B A T T L E F L E E T (C)
------------------------------
VERSION 3.01
Written By Wade L. Corby
Redmond, WA
BATTLE FLEET is similar to the Milton Bradley Battleship(R) game. The
differences are the board grid numbers and the ship names and values.
(BATTLE FLEET's board grid numbers are 0 to 9 instead of 1 to 10.)
BATTLE FLEET requires an EGA or VGA graphics card and can be played
against your computer or over the telephone via Hayes or 100% Hayes
compatible modem.
PLAYING AGAINST THE COMPUTER
------------------------------
At the DOS prompt type BATLSHIP.EXE and select PLAY COMPUTER.
PLACING YOUR SHIPS
--------------------
The ships in your fleet have the following values...
Carrier - 5 spaces
Battleship - 4 spaces
Submarine - 3 spaces
Destroyer - 2 spaces
PT-Boat - 1 space
The ships are placed on the lower grid by specifying their starting
points. The starting point is the intersecting point on the grid which
corresponds to the letter/number or number/letter combination selected.
If you were placing the carrier and selected the letter/number
combination B4, then the carrier would be placed HORIZONTALLY across
B4, B5, B6, B7 and B8.
If you were placing the battleship and selected the number/letter
combination 6C, then the battleship would be placed VERTICALLY across
6C, 6D, 6E and 6F.
RETURNING ENEMY FIRE
----------------------
After all 5 ships have been placed, the enemy then moves into position
and takes the first shot. This can take as long as 80 seconds with an
IBM PC without a math co-processor and as little as 10 seconds with a 386
based machine.
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A peg is placed on the lower grid where the enemy called his shot. (White
peg for a "miss", red peg for a "hit".)
Using the upper grid to keep track of your shots, you respond with a
letter/number combination such as F3. If you called a "miss", a white
peg will be placed at F3 on the upper grid. If you called a "hit", a
red peg will be placed at F3 on the upper grid and a red peg will also
mark a ship on the left side of the screen, indicating which enemy ship
was hit. The pegs on the left side of the screen indicate which ship
was hit; they do not represent where the "hit" took place on the ship.
A new feature has been added which allows you to use the direction
arrows to move a highlight box to the coordinates you choose on the
upper grid. Once you've placed the highlight box, simply press the
space bar and your shot will be made.
If your keyboard does not have a set of separate arrow keys, make sure
the NUM LOCK is turned off when arrow and number keys are combined on
the same keyboard area.
OTHER OPTIONS
---------------
Changing your mind...
Your number/letter or letter/number combination is automatically entered
after pressing the second coordinate. However, if you enter the first
coordinate and change your mind before pressing the second, you can
press ESC to clear your choice and then select a new number/letter or
letter/number combination. This does not apply when using the highlight
box during battle.
Sound...
The sound default is on. On your turn, you may toggle the sound off or
on by pressing "S".
Quit...
On your turn, you may end the game by pressing "Q". The enemy will
then show you the location of his fleet on the upper grid.
PLAYING ANOTHER OPPONENT BY MODEM
-----------------------------------
Each player must have the following...
1. IBM or compatible computer with EGA/VGA graphics.
2. Hayes or 100% Hayes compatible modem.
3. A copy of the SAME VERSION OF BATTLE FLEET.
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The modem switches should be set for auto answer, send result codes
and respond in English (verbose).
At the DOS prompt type BATLSHIP.EXE and select PLAY BY MODEM.
Determine beforehand who will be making the call. The program will ask
you which COM-PORT your modem is attached.
After locating the modem, a dialing directory will appear on the screen.
You may now use the ARROW keys to move the highlight bar to one of nine
lines.
Type your opponent's names in the left hand columns. Use the CTRL+LEFT
ARROW key to move the highlight bar to the right hand columns and type
in the phone numbers. The phone numbers and dialing strings can be up
to 36 characters long, which should handle most long distance dialing
services requiring additional phone numbers and access codes.
Example...
123-4567 ,,,,, 654321 765-4321
|--------|-----|------|--------|
^ ^ ^ ^
[Dialing service number]___| | | |
[Commas used to wait for answer]___| | |
[Access Code]_____________________________| |
[Opponents phone number]_________________________|
You can edit any highlighted line and your changes are automatically
saved.
To call an opponent, simply press ENTER and the highlighted name or
number will be called.
To wait for an opponent to call, simply press ALT+"A" and a "WAITING FOR
CALL" window will appear in the middle of the screen.
If you selected the wrong opponent and want to stop the dialing process,
or want to leave "WAITING FOR CALL" mode, simply press ESC.
Once the communication link is established between the modems, the game
will begin. Place your ships and try to destroy your opponents fleet.
When it is your turn, you can "CHAT" with the enemy by pressing and hold-
ing the ALT key and pressing "C", then releasing them. Both players will
then enter the "CHAT" mode and the "CHAT" screen will be displayed. You
can type a message to the enemy and the enemy can respond.
If you mis-type a word, you can use the BACK SPACE [<----] key to back
space over characters. Pressing ESC will exit "CHAT" and resume play.
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If for some reason your opponent does not seem to respond in a
reasonable amount of time or you encounter a situation where the
communication link locks-up the program, you can exit at any time by
pressing CTRL+BREAK.
USING A NULL MODEM
--------------------
For those of you who are lucky enough to own 2 computers, each with a
serial port and EGA/VGA graphics, and can still afford to spend $10.00
on a null modem and maybe $10.00 on a gender changer, heres how you can
play an opponent in the same room without using a phone line...
1. Cable your computers together at their serial ports with the null
modem. If you end up with a male cable end, you'll need a female
to female gender changer in order to plug your cable into the serial
port of the second computer.
2. The BATTLE FLEET command line must be modified to let the program
know you are playing over a null modem. Since the sign-on screens
and dialing directory are by-passed when using a null modem, the
command line informs the program which computer is considered the
"caller" and which computer "answers" the call. The command line
also specifies which communications port the null modem is attached.
For example...
Computer #1 will be the "caller" and is cabled at COM1: - at the DOS
prompt, type BATLSHIP C 1 and press ENTER. ( C>BATLSHIP C 1 )
^ ^
Call___| |
com1:_____|
Computer #2 will "answer" and is cabled at COM2: - at the DOS prompt,
type BATLSHIP A 2 and press ENTER. ( C>BATLSHIP A 2 )
^ ^
Answer___| |
com2:_____|
It doesn't matter which computer "calls" or "answers", but both may
not do the same as this will lock up the program and will require a
CTRL+BREAK to exit.
The "caller" will take the first shot in the first game when play
begins. From this point on, the game is played exactly as if it
were being played over the phone.
HAVE FUN!
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PUBLIC SERVICE MESSAGE
------------------------
IF YOU LIKE THIS PROGRAM and would like to support my further efforts
in bringing useful, fun and affordable software to the SHARE-WARE field,
please consider registering your program copy for a small fee. In
doing so, you will receive technical support, notification of program
updates and new SHARE-WARE programs I might offer in the future.
Included in this documentation is a blank registration form. Please
fill it out and include it with your payment. Feel free to include
any comments or suggestions for improving the software or any ideas
you might have for future programs.
Remember, in order for the SHARE-WARE concept of software distribution
to succeed, people like you and I must support it. Please make copies
of this program for your friends and be sure to include this documenta-
tion file as it is the only way that I can continue to offer low cost,
quality software to the general public.
Thank you for YOUR support...
Sincerely,
Wade L. Corby
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BATTLE FLEET - Version 3.01
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REGISTRATION FORM
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(Please Print)
Name: Telephone:
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Address:
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City: State: Zip:
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* Comments Or Suggestions:
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Please mail this registration form along with $15.00 to...
WADE L. CORBY
24322 - S.E. 47th. Street
Issaquah, WA 98027
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* Feel free to send comments and suggestions without registration fee.
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