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Text File | 1992-06-22 | 53.0 KB | 1,216 lines |
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- Game Map CAD User's Guide
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- Copyright 1992
-
- By Curtis Keisler
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- T A B L E O F C O N T E N T S
- ________________________________
-
- 1. INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . 1
- 1.1. PROGRAM REQUIREMENTS . . . . . . . . . . . . . . . 1
- 1.2. GETTING STARTED . . . . . . . . . . . . . . . . . . 2
- 1.3. RUNNING THE PROGRAM . . . . . . . . . . . . . . . . 3
- 1.4. PROGRAM BASICS . . . . . . . . . . . . . . . . . . 3
-
- 2. DISCLAIMER AND STUFF . . . . . . . . . . . . . . . . . . . 5
- 2.1. LICENSING AGREEMENT . . . . . . . . . . . . . . . . 5
- 2.2. THANKS AND TRADEMARKS . . . . . . . . . . . . . . . 5
-
- 3. HEXMAPS . . . . . . . . . . . . . . . . . . . . . . . . . 6
- 3.1. EDIT . . . . . . . . . . . . . . . . . . . . . . . 6
- 3.1.1. INDICATORS . . . . . . . . . . . . . . . . . 6
- 3.1.2. NAVIGATION . . . . . . . . . . . . . . . . . 6
- 3.1.3. FUNCTION KEYS . . . . . . . . . . . . . . . 7
- 3.2. LOAD . . . . . . . . . . . . . . . . . . . . . . . 9
- 3.3. SAVE . . . . . . . . . . . . . . . . . . . . . . . 10
- 3.3.1. MAP . . . . . . . . . . . . . . . . . . . . 10
- 3.3.2. PCX . . . . . . . . . . . . . . . . . . . . 10
- 3.4. NEW . . . . . . . . . . . . . . . . . . . . . . . . 11
- 3.5. PRINT . . . . . . . . . . . . . . . . . . . . . . . 12
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- 4. ICONS . . . . . . . . . . . . . . . . . . . . . . . . . . 12
- 4.1. EDIT . . . . . . . . . . . . . . . . . . . . . . . 12
- 4.2. CREATE . . . . . . . . . . . . . . . . . . . . . . 13
- 4.2.1. CREATION/EDIT UTILITY . . . . . . . . . . . 13
- 4.2.2. DRAW . . . . . . . . . . . . . . . . . . . . 14
- 4.2.3. MOVE . . . . . . . . . . . . . . . . . . . . 14
- 4.2.4. LINE . . . . . . . . . . . . . . . . . . . . 14
- 4.2.5. COMMAND . . . . . . . . . . . . . . . . . . 15
- 4.2.6. GRID . . . . . . . . . . . . . . . . . . . . 16
- 4.2.7. NEW . . . . . . . . . . . . . . . . . . . . 16
- 4.3. REMOVE . . . . . . . . . . . . . . . . . . . . . . 16
- 4.4. LOAD . . . . . . . . . . . . . . . . . . . . . . . 16
- 4.5. SAVE . . . . . . . . . . . . . . . . . . . . . . . 17
- 4.6. NEW . . . . . . . . . . . . . . . . . . . . . . . . 17
- 4.7. DUPLICATE . . . . . . . . . . . . . . . . . . . . . 17
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- 5. MEMORY . . . . . . . . . . . . . . . . . . . . . . . . . . 18
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- 6. ABOUT . . . . . . . . . . . . . . . . . . . . . . . . . . 18
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- 7. QUIT . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
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- 8. FUTURE EPISODES . . . . . . . . . . . . . . . . . . . . . 18
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- 9. REGISTRATION . . . . . . . . . . . . . . . . . . . . . . . 20
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- Game Map CAD, by Curtis Keisler 1
- _________________________________________________________________
-
- 1. INTRODUCTION
-
- First of all, I want to thank you for taking the time to read
- this manual before you judge my program. I have often downloaded
- what seemed to be really "cool" programs, but upon running them I
- become frustrated at the awkwardness I feel because I don't know
- how to "make it go" because I have not read the manual. This
- usually results in a hasty "erase *.*" command, wiping out the
- program forever and never giving it a chance. Fortunately you
- have not done that yet. I hope you will not be disappointed by
- what you find here.
-
- Two years ago, I and a friend of mine, Steve Holley, embarked on
- a mission to create a battle simulation game in which two players
- would design a world on their computer. Through the use of
- modems, they would engage each other in battle with their
- medieval fantasy armies of griffins, pegasi, and every other kind
- of creature you could think of. So, we definitely needed a
- program (it started out as a routine) to let us design hex maps
- for the worlds we would create.
-
- Needless to say, being in college, getting married and having
- kids dampened the plan a little. This "routine" soon got a life
- and program idea of its own and this is where we are today.
-
- Game Map CAD is a program that lets you create icons to be placed
- on hexagon map you create. The icons are created using the
- simple vector commands, move, draw and line. Once these icons
- are created they may be placed on a hex map with dimensions you
- choose. You may view the map in various scales. You may also
- pan across the map in any direction.
-
- When the map is completed, it can be printed out on an HP
- LaserJet or written to disk as a PCX file for viewing, printing,
- and editing in your favorite graphics viewing program or editor.
-
- Maps and sets of icons may be saved and loaded from disk at any
- time.
-
- 1.1. PROGRAM REQUIREMENTS
-
- This program was written using Borland's Turbo Pascal 6.0. I
- incorporated Borland's BGI (Borland Graphics Interface) into the
- program because of the robustness of the BGI graphics.
-
- Consequently, because of this decision, my program may be run on
- a variety of machine configurations (YES, I am "plugging" Turbo
- Pascal here. I write everything in it!!!)
-
- This program requires a computer (no duh) with at least one of
- the following graphics adapters: (Turbo Pascal programmers will
- recognize this list immediately) CGA, MCGA, EGA, Hercules, AT&T,
- VGA, and PC3270.
-
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- Game Map CAD, by Curtis Keisler 2
- _________________________________________________________________
-
- You do not need a hard drive but I recommend it. And it is a
- good idea to have at least 256K of memory available.
-
- No mouse support is offered at this time (That's because two
- years ago, when I started this, I did not have a mouse.)
-
- 1.2. GETTING STARTED
-
- If you received this program in any other way than a ZIP file you
- may not have received all of the "pieces". Use the "About" menu
- selection to view information on registration and receiving all
- of the "pieces".
-
- If you did receive this file in its originally distributed ZIP
- format, then you apparently have done most of the work already in
- setting up the program.
-
- There is a program named CONFIG.EXE which lets you define the
- type of graphics driver you have (The default is autodetect), the
- default set of icons to load and the default map to load.
-
- To run the configuration program, type CONFIG at the DOS prompt.
- If you cannot read the screen after executing the program, it is
- because the program thinks that you have a color monitor. To let
- the program know that you do not have a color monitor, type
- CONFIG B at the DOS prompt instead of CONFIG. The program will
- be forced to use the monochrome/black and white mode.
-
- The default icons and map are set to BASIC.ICN and BASIC.MAP.
- The extension you use does not matter. However, you might want
- to stick to the ones I have chosen in order to avoid any
- confusion; .MAP for map files and .ICN for icons.
-
- The following is a description of the different selections on the
- configuration menu and for what they are used. To select one of
- these options, press 1,2,3,S or Q respectively as follows:
-
- 1. Graphics screen type :
-
- This option lets you specify which kind of graphics card you
- have. If you are not sure about what you have, select
- "Autodetect".
-
- For AT&T and some laptop users, you might want to select
- AT&T. For some reason, the autodetect will select CGA which
- is a lower resolution than what you might be able to get.
-
- Use the up and down arrow keys to change the highlighted
- graphics driver and resolution. Press [Enter] when you have
- selected the graphics driver that you want.
-
- 2. Default icon list :
-
- When the program is first executed, it will check to see if
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- Game Map CAD, by Curtis Keisler 3
- _________________________________________________________________
-
- you have a list of icons that you want loaded automatically.
- This is a nice feature to have if you are working on a big
- map or have some favorite icons that you like to use.
-
- This option is merely a convenience and it is not necessary
- that you provide a default icon list.
-
- See the section below about editing in the line input.
-
- 3. Default map name :
-
- This is just like the Default icon list except that it is a
- map. Again, it is just a convenience.
-
- S. Save the current configuration :
-
- The configuration is not written to disk until you actually
- use this option. So, be sure to select "S" once you are
- finished defining the configuration that you want.
-
- Q. Quit the configuration program :
-
- Quit the configuration program (Maybe too obvious).
-
- 1.3. RUNNING THE PROGRAM
-
- Once you have defined the defaults that you like, you can run the
- Game Map CAD be typing in MAPCAD.EXE at the DOS prompt.
-
- The program will first try to find the file named MAPCAD.CFG in
- the default directory. If it does not find it, you will see a
- message in the middle of the screen which simply states the name
- of the program and "ERROR: Disk Error!". This is mainly to let
- you know that the program had problems finding the configuration.
- Simply press [Enter] to continue. The program will try to
- autodetect your graphics card and no default icons or maps will
- be loaded.
-
- Once the program reads in the configuration, you will be
- presented with a title screen. Just press [Enter] and you will
- get the Main menu.
-
- 1.4. PROGRAM BASICS
-
- Menus:
-
- This section describes how the interface works (remember how
- frustrating bad interfaces can be). I have tried to make a
- simple bar menu system. Borland's Paradox users will recognize
- the format immediately.
-
- When a menu is active, there will be several words spaced apart
- at the top of the screen. One of the words will be highlighted.
- Directly beneath the top row of words will be a description of
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- Game Map CAD, by Curtis Keisler 4
- _________________________________________________________________
-
- what the selection does.
-
- To change the selection, use the left and right arrow keys. You
- will notice that the highlighted bar moves left and right
- correspondingly. Also, the description below the menu will
- change accordingly.
-
- To make a selection, you can either press [Enter] when you have
- highlighted the option you wish to make or you can simply press
- the first letter of the word.
-
- To back out of a menu to the previous menu, simply press [Esc].
- This will not cause you to exit the program when you are at the
- Main menu. This is intentional so that you do not exit
- accidently.
-
- Text input editor:
-
- The following is a description of how to edit text when you have
- invoked the simple line text editor. This editor is always in
- the insert mode. If upon entering into the editor, the first key
- you press is alphanumeric, the entire line will be deleted. This
- is for your convenience.
-
- [Home],[End] - Moves the cursor to the beginning or the end of
- the line.
- [Left],[Right] - Moves the cursor one character to the left or
- right.
- [Ctrl][Backspace] - Deletes the entire line and homes the cursor.
- [Delete] - Deletes the character beneath the cursor.
- [Backspace] - Deletes the character to the left of the cursor.
- [Enter] - Exit the editor and accept the changes to the text.
-
- You can determine if you are at the "Main Menu", "Hex Map
- Editor", or "Icon Editor" by looking at the inverse bar at the
- bottom center of the screen.
-
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- Game Map CAD, by Curtis Keisler 5
- _________________________________________________________________
-
- 2. DISCLAIMER AND STUFF
-
- This product is distributed AS IS. The author specifically
- disclaims all warranties, expressed or implied, including, but
- not limited to, implied warranties of merchantability and fitness
- for a particular purpose with respect to defects in the diskette
- and documentation, and program license granted herein, in
- particular, without limiting operation of the program license
- with respect to any use or purpose. In no event shall the author
- be liable for any loss of profit or damage including but not
- limited to special, incidental, consequential or other damages.
-
- 2.1. LICENSING AGREEMENT
-
- You may use this program and freely EVALUATE ITS USEFULNESS for a
- 10-DAY TRIAL PERIOD. Should you find it useful, you MUST
- REGISTER by sending registration form and check payable to Curtis
- Keisler. See last section of this manual for details and
- benefits.
-
- You may freely distribute UNMODIFIED copies (which includes all
- files listed in the README file) provided you do not include it
- with commercial software, and charge no more than $3.50, in lieu
- of recognized User Group guidelines (e.g., Association of
- Shareware Professionals, New York Amateur Computer Club), for
- copying/distribution costs.
-
- 2.2. THANKS AND TRADEMARKS
-
- First of all, I would like to thank my best friend, Steve Holley,
- for pushing me to finish this project for a change. Steve also
- wrote the snippet of code that turns the text command into a
- compressed byte for optimized memory storage. He also wrote the
- decoder which decompresses the byte back into the text command.
-
- I would also like to thank Richard Wilton for writing a fantastic
- book called "Programmer's Guide to PC & PS/2 Video Systems"
- published by Microsoft Press. I used one of his line draw
- routines for MCGA and modified it so that I could draw to any
- memory location (that's how I print the maps and export them in
- PCX format).
-
- I would also like to thank Borland, the best software company in
- the world. Without your pascal compiler I would never have
- written this program.
-
- Borland, Microsoft, PC PaintBrush, CompuShow, and CompuServe are
- all trademarks.
-
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- Game Map CAD, by Curtis Keisler 6
- _________________________________________________________________
-
- 3. HEXMAPS
-
- Hex maps are the maps that are used for detailing the different
- worlds in many role-playing games such as D&D, AD&D, Star
- Frontiers, Gurps, etc.. When game masters create worlds for
- their gammers, it can often become extremely cumbersome for them
- to draw maps. Creativity is hindered by the overwhelming task of
- erasing and redrawing maps.
-
- Game Map CAD was written to end all of those problems. You can
- "paint" icons to areas of the map with ease. And with just as
- much ease you can "erase" icons from the map.
-
- To edit hex maps, choose "Hexmaps" from the main menu. The
- following is a description of each of the selections on the Hex
- Map Editor menu.
-
- 3.1. EDIT
-
- Aside from the Icon Editor Menu, you will spend most of your time
- in this part of the program. Please take the time to read this
- section carefully so that you can take advantage of all of the
- options Edit has to offer.
-
- 3.1.1. INDICATORS
-
- Once you have chosen edit, the top two lines of the screen where
- the menu was will be replaced by several different indicators.
-
- The first indicator is the "Grid Coordinates". This tells you
- where the hex cursor is positioned on the map. When you first
- edit a new map your position will be (1,1). The coordinate
- system is the same as for the upper right quadrant of the
- Cartesian coordinate system (see, my B.S in math was good for
- something!). The lower left hand corner of the map is (1,1), the
- upper left corner (1, Length), the lower right is (2 x Width, 1),
- and the upper right is (2 x Width, Length) (Whew!).
-
- The second indicator is the viewing scale of the map. This is a
- real number and can be changed at any time.
-
- The next indicator is width. This is the width mentioned above
- and is two times the width of the map. The reason for this is
- way the cursor movement was implemented. Checking to see if the
- cursor was beyond an odd number of columns proved to be difficult
- (at the time). So, I am forcing you to choose an even number of
- columns. This also can be changed (See [F5] below).
-
- The final indicator is length. This too is the length mentioned
- above. There is nothing "funny" about this number though. And,
- as before, it too can be changed (See [F6] below).
-
- 3.1.2. NAVIGATION
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- Game Map CAD, by Curtis Keisler 7
- _________________________________________________________________
-
- You can choose "Edit" from the Hex Map Editor menu to edit the
- current hex map.
-
- Navigation around the map is simple. I have used the standard
- directional system implemented on the numeric keypad (be sure
- your num lock is off). The following is a description (probably
- unnecessary) of how the navigation keys work.
-
- [Home] - Up and to the left.
- [Up] - Up.
- [PgUp] - Up and to the right.
-
- [Left] - Left to the next adjacent hex.
- [Right] - Right to the next adjacent hex.
-
- [End] - Down and to the left.
- [Down] - Down.
- [PgDn] - Down and to the right.
-
- [Ctrl][Home] - Top left corner of the map.
- [Ctrl][PgUp] - Top right corner of the map.
- [Ctrl][End] - Bottom left corner of the map.
- [Ctrl][PgDn] - Bottom right corner of the map.
- [C] - Near the center of the map
-
- [Esc] - Return to the Hex Map Editor menu.
-
- If you move the cursor off of the screen, the computer will
- redraw the map with the current cursor location in the middle of
- the screen.
-
- 3.1.3. FUNCTION KEYS
-
- There are also some special keys as well as function keys whose
- functions are a little more complex than the navigation keys.
- The following is a description of how to use them.
-
- [Ins] - Place an icon on the map.
-
- This key is going to get worn out if you use this program a lot.
- This key lets you place an icon in the current hex. The current
- hex must be empty in order to place an icon in it. If the hex is
- not empty, you will here a short beep letting you know that you
- cannot perform the insert function in this hex until you erase
- the contents.
-
- If the hex is empty you will be presented with a "Choose Icon"
- window. A highlighted bar will be positioned on the currently
- selected icon. You can use the [Up], [Down], [Home], [End],
- [PgUp] and [PgDn] keys to position the highlighted bar on the
- icon that you wish to insert into the hex.
-
- Pressing [Enter] selects the current icon and places it on the
- map. Pressing [Esc] aborts the selection and nothing is placed
-
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- Game Map CAD, by Curtis Keisler 8
- _________________________________________________________________
-
- on the map.
-
- [Del] - Erase an icon from the map.
-
- This key removes the current icon from the map if an icon is
- there. If no icon is on the map, you will hear a beep letting
- you know that there was no icon to be deleted.
-
- [Enter] - Place current icon.
-
- This key places the currently (last selected) icon on the map if
- the current hex is empty. If the hex is not empty, you will hear
- a short beep letting you know that you cannot perform the insert
- function in this hex.
-
- [F1] - Present the help window.
-
- This key displays a window showing all of the complex keys and
- what they do.
-
- [F2] - Auto scale to screen size.
-
- This key will cause the computer to calculate the best scale for
- displaying the entire map on the screen. The computer will then
- re-display the map in the new scale.
-
- [F3] - Center screen on the current hex.
-
- This key will make the computer position the map so that the
- current hex is in the center of the screen. The scale is not
- changed but the map is redisplayed to reflect the new location.
-
- [F4] - Change the scale.
-
- This key will let you enter a scale factor in the range greater
- than 0 and less than or equal to 15. Pressing [Esc] will abort
- without changing the scale. If you do change the scale, the map
- will be redrawn in the new scale with the current hex positioned
- in the center of the screen.
-
- [F5] - Change the width (max X).
-
- This key will let you change the width of the map. The width can
- be in the range from 5 to 50. This allows for width in hex of 10
- to 100. If you choose a width that is smaller than the current
- width and you have placed icons outside that width, they will be
- deleted from the map. BE SURE THAT YOU DO NOT WANT TO LOOSE THEM
- FROM THE MAP!!!
-
- Once you have changed the width, the computer redraws the screen
- with the current hex positioned in the center of the screen.
-
- Pressing [Esc] aborts and the width is unchanged.
-
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- Game Map CAD, by Curtis Keisler 9
- _________________________________________________________________
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- [F6] - Change the length (max Y).
-
- This key will let you change the length of the map. The length
- can be in the range from 5 to 100. This key follows the same
- principles as the "[F5] - Change the width (max X)" key does.
-
- [F7] - Toggle paint mode.
-
- This key will let you "paint" the current icon where ever you
- move the hex cursor. If the hex where you move has an icon
- already in it nothing will happen. This is only true if ONLY the
- paint mode is on. If the remove mode is on (See below), the icon
- is deleted and the current icon is placed in the current hex.
-
- You will know that you are in paint mode when you see the
- indicator "Paint mode on" on the second line of the indicators.
-
- [F8] - Toggle erase mode.
-
- This key will let you "remove" the icons by just moving the hex
- cursor over it. The removal happens before any painting is done
- (See [F7] above) so that you don't have to erase every icon in an
- area you wish to "paint" with a different icon.
-
- You will know that you are in remove mode when you see the
- indicator "Remove mode on" on the first line of the indicators.
-
- [F9] - Change cursor type
-
- This key will let you change the appearance of the cursor. There
- are two types of cursors, Blinking and Dotted. Some machines are
- so fast that the blinking cursor either cannot be seen or it may
- just become distracting so you might wish to change it.
-
- When you press this key, you will get a menu from which you can
- choose the cursor type you like the best.
-
- [F10] - Show current icon name.
-
- This key will display the eight character name in a window of the
- name of the icon over which the hex cursor is currently placed.
- This does not show the currently selected icon that you use with
- the [Ins] and [Enter] keys.
-
- This is used so that if you get a map file and do not have the
- supporting icon file you can still determine what the map is.
-
- 3.2. LOAD
-
- You can choose "Load" from the Hex Map Editor menu to load a
- previously saved hex map from disk. Just enter the name of the
- map file, with drive, path, extension, etc.. If the file exists
- it will be loaded.
-
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- Game Map CAD, by Curtis Keisler 10
- _________________________________________________________________
-
- You will get a descriptive "I/O Error Message" window if
- something went wrong while you were trying to load the file. You
- will get a "Not a hex map!" message if you try to load a file
- that is not a hex map. You must press a key to continue in both
- of these situations.
-
- If you cannot remember the name of the file, you can press [F1]
- to get a directory listing of any directory and mask. By
- default, the computer selects the current drive, directory and a
- mask of *.*, but you can change that.
-
- Pressing [Esc] aborts the directory listing. Pressing enter will
- give you a directory listing.
-
- You will be presented with a window containing all of the files
- you have selected. Pressing any key will take you back to the
- file name prompt.
-
- If you type in an invalid directory search criteria, you will be
- given an appropriate error message and be returned to the search
- path prompt.
-
- 3.3. SAVE
-
- You can choose "Save" from the Hex Map Editor menu to save the
- current hex map to disk.
-
- When you select the "Save" option, you will be presented with two
- menu choices:
-
- 3.3.1. MAP
-
- This option lets you save the hex map in a form that can be
- retrieved later.
-
- WARNING: Only the names and locations of the icons are saved, NOT
- the icons. To save the icons you MUST choose "Save" from the
- Icon Editor menu!.
-
- You will get a descriptive "I/O Error Message" window if
- something went wrong while you were trying to save the file. To
- continue, press any key.
-
- As in the "Load" option, you can press [F1] to get a directory
- listing.
-
- 3.3.2. PCX
-
- This option lets you save the hex map in the PC Paintbrush PCX
- graphics file format.
-
- WARNING: You cannot load this back into the hex map editor so be
- sure to also save to "MAP" format if you intend to edit it.
-
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- This option is to give you greater flexibility with your hex
- maps. I have used it in conjunction with WordPerfect 5.1 to
- create nice modules. It works really great!.
-
- You can also view it using CompuShow and any other graphics
- viewer that supports two color PCX graphics images. Some of
- these programs even let you print. So, if you do not have a HP
- LaserJet printer, you can acquire one of these programs and still
- print out the maps you create with this program. And of course
- you can edit it also within another program.
-
- The "Enter the PCX filename" prompt functions just like the
- "Load" and "Save" prompts but with an [F2] key added.
-
- The [F2] key lets you define how the PCX image will be saved.
- The following is a description of the options:
-
- Hexagons (Yes/No) - Toggles whether or not you want the hex
- map grid saved in the image.
-
- Icons (Yes/No) - Toggles whether or not you want the icons
- to be saved in the image.
-
- Text (Yes/No) - Not yet implemented.
-
- Key (Yes/No) - Not yet implemented.
-
- Inverse (Yes/No) - Whether or not to inverse the saved
- image.
-
- Scale - Allows you to define the numeric scale at which to
- save the image. BE CAREFUL!!! You could easily use up
- several megabytes of disk space with a large scale. Also
- inverse tends to use quite a bit of disk space as well.
- That is why it defaults to "No".
-
- Aspect - Not yet implemented.
-
- Once you have selected the options you desire, press [Esc] to
- return to the "Enter the PCX filename" prompt.
-
- Entering a valid name and pressing [Enter] begins the save. You
- will be presented with the same window you were when you changed
- the options.
-
- You will notice a horizontal "thermometer" gauge showing the
- progress of the save as well as an indicator describing what the
- computer is doing.
-
- Pressing [Esc] at the "Enter the PCX filename" prompt aborts the
- save of the PCX image.
-
- 3.4. NEW
-
-
-
-
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-
- You can choose "New" from the Hex Map Editor menu to clear the
- current hex map from memory and set the dimensions to the default
- size.
-
- Choosing "New" does NOT erase the icons from memory. It only
- erases the map.
-
- 3.5. PRINT
-
- You can choose "Print" from the Hex Map Editor menu to print the
- current hex map to a HP LaserJet printer or compatible. When you
- choose "Print", you will be presented with a window containing
- four dot pitch resolutions; 75, 100, 150 and 300. Be sure that
- your printer has enough memory before printing using the higher
- resolutions (300 DPI Looks very, very, very nice!).
-
- You can abort the print by pressing [Esc]. Selecting a
- resolution will continue the print.
-
- Once you have chosen a resolution you will be presented with a
- menu asking whether or not you wish to print the hexagon grid on
- the map. Pressing [Esc] at this time aborts the printing.
-
- Once you have chosen whether or not to print the hexagon grid,
- you will be presented with a status window containing a message
- telling you what printer driver you are using (only one for now)
- and the familiar horizontal "temperature" gauge to let you know
- the status of the print job.
-
- You can press any key during the printing to stop printing. You
- will be presented with a window asking you if you want to stop
- printing. Press "Y" to stop printing or press "N" to continue.
-
- If something goes wrong during the print, like the printer being
- off line etc., you will be presented with a window asking you to
- "Retry" or "Cancel" the print. Pressing [R] tries to continue
- printing and pressing [C] causes the print to be aborted.
-
-
- 4. ICONS
-
- Icons are the symbols that are placed on the map. They can
- represent anything from water and mountains to roads and walls.
- Game Map CAD comes with some icons already to be used. You can
- add to these icons or create your own set of icons.
-
- 4.1. EDIT
-
- You can edit the current icons in memory by selecting "Edit" from
- the Icon Editor menu. This function will allow you to add to the
- set of vector commands for any icon currently in memory.
-
- If no icons are in memory, "Edit" will tell you with a "There are
- no icons in memory!" message. Press any key to continue. (Use
-
-
-
-
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- Game Map CAD, by Curtis Keisler 13
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-
- the "Create" command to create new icons or the "Load" command to
- load some previously created icons.)
-
- You will be presented with a "Choose Icon" window. You can use
- the [Up], [Down], [PgUp], [PgDn], [Home] and [End] keys to
- highlight the icon you wish to edit. Press [Esc] to cancel
- selecting an icon. Press [Enter] to make a choice.
-
- Once you have selected the icon you wish to edit, you will be
- placed in the creation utility. The workings of the creation
- utility are described in detail below.
-
- 4.2. CREATE
-
- You can create icons by selecting "Create" from the Icon Editor
- menu. This function will allow you to create new icons using a
- very simple set of vector commands. You do not have to enter the
- actual commands if you do not want to. You can use the menu
- instead.
-
- You will be prompted to enter up to eight characters for an icon
- name. If the name you have chosen already exists, you will get
- an "An Icon already has that name!" warning message. Press any
- key to continue.
-
- Once you have chosen a unique name, you will be placed into the
- icon creation utility. Press [Esc] at the name prompt to exit
- creating an icon.
-
- 4.2.1. CREATION/EDIT UTILITY
-
- You will see two windows on the screen when you choose the "Edit"
- or "Create" selection successfully from the Icon Editor menu.
-
- The left window is where you edit the icon. You will see an
- overlay of a hexagon. You may also choose to display a point
- grid which highlights all of the points you can move to within
- the icon.
-
- The right window will display the commands that actually describe
- the icon. You may edit these by choosing the "Command" selection
- from the creation utility menu.
-
- The icons are drawn using a set of three vector commands. Each
- command is described below. The commands take the following
- form:
-
- {command}{x offset},{y offset}
-
- {command} - The valid values for command are "M" for move,
- "D" for draw, and "L" for line.
-
- {x offset} - This is the movement offset in the x coordinate
- relative to the current cursor location.
-
-
-
-
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- _________________________________________________________________
-
- {y offset} - This is the movement offset in the y coordinate
- relative to the current cursor location.
-
- The following is an example of a list of vector commands that
- draws a square with an X in it in the middle of the hex.
-
- M-3,-3
- L6,6
- D0,6
- L6,-6
- D6,0
- D0,-6
- D-6,0
-
- The cursor starts at the center of the icon. And then follows the
- commands, drawing out the icon. The following is a description
- of each of the commands.
-
- 4.2.2. DRAW
-
- The draw command starts at the current cursor location and draws
- a line to the new location using the relative offsets. The
- cursor is then moved to the new location.
-
- The "Draw" command may be selected from the menu in the creation
- utility. When you select draw you will see a blinking cross-hair
- cursor at the current location. From there you can use the arrow
- keys (as in the hex map editor) to move the cursor to the new
- location where the line is to be drawn.
-
- You can abort the "Draw" command by simply pressing [Esc]. To
- insert the "Draw" command in the list of commands press [Enter].
- You will see the new line drawn and the command being inserted
- into the command list. Please see the note on how the icons are
- inserted into the list in the "Commands" section below.
-
- 4.2.3. MOVE
-
- The "Move" command starts at the current cursor location and
- moves the cursor to a new location using the relative offsets.
- Nothing is drawn.
-
- When you select "Move", you will see a blinking cross-hair cursor
- at the current location. From there you can use the arrow keys
- (as in the hex map editor) to move the cursor to the new
- location.
-
- You can abort the "Move" command by simply pressing [Esc]. To
- insert the "Move" command into the list of commands press
- [Enter]. You will see the command being inserted into the
- command list.
-
- 4.2.4. LINE
-
-
-
-
-
- Game Map CAD, by Curtis Keisler 15
- _________________________________________________________________
-
- The "Line" command starts at the current cursor location and
- draws a line to the new location using the relative offsets.
- But, this is different than the "Draw" command in that the
- current cursor location does not change.
-
- When you select "Line", you will see a blinking cross-hair cursor
- at the current location. From there you can use the arrow keys
- (as in the hex map editor) to move the cursor to where the line
- is to be drawn.
-
- You can abort the "Line" command by simply pressing [Esc]. To
- insert the "Line" command into the list of commands, press
- [Enter]. You will see the line being drawn and the command being
- inserted into the command list.
-
- 4.2.5. COMMAND
-
- The "Command" selection lets you edit the commands in the command
- format. This allows you move sections of the icon around, change
- its direction, delete commands, insert commands, add commands and
- basically gives you total freedom in editing an icon.
-
- You can choose the "Command" selection from the creation utility
- menu. You will be placed in the "Icon Commands" window inside of
- the simple line editor (all the line editing rules apply as
- described above). There are also some extra key's that allow you
- to manipulate the list. The following is a description of each
- of the keys and what they do.
-
- [Up],[Down] - Moves up or down a command.
- [PgUp],[PgDn] - Move up or down a page of commands.
- [Ctrl][Home] - Moves you to the beginning of the list.
- (Remember that the line editor uses the [Home]
- key).
- [Ctrl][End] - Moves you to the end of the list.
- [Esc] - To exit the current list of commands.
-
- [F2] - Removes the current command from the list of commands.
- [F3] - Inserts a command of M0,0 before the current command. You
- can edit this command and change it to what you want. Since
- M0,0 is a valid command but does not change the icon in any
- way, it was chosen as the default command.
- [F4] - Adds a command of M0,0 after the current command. This
- allows you to put icons at the end of the list of icons.
-
- If you are editing an invalid command, the computer will not let
- you move to another command or exit until you have entered a
- valid command (you can press [F2] to delete the command).
-
- After you have exited the command list, the current position in
- the command list as well as the current cursor position are reset
- to the command that you were editing when you exited.
-
- WARNING: If you want to continue editing the icon from the last
-
-
-
-
-
- Game Map CAD, by Curtis Keisler 16
- _________________________________________________________________
-
- point, you must press [Ctrl][End] to move to the end of the list,
- then press [Esc]. Otherwise, the next command issued will be
- inserted into the middle of the list of commands. This is ok if
- that is what you want to do, but you only have to do this once or
- twice to realize how confusing it can be (not to mention what it
- does to the icon!).
-
- 4.2.6. GRID
-
- When you choose "Grid" from the command utility menu, you will be
- given a "Yes" / "No" menu. To display a grid of the possible
- points to which you can move, select "Yes" otherwise select "No".
-
- 4.2.7. NEW
-
- You can choose the "New" selection from the command utility menu.
- This selection will remove ALL of the commands from the icon on
- which you are currently working.
-
- As a precaution, you will be presented with a "No" / "Yes" menu
- to make sure that this is what you want to do. Select "Yes" to
- clear the commands from the current icon. Selecting "No" or
- pressing [Esc] will abort the "New".
-
- 4.3. REMOVE
-
- You can choose the "Remove" selection from the Icon Editor menu.
- This selection lets you delete an icon from the list of icons
- currently in memory.
-
- When you choose "Remove", you will be shown the standard "Choose
- Icon" window. As usual, select the icon you want to remove and
- press [Enter]. You can abort "Remove" by pressing [Esc].
-
- 4.4. LOAD
-
- You can choose the "Load" selection from the Icon Editor menu.
- "Load" allows you to load a set of icons stored on disk into
- memory. You will get the usual "Enter the filename" prompt.
- This is the typical text line editor as described above.
-
- If you already have a set of icons in memory, they are just
- inserted into the current list. This way you can create
- different sets of icons by loading and removing the ones you do
- not want.
-
- If you already have an icon in memory and you are trying to load
- one with the same name, the icon in memory remains unchanged and
- the new icon is NOT loaded. If you want to load the new icon you
- must delete the old icon from memory. You might also want to use
- the "Duplicate" command instead, as mentioned below, to store the
- icon with the conflicting name under a different name.
-
- You will get the usual "I/O Error Message" window if something
-
-
-
-
-
- Game Map CAD, by Curtis Keisler 17
- _________________________________________________________________
-
- goes wrong while you are loading a set of icons. Press any key
- to continue.
-
- As in the "Load" under the Hex Map Editor menu, you can press
- [F1] to get a directory listing.
-
- Pressing [Esc] while at the "Enter the filename" prompt will
- abort the load.
-
- 4.5. SAVE
-
- You can choose the "Save" selection from the Icon Editor menu.
- This option allows you to save the current set of icons to disk.
-
- You will be prompted for the filename on which to save the
- current list of icons. This is the usual text editor as
- mentioned above. Type in the filename and press [Enter] to save
- the icons. Press [Esc] to abort saving the icons. You can press
- [F1] to get the usual directory listing.
-
- You will also get the usual "I/O Error Message" window if
- something goes wrong while you are trying to save the current set
- of icons to disk.
-
- You will be prompted with a "File exists! Overwrite(Y)?" prompt
- if a file already exists with the same name as the one you have
- specified. You can overwrite the old file by pressing "Y", any
- other key aborts the save, including [Esc].
-
- 4.6. NEW
-
- You can choose the "New" selection from the Icon Editor Menu.
- This selection will remove ALL of the icons from memory. As a
- precaution, you will be give an "No" / "Yes" menu. If you really
- want to remove ALL of the icons from memory, choose "Yes".
- Otherwise, choose "No" or press [Esc].
-
- 4.7. DUPLICATE
-
- You can choose the "Duplicate" selection from the Icon Editor
- Menu. This selection will let you create a new icon by copying
- the commands of a previously create icon.
-
- Once you have selected "Duplicate", you will be given the
- standard "Choose Icon" window. Pressing [Esc] will abort the
- duplication.
-
- Once you have chosen the icon that you wish to duplicate, you
- will be prompted for the name of the new icon. You must enter a
- name that is not being used. You can press [Esc] to abort
- duplicating the icon.
-
- After you enter the icon name, a new icon is created with that
- name and all of the commands from the old icon are copied into
-
-
-
-
-
- Game Map CAD, by Curtis Keisler 18
- _________________________________________________________________
-
- the new one.
-
- If at this time you choose edit, you will find that the current
- selected icon is the new icon.
-
-
- 5. MEMORY
-
- You can choose the "Memory" selection from the Main menu. A
- window will appear in the middle of the screen with two
- indicators. "Memory Available" is the total memory that is not
- being used. "Largest Segment" is the largest segment size of
- memory available. If the difference between these two numbers is
- very large, the heap has become fragmented. To avoid unexpected
- problems, you might want to save your icons and map, exit the
- program and load everything up again. This should unfragment the
- memory.
-
-
- 6. ABOUT
-
- You can choose the "About" selection from the Main menu. A
- window will appear telling you about the program and registration
- information.
-
-
- 7. QUIT
-
- You can choose the "Quit" selection from the Main menu. This
- selection exits the program. NO warning is issued if you have
- not saved your work.
-
-
- 8. FUTURE EPISODES
-
- I did not at all intend to create this program. It just
- happened, and kept happening and happening. Finally my friend,
- Steve again, "forced" me sit to down, write these doc's and
- release this incomplete program (but then again is any program
- complete? Is that a rhetorical question? What if there were no
- rhetorical questions?) Anyway...
-
- After writing this program, I sat and wondered (scary, I know),
- and I kept coming up with things to add. But this new
- programming takes time and time is money. So, I'll make a deal
- with you (since you read this far), if I get forty formal
- registrations of this program, I will attempt to create a new
- version of the software with the following additions:
-
- 1. A square map editor for editing those neat little square
- maps in dungeons.
- 2. A help file system for displaying all of those particulars
- you just can't seem to remember.
- 3. The ability to print a key along with the map of all the
-
-
-
-
-
- Game Map CAD, by Curtis Keisler 19
- _________________________________________________________________
-
- icons used on the map.
- 4. A little window to the side of the "Choose Icon" window
- showing the currently highlighted icon.
- 5. The ability to save a key in PCX format along with the map.
- 6. Text in any size and orientation on the map.
- 7. Other printer drivers, especially for dot matrix printers.
- 8. The ability to print out all of the icons currently in
- memory.
- 9. A long descriptive name to go along with the icon.
- 10. A long descriptive name to go along with the map.
- 11. A project handler that will let you group icons and maps
- together as a single unit.
- 12. Mouse support.
- 13. Adlib and Sound Blaster Pro support (Why?)
- 14. A pick file function instead of that cheesy window that just
- displays files without letting you pick one. (that bites!)
- 15. You add your idea here ________________________.
-
- The point is this. You guys make it worth it and I will enhance
- this program considerably.
-
- If you have any serious improvements or problems with the
- program, please send them in with the registration. I would love
- to hear any comments you may have about my program.
-
- My CompuServe address is 76424,1521 and my password is (... Yeh,
- right, like I'm going to give YOU my password (pfuuhht).) Don't
- hesitate to drop me a line.
-
-
-
-
-
- Game Map CAD, by Curtis Keisler 20
- _________________________________________________________________
-
- 9. REGISTRATION
-
- If you can use this program, please pay for it. Please send $20
- dollars in USA currency, check or money order to Curtis Keisler,
- Rt. 2 Box 251-K, Williston, SC 29853. (Sorry, I DO NOT take Visa,
- Master Card, video game tokens, or food stamps!)
-
- Also, send this page in, fully filled out and you will receive
- notice if there are newer versions. The first forty people will
- get the next version free of charge.
-
-
- FULL NAME ___________________________________________________
-
- STREET ______________________________________________________
-
- CITY ____________________ STATE ______ ZIP _________-_______
-
-
- Unit
- Action Price Quantity Total
- ------------ ------ -------- ---------
-
- Registration $20.00 x ________= _________
-
- Latest Ver. $ 5.00 x ________= _________ +
-
- Grand total = _________
-
-
-
- Enhancement comments:
-