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Content-type: text/html; charset=UTF-8

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<HTML><HEAD><TITLE>Man page of Jump 'n Bump</TITLE>
</HEAD><BODY>
<H1>Jump 'n Bump</H1>
Section: Games and Demos (6)<BR>Updated: August 25th, 2002<BR><A HREF="#index">Index</A>
<A HREF="/man/man2html">Return to Main Contents</A><HR>

<A NAME="lbAB">&nbsp;</A>
<H2>NAME</H2>

jumpnbump - Cute multiplayer platform game with bunnies
<A NAME="lbAC">&nbsp;</A>
<H2>SYNOPSIS</H2>

jumpnbump [<B>-dat </B><I>level_path</I>] [<B>-server </B><I>clients_number</I>] [<B>-connect </B><I>hostname</I>] [<B>-player </B><I>number</I>] [<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>]
<A NAME="lbAD">&nbsp;</A>
<H2>DESCRIPTION</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.
<A NAME="lbAE">&nbsp;</A>
<H2>OPTIONS</H2>

<DL COMPACT>
<DT>-dat <I>level_path</I><DD>
Load <I>level_path</I> (<I>.dat</I> file) and use it as the level for this game.
<DT>-server <I>clients_number</I><DD>
Start as a server waiting on port TCP 11111 and wait for <I>client_numbers</I>
clients to connect before starting the game.
<DT>-connect <I>hostname</I><DD>
Connect (using IP network) to remote server <I>hostname</I>.
<DT>-player <I>number</I><DD>
Set the main player to <I>number</I>. Needed for networking.
<DT>-fullscreen<DD>
Run Jump 'n Bump in fullscreen mode.
<DT>-nosound<DD>
Run Jump 'n Bump without sound.
<DT>-musicnosound<DD>
Run Jump 'n Bump with music but no sound effects.
<DT>-nogore<DD>
Play without blood, familymode.
<DT>-noflies<DD>
Disable flies.
<DT>-mirror<DD>
Play with mirrored level.
<DT>-scaleup<DD>
Play with doublesize resolution (800x512).
<DT>-h<DD>
Print help.
<DT>-v<DD>
Print version, compile time and if network code is compiled in.
</DL>
<A NAME="lbAF">&nbsp;</A>
<H2>USAGE</H2>

The goal of the game is to jump on the other players. Each rabbit has
three control keys.
<DL COMPACT>
<DT>Player 1 (Dott)<DD>
Left - Left
<BR>

Right - Right
<BR>

Jump - Up
<DT>Player 2 (Jiffy)<DD>
Left - A
<BR>

Right - D
<BR>

Jump - W
<DT>Player 3 (Fizz)<DD>
Left - J
<BR>

Right - L
<BR>

Jump - I
<DT>Player 4 (Mijji)<DD>
Left - Keypad 4
<BR>

Right - Keypad 5
<BR>

Jump - Keypad 8
<DT>In the game<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>

</DL>
<A NAME="lbAG">&nbsp;</A>
<H2>SECRET CODES</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
<A NAME="lbAH">&nbsp;</A>
<H2>LEVELS</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
&quot;../file.c&quot; 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.
<A NAME="lbAI">&nbsp;</A>
<H2>AUTHORS</H2>

<P>

Jump 'n Bump is originally a DOS game by Brainchild Design, authored by
Matthias Brynervall (code), Andreas Brynervall (graphics), Martin Magnusson
(graphics), and Anders Nilsson (music). It was open sourced under the GPL
license.
<P>

The game was ported to Linux using SDL by Chuck Mason, and since then
received contributions from multiple people. See the AUTHORS file provided
with the game's documentation for details.
<P>

This SDL2 port of Jump 'n Bump is maintained by the Libre Games community.
<P>

<HR>
<A NAME="index">&nbsp;</A><H2>Index</H2>
<DL>
<DT><A HREF="#lbAB">NAME</A><DD>
<DT><A HREF="#lbAC">SYNOPSIS</A><DD>
<DT><A HREF="#lbAD">DESCRIPTION</A><DD>
<DT><A HREF="#lbAE">OPTIONS</A><DD>
<DT><A HREF="#lbAF">USAGE</A><DD>
<DT><A HREF="#lbAG">SECRET CODES</A><DD>
<DT><A HREF="#lbAH">LEVELS</A><DD>
<DT><A HREF="#lbAI">AUTHORS</A><DD>
</DL>
<HR>
This document was created by
<A HREF="/man/man2html">man2html</A>,
using the manual pages.<BR>
Time: 18:43:03 GMT, February 10, 2026
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