ReadMe_ifs.txt ============== Files: ReadMe_ifs.txt Desperado.zip Equinox.zip G4D.zip Please find attached with this read me file, 3 zip files representing 3 complete Apple ][ projects/games (okay, 2 and a half) which were never released, by an unknown company named "inner fire software". These were written from 1981 to 1983, but sat on my shelf till now, thought I would share if anybody was interested. These zip files contain the original games, 2 of which were completed, one of which is partial. I have also added some additional disks, which contain game instructions, manuals and the dungeon scenario, which would normally have been printed. The enclosed binary files (in standard .dsk format) will run on a real Apple ][+ or ][e, or in most emulators for the PC. I tested them again today in AppleWin, version 1.14.2.0. Equinox - this was my first complete game, circa 1981, written in both Integer Basic and assembly (actually, the machine code was hand typed in hexadecimal and the graphics coded from graph paper into binary, then into hex, then typed in, one byte at a time. This was before I knew about assemblers such as Merlin - eeks!). It is a space strategy game of the period, turn-based, with a machine language segment for paddle controllers when a space base is attacked. It contains instructions on Disk 2 and the game proper on Disk 1. I added a simple reader for the instructions much later (2004), then forgot about these (again!) till now. Desperado - this was going to be a really funny western game, with multiple segments (shoot out, stagecoach hold up, train robbery, etc), but never had time to work on it (it was all in assembly). Only the shoot out was completed, which is presented. Instructions are on the disk, run by menu. Requires paddle controllers on a real machine, or can use mouse/etc in an emulator. But it's /much/ better with paddles! They were perfect for drawing a six shooter and the feel was really neat. A set of Apple ][e paddles can be modifed to work just fine on a PC today (2009), with just a little effort. (Remind me to attach a schematic some day!) G4D (Graphics for Dungeonmasters) - this was a group project, our best work, finished circa 1983, and tested on a real D & D group with good success. It was originally titled "D & D Construction Set", and was meant to be the first graphic computer aided D & D auto-mapping/playing experience. It was intended (and actually used) to drive 2 monitors at the same time, one for the Dungeonmaster(hidden from players) and one color screen shared by all other players (we used a simple split (Y) video cable to do this). But when we approached TSR, they declined permission, so it too was shelved (sigh). I renamed it later just for ducks. Additional utilities were also planned, a music sequencer for levels (it can play 2-3 tracks simultaneously), a monster creator, etc. This engine can create tile sets (bricks), levels (maps), and much more, plus allow a D & D group to play an entire scenario, with as many levels as desired (outdoors, dungeons, cities, etc). It is virtually identical in function to the famous Ultima series (I, II, and III), which it is based on, although it was written totally from scratch (the Ultima screen draw is actually a bit faster - Mr. Garriott drew all the top lines of the tiles (a full hz line at a time) rather than a complete tile top to bottom at a time, saving the Y table look up many steps). We were really disappointed in dropping it, but what the heck Beanie :) I/we own full rights to these games and their code, they're free to anyone in the public domain. Hope someone finds a smile in all this. Lonny Meinecke (Muffit, Duke) and Keith Francart (Sparrowhawk) inner fire software (very long ago!) You can reach me at: muffit55@cox.net (primary email) Thanks so much, Lonny Meinecke 05/24/2009