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- Short: Graphic Adventure Authoring Language 2.2
- Author: pethu@hotmail.com
- Uploader: pethu@hotmail.com
- Type: game/role
- Replaces: Graal2a.lha
-
-
-
-
- ============
- GRAAL 2.2
- ============
-
-
- Contents:
-
- INTRODUCTION
- DISTRIBUTION
- COPYRIGHT NOTICE
- GRAAL REGISTRATION
- RELEASE NOTES
- QUICK-START FOR OLD USERS
- BUG FIXES AND NEW FEATURES
-
-
-
- INTRODUCTION
- ============
-
- GRAAL is a script-based Graphic Adventure Authoring Language, delivered to
- your electronic doorstep complete with an editor and other development
- tools, a demo adventure, and more documentation than you can shake a
- pair of strong eye-glasses at.
-
-
-
- DISTRIBUTION
- ============
-
- GRAAL 2.2 is delivered on 4 disks.
-
- The GRAAL aminet archives should be unpacked to a common drawer on
- HD or in RAM, or to floppies named as follows:
-
- Graal2a.lha --> "GRAAL 2.2 - Disk A"
- Graal2b.lha --> "GRAAL 2.2 - Disk B"
- Graal2c.lha --> "GRAAL 2.2 - Disk C"
- Graal2d.lha --> "GRAAL 2.2 - Disk D"
-
- Anyone equipped with the C= installer program can then use the "HD_Install"
- icon found on Disk A to install the system to hard disk, or to update an
- existing development directory.
-
-
-
- COPYRIGHT NOTICE
- ================
-
- GRAAL 2.2 is shareware. Copyright (c) 1997 Per Thulin.
-
- This package may be freely distributed, as long as nothing except
- distribution costs are charged. All files must be kept together, either
- in the original, unaltered archives, or as a full hard disk installation
- done with the installer.
-
- The GRAAL_2 driver program may be distributed on its own and for free
- as part of your own adventure, even commercially. There is no license
- fee - however, you should register (see below).
-
- The registered user's personal key file, graal.key, must no longer be copied
- or re-distributed in any way. (This is a change from earlier versions,
- which required the keyfile to be delivered as part of an encrypted game.
- This is no longer necessary.)
-
- You are specifically forbidden to use any of the example material -
- characters, story, graphics or sound - in your own adventures.
-
- I take no responsibility for any loss or damage that may result from the
- use of this software.
-
-
-
-
- GRAAL REGISTRATION
- ==================
-
- The shareware version of GRAAL is not crippled in any way.
-
- However, if you want to distribute your adventures, you will probably
- want the following:
-
- * A way to copy the delivery files to a test directory for final tests.
-
- * A way to compress the data to be able to put more on each floppy.
-
- * A way to encrypt all scripts, graphics, and sound files to prevent
- people from finding the solution to the game too easily.
-
- If you register, you will receive a personal keyfile which enables you
- to use the GPRO program to do all of the above. It also enables you to
- switch off certain developer functions in the version of GRAAL you
- distribute to make it even safer - and harder to crack.
-
- As an added bonus, your name appears in lights on the loading screen,
- from which it cannot be removed - an extra copyright protection, you
- might say.
-
- The keyfile will continue to work with any new versions uploaded
- to the Aminet. Updates are thus easily accessible and free of charge.
-
- You are also put on a mailing list, and will receive an e-mail GRAAL
- newsletter from time to time (provided you are connected to the 'net).
-
- Registering is as easy as sending 150 SEK (swedish crowns), or the
- equivalent of £ 15 (British pounds), in cash to me:
-
-
- Per Thulin
- Malmtorgsgatan 18
- S-653 40 KARLSTAD
- SWEDEN
-
- ---------------------------------------------------------------
-
- So, print out the file "registration.form" NOW and get mailin'!
-
- ---------------------------------------------------------------
-
-
-
-
- SPECIAL MANUAL OFFER
- ====================
-
- Now there is a 90-page, laser-printed, indexed and illustrated version of
- the newly revised manual available. Already registered users are hereby
- offered to buy this manual in a convenient and terribly inexpensive way:
- Just send me five (5) empty, 3.5" DD diskettes along with your complete
- name and address, and the manual will be along shortly.
-
- (Non-registered users can not get the manual separately, but must pay the
- higher shareware fee as stated on the shareware registration form.)
-
-
-
-
- RELEASE NOTES
- =============
-
-
- This version has been tested on:
-
- * A1200 68030/50/50MHz, 16+2 MB RAM, Workbench 3.0
- * A600 68000/7MHz, 2+2MB RAM, Workbench 2.05
- * UAE/WIN Amiga Emulator 0.6.8 running under Windows 95 on a
- Pentium 133MHz PC (Workbench 2.05).
-
-
-
-
- QUICK-START FOR OLD USERS
- =========================
-
- Due to all the new features, some of which puts extra straing on the
- grahics handling, it is probably wise to recommend a minimum of 2MB RAM
- for running GRAAL adventures in the future.
-
- Just want to update and go on typing on your own adventure? OK. As usual,
- I've kept the script changes needed to a minimum:
-
- 1) Copy the new GRAAL_2, GRAAL_Editor, GRAAL.guide, GPRO, GREP, and GDC
- to your development directory.
-
- If you have Commodore's installer program, use the HD_Install
- script supplied on disk A to do this!
-
- Delete any old, renamed GRAAL driver programs floating around...
-
-
- New statement syntax means you have to make small additions to a
- couple of statements in graal.main.
-
- If you use the values suggested below, the game will behave exactly the
- same as before.
-
-
- 2) Just below the MAX_DACT: statement, put a
-
- MAX_ACTION: 120
-
- statement. This defines the maximum number of ACTION: statements that
- can be used in room and section scripts.
-
-
- 3) Add 10 to the current value of you N_GLOBALBOBS: statement. (The concept
- of the first 10 images being reserved for "system BOBs" is no more...)
-
-
- 4) Put the following at the end of your COMMAND_AREA: statement:
-
- ;NORMAL
-
-
- 5) Put the following at the end of each VERB_ZONE: statement:
-
- ;0;0;
-
- (Yes, that's right - don't put anything but a blank after the last ";"
- until you've read about what's supposed to be there!)
-
-
- 6) Change all REMOVE commmands to PUT - they're exactly the same, but
- PUT is what it does, and so is less confusing. (The REMOVE command will
- still be accepted by the driver, but it is spotted by the syntax checker
- in the Editor.)
-
-
- 7) Change all BG_IFF: statements to BACKDROP: for the same reason.
- (The BG_IFF: statement will still be accepted by the driver, but
- it is spotted by the syntax checker in the Editor.)
-
-
- 8) IF you want to use the new 3D scaling features, you MUST put a CHAR:
- and an OBJECT: statement in graal.main for your main character.
-
-
- 9) If you have CHAR: statements, read about the new parameters in the
- on-line reference, and set the height, width, etc. for each to the
- same values as those specified in your CHARACTER_HEIGHT:,
- CHARACTER_WIDTH:, CHARACTER_COL:, and WALK_SPEED: statements. Once
- you have done that, you can delete those four statements.
-
-
- 10) Examine the second last parameter of your DLG_LAYOUT: statement, and
- add the same value as an additional, last parameter. For example, if
- the DLG_LAYOUT: statement currently ends with:
-
- ...;8;3
-
- it should now end
-
- ...;8;3;8
-
-
- 11) The player interface of the demo adventure has been revamped using all
- the latest goodies, so I strongly suggest you install it and have a
- look. (Then go ahead and steal the techniques ;)
-
-
-
-
- ==========================
- BUG FIXES AND NEW FEATURES
- ==========================
-
-
- Editor
- ======
-
-
- * "Array Subscript out of range" message when trying to edit a line in a
- PATH: statement directly after creating it from the "Insert statement?"
- list fixed. (Phew!)
-
-
-
- * Bug in syntax check of IFEXISTS condition fixed.
-
-
-
- * Bug in syntax check fixed: Editor crashed in extremely small scripts.
-
-
-
- * Bug in script template creation fixed: Change counter is now set to number
- of rows in template, so it can be saved with the "Save" command immediately
- upon creation.
-
-
-
- * Vertical and horisontal scroll buttons added.
-
-
-
- * The window display is now continually updated to show new portions of the
- file as you drag the scroll gadgets.
-
-
-
- * New "File" button [F7] added to the parameter editor window. Depending on
- the statement or command, different filters are used in the file requester
- to make it easier to find the file you want to include. Alter the filter
- tooltypes as described above to suit your file naming standards.
-
-
-
- * New "3D" button [F8] also added to edit the 3D scaling zones of the 3D:
- statement.
-
-
-
- * New <RUN> button (the one with the small GRAAL icon) [F1] starts GRAAL_2
- if it is found in the same directory as the editor. You can specify another
- name for GRAAL_2 using the tooltypes - see below.
-
-
-
- * Function key shortcuts added to the "quick locate" buttons:
-
- <OBJECT:> [F2]
- <DACT:> [F3]
- <ACTION:> [F4]
- <LINE:> [F5]
-
-
-
- * New "Create Report" menu item [Amiga]+[G] starts GREP and then loads the
- resulting graal.report file into a new window.
-
-
-
- * <Continue> button in the syntax error message box allows you to step
- through, view and count the errors in a script file in one go.
-
-
-
- * Selecting and placing images in the parameter editor now also handles
- flipped still images (prefixed with "//") correctly. Still can't help
- you with animations, though - not surprising :)
-
-
-
- * When editing the character position relative a new object, the object
- itself is now shown on screen directly - previously, you had to save
- the script and go back into the parameter editor a second time for the
- object to show up.
-
-
-
- * Floors and paths are now shown when editing exit points.
-
-
-
- * When the Editor gets confused about which room file to use when loading
- graphics, it will now use the "load room" requester. So now you can select
- the correct room with the aid of the room description instead of just
- the file name.
-
-
-
- * Various "graphical editing" functions have been updated. An online helptext
- also appears when editing graphics to tell you about the keys and features
- available.
-
-
-
- * Tooltypes!!!
-
- SCREEN=WB|NTSC|PAL WB (or WORKBENCH) screen opens in same mode as
- Workbench screen (AGA only)
-
- NTSC screen opens in NTSC 640x200 mode regardless
- of Workbench etc. (AGA only)
-
- PAL screen opens in PAL 640x256 mode regardless
- of Workbench (AGA only)
-
- GRAAL=name The name of the GRAAL driver program started with
- the <RUN!> button or the "Run GRAAL" command in the
- GRAAL menu.
-
- IMAGEFILTER=filter The filter pattern used when selecting an image file
- using the <File> button in the parameter editor.
- Default: #?.pic|#?.iff|#?.i16|#?.i32|#?.i64
-
- TRACKFILTER=filter The filter pattern used when selecting a tracker module
- using the <File> button in the parameter editor.
- Default: #?.trk|#?.track|#?.mod|#?.sng
-
- SAMPLEFILTER=filter The filter pattern used when selecting a sample file
- using the <File> button in the parameter editor.
- Default: #?.snd|#?.raw|#?.8svx
-
- Note: do not surround the alternatives in the filter specifications
- with brackets - these will be added by the Editor.
-
- CHECKONSAVE=YES|NO If this switch is set to YES, script files will be
- checked with the syntax checker before they are saved.
- If the syntax error message box appears and you press
- the <Cancel> button, the file will not be saved. If
- you ignore any errors by pressing the <Continue> button
- instead, the file will be saved with the errors still
- there.
-
- PAINTAPP=paintprog This sets the path, name and command line arguments of
- a paint application that can then be launched from the
- Editor's GRAAL menu. If you use a paint program that
- allows you to specify a file name as an argument on
- the command line, you can put "{f}" in this tooltype.
- This will open a file requester, allowing you to select
- the picture to be edited, before the paint program is
- started.
-
- Example: To start DPaint from GRAAL, use a tooltype
- similar to this:
-
- PAINTAPP=path:DPaint C W N U LOAD={f}
-
-
-
- Driver
- ======
-
- * Finally got rid of that ugly white dot in the middle of the cursor.
- If you still want a dot, design your own cursor - with a dot in it...
-
-
-
- * ANIM: statement now accepts PTRN specification.
-
-
-
- * Bug in OMOVE with a PTRN specification fixed.
-
-
-
- * HIDEEXIT works now! (Didn't anybody notice it didn't???)
-
-
-
- * Minor bug fixes to the sentence box display for inventory object names
- and direct command names.
-
-
-
- * Verb zones can now be highlighted when the cursor moves over them and/or
- when the player clicks them. (VERB_ZONE: statement addition.)
-
-
-
- * You can assign keyboard shortcut keys to verbs. When the player presses
- the keyboard key, GRAAL acts as if the verb zone had been clicked.
- (VERB_ZONE statement addition.) Note that any definitions made override
- the default developer and player shortcut keys ([G], [Q], [S], and so on),
- so think about what key is assigned to what task.
-
-
-
- * The command area screen can (optionally) be double buffered to avoid
- flickering when using graphics in the command area. (COMMAND_AREA:
- statement addition.)
-
-
-
- * Images can be pasted onto the command area (COMGR command).
-
-
-
- * The walking speed can be changed temporarily (WALK_SPEED command).
-
-
-
- * Font handling routines have changed completely. This means FONTS: is no
- longer re-assigned to RAM:Fonts, so all your normal fonts are available
- for other applications while the GRAAL driver is running.
-
-
-
- * Bug in SAMLOAD command fixed: Didn't reload the same sample after SAM NO
- had been executed in between. Also, there was a "glitch" in the playing
- of tracker modules while using the SAMLOAD command - not anymore.
-
-
-
- * Character offset from an object can now be made to include the character's
- width into the calculation. (Previously, the CHARACTER_WIDTH: parameter
- wasn't used for anything at all!)
-
-
-
- * The different controllable characters in multiple-character games can now
- have their own heights, widths, speeds, and text offsets. (CHAR: statement
- addition.)
-
-
-
- * Controllable characters can be automatically scaled down to 25% of the
- original size (half the height) to match the perspective of the backdrop
- pictures. The scaling zones used can be set per room. (3D: statement.)
-
-
-
- * The mouse cursor can be stopped from disappearing during the execution of
- timed events (TCURS command).
-
-
-
- * You can enter your own help text with a
-
- SYSTEM_TEXT: 0;"Help text\second line of help text..."
-
- statement. The text appears in the scene area when the player presses the
- [Help] key.
-
-
-
- * The dialogue area can be set up so that the line currently under the
- mouse cursor is highlighted. (DLG_LAYOUT: statement addition.)
-
-
-
- * You can decide whether the currently controlled character will be spotted
- by the mouse cursor or not (SELECT_CHAR: statement).
-
-
-
- * TITLE command now accepts hires and laced screens. (Still no AGA -
- you'll have to make do with good ol' HAM6.)
-
-
-
- * HAM6 TITLE screens now fade to black in a nicer way. (They still can't
- be faded in FROM black, though.)
-
-
-
- * 2.1 bug in display of LINE: $... fixed.
-
-
-
- * COMAREA ON|OFF command lets you switch the display of the command area
- on and off in an easy way.
-
-
-
- * You can now start and end a dialogue (DSET, EDLG) while the command
- area is invisible (that is, between COMAREA OFF and COMAREA ON).
-
-
-
- * Bugfix in cutscene indicator routine fixed: Cutscene indicator should
- be OK regardless of its position in the command area now.
-
-
-
- * It is now possible to construct games where the player can save the came
- from any position - witin a dialogue, or from a room without a visible
- command area. The new demo shows how to do this with a customised
- save/load room. With the built-in requester, it's even simpler.
-
-
-
- * Bug in IFCBOB with multiple characters fixed. When testing character
- bob numbers with IFCBOB, you should always use the image numbers used by
- character number 1. For example, if image 14 "belongs" to character 1,
- doing a CBOB 14 with character 2 active should show the corresponding
- image for character 2, and IFCBOB 14 should subsequently be TRUE.
- Well, in 2.1 it wasn't.
-
-
- * New MAX_ACTION: statement allows you to define the number of ACTION:
- statements that can be used in .section and .room scripts.
-
-
-
- gpro
- ====
-
- * When using an alternate diskinfo file (called something other than
- diskinfo.graal), marked with the "no encryption" asterisk, the wrong
- diskinfo file was copied to the test directory. Now fixed.
-
-
-
- gdc
- ===
-
- * If you exceed the space available on a disk - that is, define too many
- files for that disk in diskinfo.graal - the meters now show by how
- much. (The "critical line" is shown in red. If the files on the disk
- are mainly large ones, you MAY get away with one or two "nudges" in the
- red - but no more than that!)
-
-
- * Pauses between disk swaps and at the end of the copying procedure has
- been added. This is to prevent people from responding to the prompts
- too soon, removing the diskettes while the drive is in fact still busy.
-
-
-
- GREP - GRAAL Report Tool
- ========================
-
- * This program checks through your adventure, cross-references files and
- diskinfo.graal, and provides you with a lot of useful information. It
- can be run as a stand-alone utility from a CLI shell, but is also
- integrated into the Editor.
-
-
-
- Demo adventure
- ==============
-
- The demo adventure has been updated to show off the command area graphic
- features, customised save/load screens, and sound effects.
-
-
-
- Documentation
- =============
-
- The documentation has been updated - again. These points are especially
- important:
-
-
-
- * DO NOT DISPLAY ORIGINAL AND FLIPPED VERSIONS OF THE SAME IMAGE AT THE
- SAME TIME. The collision detection, screen updating and so on will become
- unpredictable. If you NEED the two orientations simultaneously, you have
- to make each a proper image and store them in the image bank using BOBS:
- statements in the normal way.
-
-
-
- * The text for the FOLLOW command stated that you may have to place a
- character that was following the main character inside a floor before you
- SWITCH to it. This problem was eliminated in 2.1 already - don't worry
- about it!
-
-
-
- * The width and height in the parameters of ...BOBS: statements and commands
- is actually the true width+1 and the true height+1, respectively. The
- parameter editor gives you the proper values automatically. Those of you
- who specify images manually may have been puzzled by this.
-
-
-
- * A description of the syntax of pattern files has been added to the manual,
- along with loads of other information to make it a more complete source of
- information on the capabilities of GRAAL.
-
-
-
- KNOWN BUGS
- ==========
-
- * I have encountered exactly 1 (one) sample file that doesn't compress
- correctly in gpro. Nothing much I can do about it, and it's no big deal -
- if a sound sample in a compressed game sounds awful, just mark it with
- an * in the diskinfo.graal file to stop it from being compressed.
-
- * There is a bug in the tracker player commands I switched to in release 2.1,
- which means the "stop song" command 0FFE does no longer work. When the tune
- starts over, it may also have a strange tempo. One way of working around
- this and make the song play only once is to put an empty block last in the
- song, and have that block repeat by jumping to itself with a 0B "jump"
- command instead.
-
- * If you have a 68030 processor or better, you may have to issue a
-
- > CPU NOCACHE NOBURST
-
- command from a CLI shell before using the editor. Otherwise, graphics
- may become garbled when you use the graphical editing functions -
- Occasionally, not all parts of your images will be shown correctly.
- ( Boy, did I have a hard time figuring out the cause of this one!!! :| )
-