CUCD7 ReadMe

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This is a web version of the CUCD7 ReadMe file. The ReadMe is found in the Worms-CD drawer located at the root of the CD-ROM.

ReadMe

                        __    ___=\ ___  _  _    ___ 
                        \ \/\/ /  \|  _// \/ \ _/ _/
                         \_/\_/\__/|_| /_/\/\_\\_/  
 
                        ---- THE DIRECTOR'S CUT ----
                               (THE CD BITS!)

                 Copyright © 1995-1997 Team 17 Software Ltd.


CUCD7 contains some extra stuff to make WORMS DC even MORE exciting!!
So what are these additonal bits of concrete?  Well, there are 7 CD audio
tracks, including the background tracks and WormSong (original+remix),
all the anims and some extra levels+mountain sets.

To use the CD you must first tell WORMS DC about your set-up.  You don't need
CD32 emulation (although you can use cd.device if you want).

All this is done with the TOOL TYPES.  From Workbench, click on the WORMSDC
game icon and choose "Information" from the "Icon" menu.  In the Tool Types
section you should see the following ...

(SCSI_DEV=<device>)
(SCSI_ID=<number>)
(CD_PATH=<path>)
(CD_AUDIO=<yes|no>)
(CD_ANIMS=<yes|no>)

Remove the brackets from any you change.

SCSI_DEV is the name of the device you are using - such as 1230scsi.device or
squirrelscsi.device.  SCSI_ID is the unit number of the CD drive.  If you've
got no idea what these are, read the mountlist entry for the CD drive -
usually in Devs/DosDrivers and called CD0.

If you are using a CD32+expansion, enter cd.device as the device name - you
don't need to enter a SCSI_ID.  You can also use cd.device if you have some
form of CD32 emulation on your Amiga.

CD_PATH is where WORMS DC will look for the anims - it also checks this
directory for any custom stuff.  You should set this to CUCD7:Worms-CD

The CD_AUDIO and CD_ANIMS settings tell WORMS DC whether to play the
audio+anims or not.

So, an example set-up would look like ...

SCSI_DEV=1230scsi.device
SCSI_ID=3
CD_PATH=CUCD7:Worms-CD
CD_AUDIO=yes
CD_ANIMS=yes

Once you've got everything set up, start the game as usual =)


* "WHAT THE HELL IS WORMS - THE DIRECTOR'S CUT?!"

If you've never heard of it, then this is what it's all about - and yes I know
the original version said that on the title screen, but we couldn't think of a
better name for the new version!!  Mad Cow Edition was it's working-title ...

The aim of this version was to give the Amiga the best possible version of
WORMS 1 - a sort of WORMS 1.5.  Thanks again to everyone who's suggested stuff
for it  ... 

NOTE: This section will also be helpful to those people who "forgot" most of
the extra stuff in the game.  So for those people, here are all those
"substantial additions" again ...


* THE TECHY STUFF ...

Over 300 colours on screen
Super-smooth quarter-pixel scrolling
9 level parallax (including two layers of mountains)
24-bit fades + explosion flashes


* MAD COWS, HOMING PIGEONS, OLD WOMEN ...

> 15+ (count 'em) new weapons

New standard weapons ...

Grenade Launcher
Handgun
Petrol Bomb
(Sheep has been promoted to a standard weapon as well)

New special weapons ...

Homing Pigeon
Mad Cows
Holy Hand Grenade
Baseball Bat
Super Sheep
Sheep-on-a-Rope
Sheep Strike
Old Woman
Priceless Ming Vase

... and the rest =)

> Graffiti Mode 

Lets you paint your own level in the landscape generator - like drawing
freehand in a paint package ... Worms then turns it into whatever landscape
type you want (Forest/Arctic...) and places objects/bridges on it.

> DIY Landscapes

Using a template you can create your own types of level (like Mars/Hell...)
You can also set the gravity/friction/sky-colour/water-colour, and which set of
mountains it uses.

> Mountain Sets 

You can create your own mountains (both back+front) in a paint package and
then turn them into a mountain set which can be used by Worms for
standard+custom levels.  Both back+front mountains can use their own 16
colours.

> 2-layer levels

Levels can now have background scenery which you can walk infront of.  On
standard levels this means that tunnels+small explosions are not see-through.
On custom levels you can now have a whole second picture as the background
scenery.

> Cavern Levels

1-in-4 levels are now caverns (this option can be turned off though)

> Weapon Damage Settings

The amount of damage each weapon does (and therefore the size of the crater it
makes) can be changed.  This lets you have weapons like Banana Bomb enabled +
have a game that lasts longer than a minute =)

> Air Moves

Certain moves can now be done in the air.  Worms also have a straight-up
jump and backflip.  This allows you to jump up and kamikaze, or backflip off a
cliff and Ninja Rope the underneath of it.  Ninja Rope can also be done
repeatedly, tarzan-style - very useful in cavern levels - and dynamite can be
dropped while you're swinging.

> Improved Team Entry

Worms now handles unlimited number of teams - they are just stored in a TWTEAM
drawer.  The number of games played/won, cpu setting etc. are also stored - so
even if a team is hardly ever used, it's stats will still be remembered, and
the team will still be selectable at Game Start.  As a lot of people like to
have more than 4 worms on the go, and the WormList was a bit confusing for
selecting them, you can now have A+B Teams under the same name.

> Improved sample-sets

Samples are now loaded into fast-ram if you have it - letting you have a
different sample-set for each team.  Worms also handles unlimited amount of
sample-sets, and uses a default set if any sound fx are missing - you don't
need to include standard fx, such as the bazooka, in your set if you don't
want to change them.

> Personalized samples

Each worm can have a specific sample for when they go byebye.  So Jessica
Fletcher can now go down in a blaze of glory to the Murder She Wrote theme
tune ...

> WormCam

The equivilant of "action-tracking" on the PC/PSX version - the screen will
scroll to follow moving worms/mines etc.  You can also go and look at the
position of each worm by pressing "/" on the keypad.  WormCam can be toggled
on/off with the "*" key on the keypad.

> The "very exciting" crate menu

Which items appear in weapon-crates, and how often they appear, can be
adjusted.

> Landscape options

Control which landscapes appear and how often.

> Landscape naming

Give landscapes names, so you don't forget those levels that look like animals
(VERY important this) - 1484558184 can now be called "Rat" ... 

> Small changes ...

Air Strikes are now directable, Homing Missiles can go off-screen+underwater,
you can swing off-screen when on the rope, change the range of mines,
continue on same level option, medi-kits, wind on/off, maximum of 250 energy
for worms, options can now be saved ...


* CUSTOM LEVELS, BUT MORE SO

If the thought of drawing levels in just 8 colours made you shout at people
you didn't even know, this will calm you down.  You can now use 16 (!) - the
colour restrictions are the same as before ...

colour 0    - transparent
colour 1    - white-ish
colour 2    - pink-ish (204,136,136/12,8,8)
colour 3    - anything (t-shirt/crate colour)
colour 4    - lighter version of 3
colour 5    - anything (mine colour)
colour 6    - lighter version of 5
colour 7-15 - anything

Levels can be in AGA colours.  8-colour levels can still be loaded, but if
your making an AGA level make sure you put .WRM16 on the end of it so you
don't make the original Worms explode trying to load it.

Also, you can now have background scenery which your worm can walk infront of.
To do this draw two pictures, both 960x350 in 16 colours and using the same
palette.  The first picture will be the foreground, all the stuff you can
stand on and shoot, and the second will be the background.  In the game the
two pictures are combined on screen, like the first being overlaid on the
second, and as the foreground is blown up, the background is revealed.

This means you can produce levels like the inside of a house, with the back
wall drawn as background and the walls + stairs drawn as foreground.  This
will allow your worm to walk into the house and climb up the stairs (cor!).


* THE DIRECTOR'S PATCH

Because of the time the AGA version has taken up, I haven't been able to get
the patch done for the original Worms.  This patch will fix the infamous
cd.device bug, and add some extra stuff to the game.  As soon as I've got the
AGA version out the way, I'll get it finished.  Sorry =(


* THE CHANNEL OF MAD PEOPLE

If you are on IRC, choose an EfNet Europe server, such as irc.stealth.net, and
join #worms.  You too could learn what Betong Asna means in Swedish ...


* NEVER USE CHEAP 70s CONCRETE

And yes, a certain "garden ornament" will probably be making an appearance ...


Keep on worming ...


--
__    ___=\ ___  _  _    ___ | Andy Davidson      | It was a fish,         |
\ \/\/ /  \|  _// \/ \ _/ _/ | Mad? Possibly      | but with a yellow,     |
 \_/\_/\__/|_| /_/\/\_\\_/   | theworm@team17.com | banana-like colouring  |
                                                        	    
Worms has been brought to you today by the letters A+D, and by the number 17

Notes =

  • The included instructions do not work for any version of WormsDC - no Tool Types can be set.
  • As CUCD7 release some months prior to the release of WormsDC itself, the ReadMe also serves as something of an ad for the game.
  • Andy alludes to an in-development patch for the original Amiga version of Worms that had fallen by the wayside. No such patch was ever released. (Boo!)
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