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-
- ReadMe.Tame
-
- *** PLEASE READ THIS FILE CAREFULLY BEFORE USING TAME ***
-
- Tame - Turbo Amiga Map Editor
-
- (C)1992 Anthony Ball
- All rights reserved.
-
- Anthony Ball
- 18 Friargate,
- Preston,
- Lancashire.
-
- Shareware registration:£50
-
- Disclaimer
- ===========
-
- This program is provided "as is" without warranty of any kind,
- either expressed or implied, including, but not limited to, the
- implied warranty of fitness for a particular purpose. The entire
- risk as to the results, reliability and performance of this
- program is assumed by you.
-
- The general release version of this program (User #0) will "kick"
- out after about 30 min.
-
- If you find that you use this program a lot, and would like a
- version that does not "kick" out, then please register!!!
-
- You are not allowed to alter this program in any way, also this
- document must accompany any copies of the program.
-
- ------------------------------
-
- Tame is an advanced general purpose map editor, it has been in
- developement for about one year.
-
- Tame is a re-hashed, re-designed, re-think of a program called "Ame",
- Ame was a non-intuition based editor I wrote while working on "Mercs"
- for Tiertex, it was fully compatable with Tiertex's own "ST" based
- map editor. I wrote it because I needed more than the 480 blocks
- that the ST one allowed. (I also prefer the Amiga!)
-
- It is registered with top software development houses Kage, Travellers
- Tales and Twilight, among others!
-
- It is particularly useful if used with Dpaint, as it can shove and
- grap to/from Dpaint (or any other 16-colour art program) screens.
-
- If you have the vidi hardware, then you can digitize directly into
- Tame...
-
- ...This is very useful if you are doing an Arcade conversion, as
- you can link upto the Jamma r-g-b signals and speed up developement
- considerably!!!
-
- -------------------------------
-
- Tame needs the following files to be present in order to function:
-
- Libs:req.library (available via P.D.)
- Libs:diskfont.library (available via P.D.)
- Libs:powerpacker.library (available via P.D.)
- Libs:vidi.library (available via P.D.)
- Fonts:tame.font (included on disk)
- Fonts:tame/8 (included on disk)
-
- Tame also needs preferences to be set to the 80 column mode.
- (This is what everyone normally does - so dont worry!)
-
- Tame has NO problems with workbench 2.xx and is completely 'plus'
- compatable!
-
- Tame has been tested on most Amiga configurations with no problems!
-
- Tame configures for different systems - from 512 blocks to 2048!!!
-
- Once within Tame you can press HELP in order to find more
- information about general use...
-
- Tame preferences are NOT compatable from one revision to the next
- and will NEED to be re-saved when you have the latest revision.
-
- This readme file will now hold update details of all released
- versions of Tame (from 04.08.91 or v1.126)...
-
- There are several files on this disk that do not have to be present
- in order for Tame to function...
-
- The 'AmeMaps' directory contains an example of an Ame compatable
- map, note that the graphic files begin with 'Chr' and the map file
- begins with 'Map', these are the things that tell Tame that it is
- an Ame map.
-
- Ame format is very similar to the one used by software house
- Tiertex, and can be used to load most of the maps from the games
- that they create!
-
- The 'TameMaps' directory contails an example of a Tame compatable
- map, note that the files end in either '.dat', '.blk' or '.map',
- these are the things that tell Tame that it is a Tame map.
-
- ***************************************************************
-
- Programmer info:
-
- There are two sorts of map file produced...
-
- Either 'MAP?.CHR' or '*.Map'
-
- Both formats store maps in word fashion...
-
- Both formats store in across, downward fashion...
-
- 'MAP?.CHR' maps are not pre-multiplied, attributes
- are stored in top bits, there is a six byte
- header (Arggghhh!)...
- (This was the old Ame format (also on the disk))
-
- '*.MAP' maps are pre-multiplied, all that is left is
- a final double shift, attributes are stored
- in bottom bits...
-
- i.e.
-
- fedcba9876543210
- xxxxxxxxxxxpaaaa
-
- x = block number
- p = palette
- a = attribute
-
- e.g.
-
- lea Map,a0 get map address
- lea Blocks,a1 get block address
- .Loop moveq #0,d0 clear number
- move (a0)+,d0 get block no. (*32)
- move d0,d1 keep info
- and #$ffe0,d0 only number
- add.l d0,d0 find offset (*4)
- add.l d0,d0 (*32 + *4 = *128)
- lea 0(a1,d0.l),a2 find address
-
- etc...
-
- I recommend using "*.Map" format!!!
-
-
- There are three sorts of block file produced...
-
- Either "CHR??.pic", "CHR?.BLK" or "*.BLK"
-
- Both "CHR?.BLK" and "*.BLK" store blocks in standard
- atari games format...
-
- This format is ideal for amiga interleave
- screens...
-
- i.e.
-
- 128 bytes each, structured as...
-
- line 0, word of plane 0
- line 0, word of plane 1
- line 0, word of plane 2
- line 0, word of plane 3
- line 1, word of plane 0
- line 1, word of plane 1
- line 1, word of plane 2
- line 1, word of plane 3
- .
- .
- .
- line f, word of plane 0
- line f, word of plane 1
- line f, word of plane 2
- line f, word of plane 3
-
- (2*4*16=128)!!!
-
-
- The "CHR??.pic" format is different for each "pic"
- format.
- "pic" formats include pi1,iff,neo,raw, etc...
-
- I recommend using "*.Blk" files...
-
- For map size and colour information use the "*.Dat" file...
-
- Structure:
-
- 1 word X length
- 1 word Y length
- 32 words Palette (000-fff)
- (KagePro (yet another map editor) has extended this
- with extra more "useful" data!!!)
-
-
- ***************************************************************
-
- 04.08.91 v1.126
-
- Tame needs the following files to be updated in order to function.
-
- Libs:vidi.library
- Fonts:tame.font
- Fonts:tame/8
-
- The last update was found to have a couple of major bugs in
- the load/save departments, Tame would only load/save upto 5
- screens full of graphics (1200+ blocks) while in Ame format!
- And if Tame format was used the palette was messed up on a
- reload!!! Wow! Arghh! Ughh!
-
- This update has automatic control of the vidi colour splitter
- and more frendly manual control for the people with colour
- filters (ha ha ha!).
-
- The window can now be moved with the alt-shift-control arrow
- keys! Soon there will not be any keys left!!!
-
- You may also notice that a couple of menus have been altered
- slightly, and that a few new functions have also been added...
-
- These are:
-
- 1) Attribute control (Working - and Perfect!!!)
- I was never happy with the way Ame did its attributes,
- the problem was that there was no way to clear
- selected attribute bits - sounds trivial but it was
- a bit mistake to leave it out! The other two major
- problems were that (a) the hashing couldn't work with
- black (obvious)! and (b) I kept erasing parts of the
- map by not picking up a transparent block.
-
- 2) Vidi control (mentioned above) - the menus have a few
- new features like setting up EVERYTHING to do with
- vidi! This should be really handy for people trying
- to digitize from 'strange' arcade boards.
-
- ***************************************************************
-
- 12.08.91 v1.128
-
- The Inverse function has been implemented (as requested as
- urgent by David Bland - at Kage). All I can say is that it works!!!
-
- Masking has been partially implemented - It works visibly on
- both map and block screens, but only works as it should on the
- block screen. It is 'safe' on map screens, it just doesn't
- mask! When it is fully implemented, expect to see x/y flipping
- and lots of other useful 'goodies' following it!
-
- I hope soon to finish off 'chr' mode (you won't know about that
- yet...) - This mode should probabily be an extra to map and block
- modes.
-
- ***************************************************************
-
- 17.09.91 v1.129
-
- Grabbing from and shoving to the screen below Tame has been added!
- Unfortunately this is not as brill as it sounds (??!!!??)! - 'Cause
- DPaint3 (I dont know about 1, or 2, see below for 4) has its own
- internal screen buffer with no way of discovering where it is in
- memory! Thus grabbing works, because it grabs what is visible, and
- shoving doesnt, because the buffer updates the screen after the
- shove! Anyway to grab a dpaint (or any other multitasking 16 colour
- 320*16 to 320*240 program) screen, just 'Run Tame', then use the
- Amiga-N/M keys to get back to the Cli/Workbench. Run the program
- you wish to grab from. Load a picture. Do the Amiga-N/M thingy
- to get back to Tame and position the block screen where you want
- the grab to go... Press Shift-ESC... WOW! WOW! WOW! You all shout!
- Pressing Ctrl-Esc will attempt to shove the Block screen to the
- other program. As noted above, it may not work as some programs
- (including both Tame and DPaint3) keep internal copies of the
- current screen. For all those people who have digitizers other than
- vidi, this may be a way of grabbing directly into Tame.
- Eg. This MIGHT work...
- Running DigiView, then after digitizing what you want
- remap down to 16 colours, skip across to Tame and Grab!!!
- Hey Presto (or words to that effect!) you have grabbed
- the pic without bothering to save, etc...
-
- A bug (really a feature!!!) has been fixed that used to 'hold' the
- Amigas current cli in some cases when not enough memory was
- available!
-
- If you are lucky (!) enough to own a copy of DPaint4 then you
- should be able to both grab and shove to its screen!!! Wow,
- Amazing, etc... I hear you cry! This works because in DPaint4,
- for some reason unknown the known world, Electronic Arts have tried
- to be topsy-turvy in the way they handle the screen...
-
- To shove to the DPaint4 screen you...
-
- 1) Ready the block screen at the point you wish to shove...
-
- 2) Press CTRL-ESC and if everything is successful the you
- should see your block screen on the DPaint4 screen...
-
- 3) If you get a message like "Not 320*16+ screen", etc... then
- you need to arrange the DPaint4 screen after the Tame screen
- (with CTRL-N/M or even easier with DMOUSE)...
-
- The problem with the above method is that DPaint4 has a menubar
- at the top and the side of the screen, this is removed with F10,
- but doing this make DPaint4 go into its "Kind of Wierd" screen
- mode - This means it works like DPaint3... It erases the picture
- when you press F10 again (Arghhhh).
-
- Fortunately you can get around this problem by starting a grab
- and then pressing F10, switch to Tame, do the shove, then switch
- back to DPaint4... Grab the whole screen, then press F10 to get
- the menubar back - It was hard work, but you did it!!!
-
- ***************************************************************
-
- 2.10.91 v1.132
-
- (Bug in this release if Req.library has been updated)
-
- Tame needs the following files to be updated in order to function.
-
- Libs:req.library
- Libs:diskfont.library
- Libs:vidi.library
-
- Fonts:tame.font (included on disk)
- Fonts:tame/8 (included on disk)
-
- Get PPLoadSeg, its GREAT... It allows almost all files on a disk to
- be compressed. The above files have all been compressed (using
- PowerPacker Professional - Mega program!!!!) - Do NOT compress
- powerpacker.library! Anything that loads uses the operating system
- LoadSeg routine can be compressed - libraries, devices, fonts, etc.
-
- Actual Tame changes...
-
- Masking appears to be safe on the map screen!!! Wow!!!
- Mode changing has been completely updated...
-
- Help has become a mode change (also selectable)
- Chr mode will be a mode change (when available!)
- Edt (Wow!) mode will be a mode change (when available!)
-
- ***************************************************************
-
- 7.3.92 v1.135
-
- In order to have better compatability with dpaint, the following
- keys have been changed...
-
- "Z" (zoom) is now "M" (magnify)
-
- "," is now "." - single brush
-
- "." is now "," - kill brush
-
- "X" (map width) is now "Alt-X" (alter map width)
-
- "Y" (map height) is now "Alt-Y" (alter map height)
-
- Th following new functions have been added...
-
- "B" - Palette toggle (A<==>B) - It was rushed and in some
- cases may not look pleasant, but it works and maybe,
- just maybe (!!??!!), thats all that matters!
- (See below...)
-
- "X" - Flip in x direction (Great!!! Wow!!! Amazing!!!)
- It also remaps the brush... Try it to see what I
- mean!
-
- "Y" - Flip in y direction (Almost great!!!! Almost Wow!!! etc..)
- This doesnt remap the brush, again try it and see...
-
-
- Palette changing:
-
- Grabs from the block screen after 'B' has been pressed
- will grab in palette B!!! Press 'B' again to return to
- palette A!!!
-
- Grabs in map mode will be uneffected by the 'B' key!
-
- Palette stuff has been rushed... so dont expect it to
- look 'dazzling', the zoom window may look strange when
- mixed palettes are on screen!!!
-
- ***************************************************************
-
- 9.3.92 v1.136
-
- Bug was found - Just before sending out v1.135!!!
-
- 'M' key was used for both magnify and masking...
-
- This meant that masking could only be selected from
-
- the menu system - pain!!!
-
- Remedy - Change the masking key to '/'!
-
- ***************************************************************
-
- 1.5.92 v1.142
-
- Bug that killed Tame whenever a map size of y=14 was selected is
- dead!!! (The minumum is now 15!!!!!)
-
- Other minor changes have been made - saving memory etc...
-
- ***************************************************************
-
- 22.8.92 v1.148
-
- Workbench 2.xx busy pointer used - moves like a clock if the
- "PointerX" program is used!
-
- Faster initialisation on low memory systems!
-
- A couple of menus slightly changed...
- Some memory saved!
-
- This shareware release... (Amiga Computing)
-
-
- ***************************************************************
-
- I am also developing 'Kage Professional Version 2.xxx'...
-
- Feature list...
-
- o COMMERCIAL
- Not shareware!!! Pretty pricey too!!!
-
- o NAME CHANGE
- Tame was also the name of the Amos map editor!
- Ughhh!!! Arghhh!!! etc...
- KagePro is Kage Amiga Graphic Editor Professional!
-
- o 4096 BLOCKS AVAILABLE!!!
- Needs 1 meg. Chip memory minimum!!!
-
- o FULL FEATURE DEMO VERSION AVAILABLE
- No dongle needed, but save completely removed!
-
- o USER COMPATABLE WITH 'TIGER'
- Pc map editor - maybe soon started properly!
-
- o PRETTIER MENU INTERFACE
- Menu palette - more colours!
-
- o MUCH FASTER
- Uses custom interleave bitmap screen
-
- o BETTER HELP
- Hopefully!
-
- o DONGLED!
- I was offered a copy of Tame by lamer pirates!
-
- o PHONE FEATURE ENABLING
- Basic KagePro will be only map/blk/help, but
- will contain much more... These can be enabled
- with a simple code!
-
- o CHR MODE (16384 chrs total!!!)
- Character mode for megadrive/famicom etc...
-
- o BAS MODE
- Basic language for user added features...
-
- o SPR MODE
- Advanced sprite editor (big sizes!)
-
-
- ***************************************************************
-
-
- - Anthony Ball
-
- Kage
-
-