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<title>jumpnbump(6) manual page</title>
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<a href='#toc'>Table of Contents</a><p>
<h2><a name='sect0' href='#toc0'>Name</a></h2>
Jump ’n Bump - 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>-fullscreen</b>] [<b>-nosound</b>]
[<b>-musicnosound</b>] [<b>-nogore</b>] [<b>-noflies</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>-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>-noflies</dt>
<dd>Disable flies. </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, compile time and if network code is compiled in. </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>
<dt>In the game</dt>
<dd>Turn on/off computer play (AI) of bunny 1 - 1 <br>
Turn on/off computer play (AI) of bunny 2 - 2 <br>
Turn on/off computer play (AI) of bunny 3 - 3 <br>
Turn on/off computer play (AI) of bunny 4 - 4 <br>
</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
<file1> <file2> <file3> 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 <cemason@users.sourceforge.net>, Jon Atkins <jcatki@home.com>,
Philippe Brochard <phil.brochard@wanadoo.fr>, G¼rkan Seng¼n <gurkan@linuks.mine.nu>,
Florian Schulze <crow@icculus.org>, Ricardo Cruz <rick2@aeiou.pt> and "timecop"
<timecop@japan.co.jp> 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 <piman@sacredchao.net>,
for the Debian GNU/Linux system (but may be used by others). The manual
page is kept up to date by G¼rkan Seng¼n <gurkan@linuks.mine.nu>. <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>
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