From 71b41adaf19f1e12ec02db8a2ef38fe999543a4f Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Sun, 29 Mar 2026 11:55:19 -0700
Subject: [PATCH] Updated documentation
---
COPYING | 4 +-
Changelog | 287 ----------------------------------------
Docs/Maelstrom-Announce | 76 -----------
INSTALL | 12 --
README | 31 -----
README.joystick | 11 --
README.md | 23 ++++
README.network | 36 -----
README.options | 67 ----------
README.simple | 22 ---
TODO | 3 -
11 files changed, 25 insertions(+), 547 deletions(-)
delete mode 100644 Changelog
delete mode 100644 Docs/Maelstrom-Announce
delete mode 100644 INSTALL
delete mode 100644 README
delete mode 100644 README.joystick
create mode 100644 README.md
delete mode 100644 README.network
delete mode 100644 README.options
delete mode 100644 README.simple
delete mode 100644 TODO
diff --git a/COPYING b/COPYING
index b304b5d1..7f16a27f 100644
--- a/COPYING
+++ b/COPYING
@@ -1,6 +1,6 @@
The source code to Maelstrom 4.0 has been released under the Zlib license:
--
- Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
+ Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -23,7 +23,7 @@ The artwork and animations in Maelstrom may be used under the terms
of the Creative Commons Attribution 3.0 license (unported):
http://creativecommons.org/licenses/by/3.0/legalcode
-The following files must accompany any distribution of Maeltrom 3.0:
+The following files must accompany any distribution of Maelstrom:
Ambrosia_Software,_Inc._FAQ
MaelstromGPL_press_release
They can be found in the Docs directory.
diff --git a/Changelog b/Changelog
deleted file mode 100644
index 505e97fd..00000000
--- a/Changelog
+++ /dev/null
@@ -1,287 +0,0 @@
-
-Maelstrom 4.0.0 -- Open Source version
-
-Version 4.0.0:
- Sam Lantinga - Tue Dec 16 00:04:08 PST 2025
- * Updated for SDL 3.0
-
-Version 3.0.7:
- Sam Lantinga - Tue Feb 2 21:04:21 PST 2021
- * Updated for SDL 2.0
-
-Version 3.0.6:
- Sam Lantinga - Sat Oct 19 19:09:57 PDT 2002
- * Added support for MacBinary resource files
- * Updated README.joystick to reflect joystick support
- * Fixed volume lockup bug on MacOS X
- Dean Larman-Moore - May 2002 00:20:43 +0100
- * Fixed network bug with more than one player
-
-Version 3.0.5:
- Sam Lantinga - Fri Jul 20 08:09:14 PDT 2001
- * Fixed some bugs in the mac dialog entry widgets
-
-Version 3.0.4:
- Sam Lantinga - Sat Mar 24 09:45:41 PST 2001
- * Ported to MacOS X
- * Added gamma fading algorithm
-
-Version 3.0.3:
- Sam Lantinga - Sat Mar 24 09:45:41 PST 2001
- * Updated for SDL 1.2
-
-Version 3.0.2:
- Sam Lantinga - Sat Feb 19 01:31:20 PST 2000
- * Fixed the multiplayer color dot blitting
- * Ported to the SDL_net network library
- * Added ALT-ENTER fullscreen toggle (X11)
- * Pressing a key escapes the splash screen
- Sam Lantinga - Sat Feb 12 02:16:32 PST 2000
- * Added joystick support, using SDL 1.1
- Michael Vanece - Tue, 25 Jan 2000 13:54:04 -0600
- * Fixed a desktop menu installation bug in the RPM
- Torbjrn Andersson - Thu, 13 Jan 2000 11:03:19 +0100
- * Fixed a crash in the font class when using
- international characters
-
-Version 3.0.1:
- * Source code released under the GPL 11/18/1999
- * Added full autoconf support and made RPM package
-
-Version 3.0.0:
- * Ported to Simple DirectMedia Layer library
- (http://www.libsdl.org/)
-
-Version 2.0.7:
- * Added a netscore environment variable: MAELSTROM_SCORESERVER
- * Fixed long-standing 24/32 bpp X display detection problem
- * Fixed minor compilation problems with modern Linux systems
- * Moved error routines into separate file - fixed PPC Linux
-
-Version 2.0.6:
- * Maelstrom no longer eats CPU while paused -- Oops. :)
- * Added interlaced pixel doubling for faster doubled display
- * Added pixel doubling to Win95 framebuffer code
- * Ported to SunOS and Sparc Linux
- * Fixed infinite recursion on sound callbacks.
-
-Version 2.0.5b:
- * Fixed silly 16 bpp blit code bug
- * Fixed 'make install' -- uses "install" by default
- * Fixed segmentation fault in the SVGAlib framebuf driver
- * Enhanced the DGA code for HiColor and TrueColor depths
- * GREATLY increased DGA speed for linear video cards!
-
-Version 2.0.5:
- * Added PIXEL_DOUBLING back in the X11 display driver
- * The DISPLAY environment variable overrides Linux console
- * Steel asteroids really aren't supposed to last forever. :)
- * Saucer shots don't kill when saucer is destroyed (netlogic)
- * Optimized framebuffer blitting code
- * Fixed completely white screen on big-endian systems (Sun/SGI)
- * Fixed bug in right edge clipping
- * GIF format screendumps from high bit-depths okay (slow!)
- * Linux sound defaults to 8 bit again -- sounds better.
-
-Version 2.0.4:
- * Added 32 bit TrueColor X11 display support
- * FrameBuf now supports video memory locking and pitch
- * FrameBuf::ReColor() maps image pixels to screen pixels
- * Optimized the compiled sprite engine
- * Speeded up truecolor video, slightly slowed 256 color video
- * Removed pixel doubling support
- * Removed background pixmap shared memory support (not needed)
- * Stars!! Lots and lots of Stars!!!
- * Ported to Windows 95 (unreleased)
-
-Version 2.0.3b:
- * Fixed bug in which VGA keys must be pressed twice to start.
- * Added crappy VGA 16 color mode - yuck. LOW_RES is better.
-
-Version 2.0.3a:
- * Fixed segmentation fault in mixer-dma.cc
- * Added error checking to X_image creation.
- * Added native support for FreeBSD and SVR4.2
- (Thanks to Stephen Hocking <sysseh@devetir.qld.gov.au>)
-
-Version 2.0.3:
- * Fixed silly full-screen window bug
- * Bonuses, comets and gravity don't shake and shimmy no mo'
- * Very slightly improved NAS support .. yech, don't use it.
- * Added experimental DMA audio support for Linux - nice. :)
- * New life accounting during bonus screen works now.
- * Cleaned up the Makefile logic
-
-Version 2.0.2:
- * Kjetil Torgrim Homme added compiler-specific cleanup.
- * Multiplayer scores are now updated properly.
- * Fixed asteroid counting problem after an explosion.
- * Set default fading to pixellated, added -realfade option.
-
-Version 2.0.0: Beta!
- * Added a network address server for multi-player games
- * Cleaned up my code some, gcc -Wall is a bit cleaner. :-)
- * Fixed problem on SGI where make would always recompile.
- * Ported to AIX 3.2 with gcc 2.7.2 (No sound)
- (Thanks to C. Chan <chan@alfrothul.uchicago.edu>)
- * Updated some documentation. :)
- * Added slower smoother double-buffering for SVGA graphics
- * Added cheap, slow, low resolution SVGA mode (320x240x256)
- (Inspired by Scott Stone <sstone@pht.com>)
- * Added experimental 8-bit XFree86 3.1.2E DGA support.
- * Added "-displaytype" option to query current display.
-
-Version 2.0.0: Alpha!
- * New!! Multi-player mode! Up to 3 players! Has Bugs!! :)
- * Added some basic joystick support for Linux.
- * Added a network-based score registration server.
- * Added a '-printscores' command line option.
- * Added a '-netscores' command line option.
- * Added the ability to display on remote X terminals.
- * Added a '-display <display>' command line option.
- * Fixed a minor high score name entering bug.
- * Fixed endian compile problems on HPUX.
- * More robust data file searching (files can contain '_')
- * Time bug fix -- by Warwick Allinson (warwick@cs.uq.oz.au)
- * Added better fading code for the -nofade option
- This is slow on 16-24 bit displays. Comments?
- * Maelstrom now understands AppleDouble resource forks
- * Finally fixed "press Enter after switching consoles" bug
- Inspired by Tessa Lau (tlau@cs.washington.edu)
- * Finally fixed "stuck keys between levels" SVGA problem.
- * Hopefully sped up SVGAlib refresh (removed a mem copy)
- * A few code cleanups.
- * Never seeded random number generator in prior versions.
- * NEW! Now using the original FastRandom() function,
- for more Macintosh fidelity. :-)
- * Finally fixed SGI sound!
- Thanks to great work by Tom Anderson (tom@proximity.com.au)
- and original code boost by Alain Schmidt (alainrd@trix.be)
- * Sound server enhancements by Tom Anderson:
- Mellowed out sound volume for less clipping.
- Added 16 bit sound for SGI's
- Added POSIX signal support to the sound server.
- Created a portable usleep() function (select() based)
- * Added Screen capture during game - triggered by hitting F3
- Saves to XPM or GIF format (compile time option)
- * Added the pixel fade feature to SVGA mode.
- * Added a Configure script that autodetects your system.
- * Fixed some timing bugs in Delay()
- * Optimized some of the sprite blitting.
-
-Version 1.1.4:
- * Fixed a time related bug in "long" v.s. "unsigned long" !!??
- * Removed an offending "#include <vga.h>" from main.cc
- * Improved SVGA refresh algorithm (Thanks ARDI!)
- (too slow on my machine -- #ifdef'd out)
- * Fixed a bug in shots not wrapping vertically
- (Thanks to Dave Ljung for finding that)
-
-Version 1.1.3:
- * Fourth Public Release: 12/10/95
- * Fixed asynchronous I/O problem on Solaris.
- * Finished port of Maelstrom to Solaris 2.4
- * Finished port of Maelstrom to SGI (IRIX 5.3
- * Ported Maelstrom to ULTRIX 4.4 (No sound)
- * Ported Maelstrom to HPUX 9.01 (No sound)
- * Added a '-version' command line option.
- * Added a '-fullscreen' command line option for X11.
- * Added a '-nofade' command line option.
- * If just '-gamma' is given, we print the current gamma level.
- * Fixed a problem with '-privatecmap' where the mouse had
- to leave and re-enter the window to update the colormap.
- * Added pixel doubling support -- compile-time option.
- * Maelstrom pauses while iconified under X11.
- * If Maelstrom is on a Linux console, it will run in SVGA mode.
- * Oops, fixing Trident SVGA broke Mach32 SVGA. Fixed.
- * Added /dev/audio sound support.
- Thanks to 'rockndiamonds' and 'snd2au.c' - Thanks! :)
-Copyright for snd2au.c:
-/************************************************************************/
-/* Copyright 1989 by Rich Gopstein and Harris Corporation */
-/* */
-/* Permission to use, copy, modify, and distribute this software */
-/* and its documentation for any purpose and without fee is */
-/* hereby granted, provided that the above copyright notice */
-/* appears in all copies and that both that copyright notice and */
-/* this permission notice appear in supporting documentation, and */
-/* that the name of Rich Gopstein and Harris Corporation not be */
-/* used in advertising or publicity pertaining to distribution */
-/* of the software without specific, written prior permission. */
-/* Rich Gopstein and Harris Corporation make no representations */
-/* about the suitability of this software for any purpose. It */
-/* provided "as is" without express or implied warranty. */
-/************************************************************************/
-
-Version 1.1.2:
- * Third Public Release: 10/17/95
- * Fixed a compiler warning on vga_frambuf.cc
- * Changed installation directory to /usr/local/bin
- * Beautified the 'install' target in the Makefile
- * Added 'uninstall' target to Makefile
-
- * Bugs known in Linux X11 version:
- Iconifying Maelstrom doesn't put it in pause mode.
-
- * Bugs known in Linux SVGA version: (unknown causes)
- Keys can get "stuck" between levels.
- Console switching doesn't always pause the game
- After switching consoles, keystrokes cause SIGQUIT ??
-
- * Sort-of ported Maelstrom to Solaris 2.4
- Known bugs: (unknown causes)
- Setting asynchronous I/O in Sound Server returns EINVAL
- Sound support not tested
-
- * Sort-of ported Maelstrom to the SGI
- Known bugs: (unknown causes)
- Fading doesn't work, and neither does -privatecmap
- Some scores are reported as low negative numbers
- No sound support
-
- * Sort-of ported Maelstrom to HPUX 10.0
- Known bugs:
- Not tested with X11
- No sound support
-
-Version 1.1.1:
- * Fixed a slight slowdown bug in mixer.cc
- (Thanks to John Seng <jseng@nwu.edu> for catching it.)
- * Fixed the "white border" problem on some vga cards (trident)
- (Thanks to Antti J Tanskanen <atanskan@cc.helsinki.fi>)
- * Fixed a bug in the cheat code, when you enter zero lives.
- * Fixed a problem with Maelstrom_sound exiting with signal 11.
- * Added Makefile variable toggling compiling SVGA support.
- * Added "all-time high" Maelstrom-Scores file.
-
-Version 1.1.0:
- * Second Public Release: 9/1/95
- * Made Maelstrom code more portable, using bytecopy macros
- and using shared memory XImages instead of BG pixmaps.
- * Discovered that shared memory XImages are truly faster
- than shared background pixmaps. Default to use XImage.
- (Thanks to Peter Mattis <petm@CSUA.Berkeley.EDU>)
- * Added -speedtest option to test the speed of Maelstrom
- graphics blitting. SVGA is about 30% faster than shared
- memory XImages in X11, on my system.
- * Added -gamma N option, allowing gamma correction levels
- from 0 through 8.
- * Fixed a sound race condition on slow machines.
- * Added 24 bit color support.
-
-Version 1.0.1:
- * Added the "NewSounds" directory, filled with sound patches
- for Maelstrom collected from the Internet.
- * Fixed Maelstrom so it would play the Simpsons sound patch.
- * BUG: Bonus stage sound can break up during the screen fade
- on slow systems. The fix is to use a larger sound fragment
- size, but this negatively impacts synchronization of the
- Maelstrom process and the sound server. Not fixed.
- * Fixed a coding issue so Maelstrom could be compiled with
- g++ 2.7.0
- * Defined true and false for compiling with X11R5.
- * Added 15/16-bit color support. (Thanks to Peter Mattis)
- * Fixed problem with Maelstrom leaving shared memory around.
-
-Version 1.0:
- * First Public Release: 8/1/95
diff --git a/Docs/Maelstrom-Announce b/Docs/Maelstrom-Announce
deleted file mode 100644
index 9d5c3f78..00000000
--- a/Docs/Maelstrom-Announce
+++ /dev/null
@@ -1,76 +0,0 @@
-
-Hey folks, Check it out!
-
- M A E L S T R O M
- (Mac version 1.4.3 -- Linux version 2.0.5N)
-
- NETWORK PLAY!! :)
-
- You pilot your ship through the dreaded "Maelstrom" asteroid
-belt -- suddenly your best friend thrusts towards you and fires, directly
-at your cockpit. You raise your shields just in time, and the battle is
-joined. The deadliest stretch of space known to mankind has just gotten
-deadlier. Everywhere massive asteroids jostle for a chance to crush your
-ship, and deadly shenobi fighter patrols persue you across the asteroid belt.
-But the deadliest of them all is your sister ship, assigned to you on patrol.
-The pilot, trained by your own Navy, battle hardened by months in the
-Maelstrom, is equipped with a twin of your own ship and intimate knowledge
-of your tactics. The lovely Stratocaster R&R facility never sounded so good,
-but as you fire full thrusters to dodge the latest barrage you begin to think
-you'll never get home...
-
- This is a port of the high resolution "asteriods" style arcade
-game written by Andrew Welch for the Macintosh. It is now freely supported
-with additional network play on the Linux platform, courtesy of Sam Lantinga
-(slouken@devolution.com).
-
-
-Available NOW!
-ftp://ftp.devolution.com/pub/maelstrom/
-ftp://sunsite.unc.edu/pub/Linux/Incoming/
-
-The files are:
- 1471kB Maelstrom-1.4.3-L2.0.5-src.tar.gz (Source)
- 1706kB Maelstrom-Sounds-L2.0.0.tgz (Extra Sounds)
-
-
-Version 2.0.5:
- * Added PIXEL_DOUBLING back in the X11 display driver
- * The DISPLAY environment variable overrides Linux console
- * Steel asteroids really aren't supposed to last forever. :)
- * Saucer shots don't kill when saucer is destroyed (netlogic)
- * Optimized framebuffer blitting code
- * Fixed completely white screen on big-endian systems (Sun/SGI)
- * Fixed bug in right edge clipping
- * GIF format screendumps from high bit-depths okay (slow!)
- * Linux sound defaults to 8 bit again -- sounds better.
-
- * Added 32 bit TrueColor X11 display support
- * Optimized the compiled sprite engine
- * Speeded up truecolor video, slightly slowed 256 color video
- * Stars!! Lots and lots of Stars!!!
-
- * Added experimental DMA audio support for Linux - nice. :)
- * New life accounting during bonus screen works now.
- * Kjetil Torgrim Homme added compiler-specific cleanup.
- * Multiplayer scores are now updated properly.
- * Fixed asteroid counting problem after an explosion.
- * Set default fading to pixellated, added -realfade option.
-
-Note: Networking is not available in the original Mac version.
-
-
-Linux Maelstrom has an official web page!
-The Linux Maelstrom URL is: http://www.devolution.com/~slouken/Maelstrom/
-
-New on the web site:
- Star Wars Sprites/Sounds !!
- Star Trek Sprites/Sounds !!
-These are the Macintosh originals, packaged for your pleasure. :-)
-
-See ya there!
-
- -Sam Lantinga (slouken@devolution.com)
---
-http://www.devolution.com/~slouken/
---
diff --git a/INSTALL b/INSTALL
deleted file mode 100644
index b7e8e07c..00000000
--- a/INSTALL
+++ /dev/null
@@ -1,12 +0,0 @@
-
-To build and install the game, get the following libraries and install them:
-http;//www.libsdl.org
-http://www.libsdl.org/projects/SDL_net
-http://www.icculus.org/physfs
-
-Then run:
- ./configure; make; make install
-
-If you are building with Visual C++, unpack VisualC.zip and open
-the VC++ project file found in the new "VisualC" directory.
-
diff --git a/README b/README
deleted file mode 100644
index 5e4f8960..00000000
--- a/README
+++ /dev/null
@@ -1,31 +0,0 @@
-
- Maelstrom 3.0
-
-Maelstrom 3.0 is a C++ port of the original shareware game for the
-Macintosh. It is a fast-action, high resolution (640x480) asteroids-like
-game, with detailed graphics and original sounds.
-
-This version of Maelstrom is not supported by Ambrosia Software,
-but is recommended highly! :)
-
-The latest version of Maelstrom is available at:
- http://www.libsdl.org/projects/Maelstrom/
-
-The original Macintosh version of this game is available at:
- http://www.ambrosiasw.com/
-
-Check out the file "INSTALL" in the source distribution for instructions
-on building and installing Maelstrom from source code.
-
-Check out the file "README.network" for information on how to play
-networked Maelstrom.
-
-See the file "README.options" for more information on the command line
-options and compile-time features.
-
-The Docs directory contains FAQs, press-releases, and technical notes
-about the Maelstrom porting process.
-
-Enjoy!
- -Sam Lantinga (slouken@libsdl.org)
-
diff --git a/README.joystick b/README.joystick
deleted file mode 100644
index d852dc30..00000000
--- a/README.joystick
+++ /dev/null
@@ -1,11 +0,0 @@
-
- JOYSTICKS
-
-Maelstrom uses SDL's joystick support, so they should just work. Moving
-the joystick left and right rotates the ship, and pushing it forward will
-accelerate the ship. The first joystick button fires the ship's weapons
-and the second joystick button activates the shields.
-
-Enjoy!
- -Sam Lantinga (slouken@libsdl.org)
-
diff --git a/README.md b/README.md
new file mode 100644
index 00000000..254cac29
--- /dev/null
+++ b/README.md
@@ -0,0 +1,23 @@
+# Maelstrom 4.0
+
+You pilot your ship through the dreaded "Maelstrom" asteroid belt -- suddenly your best friend thrusts towards you and fires, directly at your cockpit. You raise your shields just in time, and the battle is joined.
+
+The deadliest stretch of space known to mankind has just gotten deadlier. Everywhere massive asteroids jostle for a chance to crush your ship, and deadly shinobi fighter patrols pursue you across the asteroid belt. But the deadliest of them all is your sister ship, assigned to you on patrol. The pilot, trained by your own Navy, battle hardened by months in the Maelstrom, is equipped with a twin of your own ship and intimate knowledge of your tactics.
+
+The lovely Stratocaster R&R facility never sounded so good, but as you fire full thrusters to dodge the latest barrage you begin to think you'll never get home...
+
+---
+Maelstrom is an open source port of the original shareware game for the Macintosh by Ambrosia Software. It is a fast-action, asteroids-like game, with classic pixel graphics and original sounds.
+
+In addition to being a faithful reproduction of the original game, this version adds game controller support, mobile touch controls, and both cooperative and competitive multiplayer action.
+
+Maelstrom is available for free on:
+- Steam: https://store.steampowered.com/app/4239950/Maelstrom
+- Google Play:
+- Apple Store:
+- Web: https://www.libsdl.org/projects/Maelstrom/play
+
+You can download the latest release and source code from [GitHub](https://github.com/libsdl-org/Maelstrom)
+
+Enjoy!
+Sam Lantinga (slouken@libsdl.org)
diff --git a/README.network b/README.network
deleted file mode 100644
index 8d1f87d5..00000000
--- a/README.network
+++ /dev/null
@@ -1,36 +0,0 @@
-
-Networking has been tested on Linux, SGI and DEC. It is known to
-work between SGI and DEC systems (cross-platform), and between systems
-of the same type.
-
-Up to three players can play, and the syntax is as follows:
-
-(On machine 1)
- Maelstrom -player 1 -player 2@machine2 -player 3@machine3
-
-(On machine 2)
- Maelstrom -player 1@machine1 -player 2 -player 3@machine3
-
-(On machine 3)
- Maelstrom -player 1@machine1 -player 2@machine2 -player 3
-
-
-You can also use a network address server that handles the difficulties
-of getting all the players and addresses right. The address server is
-installed as 'Maelstrom-netd', and if run on say "servhost", the syntax
-for a three player game would be:
-
-(On machine A)
- Maelstrom -player 1 -server 3@servhost
-
-(On machine B)
- Maelstrom -player 2 -server 3@servhost
-
-(On machine C)
- Maelstrom -player 3 -server 3@servhost
-
-The address server will let players know if they have conflicting
-player numbers, and will set up the proper addresses for all players.
-It can field multiple games, and can be a "game hub" where a bunch
-of players can get together for romping network games. :)
-
diff --git a/README.options b/README.options
deleted file mode 100644
index 9c9e97c3..00000000
--- a/README.options
+++ /dev/null
@@ -1,67 +0,0 @@
-
-Over the course of developing Maelstrom, it has accumulated quite a few
-command line and compile-time options.
-
-Multiplayer Commmand Line Options:
- -- Only supported if network play is compiled in.
-
- -player N[@host][:port]
- This tells Maelstrom that it is playing a network
- game, and that player N is at host "host"
-
- -server N@host[:port]
- This option tells Maelstrom to use a network
- address server at host "host" for a multiplayer
- game with N players.
-
- -deathmatch [N] A multiplayer game continues until someone gets
- N frags. A frag is 3 shots at a player.
-
-
-Command Line Options:
-
- -netscores This option tells Maelstrom to use the Internet
- Maelstrom Score Server for the high score list.
-
- -printscores This option prints out a list of the current high
- scores. If used with the -netscores option, it will
- will connect to the Internet Maelstrom Score Server
- and print out the world-wide Maelstrom high scores.
-
- -display <host:0>
- This option runs Maelstrom on the given X11 display.
- It is disabled if Maelstrom is compiled with
- -DFORCE_XSHM
-
- -privatecmap Runs Maelstrom with a private (custom) colormap.
- This prevents Maelstrom from locking up all of
- the colors on your display. It is only useful
- on 256 color (pseudo-color) displays.
-
- -nofade This option prevents Maelstrom from doing the
- screen fading. This is useful if you find screen
- fading annoying.
-
- -gamma [0-8] Sets the gamma correction level for Maelstrom.
- The higher the gamma correction, the brighter
- Maelstrom will appear on your monitor.
- If no gamma level is given, Maelstrom will print
- the current gamma level saved in your custom
- configuration.
- Once this option is used, the gamma correction
- level is saved, and this option doesn't need to
- be used later unless you want to change it again.
-
- -fullscreen This option puts a big black border around the
- Maelstrom screen, and centers Maelstrom within it.
- This help create a "full screen" effect on large
- displays.
-
- -version This option prints the version of the Maelstrom binary.
-
- -speedtest This option will run Maelstrom in a graphics test
- mode. It prints the number of milliseconds it
- takes for your graphics display to display a full
- 48-frame, 360 degree rotation of your ship. It is
- for comparative information only.
-
diff --git a/README.simple b/README.simple
deleted file mode 100644
index 30a265cc..00000000
--- a/README.simple
+++ /dev/null
@@ -1,22 +0,0 @@
-
- Maelstrom 3.0
-
-Maelstrom 3.0 is a C++ port of the original shareware game for the
-Macintosh. It is a fast-action, high resolution (640x480) asteroids-like
-game, with detailed graphics and original sounds.
-
-This version of Maelstrom is not supported by Ambrosia Software,
-but is recommended highly! :)
-
-The latest version of Maelstrom is available at:
- http://www.libsdl.org/projects/Maelstrom/
-
-The original Macintosh version of this game is available at:
- http://www.ambrosiasw.com/
-
-The Docs directory contains FAQs, press-releases, and technical notes
-about the Maelstrom porting process.
-
-Enjoy!
- -Sam Lantinga (slouken@libsdl.org)
-
diff --git a/TODO b/TODO
deleted file mode 100644
index d50d1c90..00000000
--- a/TODO
+++ /dev/null
@@ -1,3 +0,0 @@
-* Add Steam Remote Play touch control layout
-* Add assets and entitlements for Apple Store
-* Update documentation