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#                                                                             #
#                         CORRIDOR 99 MUSEUM Ver 0.5                          #
#                                                                             #
#                             By Jeff Wilcox                                  #
#                                                                             #
#                        An Iron Cactus Production                            #
#                                                                             #
#                                                                             #
#                         http://corridor.has.it                              #
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Corridor 99 Background
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Early January of '02 I decided to start reading some of the message board posts
at http://tict.ticalc.org and noticed that work on the FAT 3D engine coded by
Tom Nussbaumer seemed to be stalled because no one was using it. After toying
with the FAT demos for a while, I downloaded the TIGCC compiler and the source
for the FAT engine and began learning how to use it. I began planning out an
RPG to be called Shadow Scape, but then decided to start with something
smaller. A 3D shooter, similar to the Gameboy game FACEBALL 2000, came to mind.
Thus, Corridor 92 began. A simple game at first Corridor 92's graphics grew in
size and complexity until I was pushing the limits of the calculator's hardware
too far. After less than a year of furious developement, I abandoned the 
Corridor 92 project due to lack of memory, lack of machine code space, and lack
of flexibility in the current design. In addition, there were many strange
problems and bugs that I just couldn't fix at the time.
Corridor 99 was born shortly after. Written completely from the ground up, this
new project's goals are to use as little RAM as possible, have as many maps,
graphics, text/script and visuals possible and to top it all off, use as little
code space as possible. So far, this has been a great success! I introduced two
new concepts that (to my knowledge) had never been done in the calculator gaming
world. Flash-Cache, which is the preloading of often-accessed records onto
archive space. This feature allows graphics and other data to be accessed
without consuming RAM. The second and possible the most difficult feature to
write is the Patching system. This system allows ALL graphics to be assembled by
a series of prototypes that are stored in a compressed state. The compression 
ratio for this method is incredible, but the trade off is that there is no 
automated method for breaking a texture down into patches, furthermore, there
is no method for searching existing patches to look for matches. Any texture
built in this manner has to be painstakingly constructed while using as few
prototypes as possible. I have achieved great results with this method.



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Corridor 99 Story
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It's good... but not ready



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OBJECTIVES
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None


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KEY LIST
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Manipulation:

	APPS -- Open Doors / Activate Switches / Board elevator / Use Computer Terminal
	Lock -- Fire Selected Weapon
        Mode -- Change weapon's ammo selection
	F5   -- Cycle Weapon Forward
	F6   -- Cycle Weapon Back

Movement:

	Up   -- Go Forward
	Down -- Go Backward
	Right-- Turn Right
	Left -- Turn Left
	F1   -- Strafe
	F2   -- Run
	F3   -- Lean Left (not working)
	F7   -- Lean Right (not working)
	F4   -- Look Left (not working)
	F8   -- Look Right (not working)

Game Keys:

	Enter-- Pause Game / Leave Computer Terminal
	2nd  -- Boss Key
	Esc  -- Quit


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To Do List
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...not worth writing everything down here yet


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Known Bugs
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*If you use this on a Ti89 you will get a memory error screen
*Anytime C99 internally garbage collects, it will turn the FX sprites into black
boxes... I have no idea why it does that.
*On very rare occasions, the Ti92+ version will also give a memory error upon
exit.
*The Ti89 ammo readouts are all screwed up.
*You can't fire the sniper rifle.
*Grenade launcher fires, but no ammo is deducted, and no grenades are launched.
*Sometimes you can have a grenade selected as ammo for the rocket launcher.
*Sometimes you can have a rocket selected as ammo for the grenade launcher.
*You can't use X-mines.
*None of the power-ups except for the all-map CD work.
*You can't fire homing rockets.
*You can't fire guided rockets.
*You walk straight through doors... 
*Switches/Elevators/Computers don't work.



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Distribution
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This is a restricted release. I ask that you not release this to anyone. Use for
your own personal pleasure. I appreciate it.



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Credits
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Corridor 99 					Jeff Wilcox
						Iron Cactus

The FAT 3-D Engine/Advice and motivation	Tom Nussbaumer 
						Ti-Chess Team 
						(http://tict.ticalc.org)
Help with ALOT of stuff including but not
limited to custom changes to the FAT engine	Scott Novek

Web Page/Friendly Competition :)		Malcolm Smith
						Check out his FAT game!
						(http://trgenius.cjb.net/oblivion/index.html)

Nifty ActiveContrastAddr(void) routine		KronicDeth 

bETA tESTING/Moral Support			Bill Zeller

Ideas... Ideas... Ideas...                      Ben Bearman, Scott Sterling     

Moral Support/Motivation                        All of my fans






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Revision History
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5/19/03 	Corridor 99 Pre-release Alpha (individual releases)

