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Some documentation updates by Tarzeau.
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Florian Schulze committed Aug 11, 2002
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2 changes: 2 additions & 0 deletions Makefile
Expand Up @@ -37,3 +37,5 @@ install:
uninstall:
rm /usr/games/jnbpack /usr/games/jnbunpack /usr/games/jumpnbump /usr/games/jnbmenu.tcl /usr/games/jumpnbump.fbcon /usr/games/jumpnbump.svgalib /usr/games/gobpack

doc:
rman jumpnbump.6 -f HTML >jumpnbump.html
38 changes: 14 additions & 24 deletions jumpnbump.6
@@ -1,8 +1,8 @@
.TH jumpnbump 6 "August 6th, 2002"
.TH jumpnbump 6 "August 8th, 2002"
.SH NAME
jumpnbump \- Cute multiplayer platform game with bunnies
.SH SYNOPSIS
jumpnbump \fR[\fB-dat \fIlevelname\fR] [\fB-port \fIport \fB-net \fIplayer hostname rport\fR] [\fB-fireworks\fR] [\fB-fullscreen\fR]
jumpnbump \fR[\fB-dat \fIlevelname\fR] [\fB-port \fIport \fB-net \fIplayer hostname rport\fR] [\fB-fireworks\fR] [\fB-fullscreen\fR] [\fB-nosound\fR] [\fB-musicnosound\fR] [\fB-nogore\fR] [\fB-mirror\fR] [\fB-scaleup\fR] [\fB-v\fR] [\fB-h\fR]
.SH DESCRIPTION
You, as a bunny, have to jump on your opponents to make them
explode. It's a true multiplayer game, you can't play this alone.
Expand All @@ -23,6 +23,8 @@ Run the program in "screensaver" mode. This is useful with -fullscreen.
Run jump'n'bump in fullscreen mode.
.IP "-nosound"
Run jump'n'bump without sound.
.IP "-musicnosound"
Run jump'n'bump with music but no sound effects.
.IP "-nogore"
Play without blood, familymode.
.IP "-mirror"
Expand Down Expand Up @@ -74,43 +76,33 @@ lordoftheflies - the flies are attracted
bloodisthickerthanwater - water turns to blood
.SH LEVELS
There are two programs to help you make your own levels: jnbpack and jnbunpack.

.br
.PP
jnbpack -o /tmp/newlevel.dat <file1> <file2> <file3> etc

.br
.PP
or you can just put all the files in a dir, cd to that dir and do

.br
.PP
jnbpack -o /tmp/newlevel.dat *

.br
.PP
and it will put all the files in the current dir inside the packfile.
Don't try things like jnbpack -o stuff.dat ../file.c because it will add
"../file.c" as the filename in the packfile, which won't work.

.br
.PP
jnbunpack level.dat
.br
will unpack it in the current directory.

.br
.PP
With gobpack you can convert .gob files (which are sprites, described in
gob.txt) into .pcx files which you can edit with gimp for example, then
convert back to a .gob and use it in your own level.

.br
.PP
gobpack -u font menu.pcx

.br
.PP
will unpack font.gob using the color palette from menu.pcx and write the
files font.pcx font.txt. The other gob files should use level.pcx for the
correct palette.

.br
.PP
gobpack font

.br
.PP
will generate font.gob from font.pcx and the specifications in font.txt.
The .pcx files should be resaved with another program, as they are not
packed and are thus very large.
Expand All @@ -128,5 +120,3 @@ the original program does not have a manual page.
.PP
This manual page was written by Joe Wreschnig <piman@sacredchao.net>, for the
Debian GNU/Linux system (but may be used by others).


158 changes: 158 additions & 0 deletions jumpnbump.html
@@ -0,0 +1,158 @@
<!-- manual page source format generated by PolyglotMan v3.0.9, -->
<!-- available via anonymous ftp from ftp.cs.berkeley.edu:/ucb/people/phelps/tcltk/rman.tar.Z -->

<HTML>
<HEAD>
<TITLE>jumpnbump(6) manual page</TITLE>
</HEAD>
<BODY bgcolor=white>
<A HREF="#toc">Table of Contents</A><P>

<H2><A NAME="sect0" HREF="#toc0">Name</A></H2>
jumpnbump - Cute multiplayer platform game with bunnies
<H2><A NAME="sect1" HREF="#toc1">Synopsis</A></H2>
jumpnbump
[<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>]
[<B>-nosound</B>] [<B>-musicnosound</B>] [<B>-nogore</B>] [<B>-mirror</B>] [<B>-scaleup</B>] [<B>-v</B>] [<B>-h</B>]
<H2><A NAME="sect2" HREF="#toc2">Description</A></H2>
You,
as a bunny, have to jump on your opponents to make them explode. It's a true
multiplayer game, you can't play this alone. It has network support.
<H2><A NAME="sect3" HREF="#toc3">Options</A></H2>

<DL>

<DT>-dat
<I>levelname</I></DT>
<DD>Load <I>levelname</I> and use it as the level for this game. </DD>

<DT>-port <I>port</I></DT>
<DD>Use
<I>port</I> as the port to listen on for a network game. Use this with -net. </DD>

<DT>-net
<I>player hostname rport</I></DT>
<DD>Connect (using a network) to another person running
jump'n'bump on <I>hostname</I>, and listening on <I>rport</I>. You will be player number
<I>player</I>. </DD>

<DT>-fireworks</DT>
<DD>Run the program in "screensaver" mode. This is useful with
-fullscreen. </DD>

<DT>-fullscreen</DT>
<DD>Run jump'n'bump in fullscreen mode. </DD>

<DT>-nosound</DT>
<DD>Run jump'n'bump
without sound. </DD>

<DT>-musicnosound</DT>
<DD>Run jump'n'bump with music but no sound effects.
</DD>

<DT>-nogore</DT>
<DD>Play without blood, familymode. </DD>

<DT>-mirror</DT>
<DD>Play with mirrored level. </DD>

<DT>-scaleup</DT>
<DD>Play
with doublesize resolution (800x512). </DD>

<DT>-h</DT>
<DD>Print help. </DD>

<DT>-v</DT>
<DD>Print version. </DD>
</DL>

<H2><A NAME="sect4" HREF="#toc4">Usage</A></H2>
The
goal of the game is to jump on the other players. Each rabbit has three
control keys.
<DL>

<DT>Player 1 (Dott)</DT>
<DD>Left - Left <BR>
Right - Right <BR>
Jump - Up </DD>

<DT>Player 2 (Jiffy)</DT>
<DD>Left - A <BR>
Right - D <BR>
Jump - W </DD>

<DT>Player 3 (Fizz)</DT>
<DD>Left - J <BR>
Right - L <BR>
Jump - I </DD>

<DT>Player 4 (Mijji)</DT>
<DD>Left - 4 <BR>
Right - 5 <BR>
Jump - 8 </DD>
</DL>

<H2><A NAME="sect5" HREF="#toc5">Secret Codes</A></H2>
You can type these while in the game <BR>
jetpack - you can fly <BR>
pogostick - the bunnies keep jumping <BR>
bunniesinspace - gravity is lower, you can jump higher <BR>
lordoftheflies - the flies are attracted <BR>
bloodisthickerthanwater - water turns to blood
<H2><A NAME="sect6" HREF="#toc6">Levels</A></H2>
There are two programs
to help you make your own levels: jnbpack and jnbunpack. <P>
jnbpack -o /tmp/newlevel.dat
&lt;file1&gt; &lt;file2&gt; &lt;file3&gt; etc <P>
or you can just put all the files in a dir, cd to
that dir and do <P>
jnbpack -o /tmp/newlevel.dat * <P>
and it will put all the files
in the current dir inside the packfile. Don't try things like jnbpack -o stuff.dat
../file.c because it will add "../file.c" as the filename in the packfile, which
won't work. <P>
jnbunpack level.dat <BR>
will unpack it in the current directory. <P>
With gobpack you can convert .gob
files (which are sprites, described in gob.txt) into .pcx files which you
can edit with gimp for example, then convert back to a .gob and use it in
your own level. <P>
gobpack -u font menu.pcx <P>
will unpack font.gob using the color
palette from menu.pcx and write the files font.pcx font.txt. The other gob
files should use level.pcx for the correct palette. <P>
gobpack font <P>
will generate
font.gob from font.pcx and the specifications in font.txt. The .pcx files should
be resaved with another program, as they are not packed and are thus very
large.
<H2><A NAME="sect7" HREF="#toc7">Authors</A></H2>
<P>
Chuck Mason &lt;cemason@users.sourceforge.net&gt;, Jon Atkins &lt;jcatki@home.com&gt;,
Philippe Brochard &lt;phil.brochard@wanadoo.fr&gt;, Gürkan Sengün &lt;gurkan@linuks.mine.nu&gt;,
Florian Schulze &lt;crow@icculus.org&gt; and "timecop" &lt;timecop@japan.co.jp&gt; are the
authors of jump'n'bump. <P>
This program is a UNIX port of the old DOS game by
brainchilddesign. <P>
This manual page was written for the Debian GNU/Linux
distribution because the original program does not have a manual page. <P>
This
manual page was written by Joe Wreschnig &lt;piman@sacredchao.net&gt;, for the Debian
GNU/Linux system (but may be used by others). <P>

<HR><P>
<A NAME="toc"><B>Table of Contents</B></A><P>
<UL>
<LI><A NAME="toc0" HREF="#sect0">Name</A></LI>
<LI><A NAME="toc1" HREF="#sect1">Synopsis</A></LI>
<LI><A NAME="toc2" HREF="#sect2">Description</A></LI>
<LI><A NAME="toc3" HREF="#sect3">Options</A></LI>
<LI><A NAME="toc4" HREF="#sect4">Usage</A></LI>
<LI><A NAME="toc5" HREF="#sect5">Secret Codes</A></LI>
<LI><A NAME="toc6" HREF="#sect6">Levels</A></LI>
<LI><A NAME="toc7" HREF="#sect7">Authors</A></LI>
</UL>
</BODY></HTML>

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