Files
TeslaRel410/BORLAND/BC45/EXAMPLES/OWL/GAMES/BLOCKS
CydandClaude Fable 5 63312e07f9 source410: literal 4.10 source reconstruction + BC++ 4.52 fleet toolchain archived
- BORLAND/: Borland C++ 4.52 (chosen over 4.5 by byte-match: CODE/RP/CW32.LIB
  is identical to 4.52's install lib). BCC32/TLINK32/TLIB/MAKE run natively on
  Win11; CODE/BT/OPT.MAK is the shipped BTL4OPT.EXE's exact flag recipe
  (extender = Borland PowerPack DPMI32, not Phar Lap TNT).
- restoration/source410/: the literal 1995-form reconstruction of the missing
  BT game source (never mixed into CODE/). Round 1-3 state:
  * 6 of 10 surviving original TUs COMPILE CLEAN under the period toolchain
    (BTMSSN, BTCNSL, BTSCNRL, BTTEAM, BTL4MODE, BTL4ARND) - first builds
    since 1996.
  * BT_L4/BTL4APP.CPP pilot reconstruction: 12/12 functions, Fail() lands on
    its binary-recorded line 400 exactly.
  * BT/BTCNSL.HPP: console wire IDs recovered from the binary's ctors
    (Killed=9, Damaged=10, ScoreUpdate=13, DeathWithoutHonor=15 [T1];
    TeamScore=12 flagged [T4]).
  * MUNGA/: 8 engine-header backfills back-dated from the BT412 WinTesla tree
    (VDATA numbering decomp-verified; AUDREND's OpenAL-era virtual removed -
    the period compiler is the drift detector).
  * Tooling: backdate.py (WinTesla->1995 header transform), compile410.sh
    (per-TU verification sweep under authentic OPT.MAK flags).
  * README: corrected roadmap - MECH.HPP is the capstone grown with the mech
    TU reconstructions; BTREG.CPP green = the header-family milestone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 07:33:26 -05:00
..



Turbo Blocks is played on a 10x20 grid.  Blocks of various shapes fall from 

the top of the grid.  They stop when they hit the bottom of the grid, or

another block.  Blocks can be moved left/right (using the arrow keys),

or rotated (with the spacebar).  If an entire row of the game grid is

filled, it will disappear, and the remaining blocks will drop down to

fill in the space.  The object is to continue the game without letting

the blocks reach the top of the grid.



The following options may be set in the BLOCKS.INI file:



[blocks]

gamespeed=10

blocksize=20



GAMESPEED will adjust the speed of the game.  Smaller numbers result

in a faster game.



BLOCKSIZE will adjust the size of the game window.  This specifies the

size of each block, in pixels.





The following features were not implemented, and are left as an exercise

to the user:



  - score

  - level count

  - line count

  - display of the next block that will appear