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- The Scorpius Mapper Version 2.0
- ©1992 By Mark Sheeky. All example files are also copyrighted.
- This program is Public Domain.
-
- Remeber The Scorpius Mapper ? It was used to design maps for games using
- blocks to put together levels. I used it to design the levels for Arazmax as
- well as other games.
- After Arazmax, I started work on a new game, and when it came to designing
- the levels I hit a wall. Because the mapper had no graphical imports, and
- because of size restrictions, most of the maps had 'bugs' in. Then mapper
- version 2 was born.....
- Incidentally, the new game is still waiting for maps. I took so much time in
- developing the mapper, that I got fed up with it. It's called turbo racer,
- and might be released in the future, if I get round to those maps.
-
- This mapper features full graphical imports and exports, configuration
- files, variable tile sizes (16,24 or 32 pixels square) and a map size of up
- to 65536 tiles square (that's 4294 MEGABYTES!!!!!!).
-
- If in future games I use this mapper a lot, I might include an import
- facility, so that you can play your own designed levels.
-
- Firstly, the big bad news... This mapper was designed originally for my use
- only, and because I counldn't be arsed to include IFF imports, only raw
- files are supported. All is not lost however, I have inclued some sample
- files on the disk so that the mapper is useable without a converter. If you
- want to import your own graphics, you don't need to spend a fortune on
- commercial products. The converter I use is a licenceware disk from PD Soft
- (disk number L17). The disk title is 'The RSI extras disk 1' and is just the
- converter reccomended for use with the mapper. You had better phone PD Soft
- with reference to availability and price (I think they're £3.50 each). Call
- them on (0702) 466933.
- If you do use the disk, remove the title page bit from the startup-sequence,
- otherwise it won't work!
-
- If you want to use the program without a converter (without graphic
- imports), see the section at the end entitled 'USING THE MAPPER WITHOUT
- GRAPHIC IMPORTS'.
-
- About the examples.
- If you want to experiment with some of the included examples, just read the
- EXAMPLES section near the end.
-
-
-
- INSTRUCTIONS.
-
-
-
- ABOUT THE MAPS.
-
- This mapper is used to design maps for games. The maps used in games like
- Gauntlet or Pacman are ideal examples of what can be produced on the mapper.
- Nearly every game that uses a scrolling play area (Sim City or Zool for
- example) would have to be mapped. The map is created in squares (usually 16
- pixels by 16), and each square is given a number. In the mapper, these
- squares are referred to as TILES.
- For example, a pacman maze might have a tile for a vertical wall, a tile for
- a corner, a much used tile for a dot, another for a power pill etc...
- The graphics for the tiles would be loaded into the mapper and drawn in the
- mapping area (possibly scrolling it) until a level was complete.
- The map would then be saved in a raw format which details all of the codes
- for the tiles starting from the top right corner to the bottom left.
- File formats are detailed in the FILES panel bit.
-
-
-
- CONTROLS.
-
- The Mapper is primarily mouse controlled. Unlike the other mapper, there are
- practically no keyboard equivalents. One Keyboard control that is not
- available using the mouse is the SPACEBAR. This toggles dots on or off.
- Default is off. The Current status of dots is saved in the config file. For
- more information on what dots do, see the DRAWING A MAP section, near the
- end.
- Clicking.
- Click with the left mouse button to use an icon. A beep will sound. If the
- icon is one that causes a number to move up or down, only one number will be
- added or taken away (no matter how long you hold the button down). The left
- button while drawing stamps down the current tile.
- Using the right button while on number affecting icons makes the number go
- up or down at an accelerating rate. This means any number from 0-65535 can
- be selected fairly quickly.
- On the drawing area, the right button does the same as the left.
- Text input.
- You will be asked to type in filenames when neccesary. The text input
- routines are complete crap, but don't let that put you off. Letters A-Z and
- space are all that is checked for. This means that any file that is to be
- loaded into the mapper MUST have a name consisting of only UPPER CASE LETTERS
- WITH NO NUMBERS, clear ? All filenames have a 16 letter limit. Press return
- to end text input.
-
-
-
- THE SCREEN.
-
- The top 208 pixels is the drawing area. Maps are designed here. There is a
- border to the 'canvas' though. Ther border is 8 pixels wide on the top and
- bottom edges, and 16 pixels wide on the left and right edges. The borders
- are there because 16, 24 or 32 pixel tiles can fit on the canvas without
- having halves of blocks on the edges (work it out, the canvas is 288 x 192
- pixels).
- At the bottom of the screen are the menu panels. There are four panels -
- MAIN, GFX (graphics), FILES, and SETUP. Numbers in the panels are usually in
- hex. All hex numbers have a $ in front.
- The panels will be discussed in detail now.
-
-
-
- MAIN
-
- This is the main panel. From here all other panels can be accessed, which
- tile is printed can be chosen, the area can be scrolled and cleared.
-
- On the left hand side is a space that contains the picture of the current
- tile. The hex number next to it is its number, and the arrows below that let
- you advance to the next tile or look at the previous.
- The tile here is the tile printed when you click on the canvas. If there are
- no graphics imported, the space will be blank.
-
- The X and Y in the centre show the co-ordinates of the pointer in tiles. 0,0
- is the top left hand tile and the bottom tile depends on the size of the
- map. The coords ar global. This means that if you scroll a tile to the
- right, the top tile will be 1,0.
-
- The cluster of arrows to the right are used for scrolling. The scrolling is
- fairly slow, but sufficient. Click with the right mouse button to scroll
- continuously.
-
- The four icons on the far right allow access to the other panels. The
- exception is the CLR icon. This clears the current map from memory. No other
- information is cleared from memory (sizes or graphics etc..) only the map
- data. A confirmation message appears, press C to confirm.
-
-
-
- SETUP
-
- Map information is set up here. Ususally this panel will be accessed only
- once and never revisited. All of the information here is saved in a
- configuration file (see FILES panel).
-
- Map width and height are entered here. The smallest map available is 1x1
- (useless!!!!). A size of 0x0 is not allowed. The maximum size depends on the
- memory available. Theoretically this is $ffff x $ffff which is 4 billion
- bytes!! (anyone got an expansion handy!)
-
- The number of tiles is the next big number. This can range from $0-$7fff.
- Zero IS inclusive here though, because tile number zero can exist. Inputting
- a value of 1 reserves enough memory for two tiles (numbers zero and one).
-
- The word BYTE or WORD appears next to this number. If you have less than 256
- tiles then the information can fit into a byte. If not, however, a word (2
- bytes long) is neccesary. This also doubles the amount of memory the map
- uses (because you need 2 bytes per 'cell').
- If you have less than 256 tiles, but still want to use a word of space, just
- put a value of $100 in here. You will need enough memory for 257 tiles, but
- graphic information on all tiles except imported ones will not be saved in a
- config file (no point in saving blank spaces).
- The number here is designed only as a maximum, or if the number is known.
- Most graphic operations manipulate only graphics that have been loaded in,
- not all the tiles relating to this number.
-
- Underneath this number is a size number. This indicates how big in pixels
- the tile will be. The number is either 16,24 or 32 pixels. The height of
- tiles is the same as width. This number also affects how much memory will
- have to be used, because enough space for the graphics must be reserved. A
- 32x32 tile takes up as much memory as 4 16x16 tiles.
-
- Clicking on ok will do 3 things...
- FREE CURRENLY RESERVED MEMORY.
- Map memory is always freed. Graphics memory is olny freed if the numbers in
- the 'size' and 'number' slots are different than when you entered the setup
- panel. This enables users to change the size of maps without losing the
- graphics. This is essential if you want to use a config file that has the
- wrong size settings.
- If you want to have the same number and size of tiles as before, but still
- want the memory freed, just put the change the number to 0, click ok,
- re-renter the setup panel, change the number back to the value you want, and
- click on ok again.
- RESERVE NEW MEMORY GIVEN THE SETTINGS ON THE SETUP PANEL.
- If the screen flashes red, memory could not be reserved. Old memory would
- still be freed though.
- RETURN TO THE MAIN PANEL.
- Only if memory could be reserved.
-
- Clicking on cancel will cause the program to revert to the settings present
- when you entered the setup panel, and return to the main panel.
-
-
-
- GFX (Graphics)
-
- This screen is concerned with the import and export of graphics only. The 32
- colour palette can be changed here also.
-
- On the left are the palette change facilities. The current colour number is
- shown in hex and decimal, and can be moved up or down using the + or - icons
- as usual.
-
- The RGB components are shown below this. No messing about with slow sliders
- here, just click on the value you want for red, green and blue and that's
- it. The current digit (0-F) is shown inversed. The current colour is that
- big block that is next to it.
-
- The load/save icons are for graphic access. This takes quite a lot of work
- to get the hang of, but once it's in, the graphics can be saved out in a
- configuration file, so you'll never have to do it again.
-
- Graphic import.
- You'll need that IFF/raw converter I metioned earlier to import graphics.
- Here's how you do it, step by step.
-
- 1. Draw your tiles in DPaint.
- Use 32 colour mode only.
-
- 2. Put them in stacks of eight with low numbers on top.
- Put tile zero on top, tile one directly underneath etc...
- You should make a stack of eight, so tile eight will be at the top of a
- new stack. If you're using a tile size of 16, stacks should measure 16
- pixels by 128 pixels. Stacks of 32 should be 32 by 256.
-
- If you have 10 tiles, put the first eight in a stack, and put the next
- two on top of another. The last stack should have 6 blank spaces beneath
- that act as null tiles. When importing, only ten tiles need to be set in
- the setup menu.
-
- 3. Note down the colour numbers in the palette.
- This is a boring bit. Write down the colour numbers (RGB values) of each
- colour you used in drawing the tiles. Colours you didn't use can just be
- put down as black.
-
- 4. Load up your object converter.
-
- 5. Draw a box around the first stack (sizes as above).
- If your using the RSI extras converter, like I am. Only sizes 16 and 32
- are allowed. This is because it saves out at word boundaries only.
-
- All frames should be the same size. If you have seven tiles or less in the
- last stack, the frame you draw should still be as deep as eight tiles.
-
- 6. Save the frame in raw-norm format. As a filename, use an uppercase,
- letters only name (like TILESA).
-
- 7. Do the same for each stack. Use a different filename (TILESB, TILESC
- etc..).
-
- 8. Load the mapper and enter the GFX panel.
-
- 9. Set the palette as the same as you wrote down before (remember A is 10
- and F is 15, because DPaint doesn't use hex no's)
-
- 10. Click on load raw, and type your first filename (eg. TILESA).
- 11. Click on it again and type you second file name. Keep doing this until
- all filenames are used. Graphic data will automatically be put on the
- end of data already imported. If you reserve enough memory for 5 tiles
- in the setpu menu, then try to import 8, only the first five will show.
- The mapper won't guru if you import graphics into an already full
- graphical memory.
-
- When you enter the main panel, your tiles should be there. Save the config
- file as indicated in the FILES panel section. This means you won't have to
- do it all again.
-
-
- Graphic Export.
- Tiles are exported in a different format from when imported.
- First plane 1 of tile 0 is exported, then plane 1, plane 2, plane 3, plane 4
- and plane 5.
- Then Tile 1 etc..
- Only tiles that have been imported are exported. The number of tiles
- specified in the setup panel is not used during export.
-
-
- Clicking on the main icon takes you back to the main panel.
-
-
-
- FILES
-
- File related actions are contrlled from here.
-
- Whenever a file is saved, and the filename exists, then the data is
- APPENDED TO THE END. This applies to all files (even files like config files
- that don't need it).
-
- The types of file are as
- follows....
-
- --Raw.
- This is the data that makes up the map, saved as a binary file. No other
- data is saved apart from what is in the map.
- The tile number in the top left hand corner is saved first, followed by the
- tile to it's right etc...
- The size of the file can be worked out as follows -
-
- Width of map * Height of map * x
- Where x is 1 for a byte size tile or 2 for a word.
-
- Raw files can be loaded. If this happens, the settings in the setup menu
- decide how big it is.
- WARNING - memory is not re-reserved when loading raw files. If you try to
- load in a file bigger than the settings allow, reserved memory will be
- overfilled, and a guru may result (it all depends on luck).
-
- --Ascii.
- The data is saved as in a raw file, but with an important difference. The
- file is an ascii text file full of dc.b statements designed for inserting
- into assemblers. I tested it on Devpac 2, and it worked great. Here's waht
- it saves.
- A tab,"dc.b ", and then 12 byte values per line in hex, preceded by a $, and
- separated by commas. The line ends in a linefeed (ascii-10).
- Note that even when a tile is a word long, instead of a byte, dc.b is still
- used. On the amiga this doesn't matter (it does on a few other processors).
-
- --Format.
- This is like a raw file, but also has a header which contains some
- information that the mapper uses. The header contains 74 bytes as follows-
-
- Tilesin - The number of tiles that have graphics - 2 bytes.
- Numtiles - The number of tiles on the setup panel - 2 bytes.
- Mapwid - Map width. As on setup panel - 2 bytes.
- Maphgt - Map height. - 2 bytes.
- Tilesize - 16,24 or 32. - 1 byte.
- Dots - either 0 for off or 192 for on. - 1 byte.
- Palette - All palette colours. - 64 bytes.
-
- --Config.
- This contains some important information. The header as mentioned above is
- saved, followed by all of the graphic data. If you were designing a game,
- level sizes would usually stay the same, as would graphics (level to level),
- so each game would have it's own config file.
-
- Config files and map information.
- The memory that holds the map data is sometimes left intact when a config
- file is loaded, and sometimes it is freed and re-reserved using the values
- in the config file. Each action is useful.
- For example, if you are finished with the current values, and wish to design
- another level for a game, you'll want new graphics and new map sizes. The
- map that's currently being used would be unwanted.
- On the other hand, you might want to load in a new graphics set for the
- current map, without losing it.
-
- To load in a new config file, and erase the old map. Just clear the map
- using the 'clr' icon on the main panel before loding the config file. This
- tells the mapper to free the old map memory, and reserve some new, depending
- on the values in the config file.
- To avoid losing the map. Just have a map on screen. The presence of a map is
- detected by either clicking on the canvas with a tile, or loading in a map.
-
- Click on the main icon to return you to the main panel.
-
-
-
- DRAWING A MAP
-
- Select your tile number on the main panel, and click on the canvas to draw.
- Use the arrows to scroll.
-
- Dots.
- Drawing on an invisible grid isn't easy. Switching dots on (spacebar) puts a
- little 2x2 pixel dot in the top left hand corner of each tile. This makes
- the invisible grid more visible. Note that dots are not saved with graphics!
- Dot status (on/off) is saved in the config file.
-
-
-
- EXAMPLES
-
- Some examples are included on the disk so you can see what the mapper can
- do.
-
- Load the config file "CONFIGA" using the files panel. If you go to the main
- panel, you can cycle through the tiles that have just been loaded in.
-
- Load the raw file "MAPA". This is a cityscape made using the tiles.
-
- If you now load in another config file, the map won't be erased. This means
- you can load in a new palette or graphics set for this map.
-
- Load the config file "CONFIGB", and you'll see the city at dusk.
-
- You can alter the palette using the gfx panel, or scroll around the display
- using the arrows on the main panel.
-
- Some raw graphics files for the tiles are also included.
- They are called "TILESA" and TILESB".
- Load them using steps 10 and 11 on the import graphics bit.
-
-
-
- USING THE MAPPER WITHOUT GRAPHIC IMPORTS
-
- If you have no IFF/RAW converter, and still wish to use the mapper, it can
- emulate the mapper v1 by using numbered squares instead of pictures.
- 1. Load the config file 'NUMTILES' using the files panel.
- 2. Enter the setup panel.
- 3. Enter the map size you require without changing the number of tiles.
- 4. Click on ok. If the screen flashes red, the map is too big (not enough
- memory).
-
-
-
- CONTACTING ME
-
- If you need any help with the mapper, or have any suggestions for the next
- update, you can contact me here..
-
- Mark Sheeky
- 29 Tynedale Avenue
- CREWE
- Cheshire
- CW2 7NY
-
- Phone me on (0270) 650691
-
-