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Wolfenstein 3D & Blake S… Gold (Companion Edition)
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Wolfenstein 3D and Blake Stone Aliens of Gold - Companion Edition.iso
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blake
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blakmp
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blakemap.doc
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1993-12-11
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Program: BLAKEMAP
Version: 1.0
Author : David Lummis
Contact: Compuserve Id: 71534,3067
Notes : This program is used to generate ASCII maps for the Blake Stone
Aliens of Gold game.
This program has been tested with the shareware version of Blake,
version 1.0. It has been designed to work with the 3 and 6 episode
versions of the game as well (assuming the encoding of the map files
doesn't change, etc, when they are released).
The /C, /T2, and /T3 options are intended for generating maps that
should be helpful if you want to modify the configuration file.
/T2 and /T3 will generate hex dumps of the maps so that you can
see what value has been assigned to something you see on the
screen. The /FC option can be used to specify the name of an
alternate configuration file.
If you don't specify an episode and/or level number when you run
BLAKEMAP then the program will ask you for the missing information.
Files : BLAKEMAP.EXE The executable program. Type BLAKEMAP /? for summary.
BLAKEMAP.CFG The BLAKEMAP configuration file.
BLAKEMAP.DOC This documentation file.
BLAKEMAP.C Source code for BLAKEMAP.EXE
BMAP1.L00 Text map for Episode 1 Level 0 (Secret level)
BMAP1.L01 Text map for Episode 1 Level 1 (Starting level)
BMAP1.L02 Text map for Episode 1 Level 2
BMAP1.L03 Text map for Episode 1 Level 3
BMAP1.L04 Text map for Episode 1 Level 4
BMAP1.L05 Text map for Episode 1 Level 5
BMAP1.L06 Text map for Episode 1 Level 6
BMAP1.L07 Text map for Episode 1 Level 7
BMAP1.L08 Text map for Episode 1 Level 8
BMAP1.L09 Text map for Episode 1 Level 9
BMAP1.L10 Text map for Episode 1 Level 10
BMAP1.LEG Legend of characters used on the maps
Install: Copy all the files into the Blake Stone data directory. It is from
this directory that the program must be run.
For those that don't want to run the program, a set of maps has
already been created for all 11 levels of the shareware game.
-------------------------------------------------------------------------------
Syntax:
BLAKEMAP [ <option>[ ...]]
Valid <option>s:
/L<n> Level number (0 to 10, or * for all).
/G<n> Game (episode) number (1 to 6).
/E- Suppress display of enemies (/T0 maps only).
/O1 Display all objects.
/O2 Display non-trivial objects only. (default)
/O- Suppress all objects (/T0 maps only).
/2 Use two characters per item on symbolic maps (/T0 and /T1 only)
/T0 Map type 0: Symbolic. (default)
/T1 Map type 1: Symbolic.
/T2 Map type 2: Full hex dump. Not affected by /O.
/T3 Map type 3: Partial hex dump.
/C Create a file containing counts of map and object values
/X Display hexadecimal X scale on maps. (default)
/X- Suppress hexadecimal X scale on maps.
/Y Display hexadecimal Y scale on maps. (default)
/Y- Suppress hexadecimal Y scale on maps.
/FC<file> Filename of BLAKEMAP Configuration file (default is BLAKEMAP.CFG)
/? Display this help screen.
/?- Display this help screen (no pausing).
Required files:
The current directory is searched for the following files:
1) The program will first look for MAPHEAD.BS6 (which will should
contain all 6 episodes).
2) If MAPHEAD.BS6 was not found, it looks for MAPHEAD.BS3 which should
contain episodes 1 to 3.
3) If MAPHEAD.BS3 was not found, then it looks for MAPHEAD.BS1 which
should contain episode 1 only (shareware version).
4) When generating maps, BLAKEMAP will also look for the appropriate
MAPTEMP.BS? (BSTONE v1.0) file. If MAPTEMP.BS? is not found it
will search for GAMEMAPS.BS? (GAMEMAPS was the name used for v1.1
and later of WOLF3D).
5) The program will search the current directory for the configuration
file BLAKEMAP.CFG. If you have used the /FC option, then BLAKEMAP
will look for the configuration file you have specified instead.
Files created:
Opt Filenames Type Map contents
--- ---------------- ------------ -------------------------------------
/T0 BMAP<g>.L<nn> Symbolic. Map and object data.
BMAP<g>.LEG Legend. List of symbols used on maps.
/T1 BMAP<g>L<nn>.T1A Symbolic. Map and object data.
BMAP<g>L<nn>.T1B Symbolic. Map data only.
BMAP<g>L<nn>.T1C Symbolic. Object data only.
BMAP<g>.LEG Legend. List of symbols used on maps.
/T2 BMAP<g>L<nn>.T2A Full hex. Map and object data.
BMAP<g>L<nn>.T2B Full hex. Map data only.
BMAP<g>L<nn>.T2C Full hex. Object data only.
/T3 BMAP<g>L<nn>.T3A Partial hex. Map and object data. No floors.
BMAP<g>L<nn>.T3B Partial hex. Map data only. No walls.
BMAP<g>L<nn>.T3C Partial hex. Object data only. No 00's.
/C BMAP<g>.COU Table. Count of map and object data by level
where: <g> = game number (1 to 6)
<nn> = level number (00 to 10)