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-
-
- D E F E K T R I S 9 4 D O C U M E N T A T I O N
- ===================================================
-
- CONTENTS (by line number)
- --------
-
- 1 - Contacting the author (plus a little introduction).......36
-
- 1.1 - Getting the Source Code..............................67
-
- 2 - Installing and Running Defektris.........................77
-
- 3 - The Main Control Screen..................................130
-
- 4 - Playing the Game.........................................155
-
- 4.1 - Aim and Controls.................159
-
- 4.2 - Bonuses and Scoring..............246
-
- 5 - Viewing and saving high scores...........................304
-
- 6 - Creating Custom Levels...................................325
-
- 6.1 - The Main Editor Screen...........341
-
- 6.2 - The Edit Level Screen............412
-
-
-
-
-
-
- 1 - CONTACTING THE AUTHOR
- -------------------------
-
- Defektris was programmed in assembler by Sam Baker, with music by Keith
- Baker and graphics by Sam Baker and Mike Duggan. It began in June 1993
- when my Noughts and Crosses game failed and I decided to write something
- with less artificial intelligence in it - another falling blocks game.
- As the game progressed though it turned into more than just another version
- of a certain Russian puzzle game - it became a Russian puzzle game with
- bonuses and a level editor!
-
- Anyway, please contact me if you find any bugs or want to employ me as a
- programmer! I'm just a poor Computer Science student y'see.
-
- Please send any mail to:
-
- SamSoft,
- 100 Beauley Rd.,
- Southville,
- Bristol,
- BS3 1QG.
-
- or e-mail me at university:
-
- csysb@scs.leeds.ac.uk
-
- E-mail replies guaranteed, snail-mail not!
-
- Defektris 94 is dedicated to my cats.
-
-
- 1.1 - Getting the Source Code
- -----------------------------
-
-
- The source code for Defektris 94 is available from SamSoft and includes the raw graphics files and samples. It comes on
- two disks which are included in the price of ú10 (pound sterling). Just send me ú10 in a form that I can easily get
- deposited into my bank account along with your address. In return I will send the source code in a jiffy bag.
-
-
-
- 2 - INSTALLING AND RUNNING DEFEKTRIS
- ------------------------------------
-
- Defektris must be distributed with the following files:
-
- Defektris (The program itself)
- Defektris.info (The program icon)
- DefektrisEditor.data (The level editor graphics)
- and
- Defektris.doc (This documentation file)
-
- Other optional files include:
-
- DefektrisHiScores (The highscore table)
-
- and also any files ending in the .dlv suffix meaning level data saved
- by the Defektris level editor.
-
- The DefektrisEditor.data file must be in the Defektris: volume. This can
- be done by putting the file in the root directory of a disk or volume called
- Defektris or by adding the following line to your startup-sequence:
-
- assign Defektris: <dirname>
-
- where <dirname> is the name of the directory where the data file is located.
- This is also the directory where high scores will be saved.
-
- To load and save Defektris level editor files the libs: directory must
- contain either asl.library (Kickstart 2 and above), or reqtools.library
- for any Amiga.
-
- Reqtools.library is copyright Nico Franτois, used with his kind permission.
-
- Defektris can be run from an AmigaDos Shell or CLI or from Workbench by
- double-clicking on its icon. When run Defektris will attempt to load the
- DefektrisEditor.data and DefektrisHiScores files from the Defektris:
- directory.
-
- When Defektris is loaded a file requester will appear. This can be used to
- load a Defektris custom level file (see below) ending in the suffix, .dlv.
- To carry on select a file and click on load/OK or just click on play without
- loading any levels.
-
- NOTE: If Defektris cannot find the DefektrisEditor.data file or if there is
- not enough memory available to load it and allocate other level editor
- memory then Defektris will still run but the file requesters will not appear
- and the Edit Levels and Custom buttons on the Defektris Control Screen will
- not operate (shown by a criss-cross pattern on the buttons).
-
-
-
-
-
- 3 - THE MAIN CONTROL SCREEN
- ---------------------------
-
- As soon as Defektris is loaded the intro will appear with some text for
- you to read if you're bored. The right mouse button can be used to move on
- to the next screen of text, otherwise it will change after a timeout.
-
- Pressing the left mouse button, fire or any key will end the intro taking
- you to the Defektris control screen. From here you can play three different
- game types, edit levels and view the high scores. All the options are
- represented by pretty buttons you can click on! Throughout such screens
- the joystick and mouse can be used to move the pointer and select options.
- The mouse is usually easiest, especially in the level editor. The keys
- are used in some parts for various things - in the control screen every
- button has a keyboard shortcut (underlined), that has the same effect as
- clicking on it.
-
- The title sequence can be viewed by clicking on its button. There are also
- instructions available by clicking on the (surprise surprise) Instructions
- button. The other options are documented in later sections.
-
-
-
-
-
- 4 - PLAYING THE GAME
- --------------------
-
-
- 4.1 - Aim and Controls
- ----------------------
-
-
- To begin a game click on the play button from the Control Screen. This will
- begin one of three types of game (selected on the Control Screen). In all
- of the games the aim is to navigate the falling blocks into positions that
- make full horizontal lines of blocks at the bottom of the screen. When this
- happens that line will disappear and another block will fall. The game ends
- when there is no room for any more blocks to fall or the Escape key is
- pressed.
-
- In some levels there is a distinct pattern in the background over which the
- blocks will fall. If the blocks cover this pattern a bonus is awarded and
- a nice noise hurtles out of your speakers! The points you are given depend
- on how efficiently you cover the pattern. i.e. if the pattern is made up
- of six squares and you cover it with exactly six squares of block then you
- get the maximum number of points. NOTE: To make some of the levels more
- challenging covering the bonus at the same time as filling a horizontal line
- does not give you the points. Also the bonus can only be scored once on each
- level.
-
- Some of the blocks that fall have special properties. These properties are
- ONLY activated when the special block is used to make a line. If a block
- falls with a bomb next to it then completing a line with that block will
- trigger a series of explosions filling (if there are any) holes in the
- pile of blocks already on the screen. A block may also have a letter next
- to it from the word BONUS. If so, making a line will add that letter to
- the Bonus display to the right of the screen. When all letters are lit
- a little face will tell you and points (3349 of them) will be added to your
- score.
-
- It is possible to fill a maximum of four horizontal lines without using the
- bomb. Manage the maximum four (or more with the bomb) and you will be
- congratulated for your 'TOP MOVE'. The score you get rises exponentially
- with the number of lines you get at once - in other words getting four lines
- at once scores more than getting four lines seperately. See the Scoring
- section below for details.
-
- The three game types available are:
-
- i) Levels
-
- This is the default selection. In this mode clicking on Play lets you
- play 80 default levels. In this mode the Lines counter display on the left
- of the screen shows how many more lines must be completed to progress to
- the next level. Each level may or may not have a bonus pattern to cover.
- If it does there will be holes in the blocks so the pattern can be seen
- through them.
-
- ii) Custom
-
- This game type is the same as Levels above except that the 80 default
- levels are replaced by either the levels that were loaded on startup, or
- if none were loaded, a single default level.
-
- iii) Arcade
-
- In this mode there is only one level and instead of a series of
- increasingly difficult levels, the single level gets faster the more lines
- you complete. In this case the Lines counter display shows how many lines
- have been completed during the current game.
-
-
- The blocks can be controlled using the joystick or keys as shown below:
-
- JOYSTICK:
-
- Left - Move block left.
- Right - Move block right.
- Down - Drop block quickly.
- Fire - Rotate block by 90 degrees.
-
- KEYS:
-
- Left Arrow Z or X - Move block left.
- Right Arrow . or / - Move block right.
- Down Arrow or Space - Drop block quickly.
- Up Arrow Shift Alt or Amiga - Rotate block by 90 degrees.
-
- Other functional keys are:
-
- P - Pause.
- M - Toggle Music/FX
- ESCAPE - Quit.
-
-
- 4.2 - Bonuses and Scoring
- -------------------------
-
-
- When creating lines the most points are scored by:
-
- a) making more lines at once
- b) making the lines higher up the screen
- c) dropping the blocks faster
-
- When covering the bonus pattern the most points are scored by covering
- all the bonus squares but as few of the other squares as possible.
-
- SCORING FORMULAE:
-
- The score for completing lines is calculated as follows:
-
- The BASIC score for each line made in one move is
-
- LINENUMBER * 26 + 163
-
- where LINENUMBER goes from one to the number of lines got together as
- each is evaluated. The following table shows the resultant scores:
-
- Lines Line Score Total Move Score
-
- 1: 163 163
- 2: 189 352
- 3: 215 567
- 4: 241 808
- 5: 267 1075
- 6: 293 1368
- 7: 319 1687
- 8: 345 2032
- etc...
-
- The score is THEN multiplied by 20 and then divided by SPEEDDIV where:
-
- SPEEDDIV = (Number of slow moves)*2 + (Number of fast moves)
-
- and the moves referred to are the 8 line falling movements.
-
-
-
- The score for covering the bonus is calculated as:
-
- BONUS = 2*(Nth triangle number)
-
- where N is the number of UNcovered squares.
-
-
-
- The score for getting all the bonus letters is fixed at 3349.
-
-
-
-
-
- 5 - VIEWING AND SAVING HIGH SCORES
- ----------------------------------
-
- When you get a high score you get to enter your name. In the enter-your-
- name screen type your name with the keys or click on the buttons using the
- pointer. Clicking on the CLEAR button or pressing escape will clear the
- name and clicking on DONE or pressing return will exit.
-
- The High Scores can be viewed by clicking the obvious button from the
- Defektris Control Screen. The scores are loaded automatically if a file
- called DefektrisHiScores is found in the Defektris: directory. The
- Quit Options set of buttons on the Control Screen determines what happens
- to the high scores WHEN QUIT IS SELECTED - no file output occurs until the
- program exits. Abandon will leave the DefektrisHiScores file unmodified,
- Save will replace it with the current high scores, and Delete will remove
- the file if it exists.
-
-
-
-
-
- 6 - CREATING CUSTOM LEVELS
- --------------------------
-
- Here comes the fun part - designing new levels to be used in Defektris!
- Level data is stored in files ending with .dlv that can store 15 levels.
- The levels are loaded via an ASL or reqtools file requester that appears
- on startup and edited from within Defektris. Modifications can be saved
- on exit via another file requester. NOTE: Changes can only be saved to
- disk when Defektris exits. Clicking save in the editor only saves the
- changes in memory. To save to disk you must also select Quit and then
- save the levels with the file requester.
-
- The levels you create or load can be played by selecting the Custom Game
- Type from the Defektris Control Screen and then clicking on play.
-
-
- 6.1 - The Main Editor Screen
- ----------------------------
-
-
- The level editor is entered by clicking on Edit Levels from the Defektris
- Control Screen.
-
- NOTE: It is much easier to use the mouse as a control method rather than the
- joystick when editing levels.
-
- The screen displayed first shows all the 15 levels as a grid of icons
- (pictorial representations). Each icon has a level number and a 32 by 16
- pattern. This is the background pattern used in the level enlarged, to
- remind the user which levels correspond to each icon.
-
- Each icon can be selected by clicking on it with the mouse or joystick
- pointer, but only one can be selected at one time. The arrow keys can also
- be used to select different levels. From here the levels can be edited
- individually, sorted into order and deleted.
-
- At the bottom of the screen is a panel of options. These are described from
- left to right and all but APPEND operate on the currently selected level
- (shown by a red box round the level number) :
-
- a) EDIT - This takes you into the Edit Level Screen, allowing you to
- modify the current selected level - see Section 6.2 below. If the
- selected icon is an Empty Level this option will not work - use
- DEFAULT or INSERT to fill the space with a default level to edit.
-
- b) INSERT - This inserts a Default level at the current position if
- there is an empty level anywhere after the currently selected one.
- This may shift levels forward to create a space in the current
- position.
-
- c) DEFAULT - This replaces the currently selected level with a default
- level - WARNING: This operation will delete the current level from
- memory forever!
-
- d) APPEND - This option finds the first empty level (if there is one),
- replaces it with a default level and selects it ready for editing.
- This is usually the most convenient way to add a new level.
-
- e) SWAP - This option is used to swap one level with another. To swap
- a pair of levels around select one of them, click on SWAP then click
- on the level you want to swap it with. Clicking on SWAP changes the
- mouse pointer to a SWAP pointer until the mouse (or fire) is clicked
- again.
-
- f) COPY - This operation will copy a level over another one. To copy an
- icon select it and then click on copy. The mouse pointer then changes
- to a COPY pointer and the next icon you click on will be replaced by
- the currently selected icon - WARNING: This operation will delete
- the level you copy over from memory forever!
-
- g) DELETE - Clicking on DELETE will delete the currently selected level
- from the list. THIS DATA CAN NOT BE RETRIEVED!
-
- h) SAVE & EXIT - This will return you to the Defektris Control Screen
- saving all modifications BUT ONLY TO MEMORY. To save to disk Quit
- must be selected and the file requester used to save the data.
-
- i) ABANDON & EXIT - This also returns you to the Defektris Control
- Screen but changes made to the levels will not be remembered. This
- means all changes (in the current edit only) will be lost forever.
-
- With these options the levels can be sorted into order changed in any way
- without altering the previous edit unless SAVE & EXIT is selected. If SAVE
- & EXIT IS selected then the changes are kept in memory and can be saved to
- disk when Quit is selected and the file requester appears.
-
-
- 6.2 - The Edit Level Screen
- ---------------------------
-
-
- Clicking on EDIT from the Main Editor Screen will take you to the Edit Level
- Screen. Here the currently selected level is displayed as it appears in the
- game. but with a control panel added at the bottom of the screen. This is
- used to make modifications to the level.
-
- The attributes of a level that can be changed are listed below with
- details of how to change them:
-
- o Number of lines required to complete the level.
-
- This is changed by editing the three digit number to the left of the
- panel with LINES: written above it. This affects the difficulty of the
- level.
-
- o Speed of falling blocks.
-
- This is changed by editing the two digit number to the left of the panel
- with SPEED: written above it. The speed can vary between 1 (slow) and
- 35 (fast).
-
- o The Background Pattern.
-
- The 32 by 16 pixel pattern displayed in the background is enlarged in a
- box in the control panel. Here it can be edited using the pointer and
- fire or the left mouse button. Clicking on a square in the grid CHANGES
- the colour and all drawing done without releasing the button uses this
- initial colour, opposite to the colour clicked on initially. This allows
- deleting and drawing to be done with the same controls. While the pointer
- is WITHIN the pattern grid, pressing escape will clear the pattern. This
- saves deleting it manually. Changes can be seen in the main game screen
- immediately as they would look in the game.
-
- o The Bonus Pattern.
-
- The background bonus pattern gives the player points when covered. To
- enable a bonus pattern in the current level make sure the Shape Bonus
- button is marked ON. ON/OFF can be toggled by clicking the button. To
- enable editing of the bonus pattern the EDIT button must be toggled so
- that the text beside it reads BONUS. In this mode when the mouse pointer
- moves onto the game screen it turns into a bonus pattern square. It can
- then be used to draw a bonus pattern onto the box where the shapes fall.
- To view all of the box click on the down arrow near the middle of the
- panel until the game screen scrolls the box into view. When EDIT BONUS
- is selected and the pointer is over the box in the game screen, pressing
- escape will clear the Bonus pattern.
-
- o The Block Pattern.
-
- A pattern of blocks can be drawn that will appear at the start of the
- level. This generally makes the level harder with less space for
- wiggling the blocks around. To edit this pattern click on EDIT until
- EDIT PATTERN is displayed. Then moving the pointer off the panel turns
- it into a block that can be drawn onto the box in the game screen.
- Again patterns drawn here can be deleted by pressing escape while the
- pointer is over the box.
-
- o The Colour Palette.
-
- Under the Control group of buttons on the right of the panel is an
- Edit Palette button. Clicking on this replaces the panel with a colour
- editing panel described below. Clicking on DONE in the Palette Editor
- returns you to the main editor panel.
-
- Other buttons are:
-
- RESTORE - this restores the edited level to its state before any editing
- took place losing the current changes permanently.
-
- VIEW ALL - this button removes the editpanel from view so the whole screen
- can be seen. Pressing a key, fire or the left mouse button brings the panel
- back.
-
- DONE - this returns you to the Main Editor Screen saving the current
- changes IN MEMORY.
-
- Once you return to the Main Editor Screen the changes you just made can
- only be restored by clicking on ABANDON & EXIT in the Main Editor Screen,
- but this also restores all levels changed during the current edit - so
- make sure you want to keep the changes before clicking done in the Edit
- Level Screen. One good way of testing modifications is to copy the level
- into an empty space if available and then change one of the copies.
-
- The Palette Editor:
-
- In the Palette Editor there are 16 colours that can be edited using a set
- of three sliders. There is a horizontal slider for Red, one for Green and
- one for Blue. Using these each colour is selected from a palette of 4096.
- The sliders can be moved by clicking on a position from 0 to 15 across their
- length or by clicking on them, holding the mouse/fire button down and
- dragging the slider around to the desired value. The onscreen colour will
- change as the slider is moved around. The values (0 to 15) of the Red(R),
- Green(G) and Blue(B) sliders are shown to the right of the panel as they
- change.
-
- The sliders always act on one colour at a time. This colour is highlighted
- in the colour panel below the sliders. To select a different colour either
- click on the colour in the panel or click on it anywhere in the game screen
- area. A description of the currently selected colour is displayed at the
- bottom of the panel.
-
- Different areas of the screen can be viewed by clicking on the up and down
- arrow buttons - these scroll the game screen up and down.
-
- All changes made to the palette in the current use of the Palette Editor
- can be restored by clicking on the RESTORE button.
-
- When the palette edit is finished pressing DONE returns to the Edit Level
- Control Panel.
-
-