRR + SS TT AAAAAAA RRRRRRR + SS TT AAAAAAA RR RR + SSSSSSSS TT AA AA RR RR + SSSSSSS TT AA AA RR RR + + + + TTTTTTTT RRRRRRR EEEEEEEEE KK KK + TTTTTTTT RRRRRRRR EEEEEEEEE KK KK + TT RR RR EE KK KK + TT RR RR EEEEEE KKKKKK + TT RRRRRRRR EEEEEE KKKKK + TT RRRRRRR EE KK KK + TT RR RR EE KK KK + TT RR RR EEEEEEEEE KK KK + TT RR RR EEEEEEEEE KK KK + + + Produced For Your Enjoyment + + By + + David Matuszek + and + Paul Reynolds + + With Modifications By + Don Smith + + Resurrected By + Tom Almy + + Permission is hereby granted for the copying, distribution, + modification and use of this program and associated documentation + for recreational purposes, provided that all references to the + authors are retained. However, permission is not and will not be + granted for the sale or promotional use of this program or program + documentation, or for use in any situation in which profit may be + considered an objective, since it is the desire of the authors to + respect the copyrights of the originators of Star Trek. + + ----------TABLE OF CONTENTS---------- + + SECTION PAGE + + INTRODUCTION TO THE GAME . . . . . . . . . . . . . . 1 + + HOW TO ISSUE COMMANDS. . . . . . . . . . . . . . . . 4 + + DESCRIPTIONS OF COMMANDS . . . . . . . . . . . . . . 5 + + SHORT-RANGE SCAN. . . . . . . . . . . . . . . . 5 + STATUS REPORT . . . . . . . . . . . . . . . . . 6 + LONG-RANGE SCAN . . . . . . . . . . . . . . . . 7 + STAR CHART. . . . . . . . . . . . . . . . . . . 8 + DAMAGE REPORT . . . . . . . . . . . . . . . . . 8 + MOVE UNDER WARP DRIVE . . . . . . . . . . . . . 9 + WARP FACTOR . . . . . . . . . . . . . . . . . . 10 + IMPULSE ENGINES . . . . . . . . . . . . . . . . 10 + DEFLECTOR SHIELDS . . . . . . . . . . . . . . . 11 + PHASERS . . . . . . . . . . . . . . . . . . . . 12 + REPORT. . . . . . . . . . . . . . . . . . . . . 13 + COMPUTER. . . . . . . . . . . . . . . . . . . . 13 + PHOTON TORPEDOES. . . . . . . . . . . . . . . . 14 + DOCK AT STARBASE. . . . . . . . . . . . . . . . 15 + REST. . . . . . . . . . . . . . . . . . . . . . 15 + CALL STARBASE FOR HELP. . . . . . . . . . . . . 15 + ABANDON SHIP. . . . . . . . . . . . . . . . . . 16 + SELF-DESTRUCT . . . . . . . . . . . . . . . . . 16 + TERMINATE THE CURRENT GAME. . . . . . . . . . . 16 + SENSOR-SCAN . . . . . . . . . . . . . . . . . . 17 + ENTER STANDARD ORBIT. . . . . . . . . . . . . . 17 + TRANSPORTER-TRAVEL. . . . . . . . . . . . . . . 17 + SHUTTLE CRAFT . . . . . . . . . . . . . . . . . 18 + MINE DILITHIUM CRYSTALS . . . . . . . . . . . . 18 + LOAD DILITHIUM CRYSTALS . . . . . . . . . . . . 18 + PLANET REPORT . . . . . . . . . . . . . . . . . 19 + FREEZE. . . . . . . . . . . . . . . . . . . . . 19 + REQUEST . . . . . . . . . . . . . . . . . . . . 20 + EXPERIMENTAL DEATH RAY. . . . . . . . . . . . . 20 + LAUNCH DEEP SPACE PROBE . . . . . . . . . . . . 21 + EMERGENCY EXIT. . . . . . . . . . . . . . . . . 21 + ASK FOR HELP. . . . . . . . . . . . . . . . . . 21 + CLOAKING DEVICE . . . . . . . . . . . . . . . . 22 + CAPTURE KLINGONS . . . . . . . . . . . . . . . 22 + GET THE SCORE . . . . . . . . . . . . . . . . . 22 + + MISCELLANEOUS NOTES. . . . . . . . . . . . . . . . . 23 + + SCORING. . . . . . . . . . . . . . . . . . . . . . . 24 + + HANDY REFERENCE PAGE . . . . . . . . . . . . . . . . 25 + + MODIFICATIONS. . . . . . . . . . . . . . . . . . . . 26 + + ACKNOWLEDGMENTS. . . . . . . . . . . . . . . . . . . 27 + + REFERENCES . . . . . . . . . . . . . . . . . . . . . 27 + + + + -----INTRODUCTION TO THE GAME----- 1 + + +The Organian Peace Treaty has collapsed, and the Federation is at war +with the Klingon Empire. Joining the Klingons against the Federation +are the members of the "Romulan Star Empire." As commander of the +Starship U.S.S. Enterprise, your job is to wipe out the Klingon +invasion fleet and make the galaxy safe for democracy. + +Your battleground is the entire galaxy, which for convenience is +divided up into eight rows of eight quadrants each, like a +checkerboard. Rows are numbered from top to bottom, and columns are +numbered left to right, so quadrant 1 - 8 would be in the upper right +hand corner of the galaxy. + +During battle you will be concerned only with those enemies that +occupy the same quadrant as yourself. Quadrants are divided up into +sectors: ten rows of ten sectors each. Sectors are numbered in the +same way as quadrants, so the sector in the upper right corner is +sector 1 - 10. You have a short-range scanner which allows you to +look at the entire quadrant in a single display. + +Enemies recharge during your absence. If you leave a quadrant +containing a weakened enemy, when you return to that quadrant he will +be strong again. Also, each time you enter a quadrant, the positions +of everything in the quadrant (except your ship) are randomized, to +save you the trouble of trying to remember where everything in the +quadrant is. Notice that this refers only to the positions of things +in the quadrant--the numbers of each kind of thing are not changed +(except for black holes and the Super-commander, which move around +the galaxy). If you kill something, it stays dead. + +The Romulans are not as serious a threat to the Federation as the +Klingons. For one thing, there are not as many of them. For +another, the Romulans are not as treacherous. However, Romulans are +not to be trifled with, especially when you are in violation of the +"Romulan Neutral Zone." + +There are two kinds of Klingons: Ordinary Klingons, which are bad +enough, and Klingon Commanders, which are even worse. Commanders are +about three times stronger than ordinary Klingons. Commanders are +more resistant to your weapons. Commanders can move about during +battle while Ordinary Klingons stay put. And finally, Commanders +have a thing called a "long-range tractor beam" which they can use, +at random intervals, to yank you away from what you are doing into +their quadrant, to do battle with them. There is also a special +commander, called the "Super-commander." This character is so bad he +is reserved for the Good, Expert, and Emeritus games. Fortunately, +there is just one Super-commander in a game. In addition to the +undesirable traits of Commanders, he can move from quadrant to +quadrant at will, seeking out and destroying your starbases and any +helpful planets he runs across. He also has a spy planted aboard +your ship, giving him valuable information about your condition. +Using this information, he can do dastardly things like tractor beam +your ship when you are in bad shape. And once you've been tractor +beamed by the Super-commander --- + 2 +But the advantages are not all on the side of the enemy. Your ship +is more powerful, and has better weapons. Besides, in the this +galaxy there are from two to five starbases, at which you can stop to +refuel and lick your wounds, safe from phaser attack or tractor +beams. But you had best not dally there too long, since time is not +on your side. The Klingons are not just after you; they are +attacking the entire Federation. There is always a finite "time +left," which is how much longer the Federation can hold out if you +just sit on your fat behind and do nothing. As you wipe out +Klingons, you reduce the rate at which the invasion fleet weakens the +Federation, and so the time left until the Federation collapses may +actually increase. Since Klingons are the main threat to the +Federation, the Romulans do not figure into the "time left." In +fact, you need not kill all the Romulans to win. If you can get all +the Klingons, the Federation will abide forever, and you have won the +game. + +Space is vast, and it takes precious time to move from one place to +another. In comparison, other things happen so quickly that we +assume the take no time at all. Two ways that time can pass are when +you move, or when you issue a command to sit still and rest for a +period of time. You will sometimes want to do the latter, since the +various devices aboard your starship may be damaged and require time +to repair. Of course, repairs can be made more quickly at a starbase +than can in flight. + +In addition to Klingons, Romulans, and starbases, the galaxy contains +(surprise) stars. Mostly, stars are a nuisance and just get in your +way. You can trigger a star into going nova by shooting one of your +photon torpedoes at it. When a star novas, it does a lot of damage +to anything immediately adjacent to it. If another star is adjacent +to a nova, it too will go nova. Stars may also occasionally go +supernova; a supernova in a quadrant destroys everything in the +quadrant and makes the quadrant permanently uninhabitable. You may +"jump over" a quadrant containing a supernova when you move, but you +should not stop there. + +Supernovas may happen spontaneously, without provocation. If a +supernova occurs in the same quadrant you are in, your starship has +an "emergency automatic override" which picks some random direction +and some random warp factor, and tries to throw you clear of the +supernova. If the supernova occurs in some other quadrant, you just +get a warning message from Starfleet about it (provided, of course, +that your subspace radio is working). + +Also a few planets are scattered through the galaxy. These can +sometimes be a great help since some of them will have "dilithium +crystals," which are capable of replenishing the ship's energy +supply. You can either beam down to the planet surface using the +transporter, or take the shuttle craft "Galileo." + +Finally, each quadrant will contain from zero to three black holes. +These can deflect or swallow torpedoes passing near them. They also +swallow enemy ships knocked into them. If your ship enters one - - - + 3 +Star Trek is a rich game, full of detail. These instructions are +written at a moderate level--no attempt has been made fully to +describe everything about the game, but there is quite a bit more +here than you need to get started. If you are new to the game, just +get a rough idea of the kinds of commands available, and start +playing. After a game or two you will have learned everything +important, and the detailed command descriptions which follow will be +a lot more meaningful to you. + +You have weapons: phasers and photon torpedoes. You have a defense: +deflector shields. You can look at things: long-range scanners, +short-range scanners, and a star chart. You can move about, under +warp drive or impulse power. You can also dock at a starbase, rest +while repairs are being made, abandon ship, self destruct, or give up +and start a new game. + +The Klingons are waiting. + + + -----HOW TO ISSUE COMMANDS----- 4 + +When the game is waiting for you to enter a command it will print out + + COMMAND> + +You may then type in your command. All you have to remember for each +command is the mnemonic. For example, if you want to move straight up +one quadrant, you can type in the mnemonic (case insensitive) + + move + +and the computer will prompt you with + + Manual or automatic- + +Say you type in "manual". The computer then responds + + X and Y displacements- + +Now you type in "0 1" which specifies an X movement of zero and a Y +movement of one. + +When you have learned the commands, you can avoid being prompted +simply by typing in the information without waiting to be asked for +it. For example, in the above example, you could simply type in + + move manual 0 1 + +and it will be done. Or you could type in + + move manual + +and when the computer responds with the displacement prompt, you can type in + + 0 1 + +and it will understand. + +You can abbreviate most mnemonics. For "move", you can use any of + + move mov mo m + +successfully. For your safety, certain critical commands (such as to +abandon ship) must be written out in full. Also, in a few cases two +or more commands begin with the same letter, and in this case that +letter refers to a particular one of the commands; to get the other, +your abbreviation must be two or more characters long. This sounds +complicated, but you will learn the abbreviations quickly enough. + +What this all boils down to is: + (1) You can abbreviate practically anything + (2) If you forget, the computer will prompt you + (3) If you remember, you can type it all on one line + +If you are part way through entering a command and you change your +mind, you can cancel the command by typing -1 as one of the +parameters, with the exception of the manual move command. If +anything is not clear to you, experiment. The worst you can do is +lose a game or two. + + -----DESCRIPTION OF COMMANDS----- 5 + + ******************** + * SHORT-RANGE SCAN * + ******************** + + Mnemonic: SRSCAN + Shortest abbreviation: S + Full commands: SRSCAN + SRSCAN NO + SRSCAN CHART + +The short-range scan gives you a considerable amount of information +about the quadrant your starship is in. A short-range scan is best +described by an example. + + 1 2 3 4 5 6 7 8 9 10 + 1 * . . . . R . . . . Stardate 2516.3 + 2 . . . E . . . . . . Condition RED + 3 . . . . . * . B . . Position 5 - 1, 2 - 4 + 4 . . . S . . . . . . Life Support DAMAGED, Reserves=2.30 + 5 . . . . . . . K . . Warp Factor 5.0 + 6 . K . . . . . * . Energy 2176.24 + 7 . . . . . P . . . . Torpedoes 3 + 8 . . . . * . . . . . Shields UP, 42% 1050.0 units + 9 . * . . * . . . C . Klingons Left 12 + 10 . . . . . . . . . . Time Left 3.72 + + +The left part is a picture of the quadrant. The E at sector 2 - 4 +represents the Enterprise; the B at sector 3 - 8 is a starbase. +There are ordinary Klingons (K) at sectors 5 - 8 and 6 - 2, and a +Klingon Commander (C) at 9 - 9. The (GULP) "Super-commander" (S) is +occupies sector 4 - 4, and a Romulan (R) is at 1 - 6. A planet (P) +is at sector 7 - 6. There are also a large number of stars (*). The +periods (.) are just empty space--they are printed to help you get +your bearings. Sector 6 - 4 contains a black hole ( ). + +The information on the right is assorted status information. You can +get this alone with the STATUS command. The status information will +be absent if you type "N" after SRSCAN. Otherwise status information +will be presented. + +If you type "C" after SRSCAN, you will be given a short-range scan +and a Star Chart. + +Short-range scans are free. That is, they use up no energy and no +time. If you are in battle, doing a short-range scan does not give +the enemies another chance to hit you. You can safely do a +short-range scan anytime you like. + +If your short-range sensors are damaged, this command will only show +the contents of adjacent sectors. + + 6 + ***************** + * STATUS REPORT * + ***************** + + Mnemonic: STATUS + Shortest abbreviation: ST + +This command gives you information about the current state of your +starship as follows: + + STARDATE - The current date. A stardate is the same as a day. + + CONDITION - There are four possible conditions: + DOCKED - docked at starbase. + RED - in battle. + YELLOW - low on energy (<1000 units) + GREEN - none of the above + + POSITION - Quadrant is given first, then sector + + LIFE SUPPORT - If "ACTIVE" then life support systems are + functioning normally. If on "RESERVES" the number is how many + stardates your reserve food, air, etc. will last--you must + get repairs made or get to starbase before your reserves run + out. + + WARP FACTOR - What your warp factor is currently set to. + + ENERGY - The amount of energy you have left. If it drops to zero, + you die. + + TORPEDOES - How many photon torpedoes you have left. + + SHIELDS - Whether your shields are up or down, how strong they are + (what percentage of a hit they can deflect), and shield + energy. + + KLINGONS LEFT - How many of the Klingons are still out there. + + TIME LEFT - How long the Federation can hold out against the + present number of Klingons; that is, how long until the end + if you do nothing in the meantime. If you kill Klingons + quickly, this number will go up--if not, it will go down. If + it reaches zero, the federation is conquered and you lose. + +Status information is free--it uses no time or energy, and if you are +in battle, the Klingons are not given another chance to hit you. + +Status information can also be obtained by doing a short-range scan. +See the SRSCAN command for details. + +Each item of information can be obtained singly by requesting it. +See REQUEST command for details. + + 7 + ******************* + * LONG-RANGE SCAN * + ******************* + + Mnemonic: LRSCAN + Shortest abbreviation: L + +A long-range scan gives you general information about where you are +and what is around you. Here is an example output. + + Long-range scan for Quadrant 5 - 1 + -1 107 103 + -1 316 5 + -1 105 1000 + +This scan says that you are in row 5, column 1 of the 8 by 8 galaxy. +The numbers in the scan indicate how many of each kind of thing there +is in your quadrant and all adjacent quadrants. The digits are +interpreted as follows. + + Thousands digit: 1000 indicates a supernova (only) + Hundreds digit: number of Klingons present + Tens digit: number of starbases present + Ones digit: number of stars present + +For example, in your quadrant (5 - 1) the number is 316, which +indicates 3 Klingons, 1 starbase, and 6 stars. The long-range +scanner does not distinguish between ordinary Klingons and Klingon +command ships. If there is a supernova, as in the quadrant below and +to your right (quadrant 6 - 2), there is nothing else in the +quadrant. + +Romulans possess a "cloaking device" which prevents their detection +by long-range scan. Because of this fact, Starfleet Command is never +sure how many Romulans are "out there". When you kill the last +Klingon, the remaining Romulans surrender to the Federation. + +Planets are also undetectable by long-range scan. The only way to +detect a planet is to find it in your current quadrant with the +short-range sensors. + +Since you are in column 1, there are no quadrants to your left. The +minus ones indicate the negative energy barrier at the edge of the +galaxy, which you are not permitted to cross. + +Long-range scans are free. They use up no energy or time, and can be +done safely regardless of battle conditions. + 8 + ************** + * STAR CHART * + ************** + + Mnemonic: CHART + Shortest abbreviation: C + +As you proceed in the game, you learn more and more about what things +are where in the galaxy. When ever you first do a scan in a quadrant, +telemetry sensors are ejected which will report any changes in the +quadrant(s) back to your ship, providing the sub-space radio is +working. Spock will enter this information in the chart. If the radio +is not working, Spock can only enter new information discovered from +scans, and information in other quadrants may be obsolete. + +The chart looks like an 8 by 8 array of numbers. These numbers are +interpreted exactly as they are on a long-range scan. A period (.) in +place of a digit means you do not know that information yet. For +example, ... means you know nothing about the quadrant, while .1. +means you know it contains a base, but an unknown number of Klingons +and stars. + +Looking at the star chart is a free operation. It costs neither time +nor energy, and can be done safely whether in or out of battle. + + + ***************** + * DAMAGE REPORT * + ***************** + + Mnemonic: DAMAGES + Shortest abbreviation: DA + +At any time you may ask for a damage report to find out what devices +are damaged and how long it will take to repair them. Naturally, +repairs proceed faster at a starbase. + +If you suffer damages while moving, it is possible that a subsequent +damage report will not show any damage. This happens if the time +spent on the move exceeds the repair time, since in this case the +damaged devices were fixed en route. + +Damage reports are free. They use no energy or time, and can be done +safely even in the midst of battle. + + 9 + ************************* + * MOVE UNDER WARP DRIVE * + ************************* + + Mnemonic: MOVE + Shortest abbreviation: M + Full command: MOVE MANUAL + MOVE AUTOMATIC + +This command is the usual way to move from one place to another +within the galaxy. You move under warp drive, according to the +current warp factor (see "WARP FACTOR"). + +There are two command modes for movement: MANUAL and AUTOMATIC. The +manual mode requires the following format: + + MOVE MANUAL + + and are the horizontal and vertical displacements +for your starship, in quadrants; a displacement of one sector is 0.1 +quadrants. Specifying and causes your ship to move +in a straight line to the specified destination. If is +omitted, it is assumed zero. For example, the shortest possible +command to move one sector to the right would be + + M M .1 + +The following examples of manual movement refer to the short-range +scan shown earlier. + + Destination Sector Manual Movement command + 3 - 1 M M -.3 -.1 + 2 - 1 M M -.3 + 1 - 2 M M -.2 .1 + 1 - 4 M M 0 .1 + (leaving quadrant) M M 0 .2 + + +The automatic mode is as follows: + + MOVE AUTOMATIC + +where and are the row and column numbers of the +destination quadrant, and and are the row and column +numbers of the destination sector in that quadrant. This command also +moves your ship in a straight line path to the destination. For +moving within a quadrant, and may be omitted. For +example, to move to sector 2 - 9 in the current quadrant, the +shortest command would be + + M A 2 9 + +To move to quadrant 3 - 7, sector 5 - 8, type + + M A 3 7 5 8 + +and it will be done. In automatic mode, either two or four numbers +must be supplied. + 10 +Automatic mode utilizes the ship's "battle computer." If the +computer is damaged, manual movement must be used. + +If warp engines are damaged less than 10 stardates (undocked) you can +still go warp 4. + +It uses time and energy to move. How much time and how much energy +depends on your current warp factor, the distance you move, and +whether your shields are up. The higher the warp factor, the faster +you move, but higher warp factors require more energy. You may move +with your shields up, but this doubles the energy required. + +You can move within a quadrant without being attacked if you just +entered the quadrant or have bee attacked since your last move +command. This enables you to move and hit them before they +retaliate. + + + *************** + * WARP FACTOR * + *************** + + Mnemonic: WARP + Shortest abbreviation: W + Full command: WARP + +Your warp factor controls the speed of your starship. The larger the +warp factor, the faster you go and the more energy you use. + +Your minimum warp factor is 1.0 and your maximum warp factor is 10.0 +(which is 100 times as fast and uses 1000 times as much energy). At +speeds above warp 6 there is some danger of causing damage to your +warp engines; this damage is larger at higher warp factors and also +depends on how far you go at that warp factor. + +At exactly warp 10 there is some probability of entering a so-called +"time warp" and being thrown forward or backward in time. The farther +you go at warp 10, the greater is the probability of entering the +time warp. + + + ******************* + * IMPULSE ENGINES * + ******************* + + Mnemonic: IMPULSE + Shortest abbreviation: I + Full command: IMPULSE MANUAL + IMPULSE AUTOMATIC + +The impulse engines give you a way to move when your warp engines are +damaged. They move you at a speed of 0.95 sectors per stardate, +which is the equivalent of a warp factor of about 0.975, so they are +much too slow to use except in emergencies. + +Movement commands are indicated just as in the "MOVE" command. + +The impulse engines require 20 units of energy to engage, plus 10 +units per sector (100 units per quadrant) traveled. It does not cost +extra to move with the shields up. + 11 + ********************* + * DEFLECTOR SHIELDS * + ********************* + + Mnemonic: SHIELDS + Shortest abbreviation: SH + Full commands: SHIELDS UP + SHIELDS DOWN + SHIELDS TRANSFER + +Your deflector shields are a defensive device to protect you from +Klingon attacks (and nearby novas). As the shields protect you, they +gradually weaken. A shield strength of 75%, for example, means that +the next time a Klingon hits you, your shields will deflect 75% of +the hit, and let 25% get through to hurt you. + +It costs 50 units of energy to raise shields, nothing to lower them. +You may move with your shields up; this costs nothing under impulse +power, but doubles the energy required for warp drive. + +Each time you raise or lower your shields, the Klingons have another +chance to attack. Since shields do not raise and lower +instantaneously, the hits you receive will be intermediate between +what they would be if the shields were completely up or completely +down. + +You may not fire phasers through your shields. However you may use +the "high-speed shield control" to lower shields, fire phasers, and +raise the shields again before the Klingons can react. Since rapid +lowering and raising of the shields requires more energy than normal +speed operation, it costs you 200 units of energy to activate this +control. It is automatically activated when you fire phasers while +shields are up. You may fire photon torpedoes, but they may be +deflected considerably from their intended course as they pass +through the shields (depending on shield strength). + +You may transfer energy between the ship's energy (given as "Energy" +in the status) and the shields. Thee word "TRANSFER" may be +abbreviated "T". The amount of energy to transfer is the number of +units of energy you wish to take from the ship's energy and put into +the shields. If you specify an negative number, energy is drained +from the shields to the ship. Transferring energy constitutes a turn. +If you transfer energy to the shields while you are under attack, +they will be at the new energy level when you are next hit. + +Enemy torpedoes hitting your ship explode on your shields (if they +are up) and have essentially the same effect as phaser hits. + 12 + *********** + * PHASERS * + *********** + + Mnemonic: PHASERS + Shortest abbreviation: P + Full commands: PHASERS AUTOMATIC + PHASERS + PHASERS MANUAL ... + +Phasers are energy weapons. As you fire phasers at Klingons, you +specify an "amount to fire" which is drawn from your energy reserves. +The amount of total hit required to kill an enemy is partly random. +but also depends on skill level. + +The average hit required to kill an ordinary Klingon varies from 200 +units in the Novice game to 250 units in the Emeritus game. +Commanders normally require from 600 (Novice) to 700 (Emeritus). The +Super-commander requires from 875 (Good) to 1000 (Emeritus). Romulans +require an average of 350 (Novice) to 450 (Emeritus). + +Hits on enemies are cumulative, as long as you don't leave the +quadrant. + +In general, not all that you fire will reach the Klingons. The +farther away they are, the less phaser energy will reach them. If a +Klingon is adjacent to you, he will receive about 90% of the phaser +energy directed at him; a Klingon 5 sectors away will receive about +60% and a Klingon 10 sectors away will receive about 35%. There is +some randomness involved, so these figures are not exact. Phasers +have no effect beyond the boundaries of the quadrant you are in. + +Phasers may overheat (and be damaged) if you fire too large a burst +at once. Firing up to 1500 units is safe. From 1500 on up the +probability of overheat increases with the amount fired. + +If phaser firing is automatic, the computer decides how to divide up +your among the Klingons present. If phaser firing +is manual, you specify how much energy to fire at each Klingon +present (nearest first), rather than just specifying a total amount. +You can abbreviate "MANUAL" and "AUTOMATIC" to one or more letters; if +you mention neither, automatic fire is usually assumed. + +Battle computer information is available by firing phasers manually, +and allowing the computer to prompt you. If you enter zero for the +amount to fire at each enemy, you will get a complete report, without +cost. The battle computer will tell you how much phaser energy to +fire at each enemy for a sure kill. This information appears in +parentheses prior to the prompt for each enemy. SInce the amount is +computed from sensor data, if either the computer or the S.R. sensors +are damaged, this information will be unavailable, and phasers must +be fired manually. + 13 +A safety interlock prevents phasers from being fired through the +shields. If this were not so, the shields would contain your fire +and you would fry yourself. However, you may utilize the +"high-speed shield control" to drop shields, fire phasers, and raise +shields before the enemy can react. Since it takes more energy to +work the shields rapidly with a shot, it costs you 200 units of +energy each time you activate this control. It is automatically +activated when you fire phasers while the shields are up. By +specifying the option, shields are not raised after firing. + +Phasers have no effect on starbases (which are shielded) or on stars. + + + ********** + * REPORT * + ********** + + Mnemonic: REPORT + Shortest abbreviation: REP + +This command supplies you with information about the state of the +current game. Its purpose is to remind you of things that you have +learned during play, but may have forgotten, and cannot otherwise +retrieve if you are not playing at a hard-copy terminal. + + You are told the following things: + + . The length and skill level of the game you are playing + . The original number of Klingons + . How many Klingons you have destroyed + . Whether the Super-Commander has been destroyed + . How many bases have been destroyed + . How many bases are left + . What bases (if any) are under attack; your subspace radio + must have been working since the attack to get this + information. + . How many casualties you have suffered + . How many times you have called for help. + +This same information is automatically given to you when you start to +play a frozen game. + + + ************ + * COMPUTER * + ************ + + Mnemonic: COMPUTER + Shortest abbreviation: CO + +This command allows using the ship's computer (if functional) to +calculate travel times and energy usage. + + + 14 + ******************** + * PHOTON TORPEDOES * + ******************** + + Mnemonic: PHOTONS + Shortest abbreviation: PHO + Full commands: PHOTONS + +Photon torpedoes are projectile weapons--you either hit what you aim +at, or you don't. There are no "partial hits". + +One photon torpedo will usually kill one ordinary Klingon, but it +usually takes about two for a Klingon Commander. Photon torpedoes +can also blow up stars and starbases, if you aren't careful. + +You may fire photon torpedoes singly, or in bursts of two or three. +Each torpedo is individually targetable. The computer will prompt +you, asking for the target sector for each torpedo. Alternately, you +may specify each target in the command line. + +Photon torpedoes cannot be aimed precisely--there is always some +randomness involved in the direction they go. Photon torpedoes may +be fired with your shields up, but as they pass through the shields +they are randomly deflected from their intended course even more. + +Photon torpedoes are proximity-fused. The closer they explode to the +enemy, the more damage they do. There is a hit "window" about one +sector wide. If the torpedo misses the hit window, it does not +explode and the enemy is unaffected. Photon torpedoes are only +effective within the quadrant. They have no effect on things in +adjacent quadrants. + +If more than one torpedo is fired and only one target sector is +specified, all torpedoes are fired at that sector. For example, to +fire two torpedoes at sector 3 - 4, you type + + PHO 2 3 4 (or) PHO 2 3 4 3 4 + +To fire torpedoes at, consecutively, sectors 2 - 6, 1 - 10, and 4 - +7, type + + PHO 3 2 6 1 10 4 7 + +There is no restriction to fire directly at a sector. For example, +you can enter + + PHO 1 3 2.5 + +to aim between two sectors. However, sector numbers must be 1 to 10 +inclusive. + + 15 + ******************** + * DOCK AT STARBASE * + ******************** + + Mnemonic: DOCK + Shortest abbreviation: D + +You may dock your starship whenever you are in one of the eight +sector positions immediately adjacent to a starbase. When you dock, +your starship is resupplied with energy, shield energy photon +torpedoes, and life support reserves. Repairs also proceed faster at +starbase, so if some of your devices are damaged, you may wish to +stay at base (by using the "REST" command) until they are fixed. If +your ship has more than its normal maximum energy (which can happen +if you've loaded crystals) the ship's energy is not changed. + +You may not dock while in standard orbit around a planet. + +Starbases have their own deflector shields, so you are completely +safe from phaser attack while docked. You are also safe from +long-range tractor beams. + +Starbases also have both short and long range sensors, which you can +use if yours are broken. There's also a subspace radio to get +information about happenings in the galaxy. Mr. Spock will update the +star chart if your ask for it while docked and your own radio is dead. + + + ******** + * REST * + ******** + + Mnemonic: REST + Shortest abbreviation: R + Full command: REST + +This command simply allows the specified number of stardates to go +by. This is useful if you have suffered damages and wish to wait +until repairs are made before you go back into battle. + +It is not generally advisable to rest while you are under attack by +Klingons. + + + ************************** + * CALL STARBASE FOR HELP * + ************************** + + Mnemonic: CALL + (No abbreviation) + +[Originally, this command was called "HELP", but these days it might +be misinterpreted as built-in documentation!] + +When you get into serious trouble, you may call starbase for help. +Starbases have a device called a "long-range transporter beam" which +they can use to teleport you to base. This works by dematerializing +your starship at its current position and re-materializing it +adjacent to the nearest starbase. Teleportation is instantaneous, +and starbase supplies the required energy--all you have to do is let +them know (via subspace radio) that you need to be rescued. + 16 +This command should be employed only when absolutely necessary. In +the first place, calling for help is an admission on your part that +you got yourself into something you cannot get yourself out of, and +you are heavily penalized for this in the final scoring. Secondly, +the long-range transporter beam is not reliable--starbase can always +manage to dematerialize your starship, but (depending on distance) +may or may not be able to re-materialize you again. The long-range +transporter beam has no absolute maximum range; if you are in the +same quadrant as a starbase, you have a good chance (about 90%) of +re-materializing successfully. Your chances drop to roughly 50-50 at +just over 3 quadrants. + + + **************** + * ABANDON SHIP * + **************** + + Mnemonic: ABANDON + (no abbreviation) + +You may abandon the Enterprise if necessary. If there is still a +starbase in the galaxy, you will be sent there and put in charge of a +weaker ship, the Faerie Queene. + +The Faerie Queene cannot be abandoned. + + + ***************** + * SELF-DESTRUCT * + ***************** + + Mnemonic: DESTRUCT + (no abbreviation) + +You may self-destruct, thus killing yourself and ending the game. If +there are nearby Klingons, you may take a few of them with you (the +more energy you have left, the bigger the bang). + +In order to self-destruct you must remember the password you typed in +at the beginning of the game. + + + + ****************************** + * TERMINATE THE CURRENT GAME * + ****************************** + + Mnemonic: QUIT + (no abbreviation) + +Immediately cancel the current game; no conclusion is reached. You +will be given an opportunity to start a new game or to leave the Star +Trek program. + + + 17 + *************** + * SENSOR-SCAN * + *************** + + Mnemonic: SENSORS + Shortest abbreviation: SE + +Utilizing the short-range sensors, science officer Spock gives you a +readout on any planet in your quadrant. Planets come in three +classes: M, N, and O. Only class M planets have earth-like +conditions. Spock informs you if the planet has any dilithium +crystals. Sensor scans are free. + + + ************************ + * ENTER STANDARD ORBIT * + ************************ + + Mnemonic: ORBIT + Shortest abbreviation: O + +To land on a planet you must first be in standard orbit. You achieve +this in a manner similar to docking at starbase. Moving to one of +the eight sector positions immediately adjacent to the planet, you +give the orbit command which puts your ship into standard orbit about +the planet. Since this is a maneuver, a small amount of time is +used; negligible energy is required. If enemies are present, they +will attack. + + + ********************** + * TRANSPORTER-TRAVEL * + ********************** + + Mnemonic: TRANSPORT + Shortest abbreviation: T + +The transporter is a device which can convert any physical object +into energy, beam the energy through space, and reconstruct the +physical object at some destination. Transporting is one way to land +on a planet. Since the transporter has a limited range, you must be +in standard orbit to beam down to a planet. Shields must be down +while transporting. + +The transport command is used to beam a landing party onto a planet +to mine "dilithium crystals". Each time the command is given the +landing party (which you lead) moves from the ship to the planet, or +vice-versa. + +You are advised against needless transporting, since like all +devices, the transporter will sometimes malfunction. + +The transporter consumes negligible time and energy. Its use does +not constitute a "turn". + + 18 + ***************** + * SHUTTLE CRAFT * + ***************** + + Mnemonic: SHUTTLE + Shortest abbreviation: SHU + +An alternate way to travel to and from planets. Because of limited +range, you must be in standard orbit to use the shuttle craft, named +"Galileo". Shields must be down. + +Unlike transporting, use of the shuttle craft does constitute a +"turn" since time is consumed. The time naturally depends on orbit +altitude, and is equal to 3.0e-5 times altitude. Shuttling uses no +ship energy. + +You should use the same travel device going from the planet to the +ship as you use to go from the ship to the planet. However it is +possible to transport to the planet and have the Galileo crew come +and pick your landing party up, or to take the Galileo to the planet +and then transport back, leaving the shuttle craft on the planet. + + + *************************** + * MINE DILITHIUM CRYSTALS * + *************************** + + Mnemonic: MINE + Shortest abbreviation: MI + +Once you and your mining party are on the surface of a planet which +has dilithium crystals, this command will dig them for you. + +Mining requires time and constitutes a "turn". No energy is used. +Class M planets require 0.1 to 0.3 stardates to mine. Class N +planets take twice as long, and class O planets take three times as +long. + +Dilithium crystals contain enormous energy in a form that is readily +released in the ship's power system. It is an excellent idea to mine +them whenever possible, for use in emergencies. You keep the +crystals until the game is over or you abandon ship when not at a +starbase. + + + *************************** + * LOAD DILITHIUM CRYSTALS * + *************************** + + Mnemonic: CRYSTALS + Shortest abbreviation: CR + +This is a very powerful command which should be used with caution. +Once you have dilithium crystals aboard ship, this command will +instruct engineering officer Scott and Mr. Spock to place a raw +dilithium crystal into the power channel of the ship's +matter-antimatter converter. When it works, this command will +greatly boost the ship's energy. + 19 +Because the crystals are raw and impure, instabilities can occur in +the power channel. Usually Scotty can control these. When he +cannot, the results are disastrous. Scotty will use those crystals +that appear to be most stable first. + +Since using raw dilithium crystals for this purpose entails +considerable risk, Starfleet Regulations allow its use only during +"condition yellow". No time or energy is used. + + + ***************** + * PLANET REPORT * + ***************** + + Mnemonic: PLANETS + Shortest abbreviation: PL + +Mr. Spock presents you a list of the available information on planets +in the galaxy. Since planets do not show up on long-range scans, the +only way to obtain this information is with the "SENSORS" command. + + + ********** + * FREEZE * + ********** + + Mnemonic: FREEZE + (no abbreviation) + Full command: FREEZE + +The purpose of the FREEZE command is to allow a player to save the +current state of the game, so that it can be finished later. A +plaque may not be generated from a frozen game. A file with the +specified and type '.TRK' is created (if necessary) in +the current directory, and all pertinent information about the game +is written to that file. The game may be continued as usual or be +terminated at the user's option. + +To restart a game created by the "FREEZE" command, the user need only +type "FROZEN" in response to the initial question about the type of +game desired, followed by the . + +NOTE: A "tournament" game is like a frozen game, with the following +differences. (1) Tournament games always start from the beginning, +while a frozen game can start at any point. (2) Tournament games +require only that the player remember the name or number of the +tournament, while the information about a frozen game must be kept on +a file. Tournament games can be frozen, but then they behave like +regular frozen games. + +A point worth noting is that 'FREEZE' does not save the seed for the +random number generator, so that identical actions after restarting +the same frozen game can lead to different results. However, +identical actions after starting a given tournament game always lead +to the same results. + 20 + *********** + * REQUEST * + *********** + + Mnemonic: REQUEST + Shortest abbreviation: REQ + Full command: REQUEST + +This command allows you to get any single piece of information from +the command. specifies which information as follows: + + INFORMATION MNEMONIC FOR SHORTEST ABBREVIATION + + STARDATE DATE D + CONDITION CONDITION C + POSITION POSITION P + LIFE SUPPORT LSUPPORT L + WARP FACTOR WARPFACTOR W + ENERGY ENERGY E + TORPEDOES TORPEDOES T + SHIELDS SHIELDS S + KLINGONS LEFT KLINGONS K + TIME LEFT TIME TI + + + ************************** + * EXPERIMENTAL DEATH RAY * + ************************** + + Mnemonic: DEATHRAY + (No abbreviation) + +This command should be used only in those desperate cases where you +have absolutely no alternative. The death ray uses energy to +rearrange matter. Unfortunately, its working principles are not yet +thoroughly understood, and the results are highly unpredictable. + +The only good thing that can result is the destruction of all enemies +in your current quadrant. This will happen about 70% of the time. +Only enemies are destroyed; starbases, stars, and planets are +unaffected. + +Constituting the remaining 30% are results varying from bad to fatal. + +The death ray requires no energy or time, but if you survive, enemies +will hit you. + +The Faerie Queene has no death ray. + +If the death ray is damaged in its use, it must be totally replaced. +This can only be done at starbase. Because it is a very complex +device, it takes 9.99 stardates at base to replace the death ray. +The death ray cannot be repaired in flight. + + 21 + *************************** + * LAUNCH DEEP SPACE PROBE * + *************************** + + Mnemonic: PROBE + Shortest abbreviation: PR + Full command: PROBE MANUAL + PROBE AUTOMATIC + +The Enterprise carries a limited number of Long Range Probes. These +fly to the end of the galaxy and report back a count of the number of +important things found in each quadrant through which it went. The +probe flies at warp 10, and therefore uses time during its flight. +Results are reported immediately via subspace radio and are recorded +in the star chart. + +The probe can also be armed with a NOVAMAX warhead. When launched +with the warhead armed, the probe flies the same except as soon as it +reaches the target location, it detonates the warhead in the heart of +a star, causing a supernova and destroying everything in the +quadrant. It then flies no further. There must be a star in the +target quadrant for the NOVAMAX to function. + +The probe can fly around objects in a galaxy, but is destroyed if it +enters a quadrant containing a supernova, or if it leaves the galaxy. + +The target location is specified in the same manner as the MOVE +command, however for automatic movement, if only one pair of +coordinates are specified they are assumed to be the quadrant and not +the sector in the current quadrant! + +The Faerie Queene has no probes. + + + ****************** + * EMERGENCY EXIT * + ****************** + + Mnemonic: EMEXIT + Shortest abbreviation: E + +This command provides a quick way to exit from the game when you +observe a Klingon battle cruiser approaching your terminal. Its +effect is to freeze the game on the file 'EMSAVE.TRK' in your current +directory, erase the screen, and exit. + +Of course, you do loose the chance to get a plaque when you use this +maneuver. + + + **************** + * ASK FOR HELP * + **************** + + Mnemonic: HELP + Full command: HELP + +This command reads the appropriate section from the SST.DOC file, +providing the file is in the current directory. + + 22 + ******************* + * CLOAKING DEVICE * + ******************* + + Mnemonic: CLOAK + Shortest abbreviation: CLOAK + Full commands: CLOAK ON + CLOAK OFF + +The cloaking device prevents your ship from being seen by any enemy +vessels. When the cloaking device is in use, your subspace radio will +not receive transmissions, torpedoes will be less accurate, you cannot +dock, and you cannot use your warp engines. Enemy ships will get a +chance to attack you when you turn clocking on. + +The Treaty of Algeron with the Romulans in Stardate 2311 prohibits the +use of cloaking devices. If a Romulan ship observes you cloaking or +uncloaking after this point in time you will be in violation, which +will hurt your final score. + +The Faerie Queene does not have a cloaking device. + + ******************** + * CAPTURE KLINGONS * + ******************** + + Mnemonic: CAPTURE + Shortest abbreviation: CA + +The capture command provides a more humane way to end a battle than +just destroying the Klingon battleship with the crew aboard. Assuming +the subspace radio and transporter are working, and there is room in +the brig, this command will ask the captain of the weakest Klingon +ship in the quadrant to surrender. If the captain agrees, some of the +crew will transport to your ship and the Klingon ship will be +destroyed. This command does take time and you will be attacked by any +other enemy ships if the surrender occurs. + +When you dock, any captured Klingons will be transferred to the base +and you will be credited with the lives you save. + + ***************** + * GET THE SCORE * + ***************** + + Mnemonic: SCORE + Shortest abbreviation: SC + +Shows what the score would be if the game were to end naturally at +this point. Since the game hasn't really ended and you lose points if +you quit, this is perhaps a meaningless command, but it gives you a +general idea of how well you are performing. + + **********MISCELLANEOUS NOTES********** 23 + +Starbases can be attacked by either commanders or by the +"Super-Commander". When this happens, you will be notified by +subspace radio, provided it is working. The message will inform you +how long the base under attack can last. Since the "Super-Commander" +is more powerful than an ordinary commander, he can destroy a base +more quickly. + +The "Super-Commander" travels around the galaxy at a speed of about +warp 6 or 7. His movement is strictly time based; the more time +passes, the further he can go. + +Scattered through the galaxy are certain zones of control, +collectively designated the "Romulan Neutral Zone". Any quadrant +which contains Romulans without Klingons is part of the Neutral Zone, +except if a base is present. Since Romulans do not show on either +the long-range scan or the star chart, it is easy for you to stumble +into this zone. When you do, if your subspace radio is working, you +will receive a warning message from the Romulan, politely asking you +to leave. + +In general, Romulans are a galactic nuisance. + +The high-speed shield control is fairly reliable, but it has been +known to malfunction. + +You can observe the galactic movements of the "Super-Commander" on +the star chart, provided he is in territory you have scanned and your +subspace radio is working. + +Periodically, you will receive intelligence reports from starfleet +command, indicating the current quadrant of the "Super-Commander". +Your subspace radio must be working, of course. + +Each quadrant will contain from 0 to 3 black holes. Torpedoes +entering a black hole disappear. In fact, anything entering a black +hole disappears, permanently. If you can displace an enemy into one, +he is a goner. Black holes do not necessarily remain in a quadrant. +they are transient phenomena. + +Commanders will ram your ship, killing themselves and inflicting +heavy damage to you, if they should happen to decide to advance into +your sector. + +You can get a list of commands by typing "COMMANDS". + + ----------SCORING---------- 24 + + +Scoring is fairly simple. You get points for good things, and you +lose points for bad things. + + You gain-- + + (1) 10 points for each ordinary Klingon ship you destroy, + (2) 50 points for each commander ship you destroy, + (3) 200 points for destroying the "Super-Commander" ship, + (4) 3 points for each Klingon captured. + (5) 20 points for each Romulan ship destroyed, + (6) 1 point for each Romulan captured. + (7) 500 times your average Klingon ship/stardate kill rate. If you + lose the game, your kill rate is based on a minimum of + 5 stardates. + (8) You get a bonus if you win the game, based on your rating: + Novice=100, Fair=200, Good=300, Expert=400, Emeritus=500. + + You lose-- + + (8) 200 points if you get yourself killed, + (9) 100 points for each starbase you destroy, + (10) 100 points for each starship you lose, + (11) 100 points for each violation of the Treaty of Algeron observed, + (12) 45 points for each time you had to call for help, + (13) 10 points for each planet you destroyed, + (14) 5 points for each star you destroyed, and + (15) 1 point for each casualty you incurred. + +In addition to your score, you may also be promoted one grade in rank +if you play well enough. Promotion is based primarily on your +Klingon/stardate kill rate, since this is the best indicator of +whether you are ready to go on to the next higher rating. However, +if you have lost 100 or more points in penalties, the required kill +rate goes up. Normally, the required kill rate is 0.1 * skill * +(skill + 1.0) + 0.1, where skill ranges from 1 for Novice to 5 for +Emeritus. + +You can be promoted from any level. There is a special promotion +available if you go beyond the "Expert" range. You can also have a +certificate of merit printed with your name, date, and Klingon kill +rate, provided you are promoted from either the "Expert" or +"Emeritus" levels. This "plaque" requires a 132 column printer. You +may need print the certificate to a file, import it into your word +processor, selecting Courier 8pt font, and then print in "landscape +orientation". + +You should probably start out at the novice level, even if you are +already familiar with one of the other versions of the Star Trek +game--but, of course, the level of game you play is up to you. If +you want to start at the Expert level, go ahead. It's your funeral. +The emeritus game is strictly for masochists. + + ----------HANDY REFERENCE PAGE---------- 25 + + ABBREV FULL COMMAND DEVICE USED + ------ ------------ ----------- + ABANDON ABANDON shuttle craft + C CHART (none) + CA CAPTURE subspace radio, transporter + CALL CALL (for help) subspace radio + CL CLOAK cloaking + CO COMPUTER computer + CR CRYSTALS (none) + DA DAMAGES (none) + DEATHRAY DEATHRAY (none) + DESTRUCT DESTRUCT computer + D DOCK (none) + E EMEXIT (none) + FREEZE FREEZE (none) + I IMPULSE impulse engines + IMPULSE AUTOMATIC impulse engines and computer + L LRSCAN long-range sensors + MI MINE (none) + M MOVE warp engines + MOVE AUTOMATIC warp engines and computer + O ORBIT warp or impulse engines + P PHASERS phasers and computer + PHASERS AUTOMATIC phasers, computer, sr sensors + PHASERS MANUAL ... phasers + PHO PHOTONS torpedo tubes + PL PLANETS (none) + PR PROBE probe launcher, radio + PROBE AUTOMATIC launcher, radio, computer + REP REPORT (none) + REQ REQUEST (none) + R REST (none) + QUIT QUIT (none) + S SRSCAN short-range sensors + SC SCORE (none) + SE SENSORS short-range sensors + SH SHIELDS deflector shields + SHU SHUTTLE shuttle craft + ST STATUS (none) + T TRANSPORT transporter + W WARP (none) + + L. R. Scan: thousands digit: supernova + hundreds digit: Klingons + tens digit: starbases + ones digit: stars + period (.): digit not known (star chart only) + +Courses are given in manual mode in X - Y displacements; in automatic + mode as destination quadrant and/or sector. Manual mode is default. +Distances are given in quadrants. A distance of one sector is 0.1 quadrant. +Ordinary Klingons have about 400 units of energy, Commanders about + 1200. Romulans normally have about 800 units of energy, and the + (GULP) "Super-Commander" has about 1800. +Phaser fire diminishes to about 60 percent at 5 sectors. Up to 1500 + units may be fired in a single burst without danger of overheat. +Warp 6 is the fastest safe speed. At higher speeds, engine damage + may occur. At warp 10 you may enter a time warp. +Shields cost 50 units of energy to raise, and double the power + requirements of moving under warp drive. Engaging the high-speed + shield control requires 200 units of energy. +Warp drive requires (distance)*(warp factor cubed) units of energy + to travel at a speed of (warp factor squared)/10 quadrants per stardate. +Impulse engines require 20 units to warm up, plus 100 units per + quadrant. Speed is just under one sector per stardate. + ********MODIFICATIONS******** 26 + +Back in (about) 1977 I got a copy of this Super Star Trek game for +the CDC 6600 mainframe computer. Someone had converted it to PDP-11 +Fortran but couldn't get it to run because of its size. I modified +the program to use overlays and managed to shoehorn it in on the 58k +byte machine. + +I liked the game so much I put some time into fixing bugs, mainly +what could be called continuity errors and loopholes in the game's +logic. We even played a couple tournaments. + +In 1979, I lost access to that PDP-11. I did save the source code +listing. In 1995, missing that old friend, I started converting the +program into portable ANSI C. It's been slow, tedious work that took +over a year to accomplish. + +In early 1997, I got the bright idea to look for references to "Super +Star Trek" on the World Wide Web. There weren't many hits, but there +was one that came up with 1979 Fortran sources! This version had a +few additional features that mine didn't have, however mine had some +feature it didn't have. So I merged its features that I liked. I also +took a peek at the DECUS version (a port, less sources, to the +PDP-10), and some other variations. + +Modifications I made: + + Compared to original version, I've changed the "help" command to + "call" and the "terminate" command to "quit" to better match user + expectations. The DECUS version apparently made those changes as well + as changing "freeze" to "save". However I like "freeze". + + I added EMEXIT from the 1979 version. + + That later version also mentions srscan and lrscan working when + docked (using the starbase's scanners), so I made some changes here + to do this (and indicating that fact to the player), and then + realized the base would have a subspace radio as well -- doing a + Chart when docked updates the star chart, and all radio reports will + be heard. The Dock command will also give a report if a base is under + attack. + + It also had some added logic to spread the initial positioning of + bases. That made sense to add because most people abort games with + bad base placement. + + The experimental deathray originally had only a 5% chance of success, + but could be used repeatedly. I guess after a couple years of use, it + was less "experimental" because the 1979 version had a 70% success + rate. However it was prone to breaking after use. I upgraded the + deathray, but kept the original set of failure modes (great humor!). + + I put in the Tholian Web code from the 1979 version. + + I added code so that Romulans and regular Klingons could move in + advanced games. I re-enabled the code which allows enemy ships to + ram the Enterprise; it had never worked right. The 1979 version + seems to have it all fixed up, but I'm still not overly happy with + the algorithm. + + The DECUS version had a Deep Space Probe. Looked like a good idea + so I implemented it based on its description. + + In 2013 I added the CLOAK and CAPTURE commands and also fixed lots + of bugs. The CAPTURE command is based on the one in BSDTrek. When + making this change I also changed text so that killing Klingons + became destroying Klingon ships reflecting that a Klingon ship does + have more than one Klingon aboard! The CLOAK command and some other + bug fixes and correction of typos are thanks to Erik Olofsen. + + + ----------ACKNOWLEDGMENTS---------- 27 + +The authors would like to thank Professor Michael Duggan for his +encouragement and administrative assistance with the development of +the Star Trek game, without which it might never have been completed. + +Much credit is due to Patrick McGehearty and Rich Cohen, who assisted +with the original design of the game and contributed greatly to its +conceptual development. + +Thanks are also due to Carl Strange, Hardy Tichenor and Steven Bruell +for their assistance with certain coding problems. + +This game was inspired by and rather loosely based on an earlier +game, programmed in the BASIC language, by Jim Korp and Grady Hicks. +It is the authors' understanding that the BASIC game was in turn +derived from a still earlier version in use at Penn State University. + + + + + ----------REFERENCES---------- + + + 1. "Star Trek" (the original television series), produced and + directed by Gene Rodenberry. + + 2. "Star Trek" (the animated television series), produced by Gene + Rodenberry and directed by Hal Sutherland. Also excellent, + and not just kiddie fare. If you enjoyed the original series + you should enjoy this one (unless you have some sort of a + hangup about watching cartoons). + + 3. "The Making of Star Trek", by Steven E. Whitfield and Gene + Rodenberry. The best and most complete readily available + book about Star Trek. (Ballantine Books) + + 4. "The World of Star Trek", by David Gerrold. Similiar in scope + to the above book. (Bantam) + + 5. "The Star Trek Guide", third revision 4/17/67, by Gene + Rodenberry. The original writer's guide for the television + series, but less comprehensive than (3) above. + (Norway Productions) + + 6. "The Trouble With Tribbles", by David Gerrold. Includes the + complete script of this popular show. (Ballantine Books) + + 7. "Star Trek", "Star Trek 2", ..., "Star Trek 9", by James Blish. + The original shows in short story form. (Bantam) + + 8. "Spock Must Die", by James Blish. An original novel, but + rather similar to the show "The Enemy Within". (Bantam) + + 9. Model kits of the Enterprise and a "Klingon Battle-Cruiser" + by AMT Corporation are available at most hobby shops. diff --git a/data/common/games/sstartrek/SStarTrek_en b/data/common/games/sstartrek/SStarTrek_en new file mode 100644 index 0000000000..243fa61566 Binary files /dev/null and b/data/common/games/sstartrek/SStarTrek_en differ diff --git a/data/common/games/sstartrek/SStarTrek_ru b/data/common/games/sstartrek/SStarTrek_ru new file mode 100644 index 0000000000..0c69a26b07 Binary files /dev/null and b/data/common/games/sstartrek/SStarTrek_ru differ diff --git a/data/common/settings/app_plus.ini b/data/common/settings/app_plus.ini index e5dcc93e7f..864fb93ea4 100644 --- a/data/common/settings/app_plus.ini +++ b/data/common/settings/app_plus.ini @@ -14,6 +14,7 @@ uPDF=/sys/lod|*pdf* /kolibrios/media/updf,73 DosBox=/kolibrios/emul/dosbox/dosbox,11 Dicty=/kolibrios/utils/DICTY.KEX,79 fNav=/sys/File managers/fNav/fNav,93 +CncEditor=/kolibrios/utils/cnc_editor/cnc_editor,15 Life=/kolibrios/demos/life2,13 Calc+=/kolibrios/utils/calcplus,4 TinyBasic=/kolibrios/develop/TinyBasic/TinyBasic,91 diff --git a/data/common/settings/assoc.ini b/data/common/settings/assoc.ini index 2ff05d6d8f..c383b54327 100644 --- a/data/common/settings/assoc.ini +++ b/data/common/settings/assoc.ini @@ -3,11 +3,6 @@ exec=/sys/tinypad icon=9 next=$TextEditor -[WebView] -exec=/sys/network/webview -icon=31 -next=$TinyPad - [TextEditor] exec=/sys/develop/t_edit icon=58 @@ -18,6 +13,15 @@ exec=/sys/txtread icon=85 next=$HexEditor +[FB2Read] +exec=/sys/fb2read +icon=44 + +[WebView] +exec=/sys/network/webview +icon=31 +next=$TinyPad + [zSea] exec=/kolibrios/media/zsea/zsea icon=46 @@ -49,19 +53,10 @@ icon=40 exec=/sys/media/ac97snd icon=64 -[MidAMP] -exec=/sys/media/midamp -icon=74 - [HexEditor] exec=/sys/develop/heed icon=22 -[Shell] -exec=/sys/shell -icon=1 -next=$TinyPad - [FASM] exec=/sys/develop/fasm icon=10 @@ -70,18 +65,14 @@ icon=10 exec=/sys/kpack icon=99 -[View3DS] -exec=/sys/3d/view3ds -icon=75 - -[FB2Read] -exec=/sys/fb2read -icon=44 - [Unz] exec=/sys/unz icon=89 +[IconEdit] +exec=/sys/media/iconedit +icon=98 + [Assoc] /=/sys/file managers/eolite @@ -141,8 +132,8 @@ m3u=$AC97snd lap=/sys/media/listplay asf=/sys/media/listplay -mid=$MidAMP -midi=$MidAMP +mid=/sys/media/midamp +midi=/sys/media/midamp rtf=/sys/rtfread @@ -156,11 +147,11 @@ obj=/sys/develop/cObj raw=$HeEd -shell=$Shell -sh=$Shell +shell=/sys/shell +sh=/sys/shell -3ds=$View3DS -asc=$View3DS +3ds=/sys/3d/view3ds +asc=/sys/3d/view3ds skn=/sys/skincfg lif=/kolibrios/demos/life2 @@ -174,6 +165,7 @@ sna=/kolibrios/emul/e80/e80 gb=/kolibrios/emul/gameboy gbc=/kolibrios/emul/gameboy min=/kolibrios/emul/pokemini +nc=/kolibrios/utils/cnc_editor/cnc_editor zip=$Unz 7z=$Unz diff --git a/data/common/settings/games.ini b/data/common/settings/games.ini index e59714634a..762de5332d 100644 --- a/data/common/settings/games.ini +++ b/data/common/settings/games.ini @@ -40,6 +40,7 @@ Loderunner=/k/games/LRL/LRL,41 BabyPainter=/k/games/BabyPainter,87 Klavisha=games/klavisha,69 Millioneer=/k/games/WHOWTBAM/whowtbam,114 +StarTrack79=/k/games/sstartrek/SStarTrek_en [3D Shooter] Quake=/k/games/quake/sdlquake,56 diff --git a/data/rus/settings/games.ini b/data/rus/settings/games.ini index 1a41b569b4..bf3d13cbf9 100644 --- a/data/rus/settings/games.ini +++ b/data/rus/settings/games.ini @@ -40,6 +40,7 @@ Loderunner=/k/games/LRL/LRL,41 BabyPainter=/k/games/BabyPainter,87 Klavisha=games/klavisha,69 Millioneer=/k/games/WHOWTBAM/whowtbam,114 +StarTrack79=/k/games/sstartrek/SStarTrek_ru [3D Shooter] Quake=/k/games/quake/sdlquake,56 diff --git a/programs/system/cpuid/trunk/CPUID.ASM b/programs/system/cpuid/trunk/CPUID.ASM index 17fac368a3..746664791a 100644 --- a/programs/system/cpuid/trunk/CPUID.ASM +++ b/programs/system/cpuid/trunk/CPUID.ASM @@ -1176,7 +1176,7 @@ NEWintel: jz I26 cmp [em],$1C ;Pineview/Silverthorne jz I1C - jnz no_known + mov [cname], no_known Inewunknown: jmp MMXtest @@ -3827,7 +3827,7 @@ db 'Pineview',0 P1Clen: no_known: -db 'SORRY, CODENAME IS NOT SUPPORTED YET ' +db 'SORRY, CODENAME IS NOT SUPPORTED YET ', 0 ;---------AMD