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-
- Megazeux-
- Copyright (C) 1994 by Software Visions
- All Rights Reserved
-
-
- REQUIREMENTS:
- IBM PC (186 or higher) compatible computer
- 640K RAM
- EGA or higher display adapter
- SoundBlaster or other sound card optional
- Mouse optional
- Dos 2.1 or greater
- Hard drive w/approx. 1 Meg free
-
- Megazeux is being distributed as Shareware. To register Megazeux,
- send the registration fee of $15.00 + $2.00 shipping & handling in
- U.S. funds ($3.00 shipping/handling outside the U.S.) to Software
- Visions. (make out checks to Gregory Janson or your order will be
- returned)
-
- Benifits of registration:
-
- 1) The registered version of Megazeux, without any "register" notices.
- 2) The additional three game worlds- Chronos Stasis, Forest of Ruin,
- and Catacombs of Zeux, including many new levels, secrets, songs,
- and story twists!
- 3) You get an updated catalog (with digitized music)
-
- See ORDER.FRM for details. Our address:
-
- Software Visions Phone: (818) 249-1030
- 4875 Sunset Ave. Prodigy: PJTK93B
- La Crescenta, CA America On-Line: GJanson
- 91214 Internet: GJanson@aol.com OR
- PJTK93B@prodigy.com
-
- The game package, which MUST include the files listed below, may be
- freely copied and distributed by individuals not charging any fee for
- the copying or distributing. All other distribution is governed by the
- License in Section II.
-
- Included files:
-
- MEGAZEUX.EXE
- MEGAZEUX.DOC
- MZX_HELP.PKG
- TUTORIAL.MZX
- CAVERNS.MZX
- 7 .MOD files
- WHATSNEW.102
- FILELIST.DOC
- FILE_ID.DIZ
- ORDER.FRM
- CONTEST.TXT
-
-
- Megazeux --- Table of Contents
-
- Section
-
- I. Definition of Shareware
- II. Disclaimer, License Agreement, and Support
- III. Installing and Starting the Program
- IV. Playing the Game
- V. User Interface
- VI. The Editor- Basics
- VII. The Editor- More Complex Stuff
- VIII. The Editor- Robots
- IX. Megazeux's Sound System
- X. Known Bugs and Quirks
- XI. Thanks, Acknowledgements, and Miscellaneous
-
-
- I. DEFINITION OF SHAREWARE
-
- Shareware distribution gives users a chance to try software before
- buying it. If you try a Shareware program and continue using it, you
- are expected to register. Individual programs differ on details -- some
- request registration while others require it, some specify a maximum
- trial period. With registration, you get anything from the simple right
- to continue using the software to receiving an updated program with
- a printed manual.
-
- Copyright laws apply to both Shareware and commercial software, and the
- copyright holder retains all rights, with a few specific exceptions as
- stated below. Shareware authors are accomplished programmers, just like
- commercial authors, and the programs are of comparable quality. (In
- both cases, there are good programs and bad ones!) The main difference
- is in the method of distribution. The author specifically grants the
- right to copy and distribute the software, either to all and sundry or
- to a specific group. For example, some authors require written permiss-
- ion before a commercial disk vendor may copy their Shareware.
-
- Shareware is a distribution method, not a type of software. You should
- find software that suits your needs and pocketbook, whether it's com-
- mercial or Shareware. The Shareware system makes fitting your needs
- easier, because you can try before you buy. And because the overhead
- is low, prices are low also. Shareware has the ultimate money-back
- guarantee -- if you don't use the product, you don't pay for it.
-
-
- II. DISCLAIMER, LICENSE AGREEMENT, AND SUPPORT
-
- --- DISCLAIMER ---
-
- Users of Megazeux must accept this disclaimer of warranty:
-
- "Megazeux is supplied as is. The author disclaims all warranties,
- expressed or implied, including, without limitation, the warranties of
- merchantability and of fitness for any purpose. The author assumes no
- liability for damages, direct or consequential, which may result from
- the use of Megazeux"
-
- --- LICENSE ---
-
- --- USE AND DISTRIBUTION BY INDIVIDUALS:
-
- Megazeux is a "shareware program" and is provided at no charge to
- the user for evaluation. Feel free to share it with your friends, but
- please do not give it away altered or as part of another system. The
- essence of "user-supported" software is to provide personal computer
- users with quality software without high prices, and yet to provide
- incentive for programmers to continue to develop new products. If you
- find this program useful and find that you are using *TITLE and
- continue to use Megazeux after a reasonable trial period, you must
- make a registration payment of $15 (plus $2/$3 shipping/handling) to
- Software Visions. The applicable registration fee will license one copy
- for use on any one computer at any one time. You must treat this game
- just like a book. An example is that this software may be used by any
- number of people and may be freely moved from one computer location to
- another, so long as there is no possibility of it being used at one
- location while it's being used at another. Just as a book cannot be
- read by two different persons at the same time.
-
- You are encouraged to pass an unregistered copy of Megazeux along to your
- friends for evaluation. Please encourage them to register their copy if
- they find that they use it. All registered users will receive a copy of
- the commercial (registered) version of Megazeux.
-
- Site-Licenses and quantity discounts may be arranged by contacting
- Software Visions.
-
- --- DISTRIBUTION BY BBS'S AND DISK VENDORS:
-
- Anyone distributing Megazeux for any kind of remuneration must
- first contact Software Visions at the address above for authorization.
- This authorization will usually be granted to BBS's and
- "traditional mail-order shareware distributors". You must still contact
- Software Visions, so we may supply you with the lastest shareware version
- of Megazeux. "Traditional mail-order shareware distributors" are those
- offering disks of shareware programs for little more than the normal cost
- of running such a business (usually no more than $5 per disk), usually
- from a printed or on-disk catalog. It does NOT include any sales through
- retail locations.
-
- --- DISTRIBUTION BY ALL OTHER MEANS:
-
- All other forms of distribution require the express written permission
- of the copyright holder before distribution may begin. These include,
- but are not limited to, CD-ROMs, racks, bins, and any other forms of
- "retail sales". If you're interested in distributing Megazeux
- by one of these (or other) means please contact Software Visions.
- We'll be glad to discuss your distribution idea with you. This
- restriction is to ensure that our software is distributed in fashions
- which we find acceptable to us and our customers.
-
- --- SUPPORT ---
-
- Support for products from Software Visions is available via phone, mail,
- and Prodigy email at least until the end of 1996, and very likely longer.
- See the first page of this document for phone number, mail address, and
- Prodigy email address. Updates for Megazeux are available to registered
- users for a $3 fee to cover costs of labor, materials, shipping, and
- handling. Bug fixes for major bugs will be shipped free to registered
- users for a period of at least three months after the date of registration.
-
-
- III. INSTALLING AND STARTING THE PROGRAM
-
- It is recommended that you install Megazeux in its own sub-directory
- on your hard disk. Do NOT run the program directly from a distribution
- disk, as disks sometimes fail. Always make a copy and run the program
- from it!
-
- To create a sub-directory for Megazeux, you might type one of the
- following commands:
-
- MKDIR \MEGAZEUX
- or MKDIR \GAMES\MEGAZEUX
-
- These are only examples, and you'll have to decide upon a sub-directory
- path that makes sense given the structure of YOUR hard disk. Once the
- sub-directory has been created, you're ready to install Megazeux into
- that sub-directory. If you received the files on a floppy disk, as
- separate files, you would do something like:
-
- COPY A:\*.* C:\MEGAZEUX
- or COPY A:\*.* D:\GAMES\MEGAZEUX
- or COPY B:\*.* C:\GAMES\MEGAZEUX
-
- If the Megazeux came as an archive file of some sort (.ZIP, .ARC, .LZH,
- etc), you will need to copy the archive file into the sub-directory
- that you created (using the COPY command), then type something like:
-
- PKUNZIP MEGAZEUX.ZIP
- or LHARC x MEGAZEUX.LZH
-
- Once the program is installed, you can change to that sub-directory at
- any time and run the program.
-
- Megazeux is started by typing
-
- MEGAZEUX
-
- You will then be prompted for an output device to use for all digitized
- music and sound. If you do not pick PC Speaker, you will then be prompted
- for whether you wish PC Speaker sound IN ADDITION to digitized music and
- sound. Then, if you did not pick No Sound for digitized output, you will
- be prompted to pick a mixing rate for digitized music. Lower numbers are
- more staticy and may distort percussion sounds, but higher numbers require
- more processor power. The high end numbers will slow down the game (OK on
- a 386 or 486) or even stop it on a 286 or very slow 386. Experiment for
- the best compromise.
-
- You will then be whisked to the title screen for the first included game,
- Caverns of Zeux. Press P to play, or L to load another world. Press F1
- for comprehensive help AT ANY TIME. Help is not context sensitive, however.
-
- When starting MegaZeux, you can use any or all of the following command
- line options by placing them after MEGAZEUX. You must seperate them with
- spaces.
-
- -keyboard2:Uses a slightly different routine for keyboard code. This is
- mainly here for testing purposes, but may make the difference
- on one or two models. All sources I have seen on keyboard
- interrupt programming conflict, and I've chosen the two most
- used routines. -keyboard2 implements the second choice.
- -bios: Uses BIOS calls for EGA character updates. This will usually cause
- flicker! Do not use unless your machine locks up or acts strange
- otherwise.
- -nomouse: Do not initialize and use the mouse, even if one is found.
- -ms: Use soundblaster for digitized output
- -mp: Use PC speaker for digitized output
- -mo: Turn digitized output off
- -sp: Turn PC speaker sfx on
- -so: Turn PC speaker sfx off
- -m#: Use mixing rate #, from 7500 to 25000 in steps of 2500.
-
- IV. PLAYING THE GAME
-
- After loading up Megazeux, the title for Caverns comes up. Press 'P' to
- begin playing, or 'L' to load another world. If you start Caverns, you
- will find yourself reading the story leading up to the current situation.
- Use the arrow keys to scroll, ESC to stop reading. At many other times you
- will find yourself reading these "scrolls", or message boxes. You can also
- use Enter to select choices from these scrolls. Choices that you can
- select appear with a small arrow to their left.
-
- Anyways, once the game actually begins, you'll find yourself usually
- represented by a small blue happy face in the center of the screen,
- although your form can change from game to game and even screen to
- screen. Use the arrow keys to move around, and push against things to
- interact or collect items. For example, you can pick up the little
- piles of ammunition and gems lying around on many screens.
-
- Many of the moving objects you will see are creatures- bears, tigers,
- assasins, and other denziens intent on your desctruction. To attack
- them, you hold down the space bar and press a direction, or hold a
- direction and press the space bar. This will fire a bullet, arrow, or
- other appropriate weapon (depending on the game) in their direction.
- You, of course, must have ammo or some other weapon first...
-
- To see the status panel and menu, press Enter or right-click using the
- mouse at any time. More detailed help is available using F1 from within
- the game.
-
- V. USER INTERFACE
-
- All of the dialog boxes in MegaZeux have a similar look and
- operate in the same way. Use TAB and Shift-TAB to move between
- elements, cursor keys to move between checkboxes and radio-
- buttons within a set, Enter or other keys to edit the contents
- of the currently highlighted item, and press Enter on a button
- to exit the box. Using the mouse to select and edit items is
- also supported.
-
- There are only a few basic types of dialog box elements.
- Buttons are white and are used to finish a dialog box. They
- usually say either "OK" or "CANCEL". Input fields allow you to
- input strings or numbers via the keyboard. Numeric selectors
- are a row of numbers with a selection arrow beneath them, moved
- with the cursor keys. Color selectors look like this: ■
- and are changed using either the cursor keys or by clicking on
- it and selecting from a palette. You can also press Enter on one
- to select from a palette. Character selectors have a single
- character which can be changed either by typing a letter or by
- selecting from a "character box" by pressing Enter or clicking.
-
- Board selectors are used by pressing the arrow keys to change
- the board, or pressing Enter or clicking and then selecting from
- a list. Checkboxes can either be checked to signify ON or TRUE,
- or unchecked for OFF or FALSE. Radio buttons represent a set of
- mutually-exclusive options that can be changed using the cursor
- keys or clicking. Only one radio button in a series can be ON
- (or TRUE) at a given time. Finally, there are numeric selectors
- for larger numbers that display a number and can be changed with
- the arrow keys, PageUp, and PageDown.
-
- List boxes are used for boards, filenames, and "things"
- within the editor. Simply use the arrow keys or mouse to
- scroll the list and click or press Return to select an item.
- Some fileboxes allow you to select directories and drives in
- the same way. (those loading .SAV or .MZX files)
-
- Character selection is done by using the left and right arrows
- to move and Enter to select. The mouse is also supported. If
- you hold Alt or Ctrl while moving, you will jump 10 characters
- at a time.
-
- Color selection is done by using the arrows and Enter, or the
- mouse.
-
- Input is done in a small entry box. Sometimes the characters
- you can input are limited. Enter finishes input. Backspace
- deletes the last character. Delete clears the entire field.
-
- Info boxes such as this one are used to display help, scrolls,
- signs, and interaction. Use the arrows or mouse to traverse,
- and press Enter on an option to select it and possibly jump
- to another section.
-
- Mouse is supported for almost all functions except actual
- gameplay, and is fairly intuitive- Just experiment and learn.
- The right mouse button ALWAYS means "escape", and the left
- button always means "select", "do", or "menu". Note that the
- mouse cursor will disappear after a period of no use. From here
- on, all refrences to "clicking" refer to a single press of the
- left mouse button. To "click" on something, move the mouse
- cursor over that something and press the left button once. To
- "double click", press the left button twice in quick
- succession.
-
- VI. THE EDITOR- BASICS
-
- To enter the editor, press E from the title screen. You will be
- presented with a blank world and a menu on the left. For your
- first world, try making a simple, one screen world.
-
- First, press F3 to bring up a list of TERRAINS, and select one
- with the arrow keys or mouse. Then move around the screen with
- the cursor keys and press SPACE to place copies of the terrain
- you selected. Press on the edges to scroll to the remaining
- areas of the board. You can also click on the board with the
- mouse to place copies of the terrain.
-
- The current "object" is shown at the bottom of the menu. To
- change the color, press C or click on the color there. Then
- select from the palette using cursors and Enter or by clicking.
- Place some of the new colored terrain.
-
- Continue to place terrains of different colors until you've
- created a screen that pleases you. You can use F4 through F9
- to select other types of things. If you do so, you may be
- prompted to answer some questions about how you want those
- things to act. Simply fill in the dialog boxes (see User
- Interface for details) and select OK. Avoid the use of things
- in the F10 section; (OBJECTS) these are special and will be
- discussed later.
-
- After you are finished with the level, move the cursor to the
- starting position and press F10, and select PLAYER. The player
- will be added at that position. Now press S to save the world.
- Enter a name for the world and select OK. To test your game,
- exit the editor with ESC (select OK) and Play it. If you want
- to edit your world, enter the editor and press L for load,
- then select the world from the list you are given.
-
- VII. THE EDITOR- MORE COMPLEX STUFF
-
- So you want to go past editor doodling and start to make
- some games with a little more interest and length? Well, you've
- come to the right section! The following keys are arranged by
- order of difficulty and importance.
-
- Space-Place
-
- This key places the current object at the cursor position. If
- there is another object there of the SAME type and color, it
- will delete it and leave a blank space. If the object is
- another type or color, then it will replace it. If the object
- is a fake, floor, carpet, or anything else that can go beneath
- another object, then the new object will overlay the old one.
- You can also place objects using the mouse. You CANNOT overlay
- scrolls, signs, or robots using the mouse. (for safety reasons)
-
- Cursors-Movement
-
- Use the cursor keys to move around the screen. Any attempt to
- move past the screen's edge will scroll if there is more board
- in that direction. Use ALT or CTRL with the cursor keys to move
- in increments of ten. The cursor will sometimes temporarily
- change the color of the object beneath it to allow you to see
- the object and the cursor. This color change is fixed as soon
- as you move off of the object.
-
- Del -Erase
-
- Press Delete or Backspace to erase the object under the cursor.
-
- F-3 -Terrains
- F-4 -Items
- F-5 -Creatures
- F-6 -Puzzle Parts
- F-7 -Transport
- F-8 -Elements
- F-9 -Misc.
- F10 -Objects
-
- These keys bring up a menu of items to select the current object
- from. Some will then require the entry of parameters.
-
- C -Color
-
- Use C to change the color of the current object. Almost ALL
- objects can have their color changed. The exceptions are:
- Energizers, Whirlpools, Lives, Explosions, the Player, Fire,
- and Scrolls. If you try to change the color, only the color of
- the background will be affected, except for the Player and
- Explosions, which cannot even have the background color changed.
-
- TAB- Draw
-
- This key toggles the draw state. When draw is ON, you will place
- an object whenever you move. When draw is OFF, you will only
- place objects when you press Space. This greatly simplifies the
- drawing of lines and large, complex areas. The draw state is
- shown at the bottom of the menu.
-
- PageDown- Next/Prev. Menu
-
- This key switches between the two different menus in the editor.
- All keys can be used at any time; The menus are just used for
- reference. PageUp will also change menus.
-
- F1- Help
-
- F1 brings up this help box. Any questions? Pressed while editing
- robots, this will bring up the robot reference table of
- contents.
-
- L -Load World
-
- Press L to bring up a list of MZX worlds. Select one to load
- it into the editor. If the world is password protected, you will
- be prompted for the password, and the world will only be loaded
- if you enter the correct password.
-
- S -Save World
-
- Press S and enter a filename to save the world. A file extension
- of .MZX is automatically added. If the world is "save-protected"
- with a password, you must enter the password to continue.
- Otherwise a meter showing progress of the save will appear while
- MegaZeux saves your world.
-
- Alt-Z-Clear Board
-
- Press Alt-Z to clear the current board and all associated
- robots, scrolls, and signs. You will be prompted for
- confirmation.
-
- Ins -Grab
-
- Press Insert to "grab" the object under the cursor, IE use it
- for the current object. The color is also grabbed.
-
- Enter-Edit and grab
-
- Pressing Enter allows you to modify the parameter of the object
- under the cursor (IE, intellegence, text, picture, etc) then
- grab it as if you pressed Insert.
-
- Alt-M-Modify
-
- Pressing Alt-M brings up a dialog box with the statistics on
- the objects under the cursor. Select one of the COLOR buttons
- to modify the color of those objects. Select a MODIFY button to
- modify the parameters of an object. Select a GRAB button to grab
- that object and it's color. Select ERASE to erase any object
- beneath the top object. Press OK to finish.
-
- P -Parameters
-
- Press P to modify the parameter of the current object.
-
- F -Fill
-
- Press F to fill an enclosed area with the current object. You
- cannot fill with the Player, Robots, Scrolls, or Sensors. The
- fill doesn't always get the entire area if it is large or
- complex.
-
- F-2 -Text
-
- F2 toggles the text mode on or off. The current state is
- displayed at the bottom of the menu. When text mode is on, all
- printable characters generate text at the cursor position, in
- the current color.
-
- R -Redraw
-
- If the screen has some misc. garbage or needs to be updated,
- press R to redraw the entire screen.
-
- A -Add Board
-
- Press A and then type in the name of a new board to add another
- board. You will then be taken to the new board, which is added
- to the list of boards at the first available position. There is
- a limit of 127 boards within a world.
-
- B -Select Board
-
- Press B to bring up a list of boards. Select one to jump to
- that board. The first board is always used for the title screen.
- The last selection, reading "Add new board" allows you to create
- a new board.
-
- Alt-R-Restart
-
- Pressing Alt-R will clear EVERYTHING and begin a new world from
- scratch, just as if you had just entered the editor. Press OK to
- confirm your actions.
-
- ESC -Quit
-
- Press ESC to quit the editor and return to the title screen. You
- will be prompted for confirmation.
-
- D -Delete Board
-
- Press D to bring up a list of boards, and select one to delete.
- Once deleted, it is permanetly gone. All other refrences to that
- board are not resolved. (such as passages and exits)
-
- V -View
-
- Press V to bring up a view of how the board will look when you
- actually play it. Use the arrow keys to scroll around and press
- ESC to return to editing. This is NOT a test mode, you cannot
- interact with the board- only look at it.
-
- Alt-D-Default Colors
-
- Alt-D toggles default colors on and off. When they are on, a
- "DefC" appears in the upper-right corner of the menu. If default
- colors are on, then the default color for an object is selected
- automatically when you choose it from a menu. EX: If you pick
- "Boulder" from the "Puzzle Pieces" menu, the current color will
- become Lt. Grey automatically. This simplifies use of proper
- colors for beginning game designers.
-
- Alt-Y-Debug Menu
-
- Use this key to toggle a small menu in the upper-left corner of
- the main menu. The top line is the most useful because it
- displays the current cursor position and board # in x/y,board
- format. The coordinates are zero-based. The second line displays
- the amount of free memory available. The third line displays the
- amount of robot memory used so far. The fourth line displays the
- amount of robot memory available. The fifth line displays the
- current parameter as a decimal number. The memory lines are also
- very important, because they allow you to see how much room you
- have to work with for robots and scrolls.
-
- This key also works within a game, displaying the current x/y
- position and board in the upper-left corner of the screen.
-
- Alt-T-Test
-
- This key allows you to test the current world, starting from the
- current board. While testing, two special keys are active. Press
- F9 to become invincible and freeze time. Press F10 to get a
- large supply of health, ammo, bombs, and other items. You can
- move to any board during testing, and do anything you can do in
- a normal game, except for saving and restoring. Exit the game to
- return to the editor.
-
- Note: Since playing the game modifys it, the editor saves a copy
- under the name TEST_$$$.MZX. If you already have a game by that
- name, it will be overwritten, so be careful! After testing the
- editor reloads TEST_$$$.MZX and deletes it.
-
- I -Board Info
-
- Pressing I will bring up the board info dialog box, where you
- can edit information and features specific to the current board.
-
- G -Global Info
-
- Pressing G will bring up the global info dialog box. From here
- you can edit features that are specific to the entire world,
- including choosing characters to be used for internal objects.
-
- X -Board Exits
-
- Pressing X brings up a dialog box where you can select the
- boards to the north, south, east, and west of the current board.
- For example, if you are on the board "Town", and set the board
- to the north to be "Country", then when the player touches the
- north border of "Town", he will be transported to the south
- border of "Country". To have a two-way connection, you must also
- go to the board "Country" and set the south border to "Town". If
- the destination board has a wall covering the entrance on that
- side, the player will "overwrite" the wall, so be careful.
-
- Alt-P-Board Size
-
- From this dialog box, you can edit the board's overall size and
- viewport position and size.
-
- Alt-I-Import Board
-
- Pressing Alt-I brings up a list of board types you can import.
- Select one and select OK to bring up a list of files to import.
- Select one to import it onto the current board.
-
- Alt-X-Export Board
-
- Press Alt-X to bring up a list of board types to export as.
- Select one, type in a filename, and select OK to export the
- current board. You may be required to enter a password to
- enact the export.
-
- Alt-C-Char Edit
-
- Pressing Alt-C activates the built-in character editor, used
- to modify the appearance of ASCII characters.
-
- Alt-B-Block
-
- Press Alt-B to activate block mode, then move to the opposite
- corner of the block and press Space, Enter, or Alt-B. Select
- an action to perform on the block. If you select Move or Copy,
- you must then move to the upper-left corner of the destination
- and press Space, Enter, or Alt-B. The action is then carried
- out.
-
- Sh-F1-Show Invis
- Sh-F2-Show Robots
- Sh-F3-Show Fake
- Sh-F4-Show Spaces
-
- These four commands flash the objects onscreen of the named
- type. For example, pressing Shift and F3 will flash all the
- Fakes, Floors, and Carpets onscreen. Press any key to continue.
-
- Alt-S-Status Info
-
- This dialog box has space to enter the names of up to four
- counters (used in Robot programming) to appear on the status
- screen when playing the game. They will have the current value
- of the counter in numeric form, alongside thier name, in the
- lower section of the status screen.
-
- Alt-A-Select Chars
-
- Use this dialog box to load in one of three default character
- sets. The MegaZeux default set is the set loaded on startup. The
- ASCII default set is the default EGA character set. The blank
- set is the ASCII set for characters 32 through 126 and 219
- through 255, and blank for the rest.
-
- * -Protection
-
- Pressing * brings up the protection dialog box. (You have to
- enter the password if there is one) From here you can change
- the protection level and password.
-
- Alt-N-Choose MOD
-
- This key bring up a list of files. Selecting a mod plays it
- on the current music device if there is enough memory to do so.
- The MOD is also assigned as the default music for the current
- board. Press Alt-N again to end the mod and select no default
- music. The music will always play when playing the level or
- editing it as long as there is enough memory. Warning: If you
- don't have enough memory to load the module within the editor,
- it will NOT be set as the default music- The default music
- will stay at none.
-
- Warning: Do NOT set default music for the starting screen (the
- screen where the player starts) because a snippet will be heard
- while the title screen is loading...
-
- Even if you aren't assigning default music, this is a good way
- to test your MODs to see if they are small enough and if they
- sound right.
-
- Alt-L-List SAMs
-
- This is a good way to discover how many (and what name) SAM
- files are in the current directory. Selecting one will also
- play it at frequency 428.
-
- VIII. THE EDITOR- ROBOTS
-
- Robots are a type of object that is fully programmable. You can
- have them do anything another object can do, plus hundreds of
- other things. They can move, play music or sound, fire different
- types of projectiles, give or take items, keep track of events,
- paralyze or move the player, etc. Any serious MegaZeux game
- designer must look into these in order to program good MegaZeux
- games.
-
- A Short Robot Tutorial
-
- First, you need to learn a few robot commands and some general
- syntax rules. There are only a few basic types of PARAMETERS.
- A parameter is information within a command that varies each
- time you use it. For example, in the command CYCLE 5, 5 is the
- first and only parameter, since it can change each time you use
- CYCLE.
-
- The first type of parameter is a number. Numbers are in decimal
- format and have different ranges depending on the command. X/Y
- coordinates are ranged from -128 to 127. Numbers are displayed
- in cyan.
-
- The second type of parameter is a "string". A string is a
- series of characters surrounded by quotes. (" ") A string can
- contain any character except a quote. Strings are used to
- represent labels, counters, messages, etc. Strings are displayed
- in yellow. If a string is a SINGLE word (IE no spaces) and does
- not match to any reserved word, you can leave off the quotes.
- Reserved words are any word that is used for anything else
- within a robot command, such as IF, MOD, GEMS (an item) PLAYER,
- or FAKE. (a thing) Examples: You can remove the quotes from
- "hey" and "plop", but not "hey guys" or "ammo".
-
- The third type of parameter is a character. A character is
- represented by a single character between two apostrophes, like
- so: 'c'. Certain characters cannot be represented this way, and
- must be written as a decimal number from 0 to 255. Characters
- are displayed in white on dark grey.
-
- The fourth type of parameter is a color. A color is a c
- followed by two hex digits, like so: cE3. Either or both of the
- digits can instead be a ? in certain noted circumstances. Colors
- are displayed just like they appear in the palette box, as a
- square on a colored field.
-
- The fifth type of parameter is a thing. A thing is the name
- of a Megazeux object, such as SliderNS or MagicGem. The name is
- exactly the same as in the editor menus, without any spaces or
- punctuation. (note that capitalization is NEVER significant-
- Gem, gem, and GEM are all considered one and the same)
- Things are displayed in green.
-
- The sixth and final type of parameter is a param. This is a p
- followed by two hex digits. They always come after a thing, and
- are entered using Alt-A. Parameters are displayed in dark cyan.
-
- Megazeux is pretty lenient as far as syntax goes- You can
- insert any number of spaces, commas, and semicolons to seperate
- the parts of your command and make it easier to read. You can
- also insert the following words to make it easier to read,
- without messing up the command: A, AN, AS, FOR, IN, ELSE, THRU,
- THROUGH, THE, TO, IS, OF, BY, AT, and WITH. These are used
- mainly to help you understand commands. Also, Megazeux ignores
- capitalization- Gem, gEM, GEM, gEm, gem are all the same to it.
- One thing you MUST remember is to never insert spaces, commas,
- semicolons, or extra words at the BEGINNING of a line- Megazeux
- can't stand this! Examples of usage- The following commands are
- all EXACTLY the same-
-
- IF GEM 5 5 "haha"
- IF A GEM IS AT 5,5 "HaHa"
- if gem 5,5 "HAHA"
- IF THE THE THE GEM IS IS IS AT AT AT 5 , 5 "hAHa"
-
- When you enter a command within the editor, and go to the next
- line, Megazeux automatically COMPILES it, checking it for
- syntax, inserting optional words, etc. Then it displays the line
- in it's "revised" form, containing default optional words, etc.
- Required words are displayed in white, while optional words are
- shown in lt. grey. Directions are shown in red.
-
- When Megazeux compiles, it also fixes capitalization, etc. The
- above three lines would all turn into this:
-
- IF c?? Gem AT 5 5 "Haha"
-
- Do not worry about the inserted words and such- They do NOT take
- up any extra space. The compiled form (which is how robot lines
- are stored) uses a minimal amount of memory. For example, the
- above line takes only 12 bytes.
-
- Some basic commands you need to know:
- GO dir num- moves the robot num spaces in direction dir. Dir
- can be any supported direction, including north,
- south, etc.
- GOTO "label"- Sends the current robot to label "label".
- :"label"- An actual label within the robot's program.
- *"mesg"- Displays a message along the bottom of the screen.
- SEND "robot" "label"- Sends all robots named "robot" to label
- "label".
- END- Ends execution of the program. (the robot does not
- disappear, it just stops doing things)
- DIE- Actually gets rid of the robot. (disappears)
-
- A sample object:
-
- END
- :"TOUCH"
- *"You touched me!"
- GO NORTH 3
- END
-
- A pair of syncronized objects:
-
- ObjectA-
- :"DOIT"
- GO NORTH 3
- GO SOUTH 3
- SEND "OBJECTA" "DOIT"
- END
-
- ObjectB-
- END
- :"DOIT"
- GO EAST 3
- GO WEST 3
- SEND "OBJECTB" "DOIT"
- END
-
- Read the command reference and related sections to learn more
- about robot programming. The best way to learn is to try it!
- It also helps to examine other people's programming, or get a
- friend to tutor you.
-
- IX. MEGAZEUX'S SOUND SYSTEM
-
- There are two categorys of Music and Sound in Megazeux-
- Digitized and PC Speaker. Digitized sound consists of .MOD
- and .SAM files. PC Speaker is utilized through PLAY and SFX
- commands.
-
- Many people have asked, "What's a SAM file!?" My response
- is that it is a file used for instruments in a MOD file.
- You can either:
-
- A) Use SAM files of your own
- B) Use a mod editor to export SAM files from a MOD file
- (Blaster Master by Gary Maddox is an easy way to
- extract samples)
- C) Use a conversion utility to convert RAW, WAV, VOC,
- and/or SND files to the SAM format. A good utility
- for this is CVT2SAM by Jim Dahl.
-
- See the MOD, SAM, END MOD, END SAM, and VOLUME robot commands for
- using Digitized sound.
-
- The PLAY, WAIT PLAY, and PLAY SFX robot commands require a string
- of letters to use for notes. The SFX command plays internal PC
- speaker sound effects, and the SAM command plays SAM files,
- overlaying any current MOD. See help within Megazeux for details.
-
- X. KNOWN BUGS AND QUIRKS
-
- There are a few quirks known to exist in this version of Megazeux.
-
- For one, the first save of a game, whether in edit or play, takes
- a rather long time. This is due to the size of the boards Megazeux
- must shuffle around in conventional memory, EMS memory, and swap
- files. Many other delays in Megazeux can also be attributed to
- slow disk access.
-
- In addition, when importing boards, references to other boards (within
- passages and robots) are NOT resolved- Make sure you fix these, or
- you may get an "Attempt to load a nonexistant board" error!
-
- Occasionally the keyboard will lock up and stop responding. (Only on
- certain machines) Sometimes this may be solved by tapping the Alt,
- Ctrl, and/or Shift keys a few times. Otherwise, try the -keyboard2
- command line option. If neither of these helps, try to locate exactly
- when the keyboard locks up and what you were doing/typing, and please
- notify us.
-
- Finally, ZZT imports and fills do not work completely, although they
- are often satisfactory. No plans to improve these features exist. The
- ZZT import would encourage rehashes of old ZZT classics without using
- the new features of Megazeux.
-
- XI. THANKS, ACKNOWLEDGEMENTS, AND MISCELLANEOUS
-
- Programming and Overall Design by Gregory Janson
- MOD Programming by Mark J. Cox
-
- Included Game Modules by Gregory Janson
-
- Beta Testing and Special thanks:
-
- Jason Albanese
- Alek Benedict
- Chris Bromley
- Christopher Christensen *
- Chris Cooper
- Carlos DaSilva
- Jacob Farmer
- Geoff Friesen *
- Tim Gallagher
- Themie Gouthas *
- Jamie Holub
- Carl and Connie Janson (Hi mod, Hi dad!)
- Chris Janson
- Jason Kim
- Dave Kirsch *
- Elbert Lim
- Joe McManis
- Vic Putz *
- Robin Rudge *
- Brian Schweitzer
- Allen Shirvanian
- Tim Sweeny (author of ZZT)
- Tony Vanvranken
-
- * = Thanks for the public domain code!
-
- Registration Info
-
- MegaZeux is being presented as ShareWare, that is, try before
- you buy. The unregistered version is completely intact- All
- features are available. However, if you continue to use it,
- you are still required to pay for it. Your payment not only
- gets you the registered version, including the additional
- three games available by registration only, but it tells us
- that you enjoy getting great games at such low costs.
-
- If you enjoy MegaZeux and want to recieve all FOUR games in
- the MegaZeux series, send 15 dollars (US) plus 2 shipping
- and handling in the USA, or 3 shipping and handling in all
- other countries, to:
-
- Software Visions
- 4875 Sunset Ave.
- La Crescenta, CA
- 91214
-
- Make out all checks and money orders to Gregory Janson, or
- your order WILL be returned. Please include a copy of our
- order form or a note stating the desired product.
-
- If you find a bug in MegaZeux, we want to know! If you have
- found a real (major) bug and you notify us first, you will recieve
- the first fixed copy (registered) of MegaZeux, as well as a coupon
- for one (1) free registered game from Software Visions, of your
- choice.
-
- For more detailed instructions and help, please see the
- comprehensive help within Megazeux, available by pressing F1 at
- any time.
-
- Enjoy Megazeux, and I'd LOVE to see the modules you create with
- it, or just hear your comments! This was created with the ZZT
- fan in mind, so have at it! And see CONTEST.TXT for information
- on a world creation contest!
-
- - Greg Janson
- ZZT'er at heart