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- I. GENERAL QUESTIONS...1
- 1....What is DCGAMES?...1
- 2....What is the difference between ADVENTURE and ROLE PLAYING?...1
- 3....Where can I get the latest copy?...2
- 4....How does it compare with other game systems?...2
- II. QUESTIONS ABOUT THE INTERFACE...3
- 1....What kind of interface does DCGAMES have?...3
- 2....What are the different types of graphics tiles?...3
- 3....How do I create my own graphics tiles?...4
- 4....Can I do 3-d graphics?...4
- 5....Can I create variable size tiles?...4
- 6....How many tiles can I have of each type?...4
- 7....What about PCX or other graphics pictures?...4
- 8....What is the 'art gallery'?'...4
- 9....Can I create my own commands?...5
- III. QUESTIONS ABOUT SCRIPTS AND THEIR USE...5
- 1....What is a script and when do I need to use one?...5
- 2....How many scripts can I have, and how big can they be?...5
- 3....What parts of the game system can I control using a script?...5
- 4....When is a character's script called?...6
- 5....When is an object's script called?...6
- 6....When is a world's script called?...6
- 7....When is the 'CONTROL' script called?...6
- 8....When is the 'RESURECT' script called?...7
- 9....When is the 'CASTING' script called?...7
- 10....Can I call one script from another one?...7
- IV. QUESTIONS ABOUT PLAYER CHARACTERS AND NPCS...7
- 1....How are character types and classes implemented?...7
- 2....How do I create my own character types?...8
- 3....How do I create my own character classes?...8
- 4....Can I create (or destroy) characters on the fly?...8
- 5....When should a character have it's own script?...8
- V. QUESTIONS ABOUT OBJECT TYPES AND CLASSES...8
- 1....How do object types and classes work?...8
- 2....How do I create my own objects types and/or classes?...9
- 3....Can I create (or destroy) objects on the fly?...9
- 4....When should an object have it's own script?...9
- VI. QUESTIONS ABOUT WORLDS...10
- 1....What is a world?...10
- 2....Can I create my own world types?...10
- 3....How big can my world's be?...10
- 4....How do I use alternate graphics tiles for different worlds?...10
- 5....What is a door?...10
- 6....Can I create or modify doors during game play?...11
- 7....How many ways are there of moving the playing party from one
- location to another?...11
- 8....How do I start the game somewhere other than door zero in
- world zero?...11
- 9....When should a world have it's own script?...11
- VII. QUESTIONS ABOUT WRITING A GAME...12
- 1....How do I get started?...12
- 2....How do I prevent people from peeking into my
- game with the game builder? (or modifying it?)...12
- 3....How do I package the game when I've finished it?...12
- VIII. QUESTIONS ABOUT VOICE, SOUND EFFECTS AND MUSIC...13
- 1....What is the difference between a VOICE and a
- SOUND EFFECT?...13
- 2....How do I change or create new sound effects?...13
- 3....What is the difference between a VOC sound and a
- PWM file?...13
- 4....If I don't have a Sound Card, can I hear
- anything on the PC speakers?...13
- 5....How do I give voices to my characters?...14
- 6....Can I play voice files directly (not as part of
- a character's voice file or the system sound effects)?...14
- 7....How do I play music?...14
- 8....How do I create music files?...14
- IX. QUESTIONS ABOUT TIME...15
- 1....How does TIME work in the game system...15
- 2....What can I change about the time before and
- during game play?...15
- 3....How do I create events that occur at a given
- time?...15
- X. QUESTIONS ABOUT UTILITIES...15
- 1....What utilities are available with DCGAMES and
- what do they do?...15
- 2....How do I use the fractal world generator (WORLDGEN.EXE)?...17
- 2....How do I use the maze generator (DCMAZE.EXE)?...17
- 3....How do I use the report generator (DCREPORT.EXE)?...17
- 4....Why are there 3 remap utilities (VGAREMAP, VHIREMAP and
- VH1REMAP) and when should I use them....17
- 5....Why are there multiple conversion utilities and
- when should I use them?...17
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- ===============================================================
- DCGAMES - FAQ: Frequently Asked Questions
- Version 4.0
- Last Update: September 15, 1995
- ===============================================================
-
-
- I. GENERAL QUESTIONS
-
- 1. What is DCGAMES?
-
- The DCGAMES system allows you to create graphical adventure
- and/or role playing games to run on MS-DOS based PCs. This
- is a short list of the features:
- o Supports VGA and SuperVGA graphics modes
- o Runs on 640KB but will use Extended and Expanded memory
- if available.
- o Up to 1000 worlds, each of the with up to 65536 (64K)
- tiles per world, with up to 10 palettes of tiles to
- choose from and 256 tiles in each palette.
- o Up to 500 characters and objects per world (total
- 500,000)
- o Direct support for PCX and other graphics formats.
- o Over 95% of the system is configurable and can be
- modified using simple but powerful scripts.
- o Supports most SoundBlaster and AdLib compatible boards.
-
- Up to 64 automatic voices per character, unlimited script
- controlled voice and music. Can use the PC speaker if no
- voice card is present!
-
- 2. What is the difference between an ADVENTURE and a ROLE
- PLAYING game?
-
- The line between one and the other is not fixed, and some
- strong arguments can occur between 'adventurers' and 'role-
- players'. Games created with DCGAMES may be adventures or
- role playing games, depending on the amount of character
- development that you choose to have and the rules you
- choose to follow in your game.
- In general, an adventure game is one in which character
- development is not very important. The idea is to attain a
- specified objective through solving a sequence of problems
- or puzzles.
- A role playing game is one in which it the behavior of the
- character (as controlled by yourself, the player), as well
- as the abilities and nature of that character, make a big
- difference in the manner in which the ultimate objective is
- attained. You still have to find objects and solve
- problems, but there is usually an element of growth
- involved. Your initial character is usually not good enough
- to solve the ultimate problem, and must learn and grow
- before being able to face the ultimate challenge.
-
- 3. Where can I get the latest copy?
-
- Directly from DC Software: Send $40 (+ 8.125% tax in Texas)
- + $5 Shipping ($15 outside the U.S.A.) to the address
- below, and receive the full registered version, including
- the graphics block editor
-
- DC SOFTWARE
- 7908 KETTLEWOOD COURT
- PLANO TX 75025
-
- You can find the shareware version of DCGAMES on the
- Internet. Look for file DCGAMES4.ZIP in common locations.
- For more information, visit my home page at:
-
- http://www.iadfw.net/davidh1/index.html
-
- The most likely place to carry it is the #1 BBS in the
- US which is now on the Net!
-
- Software Creations BBS / Home of the Authors
-
- WEB Access: http://www.swcbbs.com
- Internet Access: Telnet BBS.SWCBBS.COM
- BBS DIAL In Public Access:
- (508) 368-7036 2400/9600/14.4 USR HST/Dual Std
- (508) 368-6604 2400/9600/14.4/28.8 USR V.Everything
- BBS DIAL In Member Access:
- (508) 368-7139 2400/9600/14.4 USR HST/Dual Std
- (508) 368-3424 9600/14.4/16.8/28.8 USR V.Everything
-
- Or check popular shareware catalogs, such as:
- Public Brand Software (PBS) 1-800-426-3475
- Public (software) Library (PsL) 1-800-242-4775
-
- but you should allow at least 3-4 months lag time
- before they carry it.
-
- Finally, I will try to upload the product to both
- Compuserv (Gamers Forum, CRPG Library) and AOL.
- Browse for DCGAMES4.ZIP or DCG400.ZIP.
-
- 4. How does it compare with other game systems?
-
- DCGAMES is the only game system that allows you to modify
- just about everything in the system. It's claim to fame is
- that you can create the best role playing games because
- there is no practical limit to what you can do with it.
- The 'Unlimited Adventures' gaming system has 2 advantages
- of DCGAMES that are difficult to ignore. First, the
- graphics interface is in 3D form, versus the 2D Ultima IV
- look of DCGAMES. In addition to this, SSI has allowed
- users of 'Unlimited Adventures' to screen capture and re-
- use all the graphics in their standard game products which
- means that there is a very large and professional looking
- set of still images and sprites to choose from.
- Unfortunately for 'Unlimited Adventures', it is also one of
- the most restrictive game systems I've ever seen. Read
- their FAQ and see for your self. If a 3D view and a large
- set of ready to use art is very important to you, UA may be
- worth looking into, but be prepared to compromise at every
- turn. Again, read their FAQ. UA appeals to a very
- specific type of gamer.
- If, on the other extreme, you want to create a ZORK like
- text adventure game, there is a very good shareware product
- for doing just that (I think itÆs called the Adventure Tool
- Kit).
- Another system worth looking into is the Castle Wolfstein
- look-alike engine called ACK3D, which allows you to write a
- game using a programming language like C and use their
- engine to drive the graphics. I'm certainly going to look
- at it when I get the time to add a 3D 'dungeon' like view
- to the capabilities in DCGAMES.
- Finally, there is a product called Quest Maker which can be
- used to create games like the KingÆs Quest series (fixed
- screen scenarios with a few objects and characters in each
- screen.
- If you know of other products around, please send me a
- note. Each of these products has itÆs own audience and
- style. I encourage you to try them if you have any doubts.
-
- II. QUESTIONS ABOUT THE INTERFACE
-
- 1. What kind of interface does DCGAMES have?
-
- The DCGAMES interface includes a large window into a tile-
- based world, a smaller window showing party information,
- character stats and inventory, as well as doubling as a
- menu selection area. The mouse and keyboard interfaces are
- tied to a script for full customization.
-
- 2. What are the different types of graphics tiles?
-
- DCGAMES handles 4 kinds of graphics tiles. Each world is
- created by painting a landscaping using tiles from a
- LANDSCAPING palette. You can have up to 10 distinct
- palettes of landscaping tiles, each appropriate to a
- different kind of world (example: cities, dungeons,
- outdoors, etc.). You can use the graphics tile editor to
- create your own tiles or modify the default ones.
- There are also OBJECT tiles and CHARACTER tiles, which are
- used for the objects and characters in your adventure game.
- In addition to the above types of tiles, there is a system
- palette of tiles used to represent cursors, boxes, icons,
- etc., and which you may also modify as needed.
-
- 3. How do I create my own graphics tiles?
-
- Registered users receive a graphics tile editor that can be
- used to create your own tiles and modify existing ones.
- You can also use a paint program like neopaint, store the
- graphics in PCX format and use a utility to import/export
- the tiles into DCGAMES.
-
- 4. Can I do 3-d graphics?
-
- You can give your tiles a pseudo 3D look by drawing them
- from a different perspective, specially if you are willing
- to limit your game to SuperVGA, taking advantage of the
- higher resolution and colors variety.
-
- 5. Can I create variable size tiles?
-
- Not at this time. Objects and Characters can be smaller
- (up to the actual tile size) since they have transparent
- color, but you cannot create larger tiles (yet).
-
- 6. How many tiles can I have of each type?
-
- DCGAMES supports 10 distinct landscaping palettes of 256
- tiles each, and two separate palettes for objects and
- graphics with a limit of over 32000 tiles in each of them.
-
- 7. What about PCX or other graphics pictures?
-
- You can associate an image file with any world (maps for
- example), character (portraits) and object (pictures) and
- the game driver will handle them automatically. You can
- also display any graphics file under script control.
- Currently it supports PCX only since GIF got æcopyrightedÆ.
-
- 8. What is the 'art gallery'?'
-
- Since I have no artistic ability whatsoever, a graphics
- artist in Canada (Beatrice A. Sodero) has made some of here
- drawings available free of charge, providing you don't try
- to sell your game commercially. You can distribute it as
- shareware, but you should probably drop her a note anyway
- if you use her images.
-
- 9. Can I create my own commands?
-
- Certainly. The keyboard and mouse (icon) interface are
- fully customizable. Each keypress and mouse click has a
- script associated with it and can be changed without
- problem.
-
- III. QUESTIONS ABOUT SCRIPTS AND THEIR USE
-
- 1. What is a script and when do I need to use one?
-
- A script is a set of commands that tell the game driver how
- to do it's job. Most of the game system is controlled by
- scripts, which means you can modify anything you don't
- like. You do not need to know any programming to make
- light use of the script language, but very powerful
- features are included for those that want to do some more
- serious changes.
- DCGAMES includes a complete set of scripts for creating a
- fantasy role playing games, including many world types,
- character types, objects, magic, etc.
- You can make small changes to the existing scripts to fine
- tune your game's universe, writing specialized scripts for
- some of the more important characters or events in your
- game, or, if your game is NOT a fantasy game, you can
- trash the whole set and write your own from scratch.
-
- 2. How many scripts can I have, and how big can they be?
-
- There is no limit to the number of scripts you may have.
- Each world, character and object may have it's own script
- or use a 'standard' one. One script can also call another
- one, so size is also not a problem. Each compiled script
- (.SCO file) can be up to 128KB in size, but for memory
- usage problems I would probably keep scripts under 30KB and
- split them if they become larger.
-
- 3. What parts of the game system can I control using a script?
-
- Just about everything.
-
- 4. When is a character's script called?
-
- Whenever the player interacts with a character, the
- character's script is given the opportunity to control the
- interaction.
- A default script is called when the character does not have
- it's own script, the script does not know how to handle an
- action or the action handling ends with 'CONTINUE' instead
- of 'STOP'.
- Each character type has it's own default script. The name
- of the script is also the name of the character type, so
- for each name in the [CHARACTER TYPES] section of
- DCCTOKEN.DAT there should be a script of that same name
- available to handle characters of that type.
-
- 5. When is an object's script called?
-
- When ever an object is manipulated, the object's script is
- invoked to control the event.
- If the object does not have it's own script, the script
- does not handle the interaction or the script ends with
- CONTINUE instead of STOP, a default script will be invoked.
- The script invoked depends on whether the object exists in
- the world or is being carried by a player.
- The script OBJECT.SCR is invoked for objects laying around
- in the world. The script CURRITEM.SCR is invoked for
- objects in your backpack or being worn by the player.
- A few sub-scripts are called by OBJECT.SCR and CURRITEM.SCR
- using the 'runscript' command. See the script source files
- for more information on these sub-scripts.
-
- 6. When is a world's script called?
-
- When you enter or exit a world, current and destination
- world scripts are allowed to handle the event, allows you
- to intercept and re-route, ,deny entrance, etc.
- If your world does not have it's own script, the default
- script WORLDDEF.SCR is called.
-
- 7. When is the 'CONTROL' script called?
-
- The CONTROL script is invoked every 'minute' of game play,
- to allow it to perform actions that are tied to the passage
- of time (like healing, poison damage, random monsters,
- animation, etc.).
- It is also invoked for every keypress and mouse click to
- allow you to configure your own commands in response to
- each of these events.
- Finally, it is invoked once for each player during a fight
- to handle that player's "turn" and once for the entire
- "monster" party, to handle the actions of the monsters. In
- the standard control file, it calls FIGHTING.SCR to handle
- monster actions.
-
- 8. When is the 'RESURECT' script called?
-
- When everyone in the party dies, this script is invoked to
- handle the dead. You may choose to resurect the party,
- transport them elsewhere, restore a previous game, restart
- from the begining, terminate the game, etc.
-
- 9. When is the 'CASTING' script called?
-
- This script contains the example magic spell system and is
- invoked only from other scripts. For example, when a magic
- user casts a spell or when a magical object is invoked.
-
- 10. Can I call one script from another one?
-
- Yes, use the ærunscriptÆ command. See the CONTROL script
- for a clear example.
-
- IV. QUESTIONS ABOUT PLAYER CHARACTERS AND NPCS
-
- 1. How are character types and classes implemented?
-
- Each character TYPE has it's own script that controls the
- behavior of characters of that type. DCGAMES includes
- scripts for everything from civilians to bartenders,
- questers, healers, guards, etc., and you can create your
- own.
- The character CLASS allows you to differentiate between
- characters according to their abilities. For example,
- DCGAMES includes Human, Elf, Wizard, Dwarf, Fighter and
- Archer. Again, you can create your own character classes.
- DCGAMES can handle up to 256 character types with 256
- character classes.
-
- 2. How do I create my own character types?
-
- You add the new character type to the list in the
- DCCTOKEN.DAT file and create a default script for that type
- of character.
-
- 3. How do I create my own character classes?
-
- You add the new character class to the list in DCCTOKEN.DAT
- and then alter any script in which the class of the
- character might affect a standard behavior. For example, a
- CLERIC class might have a different set of magic abilities
- than a Wizard, so you would alter the sections dealing with
- magic to handle clerics and wizards differently.
-
- 4. Can I create (or destroy) characters on the fly?
-
- Yes. Under script control you can create new characters
- and objects and introduce them into the game at any time.
- See the CONTROL script, which creates 'random monsters'
- when you are in a dungeon or outdoors.
-
- 5. When should a character have it's own script?
-
- When the character needs to deviate significantly form the
- standard behavior for it's given character type or class
- for one or more specific actions or events.
- For example, a standard 'QUESTER' type person won't join
- the adventuring party, but will rather assign the quest and
- wait until it is finished. If you want a specific quester
- to be able to join the party under certain conditions, you
- might want to create a script for that character. The
- character's script need only handle the TALK event (i.e.
- when you talk to the quester) and the only difference is
- that this character WOULD accept an offer to join the
- player's party.
- You could also æforceÆ the party to accept the quester and
- control the conditions under which the quester would leave
- the party (for example, after the quest is done and they
- are back in the questerÆs abode).
-
- V. QUESTIONS ABOUT OBJECT TYPES AND CLASSES
-
- 1. How do object types and classes work?
-
- An object's TYPE identifies the purpose of the object, like
- armor, weapons, rings, shields, food, etc.
- An object's CLASS differentiates between variations of the
- same object type. For example, the default scripts define
- WEAPONS as having being BLUNT, EDGED or MISSILE.
- The attributes of an object also help differentiate between
- two objects of the same type and class. For example, a
- "Knife", a "Two Handed Sword" and a "Battle Ax" are all
- EDGED WEAPONS, but with very different attributes.
- Object behaviour is handled by the OBJECT and CURRITEM
- scripts. The OBJECT script handles actions on items that
- you are not carrying. The CURRITEM script handles actions
- on items that you are either carrying in your backpack or
- wearing/wielding.
- Like characters, an object can also have itÆs own script to
- handle actions that are unique to a specific object.
-
- 2. How do I create my own objects types and/or classes?
-
- To create your own object types, you add the new type to
- the list in DCCTOKEN.DAT. You must then create the [OBJECT
- CLASS:] section for that new object type in the same file.
- If the new object will have the same classes as another
- existing object, just add the type to the list in the
- correct object class section (For example, amulets and
- rings have the same magical properties, so they share a
- single class section).
- You must now modify the script files that control object
- behavior (OBJECT and CURRITEM)
- Remember that each object has itÆs own distinct attributes
- that help differentiate between two objects of the same
- type and class. You may add up to 5 æspecialÆ attributes
- for your new object type, and use these attributes in the
- scripts to control the behavior of the object. For
- example, a weapon has range, number of hands, damage and
- ammunition as special attributes.
-
- 3. Can I create (or destroy) objects on the fly?
-
- Yes. Under script control, you can use the new() and
- destroy() commands to do this.
-
- 4. When should an object have it's own script?
-
- Any time that an object needs to behave different from
- other objectÆs in itÆs own type or class, you can create a
- script for it.
- Example: If all æplatinum ringsÆ will have the special
- property of teleporting the party out of a dungeon, you
- should create a new æclassÆ of ring. But, if a specific
- ring, say "Morgul's ring" has the property of doubling a
- playerÆs statistics, and no other ring has this property,
- you may create a script for this script and handle only the
- æ@WEARÆ event (if thatÆs how itÆs invoked).
-
- VI. QUESTIONS ABOUT WORLDS
-
- 1. What is a world?
-
- A world is the landscape or scenario where your adventure
- occurs. It is built using the landscaping tiles with the
- DCWORLD program. It may be a house, a castle, a dungeon,
- outdoors, etc.
- You may create up to 1000 worlds and create doors to go
- between them.
-
- 2. Can I create my own world types?
-
- Yes. Just add the new type to the list in DCCTOKEN.DAT and
- then change any script that should behave differently
- depending on the type of world you are in. For example, the
- WORLDDEF.SCR which handles default world entry and exit or
- the OBJECT.SCR script which handles objects.
-
- 3. How big can my world's be?
-
- A world may contain up to 65536 tiles (64K). The number of
- tiles in a world is determined by multiplying the worldÆs
- width by itÆs height. The biggest SQUARE world would be 256
- tiles wide by 256 tiles high, but you can also create one
- that is 100 by 655. The largest world in the example game
- is much smaller than this.
-
- 4. How do I use alternate graphics tiles for different worlds?
-
- In the W)orld screen you may choose which graphics blocks
- you want to use (0 to 9). The index is used as part of the
- name (DCBLOCK0.xxx to DCBLOCK9.xxx).
-
- 5. What is a door?
-
- Each world can have up to 32 'locations' at which you may
- enter and exit that world. These locations may be automatic
- (you enter the door when you walk over it). A door may
- lead to another door or a specific X/Y location, usually in
- another world.
- NOTE: Doors are one-way. If door 1 in world 7 leads to door
- 3 in world 4, that does not imply that door 3 in world 4
- leads back to door 1 in world 7. You probably want to setup
- door 3 in world 4 to lead back to door 1 in world 7 in most
- cases, but sometimes it's useful to make the way back lead
- to a different place. Also, if a door leads to a specific
- X/Y location instead of another door, there is no door at
- the destination, which is useful when you don't want the
- player to be able to 'go back'.
-
- 6. Can I create or modify doors during game play?
-
- Yes. A world's door information is available in the script
- language and may be queried and updated as needed. You can
- also intercept the game when you enter a door at three
- points: before you enter, after you enter but before you go
- to the destination and after you arrive at the destination.
- See the WORLDDEF.SCR script file for more details.
-
- 7. How many ways are there of moving the playing party from
- one location to another?
-
- The ENTER command may be used to cause the party to enter a
- door in the current world (see the LETTER_E section in the
- CONTROL.SCR script file.
- The TELEPORT command will transfer the party to any world
- at any X/Y location without the need for a door.
- Changing the PARTY.X and PARTY.Y variables will move the
- player's group within the current world. And during a
- battle you can move individual players by modifying
- PLAYER.X and PLAYER.Y.
-
- 8. How do I start the game somewhere other than door zero in
- world zero?
-
- In the INITGAME.SCR script you have complete control over
- the start of the game. You can move the party via any of
- the methods described above (setting the X/Y variables,
- entering doors or using the teleport command).
-
- 9. When should a world have it's own script?
-
- When you want some mayor events to take place when you
- enter or exit a specific world.
-
- VII. QUESTIONS ABOUT WRITING A GAME
-
- 1. How do I get started?
-
- Good question. You really should start by creating an
- outline of your game. What is the main purpose of the game,
- who are the main players, what are the main locations
- (cities, towns, etc.) and events. I'd love any hints you
- authors out there can provide. (Good topic for a thread in
- a bbs or one of the user's groups.
- Create the main worlds (locations) and characters, flesh
- them out and give them as much detail as you think is
- necessary. Then go back and fill in the space with side
- quests (one at a time), taking care to write down the
- details of each one as a reference for debugging later on.
- The last thing you do is fill in the 'extras', characters
- and places that have no reason for being other than making
- the game play more fulfilling or realistic. My advise is
- not to over-do the realism, most people want interesting
- plots and conversation, but don't want to bother with
- endless and pointless interaction.
- NOTE: If you have written a game using DCGAMES or any other
- game building system, IÆd love to know how you went about
- it. The above is probably not the best way.
-
- 2. How do I prevent people from peeking into my game with the
- game builder? (or modifying it?)
-
- You may use the ENCODE program compress and encode your
- game so it can't be edited or peeked into. Once encoded,
- it CANNOT be decoded by the DCWORLD program!
- Note that the ENCODE program is very safe in that it does
- NOT modify the original files. An encoded file has a
- slightly different filename than the original. The game
- driver (DCPLAY) will look for both types of files, so you
- can actually mix encoded and non-encoded files if you just
- want torestrict "parts" of the game.
- The ENCODE program is only available in the REGISTERED
- version of DCGAMES.
-
- 3. How do I package the game when I've finished it?
-
- You can use the 'PACKAGE.BAT' exec file to create the final
- copy. If you modify the batch file please send me a copy.
- I'm always interested in making it better.
- The PACKAGE batch file is only available in the REGISTERED
- version of DCGAMES.
-
- VIII. QUESTIONS ABOUT VOICE, SOUND EFFECTS AND MUSIC
-
- 1. What is the difference between a VOICE and a SOUND EFFECT?
-
- Both are sounds recorded in .VOC format and played back
- during game play. The sound effects are small sounds (like
- bang, clank, boom, etc.) recorded and stored in file
- DCSOUNDS.*** and are used whenver a sound effect is desired
- in a script, while voices are usually conversation recorded
- and played back during character interaction.
-
- 2. How do I change or create new sound effects?
-
- The PACK utility may be used to add or remove sound effects
- from the DCSOUNDS.*** file. See PACK.DOC for information
- onhow to use the PACK utility.
- NOTE: In version 3.0, DCGAMES stored sound recordings in a
- file ending '.VFL'. Up to 64 sounds could be stored in
- these files using the MKVFL.EXE utility. The UNMKVFL.EXE
- utility could be used to extract sounds from the .VFL file.
-
- 3. What is the difference between a VOC sound and a PWM file?
-
- See the next question!
-
- 4. If I don't have a Sound Card, can I hear anything on the PC
- speakers?
-
- If you don't have a sound blaster or compatible card, you
- can use the PACK utility to extract the sounds in any sound
- file, then use the VOC2PWM utility to convert all of the
- sounds to PWM format (e.g. BANG.VOC -> BANG.PWM). Using the
- PACK utility again, create a new sound file using the PWM
- sounds instead of the VOC sounds. When you play the game,
- the sounds will be played through the PC speaker!.
- WARNING: Not all sounds will translate properly. Recording
- frequency and the type of sound affect the quality of the
- playback on the PC speaker. Developers that record their
- own sounds should create the PWM versions and distribute
- them ready-to-use rather than have the game player do it at
- setup time.
-
- 5. How do I give voices to my characters?
-
- Create scripts for each character, then have your friends
- and family record the sentences. You can use any recording
- program. If your program creates recording in .WAV format
- (like most windows programs do) you can use the WAV2VOC
- utility to translate the recordings to VOC format later.
- NOTE: A single recording may not be longer than 48KB which
- is about 1 minute of speach. Use 8Mhz sampling rate for
- deep (male) voices and 12Mhz for high (children and female
- voices).
- Each recording should be stored in a file with a unique
- name. A good name is the keyword that triggers that
- response (like HELLO.VOC, GOODBYE.VOC, JOB.VOC, BUY.VOC,
- etc.).
- To have the voices used during regular game play, use the
- PACK utility to combine all of the voices for a single
- character into a single file (VOICEnnn.RSC) and associate
- that number (nnn) with the character when you create him.
-
- 6. Can I play voice files directly (not as part of a
- character's voice file or the system sound effects)?
-
- Yes. From a script you can invoke any voice, be it in a
- voice file or otherwise. The only restriction is the size
- of the file, which must be no more than 64KB.
-
- 7. How do I play music?
-
- The script language allows you to play music in the
- background at any time by using the MUSIC command. You
- must first create a music file containing the music you
- want to play. DCGAMES supports the CMF (Creative Music
- Format) for music. Support for MIDI format is also
- possible, but I havenÆt seen a call for it. Most people
- use the MOD format, so IÆve provided a utility to convert
- MODs to CMFs.
-
- 8. How do I create music files?
-
- Good question. If you have an answer give me a buzz!
- You need to get a music program. There are many freeware
- and shareware programs as well as some very nice commercial
- ones. For a profesional touch there are hundreds of
- musicians that will record some jingles for a fee (surf the
- Internet to find them).
- BUMMER: DCGAMES currently supports only the CMF file
- format. The MOD and MIDI formats, which are much more
- popular are not supported at this time. SORRY!
-
- IX. QUESTIONS ABOUT TIME
-
- 1. How does TIME work in the game system
-
- A full scale calendar system is built into DCGAMES. From a
- script you can change the currentime and date as well as
- alter the calendar parameters (# of months/year, etc) as
- well as the number of moves that the player takes for every
- minute of game play. The game driver will then keep time
- for you.
- SEE ALSO: The CONTROL script has a section devoted to time
- keeping.
-
- 2. What can I change about the time before and during game
- play?
-
- Everything.
-
- 3. How do I create events that occur at a given time?
-
- If by time you mean a date, you will have to put a check in
- the CONTROL script that verifies the time every now and
- then. At the appropriate time the script can make the
- event happen.
- Another place to put events is tied to entry into or exit
- from a world in the WORLDDEF script.
- Yet another way is to tie the event to an action, like
- talking to someone, wearing an object, camping, or
- whatever. Just put the appropriate checks into the correct
- script.
-
- X. QUESTIONS ABOUT UTILITIES
-
- 1. What utilities are available with DCGAMES and what do they
- do?
-
- The lis of utilities grows all the time. Some are written
- by 3rd parties and I just make them available as a service
- to registered users. In general, the utilities are not
- distributed with the shareware product due to space
- limitations and also because they are part of the benefitst
- I offer for registration.
- The following is a partial list of utilities and their
- description:
-
- Game Builder Utilities To create a game scenario
-
- - WORLDGEN.EXE Generates a pseudo-fractal world (3rd party)
- - DCMAZE.EXE Generates a maze world
- - DCREPORT.EXE Print a full report on your (not-encoded) game
- - ENCODE.EXE Compress and ENCODE a game so it can't be edited
-
- Graphics Utilities To create/modify graphics tiles
-
- - DCBLOCKS.EXE Edit graphics TILEs
- - BLK2PCX.EXE View tiles and export them to a PCX format graph
- - PCX2BLK.EXE Import TILES from a PCX format graph
- - VGAREMAP.EXE Convert VLO to any other resolution tiles
- - VHIREMAP.EXE Convert VHI to SuperVGA (VH1,VH2,..)
- - VH1REMAP.EXE Convert VH1 down to VHI (color remaped)
-
- Upgrade Utilities To upgrade a game froma previous version
-
- - DCCNVT3.EXE Upgrade from 2.x to 3.x
- - DCCNVT4.EXE Upgrade from 3.x to 4.x
- - DCCNVT4G.EXE Upgrade graphics tiles from 3.x to 4.x
-
- Sound & Music Utilities
-
- - MKVFL.EXE Create an old style (ver 3.0) sounds file
- - UNMKVFL.EXE Extract sounds from an old style sounds file
- - PACK.EXE Create/Maintain a new style (ver 4.0) sounds file
- - WAV2VOC/VOC2WAV Convert VOC sounds to WAV and viceversa
- - VOC2PWM.EXE Convert a VOC sound to PWM (PC speaker)
-
- Miscellaneous Utilities
-
- - VPCX.EXE View a PCX format graph on the screen
- - VGIF.EXE View a GIF format graph on the screen
- - VPCX256.EXE View a PCX graph and store with 256 colors
- - VLBM.EXE View an LBM format graph on the screen
- - LBM2PCX.EXE Convert an LBM graph to PCX format
- - DIFF.EXE Compare 2 scripts and display the differences
- - PACKAGE.BAT Create a finished product to distribute the game
-
- 2. How do I use the fractal world generator (WORLDGEN.EXE)?
-
- See the WORLDGEN.DOC documentation file.
-
- 2. How do I use the maze generator (DCMAZE.EXE)?
-
- See the DCMAZE.DOC documentation file.
-
- 3. How do I use the report generator (DCREPORT.EXE)?
-
- See the DCREPORT.DOC documentation file.
-
- 4. Why are there 3 remap utilities (VGAREMAP, VHIREMAP and
- VH1REMAP) and when should I use them.
-
- VGAREMAP will convert VLO tiles (256 color, low resolution
- VGA) to the other resolutions. Use if you have a lot of
- graphics in low resolution and want to create high
- resolution equivalents. You will have to edit the converted
- graphics with the tile editor, but you will get the low res
- graphics as a starting point. It does COLOR MAPING when
- converting to resolutions with less colors.
- VHIREMAP will convert VHI tiles (16 color, high resolution
- VGA) to the higher super-VGA resolutions. Use when you have
- a ton of VHI tiles and want to migrate to superVGA. Agai
- n, you have to edit the resulting tiles in order to take
- advantage of the higher resolution or number of colors, but
- you get the original image as a starting point.
- VH1REMAP will convert VH1 tiles (256 color, 640x480 SVGA)
- to VH2 and VH3 (256 color, 800x600 and 1024x768 SVGA).
- Quite frankly I think this is overkill. Ithe VH1 resolution
- is more than enough for most applications.
-
- 5. Why are there multiple conversion utilities and when should
- I use them?
-
- Every major release of DCGAMES has had some changes in the
- way the game files are written, so I've written
- 'conversion' utilities to take your old games into the new
- format.
- In theory, you can take a game written in version 1.0 and
- run it through the complete sequence of conversions and get
- it to play without modification with version 4.0. In
- reality, you probably will have to do a bit of editing with
- the world builder, but hopefully most of the game would get
- translated properly.
-
-