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editor.txt
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1992-03-02
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Hot Wheels Track Editor
Documentation
by John Gymer
Kingfisher Software
All Rights Reserved
written for Atari ST User
June 1991
To load the Track Editor
double-click on the file "EDITOR.PRG"
and wait for it to load. Follow the
prompts until the editor screen
appears.
Operation of the Editor is through
the mouse.
MODE ICONS
Along the top of the screen are
the 5 Mode Icons. From left to
right...
1: Background editor
2: Check Point editor
3: Car Positions
4: Route Marker editor
5: Disc options
The options for each of these
modes appears down the right hand side
of the screen. The bottom right icon
(QUIT) exits the program. If you choose
to Quit it is best to reboot completely
rather than using this option - don't
ask me why... it works perfectly from
DevPac2!
I will now attempt to explain each
of these modes... drum roll
pleeeeze...!
BACKGROUND EDITOR
There are 3 icons associated with
this mode...
1: Choose icon - this brings up the
Sprites screen from which you select
what you want to draw onto the track -
like a paint brush. Alternatively, you
can press the right mouse button while
the mouse pointer is over the track
display to bring up this screen. More
than one icon may be selected at a time
by dragging the box over the ones you
want. There are 2 Sprites screens which
you can select between to grab the
various sprites. Click on the bar at
the bottom of the Sprites screens to
swap between the two.
2: Cover - this option allows you to
cover the whole of the track area with
the current sprite. An Alert box
appears to check that you really want
to do such a drastic thing!
3: Move Arrows - allows you to scroll
around the track area.
NOTE: when designing tracks always
remember that collision detection works
on anything GREEN.
CHECK POINT EDITOR
Check points are areas into which
the cars must go in order to complete a
lap. They are set in ascending order
ALWAYS starting from 0. Cars MUST
travel through these areas in the right
order. There is provision for up to 31
Check Point areas.
To select a Check Point area on
the track simply click on the track and
drag the box which will appear until it
is the size you want.
NOTE: Make these boxes sufficiently
large to ensure that a car is detected
when it passes along that section of
the track.
NOTE2: Before you run the Game program
"HOTWHEEL.PRG" ensure that AT LEAST ONE
Check Point is set.
The icons concerned with this mode
are...
1: Check Point number - select which
Check Point you are editing by clicking
on the left and right mouse buttons to
decrease and increase the value by one
respectively.
2: Delete - Once you've set all the
Check Points for one lap you MUST move
onto the Check Point after the last one
you used and Delete it using this
button. This acts as a marker for the
last Check Point so the the game knows
when a lap has been completed and
starts detecting from Check Point 0
again.
3: Move Arrows - allows you to scroll
around the track area.
CAR POSITIONS
Using these options you can
position the 3 cars anywhere on the
track. This controls where they start
at the beginning of a race.
To position a car on the track
simply click on the track area. The car
will appear at that position. Take care
to position them on the track and not
on any GREEN areas!
The icons concerned are...
1: Car - select car 1, 2 or 3 to
position.
2: Direction - select with the left and
right mouse button what direction the
current car will face at the start of a
race.
3: Move Arrows - allows you to scroll
around the track area.
ROUTE MARKER EDITOR
This is similar to the Check Point
Editor but is used to control the route
that the drones take around the track.
Only 1 route can be created which MUST
ALWAYS start at Route Marker 0.
To place a Route Marker on the
track simply click on the track at the
desired position. A cross-hair cursor
will appear on the track at that
position with red lines pointing in the
direction of the previous Marker and
also the Next Marker so that you can
judge whether you've put them in the
right place or not. Make sure that the
lines don't go too close to the edge of
the track or else the drones are likely
to get stuck!
NOTE: At least one Route Marker MUST be
set if drones are going to be used or
else how do they know where to go?!
NOTE2: It is sensible to place Route
Markers fairly close together or the
drones will become stuck on the edge
very easily.
The icons concerned with the Route
Marker mode are...
1: Route Marker Number - select which
Route Marker you wish to edit. 31 are
provided.
2: Delete Route Marker - this option is
used to mark the end of the Route
Marker list. Once you have selected the
last Route Marker, increase the number
by 1 and Delete it. YOU MUST DO THIS!
If you don't, the drones will not know
where to go after the last one!
3: Move Arrows - used to scroll around
the track area.
DISC OPTIONS
To load and save tracks from the
disk you must use the icons which
appear for this mode...
1: Track number - select which track
you want to load or save. Range is 0 to
9999 although I can't really see you
making that many!! The files created
are named "TRACxxxx.DAT" where "xxxx"
is the four digit track number eg.
0001, 0002 etc.
2: Save Track - click here and an Alert
box will appear to make sure that you
really want to Save that track. Click
on OK to save or Cancel to abort.
3: Load Track - click here to load a
previously saved track from disk. You
can also load in the ready-made tracks
and edit those!
TECHNICAL GUMPH
All files which are in the
"HOTWHEEL" folder must remain in the
same folder or else the programs may
not work correctly. The whole folder
may be moved to a RamDisk or HardDisk
from which they should run perfectly.
The picture files are in Compact
Format which is used by Microdeal's
Canvas Art Package. If you wish to add
some more icons to the editor screens
you must load them into Canvas. NOTE:
Icons must be on a 16*16 grid like the
ones supplied. Only use the colours
used on the current "SPRITES0.CPT" and
"SPRITES1.CPT" screens (8 colours -
greys, white, black, light blue and
greens). If you use more, they simply
wont be displayed when you run the
game.
Thanks to HiSoft for the incredible
DevPac 2 assembler!
Thanks to my brother Simon and
his mates, Squirt and Womble, for play
testing and creating some of the tracks.