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- This Disk - If in original state contains:
- Example of what the compiler can do.
- Level Designer
- Level Tester
- Example levels
-
- Use a different disk to save your levels under!
-
- --> Goto bottom to find out how to obtain the full version...
-
- -----------------------------------------------------------------------------
-
- Escape 2
-
- The complete documentation
-
-
- Copyright notices
- -----------------
-
- I (Mark Page) hold the copyright of this program.
- You are allowed to spread this documentation, the level designer, the level
- tester, and the program which runs the compiled game, in the public domain
- YOU MUST NOT SPREAD THE COMPILER PROGRAM. But you are allowed to backup the
- program for your OWN USE ONLY.
- You must not sell any of the programs attached to Escape 2, without my
- written permission.
- I am not in any way held responsible for lost data etc from using these
- programs, but do feel free to ask for advice.
-
- Files and what they do
- ----------------------
- (Filenames may of been changed)
-
- Design - The level designer.
- Gameleveltester - The level designer level tester.
- Compiler - The compiler, which fits all the levels together etc (COPYRIGHTED)
- Escape 2 - Runs the compiled game, this should be held in the C directory
-
- Details of: Design
- ------------------
-
- Load this program up as usual, you will see a black screen with a notice to
- the left hamd side saying "Place tile". This is the "EDITOR SCREEN". Press
- the right mouse button and a new screen will appear. This is the "OPTION
- SCREEN".
-
- Have a good look at the option screen. You should see the choice of tiles
- allowed and some options.
- At the bottom of the option screen is a horizontal bar with raster time
- written above it. When you place any tiles onto the editor screen with
- animation, this bar will fill up. This tells you how much the computer
- is working (Every vertical blank interupt - 50 Hertz). If it gets totally
- full up, a warning box will light, this tells you that the game will jerk.
- To solve this kill some animations.
- I can not describe what the tiles do, you will have to test them yourself -
- sorry. I just can say that if you place a falling tile, exits's and doors you
- can activate them using the switch tile. To use the switch tile, place it on
- the editor screen and a notice on the left hand side of the screen will say
- "Change which square?", now move the mouse and click on the square you want
- to change. One last thing about tiles, there is a teleport tile, where you
- can jump to a differant part of the screen. To use this place it on the
- editor screen and on the left hand side of the screen, a notice witth appear
- saying "teleport to?", now click where you want to teleport to.
-
- Animation tiles that can be activated with switch:
-
- Horizontal Door V1 and V2
- Vertical Door V1 and V2
- Falling Tile (Cracked floor) V1 and V2
- Exit up, down, left and right (Top left of option screen)
-
- Other Animation tiles:
-
- Extralife (3 Types)
- Teleport (Tile with a square inside)
- Bonus Tile (2 Types)
- Disk (Does not do anything)
- The rest should be obvious - try them!
-
- Other options on the option screen:
- Save level - Easy enough to use
- Load level - Easy enough to use
- Set man - Sets the mans starting position, when you click on this, you
- will be asked to place the mans position using your mouse.
- Set time - The time limit for the game - if not sure set to 100
- Set bad - Sets the enemy position. You are required to set how easily the
- enemy is to kill you (Just fill in the options)
- Set Ball - You are asked to type in the left/right,up/down start and finish
- of the ball. Then you are asked the direction you want the ball to go in and
- the colour of the ball. For example
- Start Left/Right pos : 100
- Start Up/Down pos: 50
- End Left/Right pos: 200
- End Up/Down pos: 50
- Now you are asked for the direction (Right). THE END POSITION MUST BE
- POSSIBLE.
- For example:
- Start Left/Right pos : 100
- Start Up/Down pos: 70
- End Left/Right pos: 200
- End Up/Down pos: 80
- Is impossible!!!
- Set Music - This is only used for the rastor time test
- Set Mouse - Gives you a "autofire" option for the Editor screen!
- Clear screen - Watch out, the computer does NOT ask if you are sure.
- To Exit press the firebutton with your joystick in port 2
- Advice - When saving files save as level1,level2,...,level344 etc this will
- let you use the wildcard system on the compiler.
-
- If you try to switch an animation eg. extralife, and squashing wall you
- will stop the animation - useful , you can use it to get past it. Try it
-
- Details - Gameleveltester
-
- This is the gametester made by the level designer program. Just type in the
- level filename. Play with joystick in port 2, left mouse button to exit.
-
- Details - Compiler
-
- This is such a user friendly program, instructions are not really required.
- Except for the scrolly - use notepad word processor or similar to type it in.
- The music can be made on startracker or compatible (Noisetracker, MED with
- save as st-module option). It can also be made by startrekker.NT chip music
- files. Quick summary:
- The compiler lets you:
- 1. Load the files in individually or Load the files in automatically using a
- "wildcard" system (easy to use!)
- 2. Load in your ASCII text scrolly.
- 3. Lets you choose your module pieces
- The program needs the ARP library in the Libs dir (is supplied)
-
- Details - Escape2
-
- This runs the compiled program. To operate:
- Place this file in the main c: directory of the disk. (Should be already
- there).
- From Workbench
- Click into the icon made by the compiler, this will automatically load the
- escape files + the escape2 file.
- To change where the computer searches for the escape2 file, use the
- workbench's info command. (See manual for more details)
- From Cli - Version 1
- 1> Escape2 df1:subdirectory/ ; this will run the data in this directory
- 1> Escape2 df0: ; this will run the data in df0:
- From Cli - Version 2
- 1> df1:game/Escape2 ;this will run the data in the directory it was
- ;called from (df1:game/)
- In actual game: Left mouse button looses a life. Bonuses and extra lifes
- only come into effect after you have completed a level.
-
- Advice - etc
- ------------
-
- Use a backup version of this disk
- Use a new blank formatted disk to save the levels under
- You need standard knowledge of the amiga (can use the workbench), I think you
- can do this, or how did you read this file! Also CLI
- I tried to make the program very user friendly, but there may be some bugs
- left, If you find some please tell me.
-
-
- Technical info
- --------------
-
- The Source code size is 190K long.
- There are around 200 include files for tiles.
- The tiles are in 16 colours
- The man is NOT a sprite (also the enemy man + ball is not)
- Details of the game file: (Escape2 + gameleveltester) roughly:
- Chip memory needed: 214K Public memory needed: 39K Total needed: 253K
-
- History
- -------
-
- On July the 1st 1991 Dan decided to make a game, I agreed with him, so Escape
- was born. I was working on Escape for 2 weeks when I clicked on save instead
- of load on the assembler, so I lost everything. I started again, I now always
- have a backup of escape (I have now around 6 backups). I learnt my leason -
- always make backups of your code! At the end of July I had the basic code
- written, but I took literally 2 Hours to make one level by hand, so I made
- a level designer. In the middle of August dan changed the entire graphics for
- escape so I spent 30 hours refixing all the graphics into a special format.
- On September 10th 1991 I released Escape V1.0. In two weeks Legend (A group
- of people) made a cheat mode for it, therefore spoiling the game. So I
- quickly sent Escape to public domain libraries before they got the cheated
- version. I had a rest for a few weeks, then I went really depressed because
- I did not hear anything of Escape, so I decided to give a computer magazine
- the complete source code. I started working on it, debugging it. A week
- later I decided not to, but instead write a sequal. So I got Leonardo to
- do some tiles for it. I was lazy until the christmas hols, when I started
- again, working 16 Hours a day at Escape, fixing the level designer so I was
- spreadable, making a compiler, inserting new blocks, adding an enemy man
- option and fixing a LOT of bugs. Then after christmas, my A level exams
- started, I had no time at EscapeV2, until now when I fixed the last bug in
- EscapeV2, and writing this documentation. Later on I am expecting more tiles
- from Leonardo... It is now the 15th Febrary 1992, I have put in a lot more
- tiles and made it workbench compatible. Last week I found a very serious bug
- (which also was in escape version 1), in some parts of my source code I had
- move.w d0,a0 instead of move.l d0,a0 which means that if a 30K program is
- already in memory before escape is run, the tiles are not displayed properly.
- Well mistakes do happen. It is now late february. I have finally made an
- intro. Ready to release. Almost - bug with the startup-sequence with the
- amiga 500 plus, I fixed this by killing the startup-sequence except loadwb,
- endcli. So to see the intro type in the filename "intro loader" when you
- are in Shell. So the release date is now March 10th 1992. At last!!!! It
- is now Thursday 28th May 1992. I have just spend 2 days getting this version
- of Escape finished. This gameleveltester has been shortened, there is no
- title screen any more, I did not think it was necessary to have one. I have
- changed the Font displaying Lives/Level/Time and the numbers, before
- it looked very scruffy and lame! The gameover, oh no!! is now a copperbar
- red. I have made also some minor improvements. I found what caused the
- incompatability in the old Escape V2, it was the Killsys virus killer.
- I don't know why it does not work properely, it just seems to chew on
- a bit of memory it shouldn't. It is going to be released tomorrow...
- It is now 25th June 1992. Today I have finally updated Escape V2 to V2.2.
- I have added 12 tiles and 1 wall anim. The 'paradox' 8*8 has been changed
- to leonardos font. I deleted the main scrolly font to 1 bit plane (2
- colours). This save a lot of chip memory - therefore more tiles allowed.
- I bug in the design has been fixed (the same bug as in the old
- escape - since the designer was made in August 1991). Escape III was
- completed yesterday - therefore (If in original condition), on this disk.
- Game finally was optimised slightly, but this will not be noticable. Also
- the soundtracker V2.4 replay routine has been changed to the protracker
- replay routine which is a lot better and a lot faster and can cope with
- most formats of modules (Replay routine includes fune tuning).
-
- Credits
- -------
-
- Dan - For Designing the game and making the man animation and a 1/3 of the
- blocks and the 32*32 font on Escape V1. And making the levels for Escape V1.
- And the loader picture to Escape V1
- Leonardo - For helping with testing Escape and making the rest of the tiles,
- the 32*32 font on Escape V2. + 8*8 font
- Mark (ME!) - For coding the program and debugging, documenting etc.
- Mad Phantom - For making the music for Escape V1 and V2.
-
- how to obtain the compiler:
- ---------------------------
-
- Send 5 Pounds to me (or more if you live abroad as appropiate)
-
- Mark Page, 50 Victoria Avenue, Sleaford, Lincolnshire. NG34 7LN ENGLAND.
-
- If sending cheque, make it payable to Mark Page
- Postal order is preferable.
- If cheques are send, I will have to wait for them to be cleared before I
- send the full version.
-
- You will recieve 2 disks. The first disk will contain the latest programs
- connected with Escape 2 + Compiler
- The Second disk will contain all the levels to Escape (45 of them!) lots
- of music modules for use with the compiler etc.
-
- -----------------------------------------------------------------------------
-