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Xeno 2002 Version 2.5 Readme file [readme.txt]
December 27th 2002

 2003 Colin McGregor

Please check http://www.bankie.com
for the latest information and updates
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CONTENTS

- THE VERSION 2.0 UPDATE
- THE VERSION 2.1 UPDATE
- THE VERSION 2.5 UPDATE
- INTRODUCTION
- THE LEGAL BIT WRITTEN IN AMATEURISH FASHION
- RECOMMENDED/MINIMUM PC SPECIFICATIONS
- INSTALLING AND RUNNING THE GAME
- UNINSTALLING THE GAME
- A BIT ABOUT THE TECHNICAL THINGUMMYBOBS
- THANKS TO
- THE FUTURE OF XENO 2002


THE VERSION 2.0 UPDATE

a) More screen resolution choices on startup
b) Enhanced front-end
c) Manual and automatic action replays
d) Computer opponent
e) More accurate point-of-impact calculations (routine kindly provided by Thomas Harte)
f) Improved textures and graphics
g) Various bug fixes


THE VERSION 2.1 UPDATE

This minor update addresses a few minor complaints/requests (see, I listen!!)

a) The too-easy-to-score-from-kickoff issue has been corrected
b) Mouse control for player 1 has been added (activate this from the preferences menu)
c) The arrow keys, PgUp, PgDn, Numpad - and + can now all be chosen when redefining the keys.  Note that these keys are used for the Freecam, so avoid these if you want to have a play with this camera angle
d) Menu options are available now to switch on the Freecam and the FPS (frames per second) counter.  The F11 and F12 keys respectively can be used to toggle these at any time.  These options don't really add anything to the game - they were used for programming purposes but have been left in for your interest


THE VERSION 2.5 UPDATE

a) Properly skinned player models
b) Support for 2 joysticks
c) 2 new camera angles
d) Alternative rectangular rink
e) Options now saved on exit


INTRODUCTION

Xeno 2002 is a conversion of an old Spectrum game from 1986 called "Xeno".  It's a 2-player futuristic sports game involving 2 opposing ships and a puck on an ice rink.  Further instructions are contained within the game.  Even further details can be found at http://www.bankie.com.


THE LEGAL BIT WRITTEN IN AMATEURISH FASHION

This game is Freeware, but copyrighted.  This means that you can run it, install it, play it, copy it, talk about it, praise it, slag it off; just don't call it your own work or try to make any money out of it buddy or I'll see you in court.


RECOMMENDED/MINIMUM PC SPECIFICATIONS

- PIII 400Mhz or better processor
- A good OpenGL-capable video card supporting a resolution of 800x600 or better
- A DirectX compatible sound card
- About 3MB of disk space (yes, I know you probably have 100GB, but I'm just saying)
- Windows 95 or later (tested on 95, 98, Win2K, Win XP)
- DirectX 8.0 or later

In tests, the game ran full speed (i.e. at the monitor's refresh rate) at 1024x768 on a GeForce 2 card a with modest processor.


INSTALLING AND RUNNING THE GAME

Unzip the files to a new folder (since you're reading this, you've no doubt already done this) and run "xeno.exe".  The game has no installation routine yet.


UNINSTALLING THE GAME

Xeno 2002 does not modify the registry in any way, nor does it alter any system files or place any files in any of your system folders.  Therefore, to uninstall, simply delete the folder you created for the game.


A BIT ABOUT THE TECHNICAL THINGUMMYBOBS

Xeno 2002 was created using Microsoft Visual C++ using the OpenGL API for graphics, and DirectX for input and audio.  The FMOD API was used for audio and the core game engine was derived from the SimpEngine from the "OpenGL Game Programming" book, though was substantially modified (the original is geared toward a FPS type game).  The music and most of the sounds were created using Cakewalk Sonar/XGEdit, Yamaha SW1000XG sound card, a Fender Strat, Line 6 Distortion Modeler, a metal CD stand, a bit of wood and other miscellaneous household items.  Art was created with Adobe Illustrator, Adobe Photoshop and even good ol' Paint from the Accessories folder.


THANKS TO

The GameDev.net community, especially Krunk, LockePick and Tangentz who all answered forum queries to do with the game.  A big THANKS too to Kevin Hawkins and Dave Astle for writing the "OpenGL Game Programming" book (even though the audio section is a bit crap).  Thomas Harte deserves a pat on the back for supplying the point-of-impact routine.  Frankly, it's full of maths I don't understand, but hey, it works.  What a guy.  Finally, thanks to everyone involved in the original game, epecially Ste Pickford, who worked on the graphics for the Spectrum and Amstrad CPC versions, for wishing me luck.


THE FUTURE OF XENO 2002

The next version of Xeno will have a name-change since the year is no longer 2002 and it was quite a stupid name anyway.  Elements of the old game "Hyperbowl" are likely to be incorporated in the next version: rotate your ship and shoot the puck into the opponents goal.  The original version of Xeno will be preserved however.


Feedback would be nice, so please take the time to drop me an email at bankie@bankie.com to tell me what you think of the game.  Critisism is welcome.



Forget about Football(Soccer) vs American Football debates: the future is XENO!