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- /* The GRAAL Herald, Issue 1
- /*
-
- NAME: The GRAAL Herald
-
- VERSION: 1
-
- MAX_CACHE: 100
-
- WALK_BUTTON: LEFT
-
- EXIT_COL: 8
-
- OBJ_COL: 1
-
- START_ROOM: 1;1
-
- /* Disable the quit keyboard key - we have another way of quitting!
- DISABLE_QUIT:
- /* Disable the save/load keyboard keys - we have another way of saving!
- DISABLE_SAVE:
-
- MAX_ROOM: 20
-
- MAX_SECTION: 1
-
- MAX_DLG: 2
-
- MAX_DACT: 50
-
- GLOBALOBJS: 10
-
- SECTIONOBJS: 10
-
- ROOMOBJS: 20
-
- N_GLOBALBOBS: 60
-
- N_SECTIONBOBS: 10
-
- N_ROOMBOBS: 70
-
- MSGFONT: xen;8
-
- COMFONT: Scala;11
-
- TITLEFONT1: Olaf;27
-
- TITLEFONT2: xen;8
-
-
- CLPART: Olaf.iff
- /*
- /* Let's grab Olaf!!!
- /*
- BOBS: 10;11;1;1;31;47;32;0
- BOBS: 10;21;1;49;31;47;32;0
- BOBS: 10;31;1;97;31;47;32;0
- /*
- /* An empty bob (all background colour) for "erased" arrows
- /*
- BOBS: 1;60;163;152;8;8;0;0
-
- /* We don't really use an inventory, so let's make it very small,
- /* text only, and put it out of harm's way in just a few pixels...
- INV_LAYOUT: 490;1;499;11;1;1;TEXT;VERTICAL;3;3
- /* Likewise with the inventory up/down arrow images, of course...
- INV_UP: 495;1;11;12;60;60
- INV_DOWN: 495;1;11;12;60;60
-
- DLG_LAYOUT: 11;1;483;27;2;14;0
-
- /* DLG_UP: Same as "INV_UP:", but for the dialogue alternatives.
- /*
- DLG_UP: 614;5;17;14;60;60
- DLG_DOWN: 612;5;17;14;60;60
-
- /* N_VERBS: number
- /*
- /* Sets the number of verbs, or commands if you will, available
- /* to the player. If anything else than 9, A VERB_TEXT and a
- /* VERB_ZONE statement must be included for each verb. (9 was
- /* the old GRAAL 1 default.)
- /*
- N_VERBS: 6
-
- /* Normaly, some of these verbs cannot be re-defined because the way they
- /* relate to objects, but if we make them into direct commands, then it's
- /* OK... because direct commands NEVER relate to objects!
- /*
- VERB_TEXT: 1;$Front Page
- VERB_ZONE: 1;5;1;197;13
- VERB_TEXT: 2;$Next Page
- VERB_ZONE: 2;211;1;403;13
- VERB_TEXT: 3;$Quit
- VERB_ZONE: 3;415;1;491;13
- /*
- /* No "object commands" are displayed in the command area - they are only
- /* activated via the right mouse button.
- /*
- VERB_TEXT: 4;Read
- VERB_ZONE: 4;500;500;502;502
- VERB_TEXT: 5;Activate
- VERB_ZONE: 5;500;500;502;502
- VERB_TEXT: 6;$Save/Load
- VERB_ZONE: 6;524;5;562;25
-
- LINE_LENGTH: 40
-
- NORMAL_WAIT: 100
-
- SENTENCE_LAYOUT: 7;15;489;27;14;15;0
-
- /* The cutscene indicator is never used in the GRAAL Herald, so it
- /* doesn't really matter how it is set up...
- /*
- CUTSCENE_LAYOUT: 4;17;253;61;8;101;26;6
-
- /* CURSOR_PALETTE: RGB;RGB;RGB
- /*
- /* These are the three colour used for the mouse pointer in
- /* the command and dialogue area. In the scene area, the
- /* colours used are always colours 16,17, and 18 of the
- /* backdrop picture palette
- /*
- CURSOR_PALETTE: 666;999;DDD
-
- /* MODE_SWITCH: ROLL|INSTANT
- /*
- /* Sets the way the command area and dialogue area are switched
- /*
- MODE_SWITCH: INSTANT
-
- /* AREA_SIZES: scene_height;command_height
- /*
- /* Sets the proportions of the split-screen display
- /*
- AREA_SIZES: 170;31
-
- /* COMMAND_AREA: file
- /*
- /* Specify the name of the picture file containing the graphics
- /* for the command area.
- /*
- COMMAND_AREA: GRAAL_n1_comm.iff
-
- /* DLG_AREA: file
- /*
- /* Specify the name of the picture file containing the graphics
- /* for the dialogue input area.
- /*
- DLG_AREA: GRAAL_n1_dlg.iff
-
- /* RESOURCE: file
- /*
- /* This file is a resource bank used for
- /* dialogue boxes, requesters, etc.
- /*
- /* DEFAULT means GRAAL's built-in bank will be used - this
- /* produces gray-scale, "neutral" requesters.
- /*
- RESOURCE: DEFAULT
-
- TIME_FORMAT: #24:#MM;am;pm
- TIME_LAYOUT: ANALOGUE;584;6;626;24;1;15
-
-
- /* ===================================================================== */
- /* */
- /* Here is data describing the standard attributes of the main character */
- /* */
- /* ===================================================================== */
-
-
- /* CHARACTER_HEIGHT: pixels
- /*
- /* approximate or "average" height
- /*
- CHARACTER_HEIGHT: 44
-
- /* CHARACTER_WIDTH: pixels
- /*
- CHARACTER_WIDTH: 22
-
- /* CHARACTER_COL: colorindex
- /*
- /* Tells the colour of the dialogue text
- /*
- CHARACTER_COL: 20
-
- /* STILL_xxxxx: BOB image
- /*
- /* These are the character's standard poses when faces in
- /* the respective direction.
- /* ($8000+hex number makes the image flip horisontally.)
- /*
- STILL_RIGHT: 14
- STILL_LEFT: $800E
- STILL_BACK: 12
- STILL_FRONT: 11
-
- /* PAUSE_xxxxx: BOB image
- /*
- /* These are the character's standard poses when pausing
- /* between moves. (More "ready-for-action" poses than the
- /* STILL_xxxxxx images, although they may be the same if
- /* you like it that way.)
- /* ($8000+hex number makes the image flip horisontally.)
- /*
- PAUSE_RIGHT: 13
- PAUSE_LEFT: $800D
- PAUSE_BACK: 12
- PAUSE_FRONT: 11
-
- /* WALK_xxxxx: amalsequence
- /*
- /* These are the default animation sequences for moving in the
- /* four main directions.
- /*
- WALK_RIGHT: A 0,(16,6)(15,6)(14,6)(17,6)(18,6)(17,6)(14,6)(15,6)
- WALK_LEFT: A 0,($8010,6)($800F,6)($800E,6)($8011,6)($8012,6)($8011,6)($800E,6)($800F,6)
- WALK_AWAY: A 0,(29,8)(30,8)(31,8)(30,8)
- WALK_TOWARD: A 0,(26,8)(27,8)(28,8)(27,8)
-
- /* WALK_SPEED: characterspeed
- /*
- /* Adjust this number to match the animation speed, making the
- /* character actually walk around rather than "float about".
- /*
- WALK_SPEED: 1.2
-
- /* TALK_MAP: stillimage;animation
- /*
- /* The speech animation used depends upon the still image
- /* displayed before it begins. This keyword maps the animations
- /* to the still images. Max. 8 talk_maps may be specified.
- /* direction is one of FRONT, BACK, RIGHT or LEFT. If imagenumbers
- /* point to reverse images, the correct form is $FFFF8000+$imagenumber
- /*
- TALK_MAP: 11;A 0,(20,18)(11,12)(20,12)(11,6)(19,12)(11,12)(20,6)(11,6)
- TALK_MAP: 12;A 0,(21,24)(12,16)(22,36)(12,48)(22,18)(12,32)
- TALK_MAP: 13;A 0,(20,18)(11,12)(20,12)(11,6)(19,12)(11,12)(20,6)(11,6)
- TALK_MAP: $FFFF800D;A 0,(20,18)(11,12)(20,12)(11,6)(19,12)(11,12)(20,6)(11,6)
- TALK_MAP: 14;A 0,(23,18)(14,12)(23,12)(14,6)(23,12)(14,12)(23,6)(14,12)(24,6)(14,18)
- TALK_MAP: $FFFF800E;A 0,($8017,18)($800E,12)($8017,12)($800E,6)($8017,12)($800E,12)($8017,6)($800E,12)($8018,6)($800E,18)
-
- /* HANDLE_MAP: stillimage;handlelow;handlemid;handlehigh
- /*
- /* sets the animations for character handling things much the
- /* same way as TALK_MAP maps the speech animations.
- /*
- HANDLE_MAP: 11;A 1,(11,12)(36,1);A 1,(11,12)(34,1);A 1,(11,12)(35,1)
- HANDLE_MAP: 12;A 1,(12,12)(38,1);A 1,(12,12)(39,1);A 1,(12,12)(40,1)
- HANDLE_MAP: 14;A 1,(14,12)(32,1);A 1,(14,12)(33,1);A 1,(14,12)(37,1)
- HANDLE_MAP: $FFFF800E;A 1,($800E,12)($8020,1);A 1,($800E,12)($8021,1);A 1,($800E,12)($8025,1)
-
-
- /* ===================================================================== */
- /* */
- /* Objects, dialogues, etc. set up below */
- /* */
- /* ===================================================================== */
-
-
- /* ===================================================================== */
- /* */
- /* Here come the global actions, working everywhere */
- /* */
- /* ===================================================================== */
-
- /* Main page
- ACTION: 1;GOTO 1,1
- /* Quit command - save the position and then load the "quit room"
- ACTION: 3;MARK;GOTO 6,1
- /*
- ACTION: -1;IFOBJ 1;ADDTIME 0,5;EXIT
- /*
- /* Save/Load command - mark the position and go to the "save room"
- /* (We can't set the room flags for the quit room in 7.room, because
- /* they would be reset by the RESUME command...)
- ACTION: 6;ADDRF 7,2,1;MARK;GOTO 7,1
- /*
-