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-
- TRELLIS - The Adventure Interpreter
- (c) copyright 1991-9 Soft Rock Software
-
- Graphics
- --------
-
- If you have chosen to create a text only game, most of this part may be
- ignored. The only exception being the title screen, which I shall mention
- first.
-
- --The Title Screen--
-
- You should create a sprite file called 'TitleScn' and save it in your
- NewGame directory (*not* the Graphics subdirectory). The sprite inside
- this file must be a 640 pixel wide by 256 pixel high 256 colour (ie MODE
- 15) sprite, with *NO* mask and *NO* pallette. This sprite will be loaded
- and displayed whenever the game you create is run by the player. The
- sprite itself should also be called TitleScn.
-
- --Location Graphics--
-
- With this version of Trellis is the ability to display a graphic along with
- the description for each room. This can make your game much more attractive
- to look at when running: as well as describing the castle that stands before
- the player, you can show him or her that castle.
-
- In your NewGame directory, you should have put a subdirectory called
- graphics. It is here in which you should put each of your graphics files.
-
- These files should be Sprites, as created by !Paint, or other commercial
- packages. For example, I used !Studio24 from PineApple software to create
- mine (or in some cases, originally Draw in the previous version of this
- software, converted & 'touched up' in S24). I then export them as a
- spritefile, and load them into !Paint for some final modifications.
-
- The specific format for the spritefile is very very simple. For each
- location you should create a 608 pixel wide by 112 pixel high 256 colour
- (MODE 15) sprite. It should have *NO* mask and *NO* palette.
-
- (Please note, I have made this slightly smaller than half a MODE 15 screen
- because I will probably add some kind of 'border' in a future upgrade.)
-
- The actual name of the sprite, and the file name should be the same - the
- name referred to in the Rooms file.
-
- Adding your graphics to Trellis couldn't be simpler.
-
- Hints & Tips
- ------------
-
- 1 - You could force your game to show whatever graphic you are working on
- with the start location so that you can see what it looks like. (if the game
- starts off in location 4, put the name of the sprite you have designed into
- the Rooms file for location 4 and run the game.) Once you've completed
- the graphics, the correct filename for the starting location's sprite can
- be entered. This saves you playing through the game to get to the right
- place, in order just to see it.
-
- 2 - Just because you've designed an adventure with 150 locations doesn't
- mean that you have to use 150 sprites. Many of your locations will be
- fairly similar to each other, and therefore could share graphics. Both
- example games supplied with this software demonstrate this - there are far
- fewer graphics than locations in them. The 'Forest' sprite in the game
- '!Crystal' for example, is used over and over, since a large part of the
- first section of the game takes place on a forest path. This will, clearly,
- save on disk space. Also - you can only have a directory full of graphics,
- so are limited to 76.
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