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5 <HEAD>
6 <TITLE>jumpnbump(6) manual page</TITLE>
7 </HEAD>
8 <BODY bgcolor=white>
9 <A HREF="#toc">Table of Contents</A><P>
11 <H2><A NAME="sect0" HREF="#toc0">Name</A></H2>
12 jumpnbump - Cute multiplayer platform game with bunnies
13 <H2><A NAME="sect1" HREF="#toc1">Synopsis</A></H2>
14 jumpnbump
15 [<B>-dat <I>levelname</I></B>] [<B>-port <I>port <B>-net <I>player hostname rport</I></B></I></B>] [<B>-fireworks</B>] [<B>-fullscreen</B>]
16 [<B>-nosound</B>] [<B>-musicnosound</B>] [<B>-nogore</B>] [<B>-mirror</B>] [<B>-scaleup</B>] [<B>-v</B>] [<B>-h</B>]
17 <H2><A NAME="sect2" HREF="#toc2">Description</A></H2>
18 You,
19 as a bunny, have to jump on your opponents to make them explode. It's a true
20 multiplayer game, you can't play this alone. It has network support.
21 <H2><A NAME="sect3" HREF="#toc3">Options</A></H2>
23 <DL>
25 <DT>-dat
26 <I>levelname</I></DT>
27 <DD>Load <I>levelname</I> and use it as the level for this game. </DD>
29 <DT>-port <I>port</I></DT>
30 <DD>Use
31 <I>port</I> as the port to listen on for a network game. Use this with -net. </DD>
33 <DT>-net
34 <I>player hostname rport</I></DT>
35 <DD>Connect (using a network) to another person running
36 jump'n'bump on <I>hostname</I>, and listening on <I>rport</I>. You will be player number
37 <I>player</I>. </DD>
39 <DT>-fireworks</DT>
40 <DD>Run the program in "screensaver" mode. This is useful with
41 -fullscreen. </DD>
43 <DT>-fullscreen</DT>
44 <DD>Run jump'n'bump in fullscreen mode. </DD>
46 <DT>-nosound</DT>
47 <DD>Run jump'n'bump
48 without sound. </DD>
50 <DT>-musicnosound</DT>
51 <DD>Run jump'n'bump with music but no sound effects.
52 </DD>
54 <DT>-nogore</DT>
55 <DD>Play without blood, familymode. </DD>
57 <DT>-mirror</DT>
58 <DD>Play with mirrored level. </DD>
60 <DT>-scaleup</DT>
61 <DD>Play
62 with doublesize resolution (800x512). </DD>
64 <DT>-h</DT>
65 <DD>Print help. </DD>
67 <DT>-v</DT>
68 <DD>Print version. </DD>
69 </DL>
71 <H2><A NAME="sect4" HREF="#toc4">Usage</A></H2>
72 The
73 goal of the game is to jump on the other players. Each rabbit has three
74 control keys.
75 <DL>
77 <DT>Player 1 (Dott)</DT>
78 <DD>Left - Left <BR>
79 Right - Right <BR>
80 Jump - Up </DD>
82 <DT>Player 2 (Jiffy)</DT>
83 <DD>Left - A <BR>
84 Right - D <BR>
85 Jump - W </DD>
87 <DT>Player 3 (Fizz)</DT>
88 <DD>Left - J <BR>
89 Right - L <BR>
90 Jump - I </DD>
92 <DT>Player 4 (Mijji)</DT>
93 <DD>Left - 4 <BR>
94 Right - 5 <BR>
95 Jump - 8 </DD>
96 </DL>
98 <H2><A NAME="sect5" HREF="#toc5">Secret Codes</A></H2>
99 You can type these while in the game <BR>
100 jetpack - you can fly <BR>
101 pogostick - the bunnies keep jumping <BR>
102 bunniesinspace - gravity is lower, you can jump higher <BR>
103 lordoftheflies - the flies are attracted <BR>
104 bloodisthickerthanwater - water turns to blood
105 <H2><A NAME="sect6" HREF="#toc6">Levels</A></H2>
106 There are two programs
107 to help you make your own levels: jnbpack and jnbunpack. <P>
108 jnbpack -o /tmp/newlevel.dat
109 &lt;file1&gt; &lt;file2&gt; &lt;file3&gt; etc <P>
110 or you can just put all the files in a dir, cd to
111 that dir and do <P>
112 jnbpack -o /tmp/newlevel.dat * <P>
113 and it will put all the files
114 in the current dir inside the packfile. Don't try things like jnbpack -o stuff.dat
115 ../file.c because it will add "../file.c" as the filename in the packfile, which
116 won't work. <P>
117 jnbunpack level.dat <BR>
118 will unpack it in the current directory. <P>
119 With gobpack you can convert .gob
120 files (which are sprites, described in gob.txt) into .pcx files which you
121 can edit with gimp for example, then convert back to a .gob and use it in
122 your own level. <P>
123 gobpack -u font menu.pcx <P>
124 will unpack font.gob using the color
125 palette from menu.pcx and write the files font.pcx font.txt. The other gob
126 files should use level.pcx for the correct palette. <P>
127 gobpack font <P>
128 will generate
129 font.gob from font.pcx and the specifications in font.txt. The .pcx files should
130 be resaved with another program, as they are not packed and are thus very
131 large.
132 <H2><A NAME="sect7" HREF="#toc7">Authors</A></H2>
134 Chuck Mason &lt;cemason@users.sourceforge.net&gt;, Jon Atkins &lt;jcatki@home.com&gt;,
135 Philippe Brochard &lt;phil.brochard@wanadoo.fr&gt;, Gürkan Sengün &lt;gurkan@linuks.mine.nu&gt;,
136 Florian Schulze &lt;crow@icculus.org&gt; and "timecop" &lt;timecop@japan.co.jp&gt; are the
137 authors of jump'n'bump. <P>
138 This program is a UNIX port of the old DOS game by
139 brainchilddesign. <P>
140 This manual page was written for the Debian GNU/Linux
141 distribution because the original program does not have a manual page. <P>
142 This
143 manual page was written by Joe Wreschnig &lt;piman@sacredchao.net&gt;, for the Debian
144 GNU/Linux system (but may be used by others). <P>
146 <HR><P>
147 <A NAME="toc"><B>Table of Contents</B></A><P>
148 <UL>
149 <LI><A NAME="toc0" HREF="#sect0">Name</A></LI>
150 <LI><A NAME="toc1" HREF="#sect1">Synopsis</A></LI>
151 <LI><A NAME="toc2" HREF="#sect2">Description</A></LI>
152 <LI><A NAME="toc3" HREF="#sect3">Options</A></LI>
153 <LI><A NAME="toc4" HREF="#sect4">Usage</A></LI>
154 <LI><A NAME="toc5" HREF="#sect5">Secret Codes</A></LI>
155 <LI><A NAME="toc6" HREF="#sect6">Levels</A></LI>
156 <LI><A NAME="toc7" HREF="#sect7">Authors</A></LI>
157 </UL>
158 </BODY></HTML>