COMMIT (c) 1995 Apogee Software Ltd.
Written by Mark Dochtermann

COMMIT is a simple packet driver that provides a seamless communication
interface for a protected mode program.  COMMIT establishes all necessary
communication links and then launches a specified program.  All
communication is done through the user interrupt specified by the intnum
parameter of the gamecom structure.

COMMIT does not do any error detection or correction, but it will
correctly parse the data stream into separate packets.  The TEST program
accompanying this file provides a simple method of detecting almost all
errors one could encounter.

11/20/95 - COMMIT now supports game joining, but as a consequence it no
longer sorts anybody's network address.  In other words your player 2 may
be not be the same as someone elses player 2.  In order to get around
this, you need to be able to refrence all players in a game by some other
identification, i.e. player name etc. The current version of COMMIT only
supports up to 50 different players.  If a player leaves a game and then
rejoins it, his old player number will be used, but if you have more than
50 distinct players, COMMIT will not except the 51st and so on.  In order
to send a broadcast packet, to look for games in progress etc, set the
destination address to MAXNETNODES as defined in gamecom.h.

Notice that the add 1 and subtract 1 for address correction has been
removed from comm.c in the test subdirectory.  Address 0 is still your
local machine, but beyond 0 all addresses could be different on each
player's machine.

08/21/95 - Revisions
You can specifiy 'LAUNCH' on the command line followed by an EXE name to
overide the launch name in COMMIT.DAT.
Serial/Modem connecting code changed a bit (looks more like the net stuff)
COMMIT uses it's own (2k) stack while in interrupts
Things to come: Commit will support joining in a future version.


If you have any questions or comments, please call me at

214 - 271 - 1365 Ext. 210

or

PARADIGM @ METRONET.COM
