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- 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
-
- The MenuUtils module by Alex Petrov was used for the WIMP part
-
- D. PROBLEMS
-
- There are no know problems with the program, but as they say, "there is
- no such thing as a working program"...
-
- E. CONTACT
-
- For further suggestions and/or the next version, contact :
-
- Nicholas Kingsley
- 100 Orchard Way
- Barnham
- Bognor Regis
-
- E-Mail (during term-time only) : nicholk@cs.rhbnc.ac.uk
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