- 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>
33 lines
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33 lines
968 B
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Turbo Blocks is played on a 10x20 grid. Blocks of various shapes fall from
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the top of the grid. They stop when they hit the bottom of the grid, or
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another block. Blocks can be moved left/right (using the arrow keys),
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or rotated (with the spacebar). If an entire row of the game grid is
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filled, it will disappear, and the remaining blocks will drop down to
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fill in the space. The object is to continue the game without letting
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the blocks reach the top of the grid.
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The following options may be set in the BLOCKS.INI file:
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[blocks]
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gamespeed=10
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blocksize=20
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GAMESPEED will adjust the speed of the game. Smaller numbers result
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in a faster game.
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BLOCKSIZE will adjust the size of the game window. This specifies the
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size of each block, in pixels.
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The following features were not implemented, and are left as an exercise
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to the user:
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- score
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- level count
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- line count
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- display of the next block that will appear
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