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The Datafile PD-CD 3
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PDCD_3.iso
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utilities
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utilsm
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mapper
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!MAPPER
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!HELP
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1995-09-21
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9KB
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237 lines
Welcome to probably the first generic map editor for the Archimedies
Designed & programmed by Nicholas Kingsley
This is version 1.00
--------------------------------------------------------------------
1. INTRODUCTION
!Mapper is a program for designing game maps.
"Whats a game map", I hear you cry... Well, when your designing a 2D game
like Chaos Engine, Lemmings etc, you need a way of storing the background
graphics. You could type in all the data manually, design your own
custom map editor, or you could do things the easy way and let !Mapper do
all the hard work for you... Being generic it can handle sprites in either
mode 12, 13 or 15 and handle a 256 * 256 game map.
THIS SOFTWARE IS SHAREWARE. TO OBTAIN THE NEXT VERSION, SEND £5 TO
THE ADDRESS AT THE BOTTOM OF THIS FILE, WITH YOUR NAME & ADDRESS (AND
E-MAIL ADDRESS IF YOU HAVE ONE).
2. THE FILES
In order to run this program, you need the following files :
!Boot (Obey file)
!Mapper (Basic)
!Run (Obey)
!Sprites (Sprite)
GRAPHICS - Shapes (Sprite)
MODULES - MenuUtils (Relocatable module)
DEMO - Graphics (Sprite)
- Obeyfile (Obey)
- Map (Data)
The program takes up 256K to allow for editing of 256 * 256 maps!
To load sprites into the system sprite area, use the SLOAD command in the
command line.
Note : If you have loaded more than 255 sprites into the sprite area, then
only the first 255 sprites are examined.
Before you can run the program, you will need to change the filetypes of
most of the files to those given in the list above. Sorry, but LHARC
doesn't preserve filetypes!
3. THE PROGRAM
Once the !Mapper icon has been placed on the icon bar, pressing the MIDDLE
mouse button will display the following options :
1. Info - Gives information about the program
2. Mode - Allows you to choose which type of sprites to use
(see "GRAPHICS"). Note : With first use, the default is mode 13
3. X Size - Allows you to re-define the X size of the map
4. Y Size - Allows you to re-define the Y size of the map.
Note : When first loaded, the default X and Y value is 40 and 25 respectivly.
5. Filename - Allows you to type in a new filename for saving & loading
6. Save - Saves the map using the filename given above (see "FILE ACCESS")
7. Load - Loads a map using the filename given above
8. Clear Map - Clears the whole of the map
9. Edit Map - Allows you to edit a map (see "GRAPHICS")
In addition, the following items are displayed when you select "EDIT MAP":
1. On the bottom left of the screen is an arrow pointing left. Use this
to scroll the sprites left (if possible)
2. On the bottom right of the screen is another arrow, this time pointing
right. Again it is used to scroll the sprites right (if possible)
3. On the bottom row between the left and right arrows, are your sprites
that can be used for a given mode. Move the pointer to one of these
sprites to select it for plotting in the map.
The following status items will now be explained :
1. X=000/000/000 - The first 3 digits represent the UDG X position
The next 3 represent the map X position
The last 3 describe the size of the map in the X
direction (so, if it says 041, you have defined a map
of 41 bytes running from 0 to 40)
2. Y=000/000/000 - The first 3 digits represent the UDG Y position
The next 3 represent the map Y position
And the last 3 describe the size of the map in the Y
direction, running from 0 to number-1
3. Pos=0000 - This is the actual location in the map data
4 Select=000/000/xxxxxxxxxxxx - The first 3 digits describe which sprite
you have currently selected
The next 3 represent the maximum number of
sprites that are valid, while the text
is the sprite name of the currently
selected sprite.
Note : Valid means the number of sprites that can be used for a given mode.
Although you may have more sprites in the sprite area than those listed,
a sprite is only valid if it is 16 * 16 pixels, and has been designed in
the mode as given by the "MODE" option.
4. CONTROLS
Mouse Up/Down/Left/Right - Move pointer up/down/left/right and if in map
area, will also move positioning cursor
SELECT - If in map area, place current select sprite in map, else either
select sprite under pointer or scroll sprites left or right
MENU - Delete sprite at given location
ADJUST - Return to desktop
F1 - Display option/Save map using current filename
F2 - Load map using current filename
F3 - Clear map
F12- Exit options
HOME - Position map at the top left
CURSOR LEFT - Scroll map left
CURSOR RIGHT- Scroll map right
CURSOR UP - Scroll map up
CUSROR DOWN - Scroll map down
Note : There is no protection against making mistakes if you use the load,
save or clear from within the program.
5. GRAPHICS
In order to edit a map, you need some sprites.
These can be designed in either modes 12, 13 or 15, MUST be 16 pixels
by 16, sprite mode MUST equal selected mode AND MUST be loaded into the
system sprite area before editing a map (see "IMPROVEMENTS").
Any sprites that do not conform to this will be ignored, and you will not
be able to use them.
If the number of sprites exceed the number that can be displayed, use the
left and right arrows to scroll through the list.
6. FILE ACCESS
All maps are loaded and saved in a fixed format to the file current
specified by the "Filename" option.
The format for a map file is as follows :
+ 0 - Version (* 100) ie 100
+ 1 - Map X Size
+ 2 - Map Y Size
+ 3 - Mode that the map was defined in
+ 4 -
+ 5 | _
+ 6 | Reserved for future enhancement (must be 0)
+ 7 -
+ 8 onwards - Map data (0 - No sprite to plot
> 0 - Sprite to plot)
Last byte - Checksum
Note : The number store in the map is the order number of the selected
sprite.
A. IMPROVEMENTS
For future enhancements, I intend to add the following :
1) Allow sprites of any size (although all sprites will have to be the
same size)
2) Possible increase of user-friendlyness
3) Load into program area rather than system area
4) Improve loading and saving system
5) Possibly increase map size.
B. ERROR MESSAGES
The following is a list of error messages you may come across whilst using
the program :
1) The map has been modified. Are you sure you want to quit/load map ?
You have modified a map by either placing or deleting a block. Select
OK to continue with the action, or CANCEL to abort it
2) No system sprite memory for sprites
The system sprite memory is currently at 0. Use the task manager to
increase it.
3) No sprites availiable
There are no sprites in the system sprite area
4) No valid sprites
There are no sprites that are 16*16 and have been designed in the current
selected sprite mode
5) Invalid X size - the allowable range is 1 to 256
The map size can be between 1 and 256. Re-enter a value in this range
6) Invalid Y size - the allowable range is 1 to 256
The map size can be between 1 and 256. Re-enter a value in this range
7) Filename must be given
No filename has currently been given. Use the "FILENAME" option to select
one
8) Invalid filename/file locked/file is a directory
No data has been saved to file. Possible causes : Invalid filename,
file medium is full, file is write protected or file is a directory
9) Checksum in file incorrect - possible file corruption
The result when adding the bytes together whilst loading is different from
that stored in the file. Possible causes : File corrupted, file open
or file has been modified using a text editor
10) File not found/invalid filename
No file has been loaded. Possible causes : Invalid filename or
no such filename
11) Version number of data is later than the version number of this program
You are trying to load a map which has got a version number of at least 200
(ie version 2+). Re-do map using earlier version.
C. MODULES USED
Th