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- DCGAMES 4.00
- Upgrade Instructions
-
- If you have a game written using version 3.00 through 3.03
- of DCGAMES, you will need to follow these steps to convert
- it to the format used in version 4.00.
-
- This document assumes that you have installed full
- registered version of DCGAMES. The shareware product does
- not include the utilites and compatibility files needed.
-
- It assumes that you have installed the product in the
- directory DCGAMES, and the following directories:
-
- \DCGAMES\EXAMPLE The new example game (version 4.0)
- \DCGAMES\BIN The common files (EXEs, etc)
-
- 1. First, make a backup copy of your game.
-
- C:\> mkdir OLDGAME
- C:\> copy MYGAME\*.* OLDGAME
- C:\> cd MYGAME
- C:\MYGAME>
-
- 2. The next step is to Remove Obsolete Files that were
- part of the old version.
-
- C:\MYGAME> del *.exe
- C:\MYGAME> del sav*.*
- C:\MYGAME> del party.dta
- C:\MYGAME> del *.sco
-
- Note: you should not include the files PARTY.DTA or
- SAV*.* with your game, so that it will start execution
- from the beginning instead of from a saved position.
-
- 3. Now you have to upgrade your graphics images. There
- are 3 different ways of doing this depending on your
- situation:
-
- a) If you have NOT created any new graphics images
- using the DCBLOCK tile editor utility, you should just
- delete the old tiles and use the backwards compatible
- ones provided
-
- C:\MYGAME> del dcblocks.*
- C:\MYGAME> del dcobject.*
- C:\MYGAME> del dcpeople.*
- C:\MYGAME> del dcsystem.*
- C:\MYGAME> pkunzip \DCGAMES\BIN\OLDVHI.ZIP
-
- b) If you DID create your own graphics images using the
- "VLO" graphics mode, you need to convert the images to
- the new format and copy some new tiles over. Note that
- while VLO was the recommended and default graphics
- mode, the VHI mode is now prefered.
-
- C:\MYGAME> rename dcblocks.VLO dcblock0.VLO
- C:\MYGAME> dccnvt4g
- C:\MYGAME> vgaremap VHI
- C:\MYGAME> rename xx*.VHI dc*.VHI
- C:\MYGAME> copy \DCGAMES\EXAMPLE\DCSYSTEM.VHI
-
- c) If you created your own graphics images using the
- "VHI"graphics mode:
-
- C:\MYGAME> rename dcblocks.vhi dcblock0.vhi
- C:\MYGAME> dccnvt4g
- C:\MYGAME> copy \DCGAMES\EXAMPLE\dcsystem.vhi
-
- Note: You can use the XTRACT.EXE utility to copy
- selected tiles if you want to upgrade your own
- graphics. For example:
-
- If you added landscaping tiles after the ones provided
- by DCGAMES, you can overlay the original 84 tiles while
- leaving yours intact as follows:
-
- C:\MYGAME> xtract -VHI \DCGAMES\EXAMPLE\dcblock0.vhi dcblock0.vhi 0 0 84
-
- 4. Now you convert the game files:
-
- Note: If you have accidentally created worlds that you
- don't want (for example, if you created world # 600
- when you intended to create world 60, this is your
- chance to get rid of it. Delete any WORLD.nnn and
- WORLDO.nnn files that you don't want to keep before
- running DCCNVT4 and the index file will be corrected to
- reflect the actual number of worlds found.
-
- C:\MYGAME> del world.047
- C:\MYGAME> del world.600
- C:\MYGAME> dccnvt4 SAFE
-
- 6. The DCCTOKEN.DAT file changed quite a bit. To know if
- you can use the new one without any changes, you must
- compare the DCCTOKEN.DAT file in your game with the
- original file provided in version 3.03.
-
- C:\MYGAME> diff -v DCCTOKEN.DAT \DCGAMES\BIN\DCCTOKEN.303
-
- You will need to edit the NEW DCCTOKEN.DAT file and
- make any changes that you made to the old file. If you
- added object classes and there is a conflict with the
- ones I've added, you need to modify the list to match
- YOUR settings. Remember to re-compile the scripts and
- also remember that the file \DCGAMES\BIN\DCOBJECT.VHI
- contains tiles that are taged with the original object
- class. Thus, if you want to use those graphics you
- will need to either use my original DCCTOKEN.DAT file
- or use DCBLOCK.EXE to modify the object class in the
- tiles.
-
- C:\MYGAME> copy \DCGAMES\BIN\dcctoken.dat
- C:\MYGAME> edit dcctoken.dat ! add my stuff
-
- 6. Now each script needs to be compared with the original
- from version 3.03 to see if you changed it and the
- changes must be made to the new scripts.
-
- If you didn't mess around with the scripts, just copy
- them from the example directory:
-
- C:\MYGAME> copy \DCGAMES\EXAMPLE\*.SCR
-
- If you modified the original scripts, you can use you
- should at least copy the following ones and use the
- DIFF utility to compare the rest of them with your
- modified ones and use a text editor to make any changes
- manually:
-
- C:\MYGAME> copy \DCGAMES\OLDXMPL\CONTROL.SCR
- C:\MYGAME> copy \DCGAMES\OLDXMPL\OBJECT.SCR
- C:\MYGAME> copy \DCGAMES\OLDXMPL\CURRITEM.SCR
- C:\MYGAME> copy \DCGAMES\OLDXMPL\DESCOBJ.SCR
- C:\MYGAME> copy \DCGAMES\OLDXMPL\INITGAME.SCR
- C:\MYGAME> copy \DCGAMES\OLDXMPL\FIGHTING.SCR
-
- Now compile all the scripts.
- C:\MYGAME> for %i in (*.scr) do dcc %i
-
- The rest of the scripts didn't change too much. I made
- minor adjustments. If you didn't modify them you
- should copy mine. Use the DIFF.EXE utility if you are
- not sure. All of your original scripts should work
- without modification.
-
- 8. Finally, if you are going to use the VLO graphics mode,
- you need to be aware that there is now a configurable
- palette file that has a much better range of colors and
- shades to be used in 256 color modes (.VLO,.VH1
- and.VH2). The file DCPALET.PAL contains the palette in
- NEOPAINT format and is loaded into the file DCPALET.DAT
- using the LOADPAL.EXE utility. If you have created
- tiles in VLO or any of the superVGA resolutions, you
- probably used the default VGA palette, so you need to
- create your own DCPALET.DAT file as follows:
-
- C:\MYGAME> LOADPAL \DCGAMES\BIN\OLDPALET.PAL
-
- The file OLDPALET.PAL in \DCGAMES\BIN contains the VGA
- default palette values
-
- 9. If you had VOICE FILES (*.VFL) associated with your
- game, you would need to convert them to the new format
- as follows:
-
- C:\MYGAME> mkdir temp
- C:\MYGAME> cd temp
- C:\MYGAME\temp> unmkvfl ..\voice003.vfl
- C:\MYGAME\temp> pack -P ..\voice003.rsc *.voc
- C:\MYGAME\temp> del *.*
-
- Note: You would repeat the above for all VOICEnnn.VFL
- files as well as the DCSOUNDS.VFL file. You can now
- delete the VFL file. Make sure you have a backup just
- in case.. :)
-
- NOTE: The only known bug is that you cannot use the
- VOXKIT utility that Sound Blaster provides to compress
- (or pack) the voices. Packed voice files are not
- supported. Since the voices in the original example
- ARE packed (to save a few bytes), I need to re-record
- them!!
-
- 10- PCX graphics images
-
- While your PCX files will work just fine as they are,
- there are a few things you can do to make them better:
-
- a) DCGAMES will display PCX images inside the VIEW
- window if they are small enough to fit. Otherwise it
- will clear the screen and display them on the full
- screen. In general, character and object pictures
- should be kept small enough to fit in the VIEW
- window, while world maps and other large images
- should take up all of the screen (640x480 ideally).
-
- b) Note that DCGAMES has a standard palette of colors
- that it works with. Your PCX file also has a palette
- and DCGAMES will try to use that palette to display
- your graph. There are several things you can do:
-
- - Use a paint program like NEOPAINT to change your
- PCX images to use the DCGAMES palette. This is the
- best option.
-
- - Use 16 color images for your characters and
- objects. This allows the image to be displayed
- very nicely in the VIEW window without changing the
- color of the rest of the screen.
-
- - You may use 256 VLO mode (320x200) for full screen
- images since the screen is cleared anyway, but even
- with 16 colors the VHI resolution (640x480) can
- display some very nice graphics due to the smaller
- pixels. A good paint program like NEOPAINT can use
- dithering to create additional colors.
-
- In general, the best practice is to create separate PCX
- files for the VLO and VHI resolutions if you want to
- support both of them. That way, your images will look
- best in either format. Your instllation of the game
- should ask if they want to use VLO or VHI and install
- the appropriate images.
-
- You are now ready to edit and play your game using version
- 4.00 of the game system. Please call me after 9pm Central
- any day (weekends or weekdays) if you have any questions.
- If you start using the system a lot, you may want to make
- notes and call when you have a list of questions.
-
- If you are writing your own scripts, you should print the
- CONTROL script and look it over!
-
- I don't have any documentation yet except the Frequently
- Asked Questions (FAQ) of which I've included a hard copy.
- Thanks.
-
- Enjoy,
-
-
-
-
-
- Dave Hernandez
- 7908 Kettlewood Ct.
- Plano TX 75025
- 214-491-1579
-
-