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The Best of Select: Games 9
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mechwar
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1995-08-04
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MechWar
Sprite Design Module
Version 1.2
Klaus Breuer, 1993
Dedicated to:
Vernon Everett - good friend and great drinker :)
If all else fails, read The Manual
Usually all else failed because you didn't
1 What is this thing?
For all of you who hate manuals that just blurb endlessly on before
explaining what they are all about:
This program is part of the MechWar package. It is used to add or modify
Mechs, Ground Hexes, Buildings, Features, etc.
Without the other MechWar programs (MECH12*.ZIP), it does not really help
you much, unless you wish to help me design sprites (see below).
Note that you can only design sprites for the MechWar package - they're
unusable for anything else due to the hex shape.
2 Legal Stuff
2.1 Copyright
Well, what can I say. I have written to FASA Corporation for permission
to use their names (I simply don't know if there is a TradeMark on terms
like 'Mech, Marauder, and so on), but haven't received any reply yet.
Since I'm not going to sell this program, or ask any money for it, I hope
it's ok. Please tell me if I'm doing something illegal (gasp), then I'll
go about changing names, and the like.
Thus I don't even have a Copyright on the program. I do, however, have a
Copyright on the code itself :-)
2.2 Distribution
Now this is important!
You are very welcome to spread the (unmodified) package about, upload it
to BBS systems, make it available on ftp servers, or whatever.
However, I am imposing two conditions:
o You are not allowed to change the archive (except repacking it in
a different format). Meaning while you can include a BBS-Ad in the
Zip-Comment, you are not allowed to include an ad as a file (how I
hate loosers like that).
o You are not allowed to charge money to distribute this package. At
all! You are not even allowed to charge a copying or handling fee
(shipping is ok, but don't overprice that, either). This program
is free, and I don't want some sleazy, overpriced ShareWare vendor
making money out of my work.
2.3 How to register
Registering won't currently bring you much (except for me to know that I
have your support), and it won't give you anything extra in the future,
either.
- 2 -
I am not going to half-cripple this program to get people to register,
and I'm not writing GuiltWare either.
I am, however, writing CardWare.
So, if you like this program, please send me a post card from your city,
so I know where this program is spreading to. Note that I actually need a
card (as opposed to a letter), as I'm making a collage out of them.
Everyone registered will be added to The Hall Of Heroes, displayed at
startup of the main program.
Note that I release this program as ShareWare, not as Public Domain. That
means, please do copy this program and give it away, but the code is
(C)1992,93 by me.
2.4 Credits
Although I'm the only author of this package, I couldn't have done it
without two groups:
FASA FASA Corporation (P.O. Box 6930, Chicago, IL 60680, USA)
designed the original board game. Obviously, without
them MechWar wouldn't exist :)
You I've had lots of help from lots of people out there,
primarily from the InterNet. That a v1.2 ever came out
is only your fault...
3 System requirements
This program should run on any PC with a VGA card and 640Kb RAM, even on
the old 8088 CPUs (yuck).
Note, however, that the rest of the MechWar package will only run on
80386 (or higher) CPUs with about 2MB RAM. Sorry about that, but I need
the protected mode...
4 Usage
Simply start this program by running SD.EXE.
The program is very simple to use. I suggest you run it now (use [?] for
help), play around with it and then come back to this chapter if you have
any trouble.
You will want to read the other chapters, though :)
- 3 -
4.1 Screen Layout
Sprite map This takes up the largest part of the screen, showing
the sprite very much enlarged. This is where you'll be
moving the cursor about.
Colour map Below the Sprite Map you'll find a table of all usable
colours.
Sample sprites On the lower left you'll find three actual-sized copies
of the sprite, so you'll see what it actually looks
like.
Drawing Mode Below the sample sprites you'll find a letter,
signifying the currently used mode:
[D]raw Causes the cursor to draw a dot wherever
it's being moved.
[E]rase Cause the cursor to erase (set to black)
whatever it's moving over.
[M]ove Makes sure the sprite stays unaffected from
cursor movement.
[T]ransparent
Like [D]raw, but it fills the cursor
location with a special colour, which will
be treated as transparent when displaying
the sprite. The current colour is also set
to transparent.
Current colour Right next to the Drawing Mode is a small block showing
the currently selected colour.
Reference Sprite To the right of the Colour Map can be another sprite,
complete with sprite number, for reference. You can
place a sprite there and refer to it when you design
another sprite. Initially, of course, there's no
Reference Sprite to be seen.
File Name Below the Reference Sprite is the name of the file
currently in use:
Mechs The file containing all pictures of the
Mechs. Every Mech is shown with 6 facings.
Later, the Vehicle Design module will also
make use of this file.
Ground Contains all different terrain types, like
Sand or Grass.
Features Contains special features like Woods or
Fire.
- 4 -
Equip The equipment sprites. As you can leave
equipment lying about, you'll need to
assign a sprite to every piece of equipment
defined (use the Equipment Design module to
design equipment or weapons).
Sprite Number Every sprite has its own number, and most need to be at
a certain location (see below). Numbers can range from 1
to 1024.
4.2 Help!
First off, the most important command: press [?] or [F1] to see the help
screen.
4.3 Moving the cursor
Move the cursor around using the cursor keys (gee, who would've thought
of that?). You can move diagonally, too.