Welcome to the Bad Mojo! To Install: Run x:\SETUP.EXE either from the File...Run... pull-down menu on the Program Manager or directly from the File Manager (where x is the drive letter of your CD-ROM). This installer creates a Pulse group and Bad Mojo run icon. It automatically launches the QuickTime/Windows installer when it's through installing the Bad Mojo files. If you already have an up-to-date version of QuickTime/Windows on your system (2.0.3 or later) simply exit this part of the installer. Bad Mojo files are copied onto the drive and directory you specify, and makes sure you have enough space there for it (currently around 21 megabytes). Here are some extra Key Sequences: Alt-B means Boss is coming! Pause and minimize! Alt-Q means Quit (Note: some functions, notably save/load/preferences, are now ONLY accessible via the INTRO/GAME screen) The SPACE bar (or ENTER key) brings up the INTRO/GAME screen. New Sound Options There are some new sound options which will appear in the badmojo.ini file. They are: SmallChunkSize=3 BigChunkSize=26 BigChunkMethod=0 Although generally speaking, the default configuration will work well, these options may be tweaked (within reason) for different sound card configurations to enhance audio performance. Unfortunately, there are no hard and fast rules, as the optimum sound performance depends on so many different variables: type of sound card, processor speed, amount of available RAM while running Bad Mojo, etc. If there are gaps or skips in the sound, you should adjust the SmallChunkSize or BigChunkSize value as indicated below. If there gaps in sound when moving from screen to screen, you should adjust the BigChunkMethod. Acceptable values for BigChunkMethod are either 0 or 1. 0 means that lots of small chunks get mixed prior to going synchronous for awhile. 1 means that some small chunks get mixed, followed by some large ones, followed again by some small ones to get the whole ball rolling again. Try changing this option if there are gaps in sound between screens, or if there is a gap in the sound upon playing the first non-background sound on a new screen, i.e: walking out of the sewer into a puddle. SmallChunkSize is the basic sound buffer size that is used. Internally, it is multiplied by 2048. Acceptable values are between 1 and 5. If you have a fast computer, you may use values of a smaller chunk size. BigChunkSize is the size (* 2048) of the large chunks of sound that get mixed before the program goes synchronous (i.e: between screens) and cannot mix small buffers. Acceptable values are between 2 and 30. Again if your machine is relatively fast, you can get away with smaller values. Some values that work well for some cards we have tried are: Media Vision Pro Audio Spectrum (on a 486/66): BigChunkMethod=1 BigChunkSize=26 SmallChunkSize=3 Gravis Ultrasound MAX (on a 586/100): BigChunkMethod=1 BigChunkSize=26 SmallChunkSize=2 ESS AudioDrive (stock in a Compaq Pentium 90) BigChunkMethod=1 BigChunkSize=26 SmallChunkSize=3 Creative Labs AWE32 (also Sound Blaster 16) on a Pentium 90 BigChunkMethod=0 BigChunkSize=26 SmallChunkSize=3 (NOTE: These are the defaults). --------------------------------------------------------------------------- Bad Mojo (TM) Game and Documentation (c) 1996 Pulse Entertainment, Inc. and its licensors. All Rights Reserved. Pulse Entertainment, the Pulse Entertainment logo, and Bad Mojo are either registered trademarks or trademarks of Pulse Entertainment, Inc. in the United States and/or other countries. All other trademarks are those of their respective owners.