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Final Assault manual
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(c) 2021 GMG


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TABLE OF CONTENTS
-----------------

[REQUIREMENTS]
[BACKSTORY]
[CONTROLS]
[HUD]
[AUTOMAP AND PROXIMITY DETECTOR DETAILS]
[ITEM / OBJECT DESCRIPTIONS]
[WEAPON DESCRIPTIONS]
[ENEMY INFO]
-----------------------SECTIONS CONTAINING SPOILERS
[BOT TYPES]
[MAP]
[TITLES]
-----------------------END OF SPOILERS
[TECHNICAL DETAILS]
[VERSIONS]
[CREDITS]
[COPYRIGHT NOTICE]


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[REQUIREMENTS]
--------------

Game requires 8-bit Atari with 64KB RAM, disabled BASIC*. PAL system is recommended.
Game works on NTSC systems too although that was mostly tested in emulators, only briefly on real HW.
*game does this automatically, in case it doesn't work hold Option when booting.


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[BACKSTORY]
-----------

You are cyberneticaly enhanced human super-soldier, leader of the 31st Augmented Force Recon Squad. 
Serving under Central Command of United Humanity Armed Forces, a coalition of countries fighting agains the A.I. onslaught.
Your job is to infiltrate an old research facility and search for the KEY, a chip serving as a safeguard against A.I. running amok that could help win the war.


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[CONTROLS]
----------

There is a couple of control methods listed below. 
There's no menu to switch controls, all work simultaneously.

Joystick + Keyboard 
-------------------

	Joy ^ 	- walk forward
	Joy v 	- walk backward
	Joy < 	- turn left
	Joy > 	- turn right
	Joy *	- shoot
   
	Start 	- strafe left 
	Z	- strafe left 
	Select 	- strafe right
	X	- strafe right
		
	(Z and X keys are meant for Ataris with vertically aligned console keys, e.g. 800XL)
	
	Space		- show map (you need to hold Space)
	Space + Start 	- in map mode, while holding Space press Start to enable flying mine proximity detector (this is default state)
	Space + Select 	- in map mode, while holding Space press Select to disable flying mine proximity detector 
   
	1	- Handgun
	2	- Pulse rifle
	3	- Shotgun
	4	- Rocket launcher
	5	- bfg

	Shift	- use switch / terminal, rummage through barrel (for all actions you have to be close)

	Help	- replaces Compass with various info (elapsed time, proximity detector status, FPS counter) (press ANY KEY to get back to compass)

	O	- disables sounds of footsteps and computer terminals
	P	- enables sounds of footsteps and computer terminals (this is default state)

2 Joysticks
-----------

	Joy1 ^ 	- walk forward
	Joy1 v 	- walk backward
	Joy1 < 	- turn left
	Joy1 > 	- turn right
	Joy1 *	- shoot

	Joy2 ^ 	- show map (you need to hold Joy2 ^)
	Joy2 v 	- use switch / terminal, rummage through barrel (for all actions you have to be close)
	Joy2 < 	- strafe left
	Joy2 > 	- strafe right
	Joy2 *	- switch weapon 


Gamepad
-------

	This is the actual reason 2 Joysticks controls exist. Since it's not really about the game but about HW mod, all the info is in FA_gpad.txt file
	included in the archive EXTRA folder.


SNACK
-----

Following control method only works with Final Assault 1.1 SNACK.xex!
SNACK adapter has to be connected in Joystick port 1 and SNACK controller switched into Enhanced mode!
(on SNES controller press SELECT + START + Shoulder Right - LED on SNACK adapter will turn red = Enhanced mode)

	SNACK Dpad ^      - walk forward
	SNACK Dpad v      - walk backward
	SNACK Dpad <      - turn left
	SNACK Dpad >      - turn right
	SNACK Shoulder <  - strafe left
	SNACK Shoulder >  - strafe right
	SNACK A button    - shoot
	SNACK B button    - switch weapon
	SNACK X button    - show map (you need to hold Snack X button)
	SNACK START       - use switch / terminal, rummage through barrel (for all actions you have to be close)


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[HUD]
-----

Self explanatory, your auxililary processing unit monitors your health, storage, heading and linked weapons' ammunition counts and displays results on your HUD.
It also takes care of mapping your surroundings, more detailed explanation of that feature is in the next section.


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[AUTOMAP AND PROXIMITY DETECTOR DETAILS]
----------------------------------------

One of the functions of your augmentation is the auto-map feature. The tech is wired directly into your ocular implants, processes everything you see to 
recreate a map of your surroundings for easier navigation. Since it's passive scanning, you won't get detected by the enemy and energy drain is minimal. 
You even get highlights for objects like doors, switches, terminals or standard ammunition packages. There's one downside though, since it uses your vision
as a source, things you don't look at won't get mapped. So if you want complete and detailed map, look around once in a while.
In lower left corner of the map display there's also elapsed time counter.

Another function is a flying mine proximity detector. When turned on (hold Space and press Start) you'll get alerted to mine presence by faint clicks.
They'll get faster as the mine gets closer, slower when mine flies away. Detection is limited to closest mine in the vicinity. Once there's none, detector
will be completely silent. You can turn the detector off if you're familiar with the area and don't want to be distracted (hold Space and press Select).


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[ITEM / OBJECT DESCRIPTIONS]
----------------------------

Ammunition
----------

Extra ammunition, can't be picked up if your supply for specific weapon is full.
Ammo going over storage limit is lost.

				amount		storage limit
	
	Handgun ammo 		 +15			150
	
	Pulse rifle ammo	 +40			200

	Shotgun shells  	  +8			 40

	Rockets 		  +3			  9

	bfg ammo		+255			255


Other items
-----------
	
	Keycard 1 - 4 		You need to search for these so you can progress farther into the complex.
	
	KEY chip		This is what you're after, supposedly it's hidden somewhere in the facility.

	Medkit			Replenishes your whole health.


Objects
-------

	Switch			Tied to a nearby door. Can be switched either by pressing Shift, Joy2-down or by shooting it with Hadgun, Pulse rifle or Shotgun.
	
	Terminal		Tied to a nearby security door. Can be activated by pressing Shift or Joy2-down as long as you have coresponding Keycard.

	Barrel			Some of these containers are scatered throughout the facility. Check contents by pressing Shift or Joy2-down.

	Exploding barrel	Hazardous material container, explodes when hit, damaging everything nearby.

	Teleport  		Experimental matter transfer technology, one of the research subjects of the facility. Use at your own risk.
	

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[WEAPON DESCRIPTIONS]
---------------------


Handgun	
-------
Weakest weapon but still usefull because of plentifull ammo.
Conserve ammo for other weapons by dispatching less challenging enemies with handgun.

Maximum ammo you can carry:	150
Ammo box size:			 15


Pulse rifle
-----------
More powerfull than a handgun with best rate of fire among your weapons.
Only downside is that it eats through ammo fast so go easy on the trigger.

Maximum ammo you can carry:	200
Ammo box size:			 40


Shotgun
-------
Very powerfull, fires 2 shells at once, impact shock stunns lesser bots.
Ammo is rare and reload is slow, otherwise perfect weapon.

Maximum ammo you can carry:	 40
Ammo box size:			  8


Rocket launcher
---------------
Fires a relatively slow moving, explosive projectile with proximity fuse.
Harder to hit a distant moving target with. Explosion can break damaged walls.
Beware of very long reload time (indicated by 'R' in ammo count bracket in HUD)

Maximum ammo you can carry:	  9
Ammo box size:			  3


bfg
---
The most powerfull weapon in your arsenal, concentrated energy bolt 
vaporizes every bot in it's path and it keeps flying till it hits a wall.
Explosion can break damaged walls.

Maximum ammo you can carry:	255
Ammo box size:			255


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[ENEMY INFO]
------------


General bot behavior and audio warnings
---------------------------------------

Bot combat behavior can be divided into 5 phases:

Phase 1 - No aggression
-----------------------
Bot stands guard or patrols a designated area.

Phase 2 - Warning phase	- audio warning: one long beep, two short beeps		
-----------------------
Starts as soon as target is spotted. Bot powers up its main weapon systems and tries to communicate with rest of the swarm.
Power up energy surge can be detected by your augments so you'll get an audio warning when a bot notices you and prepares to engage.
One longer beep followed by two short ones. If you can't see enemy when you get the warning, try to step back into safe area 
and look around before proceeding. 

Phase 3 - Stun phase 
--------------------
Well this is not exactly a bot behavior phase, more of a consequence of getting struck by some weapons like EMP grenades or 
powerfull double barreled shotgun blasts. Bot stops moving and shooting for a few moments, but usually recovers fast and continues 
the aggression.

Phase 4 - Attack phase - audio warning: gunshots
----------------------									
When warning or stun phase ends, attack phase starts and lasts till player dies, leaves enemy field of view or bot is destroyed.
Bots are precise so running around won't save you, either kill it or find cover fast.

Phase 5 - Alert phase - audio warning when phase ends: three fast, short beeps
---------------------
If player manages to leave attacking bot's field of view, bot won't power down it's weapons immediately but will stay in alert
phase instead. Getting spotted again while the bot is still in alert phase means getting shot. So take your time, stay out of sight
and wait till alert phase ends. This again can be picked up by your augments and will be indicated by three fast short beeps.


For flying mines there are no phases, once you're close enough they'll explode and deal considerable damage.
Luckily for you since they're disposable their shielding isn't as thorough as for other bots and your sensors can detect them
in your vicinity. If your proximity detector is turned on (hold Space and press Start) You'll hear faint clicks
when mines are nearby, getting faster as they come closer or getting slower as they get farther away from you.
Detection is limited to closest mine, once it's destroyed system tries to detect another. When there are no more clicks, your 
vicinity is mine free. Since the clicking can get annoying you can turn your proximity detector off if you're aware of your surroundings.
(hold Space and press Select)


Unlike humans, bots aren't limited in their vision to what's in front of them. Their field of view is full 360 degrees 
so if you want to get out of it, find cover. It also means you can't sneak up on them from behind.


All the previous info applies to small bots, larger ones can't be stunned and often pack more devastating weapons. 
If you encounter large bot equipped with rocket launcher there's one more audio warning. Before the launch you'll hear several 
short beeps with pause between them getting shorter. Find good cover, blast can hurt you even at distance. In case you're 
in the open your augments and reflexes can get you out of harm's way but unless you find cover fast the bot will engage 
with other weapons and even you can't dodge bullets.

 
Quick summary for audio warnings
--------------------------------

Faint clicks getting faster	- you're going to get blown up by approaching flying mine, evade or destroy the mine

One long beep, two short beeps	- you're going to get shot in a moment, kill the bot or get behind cover

Three fast, short beeps		- bot lost track of you

several short beeps with	- you're going to get shot by rocket launcher
shortening pause between them
when large bot is involved	


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									SPOILERS SECTION
													
			    !!! FOLLOWING SECTION CONTAINS SPOILERS, DON'T READ IF YOU DIDN'T FINISH THE GAME AND WANT TO EXPLORE !!!
					
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[BOT TYPES]
-----------

There's a large variety of enemy machines but since our theater of operation is urban area we'll focus on bots usually encountered there.

Flying mine 
-----------
Flying, proximity triggered explosive drone. Weakest enemy as far as the armor goes, but because of it's damage it's a high threat.
Can patrol selected area or hover in a hard to see spots. Often left static near doors as a trap for people who rush in.
Always check your corners because couple of these will kill you. Use your proximity detector to check your surroundings for their presence.


Flying sentry bot
-----------------
Flying drone with a gun. Medium armor, can take a few rounds before it goes down. It's low cadency gun is relatively small threat to your
augmented body but accumulated damage will still kill you so despatch it as fast as you can. Usually used as a recon craft, calling more
powerful units once it finds a target, but thanks to the large scale EMP hitting the facility that functionality should be unavailable.
Most of the time it moves around, but static sentries are not unheard of. Prioritizes patrolling the area to engaging a target
so it will continue moving as it shoots at you, even if it means flying out of sight. Sometimes that also means it can appear again
behind you so try not to lose track completely, if you lose sight of it.


Armored sentry bot
------------------
Main attack bot with heavy armor. Takes a lot of firepower to put down. Uses fast gun that will rip you to pieces in moments.
When part of a larger swarm, it chases acquired targets while coordinating with other bots. Single units won't chase but will 
stand in place acting as a high accuracy sentry gun till all targets in it's vicinity are down.
The facility you're in served also as a weapon lab so there's a possibility to encounter even more powerfull units.


???
---
This is unconfirmed, but before the war the facility was supposedly guarded by large autonomous weapon system.
Big bots are usually equipped with rocket launchers in addition to normal guns and their extremely heavy armor is nearly impenetrable 
to small arms fire. Shotgun blasts won't stun them and they can take several rockets or bfg energy explosions and walk it off.
Usually such bots are engaged by squads with armor or air support. Even for elite enhanced bot hunter like you it would be an uphill battle 
to take on one alone, so if you spot one, run.


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[MAP]
-----

Map has all items, objects, enemies and their patrol paths so use at your own discretion and don't spoil stuff for people who want
to explore the game themselves.

Included as FA_map.png in the archive EXTRA folder.


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[TITLES]
--------

Unstoppable Force	- you saved the world while earning all the titles 

Tin Can Hit Man 	- you killed every bot on site
Untouchable		- you destroyed the Hammerhead boss without getting hit
Wrecker			- you broke every damaged wall
Janitor			- you picked up every item lying around
Vagrant			- you picked clean every barrel 


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								END OF SPOILERS SECTION

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[Technical details]
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Engine details
--------------

Engine type:		Raycaster (codename: UAFBRRF*)

Resolution:		80x32 pixels
Rendering resolution:	40x32 always drawing 2 pixels/1byte wide columns
Framerate:		25-30 FPS

Objects:		PMGs, scaled, animated, can be shown from 4 sides (that's a memory limitation, not engine one)

Extra features:		lighting efects, generated animated textures, breakable walls, automap (map drawing is separate but engine supplies 'world' data)

* Ugly As F*ck But Running Relatively Fast


Content details
---------------

17 map segments each consisting of 16x16 tiles

8 textures 32x32 pixels, 16 shades per pixel

7 generated texture animations that can be used on any texture

5 weapons

3 enemy types + 1 boss 

5 objects, some of them can be interacted with (keycard terminals, barrels...)

11 items (keycards, ammo, medkit...)

titles (trophies/achievements)


Tested on
---------

ATARI 65 XE		NTSC
ATARI 130 XE 		PAL
ATARI 130 XE		PAL, ULTIMATE 1MB, COVOX, DUAL POKEY
ATARI 800 XL		PAL, QMEG 4.04
ATARI 800 XE 		PAL, 512KB RAM extension cart
ATARI XEGS		PAL

ALTIRRA 3.90		PAL / NTSC

Tested loading from
-------------------
1050 disk drive, XF-551 disk drive, SIO2SD, SIO2PC, AVG cart, SIDE2 cart, SIDE3 cart, Fujinet


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[VERSIONS]
----------

1.0    Final Assault 1.0.xex	    Release date: 01.11.2021    CRC32: e36752cc    MD5: 1cdffd2dcc1e47f0a7523aeeb645f8d7    Initial release version.

1.1    Final Assault 1.1.xex	    Release date: 01.01.2022	CRC32: 0ACF2BAE    MD5: F2ECB398252F3CCB95EB73C74CE28A79    Bugfixes and gameplay adjustments.
       Final Assault 1.1 SNACK.xex  Release date: 01.01.2022    CRC32: CA8F6FA3    MD5: 9EE2EADBB4C06257899E114BB100F039    v1.1 with SNACK Enhanced controls. 

       Changes:
	   
	- fixed 'ballance' misspelling in intro text
	- fixed hard-coded subroutine call in intro pointing at 3 BRK instructions which made the game stop in emulators with 'Stop on BRK' setting enabled
	- ceiling and floor in game are darker and without dithering for easier orientation
	- music in intro now plays at correct speed on NTSC systems
	   
	- gameplay adjustments: - time interval between player being noticed by enemy and enemy attacking lengthened from 2.5 sec. to 6.5 sec.
				- weapon cadence of flying sentry bot and boss bot slowed down by 25%
				- weapon cadence of armored sentry bot slowed down by 50%
	   
	- Final Assault 1.1 SNACK.xex uses SNACK - SNES Atari Controller Kit for controls instead of joysticks, see [CONTROLS] chapter and cue card for details
	   
	- SNACK controls cue card image added to game .zip package: Final Assault 1.1 SNACK - SNACK Enhanced controls.png

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[CREDITS]
---------

Final Assault by GMG (c)2021	https://atari8.dev/

Code / Graphics / Design 	Robert 'Globe' Pecnik		globe@atari8.dev
Testing / Support		Marek  'Marco' Chorvat		marco@atari8.dev
Music / HW support		Marian 'Goldmaster' Vybostok	goldy@atari8.dev


Raycasting tutorial		F. Permadi		https://permadi.com/1996/05/ray-casting-tutorial-table-of-contents/
-------------------


Used code
---------

8bit atan2			Johan 'Doynax' Forslof	https://codebase64.org/doku.php?id=base:8bit_atan2_8-bit_angle
GTIA 9++			Piotr 'Fox' Fusik 	https://atariwiki.org/wiki/Wiki.jsp?page=Ironman%20Atari#section-Ironman+Atari-GTIA9
Inflate depacker		Piotr 'Fox' Fusik 	https://github.com/pfusik/zlib6502


Used software
-------------

WUDSN				https://www.wudsn.com/
MAD-ASSEMBLER			http://mads.atari8.info/
Altirra				http://www.virtualdub.org/altirra.html
Atari800Win			https://github.com/Jaskier/Atari800Win-PLus
Atari Font Maker		http://matosimi.websupport.sk/atari/atari-fontmaker/
G2F				http://g2f.atari8.info/
Atari Graphics Studio		http://madteam.atari8.info/index.php?prod=uzytki
Raster Music Tracker 1.28	http://raster.infos.cz/atari/rmt/rmt.htm#about
Crossover for Mac		https://www.codeweavers.com/crossover
Pokey Explorer			https://atariage.com/forums/search/?q=pokey%20explorer&quick=1


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[COPYRIGHT NOTICE]

You are free to copy, distribute or display this work as long as you give credits and only for non-commercial purposes. 

(c) 2021 GMG, Some rights reserved.


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