CUCD7 ReadMe
From Worms Knowledge Base
(Up to CUCD7)
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!)