GTA Jump version 1.1

A HardHat/John-Paul Gignac game

Introduction

Cruising around in a tricked out Audi TT, you've signed up to collect car 
parts for a bounty.  But little did you know that the needed to be paired up.
It won't be easy, you need to drive and jump from platform to platform, 
pushing crates and hay bales into position, and taking elevators
to reach the highest heights.

Installation

For 1.5 users, copy the two folders in the 1.5 folder into psp/game on your
memory stick.  For 1.0 or eloader users, put the gtajump folder from 
the 1.0 folder into psp/game on our memory stick.  The game starts with the 
title screen, then it goes straight into the action.

How to Play

The top of the screen is the game status.  It tells you your health, 
lives left, car parts matched from this level and your total score.
The rest of the screen is where the car is exploring.  Controls:

	left, right arrow - move the car
	X - jump 

There are three different kinds of car parts: spark plugs, batteries, and 
fuzzy dice, two of each colour on each level.  To complete a level match 
the car parts and collect the fuel that is spread around the levels.

For moving up, jump for it.  The car can jump on the bridges from below
but never onto grass from below.

How to Mod

There are three ways that the game can be modded: change the sprite sheet,
add new or modify existing levels, or alter the source code.

To change the sprite sheet, start your favorite paint program (such as
GIMP or PhotoShop), and enable grid mode with a grid spacing of 16x16.

The levels are all in individual text files called: map/level001.txt, ...
These can be edited in the level editor, or in a text editor (such as notepad).
The meaning of all of the symbols in the file engine.c

In the src directory is the source code, released into the revised BSD license.
Included is the Makefile for the PSP version of the game.

The PSP version is written in C using the SDL + SDL_image + SDL_mixer + SDL_ttf.
The host (Windows, Linux, MacOS) testing version, is written
in C on SDL with SDL_image and SDL_mixer.  

Add sounds with the file names:
	"jump.wav",
	"start.wav",
	"kitten.wav", -- pick up a car part
	"end.wav",
	"die.wav",
	"elevator.wav",
	"match.wav", -- match a pair of car parts
	"door.wav"
and these are used at various points if available.

Music is from "rush.it", if available.  Or maybe from playlist.txt if available
(only the first 5 songs are played). In this version you have a choice of 
.ogg, .it, .xm or .mod formats.

Credits

Based on an original firmware idea on the #PSPDEV irc chat channel by ZeZu.
GTA Jump version inspired by player requests.

Programming: Hardhat, John-Paul Gignac
Graphics: Hardhat, John-Paul Gignac, Meyitzo, Wilhel1812
Level design: Hardhat, John-Paul Gignac, TLF, Yukon Ruby
Testing: Hardhat, John-Paul Gignac
Sound effects: www.meanrabbit.com, www.ilovewavs.com
Music: http://saga-games.ath.cx/sagamusix/ released under creative
commons attribution.
With inspiration from Ansel horse images, 

With thanks to PS2DEV.org for all of their great tools. 

Copyright 2006 HardHat, John-Paul Gignac
Contact hardhat@mail.ru 

http://www.adamcon.org/~dmwick/psp/

Changes in this version

- added new skin for car theme, since horses and kittens are too girly.
- updated sounds for car theme
- new levels (now 8 levels)
- level editor for windows now included
- more forgiving placement of object in the level editor
- antialiasing in the level editor
- performance improvement for control lag in the input queue
- major performance improvement in grass loading to minimize intersections
- beginnings of high score screens
- clean up of transition screens.
