WaitOneFrame procedure sometimes hung in NTSC

And manuals update.
This commit is contained in:
Pecusx
2022-10-29 11:36:33 +02:00
parent 6f369735c3
commit fe990a6668
6 changed files with 16 additions and 12 deletions
+4 -4
View File
@@ -14,10 +14,10 @@ On the first screen, you can configure gameplay options:
* frequency of suicides :) - if for a number of turns the game has not recorded hits (tanks are constantly shooting inaccurately), after one of such misses a tank commits suicide - here you determine how long they can "shooting for the stars" :) - if only people play the optimal setting is "norm", in the case of computer-controlled players ... you choose.
* The height (and undulation) of the mountains from almost flat (NL - Kingdom of the Netherlands), to soaring and high (NP - Federal Democratic Republic of Nepal)
* the way the walls (edges of the screen) work:
* none - projectiles that flew off the screen do not return
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side (and vice versa)
* bump - the right and left walls deflect projectiles that want to fly through them
* boxy - just like bump, except that the "ceiling" also reflects projectiles
* none - projectiles that flew off the screen do not return (black color of the screen frame)
* wrap - the screen "wraps" and projectiles that flew to the right appear on the left side and vice versa (purple color of the screen frame)
* bump - the right and left walls deflect projectiles that want to fly through them (dark blue color of the screen frame)
* boxy - just like bump, except that the "ceiling" also reflects projectiles (green color of the screen frame)
* rand - at the beginning of each round, one of the above 4 ways the walls work is drawn.
During gameplay, the current mode of the walls is represented by the color of the screen frame: none - black, wrap - purple, bump - blue, boxy - green.