Jump Gunnar, Jump! version 1.1

A PSPSMM Coder team game

Chapters;
1. Introduction
2. Installation
3. How to Play
4. How to Mod
5. Credits
6. Changes


1. Introduction

You are Gunnar, as seemingly average every day sheep, with a gun.  You can 
run and jump and well, shoot.  But somehow, you've ended up in the evil
Shephard's gauntlet.  You need to make it to the end.  But it isn't as easy
as it looks.  The Shepard has fixed it so that you need to collect 50% of the
fruit to leave a level. Work hard, and you can move on.

2. Installation

Put jumpgunnarjump folder in psp/game dir of your memorystick.  Start the 
game in your favorite method: NoKxploit (1.5), from the menu (1.0), or from 
the eLoader menu (2.0+).  The game starts with the title screen, then it
goes straight into the action.

3. How to Play

The top of the screen is the game status.  It tells you your health, 
lives left, amount of fruit collected from this level and your total score.
The rest of the screen is where Gunnar is trapped.  Controls:

	left, right arrow - move Gunnar
	X - jump Gunnar
	O - shoot in the direction that Gunnar is facing (or +up and +down)
	triangle - launch bomb ( + up for upwards, + down for downwards aim)
        square - activates teleporter

For shooting, the thing to watch for are secret areas. They are green walls
with stripes.

For moving up, jump for it.  To jump, either be over a trampoline, or use X.
Gunnar can jump on to a platform from below, if it is thin enough, and not
too high.

Beware of the enemies walking or flying around the levels.  They will
reduce your health.  To keep from having to start again at the beginning
if you die, touch a flag, that sometimes appear in the levels.  If you are
injured by an enemy, you will flash for a while, then become vulnerable
again.

Inside the level you will occasionally see other special power ups.  There
are ones for a free life, mini-health, and full health.  You may also see
clocks and large silver rings.  These are special collectables, so watch
for them -- Gunnar is very time consious, and likes to get as many clocks
and rings as possible.

4. 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.
Once that is done, using the PDF from the doc directory to figure out
what is in the squares.  The unique thing about the land squares is that
they are tiled on screen like wallpaper.

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 are documented in the doc/fileformat_v2.txt.

There is included a Windows-based level editor (umed.exe) which can be
compiled for Unix/Linux or MacOS from the source.  To use the level editor,
start it up, select either File->New or File->Open, then choose a tile
and paint away.  It uses the skin file gfx.png to in the preview window
but the buttons show a predefined older skin -- use the hover hints to help
understand.  Some things (fruit, ground) can be painted, but everything
else needs to be clicked.  To reposition something, click nearby.

In the src directory is the source code, released into the public domain.
Included are Bloodshed Dev-C++ project files for the Windows test game and
level editor.  Also 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.  The level editor (umed.exe)
is written in C++ with FLTK + FLTK_image using fluid GUI designer
(from FLTK).

Add sounds with the file names:
	"fruit.wav",
	"jump.wav",
	"rocket.wav",
	"shoot.wav",
	"spin.wav",
	"start.wav",
	"powerup.wav",
	"checkpoint.wav",
	"end.wav",
	"die.wav",
	"bomb.wav",
	"empty.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).

5. Credits

Programming: Hardhat, John-Paul Gignac
Graphics: Wilhel1812 (title, spritesheet)
Level design: Stephen Mills, Elliot Barnes, John-Paul Gignac, Hardhat, WernerVonBraun, Wilhel1812
Testing: the PSPSMM Coder team, level designers, Anonymous Tipster
Sound effects: WernerVonBraun, TLF
Music: http://www.mono211.com/modsoulbrother/ These works are licensed under a Creative Commons License with the full permission of Aleksi 'Heatbeat' Eeben, aka Antti Mikkonnen. (CC-Attribution-Non-commercial-No Derivatives).

With thanks to PS2DEV.org for all of their great tools, advice and of 
course the Fourth Creation 2006 contest.

Visit http://www.pspsmm.com for more levels, new sprite sheets in the 
future.
 
6. Changes

Changes from 1.1 to 1.2

- 30 levels included now
- Added doors; red, blue, green, yellow. keys are needed to open these doors.
- Added teleporters (activate with square)
- Updated enemy: Climber is replaced by a new Red bug (only graphics, behaviour stays the same)
- New terrain: slippery ground
- Added slippery slopes to engine, graphics and level editor. 
- Fixed chests: open with bombs and fruit will pop out
- New sound effects for doors, teleporters and keys
- Updated level editor with new terain types.
- Added icon to the EBOOT.PBP file.
- Added horizontal sliding (momentum) 
- Animated evil duck (Anders) 
- Shield now works.
- Almost a complete rewrite of the engine
- General improvements on the sprite sheet 
- quicker stops on regular ground 


Changes from 1.0 to 1.1

- Added new levels
- Enhanced old levels
- Many new graphics
- New physics engine (less embedding in ground, nicer gravity)
- Smooth scrolling
- New enemies: evil duck, shooting cow
- Bug fixed with enemies -- they now can be shot.
- Variable height jumping
- New weapon: bomb
- New terrain: exploding ground, bombable wall, ceiling or floor, new slopes, 
invisible ground
- New chests: open with bombs
- Now comes with sound effects and music
- SELECT now allow you to replay the current level
- START now quits
- Updated level editor with new ground types, new attributes
- New tips file with advice for new players.
- Cut screens: get ready, level complete, game over
- Updated status bar, with number of rings collected (??? -> OOO), amount of 
bombs ("Ammo").

