									  INTRODUCING:

		+--\ +--- +--+ +---+ -  -  +--\ /--\ +---+ +--\ /--+  | |
		|  | |__  |__|   |   |__|  |__/ |  |   |   |  | \__   | |
		|  | |    |  |   |   |  |  |  \ |  |   |   |  |    \  | |
		+--/ +--- -  -   -   -  -  -  - \--/ +---+ +--/ +--/  . .

	 +-----------------------------------------------------------+
								  __________________
				 +------------                  ------------+
									VERSION 0.99beta
				 +------------__________________------------+


									By:
									  Augusto Roman!

									- SOURCE CODE -

Requirements:

	*FAST* computer!  386 or higher (technically, since it uses 386
	instructions), but it runs at a nice speed on my 486/50.

	SuperVGA video card with 1 meg of video RAM
	VESA graphics support (either hardware or software)
	  A software VESA BIOS extender can be found as
	  "univbe43.zip" on "x2ftp.oulu.fi" in the
	  "/pub/msdos/programming/libs" directory.
	  (I believe the newest version may be "univbe50.zip")

	SoundBlaster for sound.  I didn't write the sound routines, so
	I have no idea whether they will work with the GUS, SB16 or
	whatever.

	Borland C++ v.3.1 or higher in order to use the project file.


Notes on source:

	Most of the stuff is uncommented, but it shouldn't be too difficult
	to understand.

	The included project file, if you can't use it, simply includes the
	files DETHROID.C, SOUND.C, DMALIB.C, and TIMERX.C.

	If you have any questions / comments / compliments / etc
	on my source, go ahead and email me!


Credits:

	Coding:         Augusto Roman  :)
	Graphics:       Augusto Roman  =)
	Sound Bytes:    Augusto Roman  :-)
	Moral Support:  Augusto Roman  =-)

	Other worthy of note: (hehe)
		The entire sound part of this program was only possible
		because of Peter Sprenger's fantastic SOUNDX sound
		system!! Without this, I would have been stuck with beeps
		and boops.  (Ugh)

		All the graphics were raytraced with the really nifty
		LightWave 3-D program.  The very same program that they
		use for Babylon 5 and Seaquest!  Pretty cool, eh?

		Sound bytes taken from various movies (hehe, see if you
		can guess which ones! :)

		Also, a MAJOR thanks to everyone on the net for helping
		me out with optomizing my graphics routines!  There's no
		way it would be as fast as it is without their help!
		Especially those on rec.games.programmer!

		Thanks to the PC Games Programming Encyclopedia
		and its makers!

		Thanks to Jason Hughes (a.k.a. The Panther) for an example
		for debugging my VESA stuff!

		And, of course, to everyone who helped me out with
		various tips and pointers.


Disclaimer:

	I've never released a program before, but everything I've seen
	around has one of these, so I figured that I'd go ahead and put
	one too. (In all caps, even! :)

	  WARNING:  THIS PROGRAM IS PROVIDED ABSOLUTELY FREE OF CHARGE.
	  THE AUTHOR, THEREFORE, IS NOT RESPONSIBLE FOR ANY DAMAGE DONE 
	  TO YOU, YOUR LIFE, YOUR DOG, YOUR MOUSE, OR ANYTHING ELSE IN
	  ANY WAY CONNECTED TO YOUR EXISTANCE RESULTING FROM THIS
	  PROGRAM.

	  YOU MAY USE, COPY, MODIFY, DISTRIBUTE, AND/OR ERASE THIS
	  SOFTWARE AND ITS DOCUMENTATION FOR ANY LAWFUL PURPOSE SO
	  LONG AS ALL FILES ARE KEPT (OR DELETED) TOGETHER.

	  In short, * RUN THIS PROGRAM AT YOUR OWN RISK! *

	Have a nice day.


	Also, this program is freeware, and I'd like it to stay that way.
	You may use / learn / whatever from the routines included for your
	own programs, but	please do not take this program and sell it.
	(i.e. - Go ahead and see how my routines work, then write a program
	that makes you a millionaire. :)  (But don't forget me! =) )

Other nifty info about this great program:

	It was written in C.  100% C.  Except for the sound code, which I
	didn't write, but oh well.  Didn't know how to split up the source
	code when I began writing it, and didn't want to fix it later, so
	it is all in one big file.  The source is just about 50k,
	excluding the sound stuff.

	It practically un-commented, but I used easy-to-understand names
	and stuff, so it shouldn't be too tough to decipher. (I think so,
	anyways. :)

	If you have any feedback on this game ("It's *FANTASTIC*!" or
	"Hey, you wrote a really lame game."), or even money! (hehe),
	I can be reached at:

		Augusto Roman
		4865 Las Alturas
		Las Cruces, NM, 88011

	or via e-mail at:       aroman@nmsu.edu