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- Page 1
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- WordUp Software Productions
-
-
-
- presents....
-
-
-
- WGT Map Maker v1.5
- Crippleware Release
- -------------------
-
- This program is a crippleware version of the WGT Map Maker version 1.5
- and is designed specifically for use with the WGT library systems. It is
- designed as a utility to create game worlds (using tile maps) and has
- several limitations:
-
- ****** Fully functional except for SAVE feature ******
- You MUST register this product to save.
- a) You must create all bitmap images with the WGT Sprite Creator.
- b) All sprites in a tile file must be 16*16 pixels with no
- substitutions.
- c) Version 1.5 file selector only displays files from the drive which
- it was started on.
- d) All tile/object files are expected to use the same palette if they
- are to be displayed simultaneously. Keep this in mind when designing
- the bitmaps (don't make tiles with one palette, objects with another)
-
-
-
-
- ***** Software Agreement *****
-
- The Crippleware version is intended to be passed around to as many users
- as possible. It may be copied freely, and uploaded to any location you
- wish to send it. Users should be notified that the SAVE feature does not
- work, to prevent the loss of a few hours work. We have been forced to produce
- our utilities in crippleware format after discovering that many shareware
- copies were being used commercially. If you believe that this product is
- worth $20.00, you are encouraged to register. This entitles you to full
- technical and theoretical support, as well as upgrades when available.
-
-
-
-
- Release 1.5 Notes:
-
- It was discovered that on some faster processors the PLOT mode locked
- because it was polling the mouse too fast. This version allows you to enter
- a delay time at the command line to adjust to meet your needs. If the system
- locks in PLOT mode, or the mouse behaves strangely, try this at the command
- line:
- C:\ WGTMAP 20 (Sets a delay of 20 in the PLOT loop)
- Trial and error will determine the correct speed for your system.
-
-
- Page 2
-
- DOCUMENT SUMMARY
- ----------------
-
- Introduction................................1
- Software Agreement..........................1
-
- Document Summary............................2
- Map Theory..................................3
- Starting Out................................3
- Screen Layout...............................3
-
- Keyboard Control............................4
- Load Options................................4
- NONE...............................4
- TILES..............................4
- MAP................................4
- OBJECTS............................4
- TYPES..............................4
- Save Options................................4
- MAP................................4
- TYPES..............................4
-
- File Selection..............................5
- PICK Mode...................................5
- PLOT Mode...................................5
- Scroll Pad..................................5
- MAP Mode....................................5
-
- EDIT Mode...................................6
- DRAW...............................6
- LINE...............................6
- BAR................................6
- RECTANGLE..........................6
- REGION FILL........................6
- GET SECTION........................6
- PUT SECTION........................6
- QUIT...............................6
-
- SIZE Menu...................................7
- OBJECT Mode.................................7
- OBJECT Menu.................................7
- Status Window...............................7
-
- Conclusion..................................8
-
-
-
-
-
-
-
-
-
-
-
- Page 3
- Basic Information about Maps
- ----------------------------
-
- Game worlds are often difficult to store on a computer system without using
- large amounts of memory. The best approach to designing a complex environment
- for graphical characters is by using tiles. Each tile contains a 'piece' of the
- background screen. Frequently used images can then be described by indicating
- a number for a particular tile. This saves space in memory and on disk. Some
- important figures to remember about this system are as follows:
-
- * Each map is made up of a maximum of 320*200 tiles, a minimum of 20*10 (w*h)
- * Each tile is expected to be 16*16 pixels in mode 13h for the VGA card
- * A single tile file (created with Sprite Creator) contains up to 200 tiles
- * Each map uses only 1 tile file at a time
- * Objects are the characters and creatures you want to superimpose over the
- background map, and they are created with the Sprite Creator as well
- * Each tile may be assigned a special value to be used to indicate the TYPE
- of tile it is. This value is in the range 0..255 and may be interpreted
- by the users program in whatever manner is desired
- * Object files may have up to 1000 bitmaps (Sprites)
-
- Starting Out
- ------------
- Begin your session with the Sprite Creator (version 2.0 or greater).
- You should set the image size (upper right hand corner of the screen) to
- reflect 16 pixels in width and 16 pixels tall. Create your sprites and store
- each one in a different location. We recommend that you store all tiles with
- similar properties in groups. For example, if you are creating a wall, or some
- ground tiles, place all of these in sequential sprite locations. You may then
- store all objects that your characters may pass over in another sequential
- group. The reason for this may not be evident, but it will become apparent
- when you start your program code.
-
- Save your images to a file, and exit the program. You are now ready
- to start with the Map Maker. You should have a batch file set up to switch to
- the Map Maker's directory and run the program. The program will not be able
- to find its data files if you are not in the correct directory.
-
- Once the Map Maker passes its opening screen, you will be presented
- with the following screen layout:
- *******************************************************************************
- *SIZE EDIT PICK PLOT MAP*
- *******************************************************************************
- * *
- * *
- * *
- * ...Work area *
- * *
- * *
- * *
- * *
- * *
- * *
- * *
- * *
- *******************************************************************************
- * ____ ____ LH: World X: [] [] [] *
- * [ ] [ ] LOAD RH: World X: [] [] [] *
- * [____] [____] SAVE OBJECTS [] [] [] *
- *******************************************************************************
-
- Page 4
- WGTMAP Keyboard Summary
- -----------------------
- F1 - Displays this summary
- ESC - Aborts file selection process
- F5 - Enter PICK mode
- F6 - Enter PLOT mode
- F7 - Enter MAP mode
- F10 - Ends program (be sure to save first)
- S - Displays status menu (not in EDIT mode)
- O - Enters object menu (only in OBJECT mode)
- Cursor keys - Move highlighted cursor in file selection
- + and - - Advance to next/previous object in memory (OBJECT mode)
- N - Toggles numerical display of objects (OBJECT mode)
- G - Toggles 16 pixel grid lock (OBJECT mode)
-
-
-
-
- LOAD Options
- ------------
-
- NONE - Select this if you don't want to load anything
-
- TILES - A Map Maker session always begins with this selection. This brings up
- a file selection screen and prompts for the user to select a tile file
- to load. See FILE SELECTION.
-
- MAP - Loads a previously stored map file for editing. This loads in the
- map data, the object location data, and the tile type data for that
- particular map.
-
- OBJECTS - Loads the creatures and characters you will superimpose on the map
- so that you may see what they will look like. Map Maker also allows
- you to set the initial locations of these objects as well as their
- display state (on/off). This prevents the programmer from trying
- to calculate starting positions when doing their code.
-
- TYPES - Loads a 200 byte file containing the tile types for each of the
- 200 tiles. Each has a value 0-255.
-
-
-
- SAVE Options
- ------------
-
- NONE - This aborts the SAVE menu if you have changed your mind
-
- MAP - Saves the current map, object information, and type values into
- a map file. You must specify the filename for the system, as it
- does not assume you want to use the same name as when you loaded
- the data.
-
- TYPES - Creates a 200 byte file with the type values for the current tile
- set. Use this feature if you wish to use similar values for many
- different maps.
-
-
-
- FILE SELECTION Page 5
- --------------
- The file selection screen is a generic system for loading and saving
- specified files. WGTMAP will only load 132 files of any given extension into
- memory at one time. If your directory contains more than 132 files of a given
- type, they will not all be accessible. This figure should be sufficient for
- MAP and SPRITE file listings.
- The current map filename is displayed in the upper left-hand corner,
- the current directory and extension mask on the upper right. Options are
- displayed along the bottom line, along with a reminder of what you are doing.
- Pressing ESCAPE will abort file selection, F1 will allow you to type in a
- filename manually, F2 will change the file extension to be used for that
- particular file type (TILE, MAP, OBJECT).
- You may use the mouse to select a file or directory as well as the
- cursor keys. Pressing the left button while positioning the cursor over a
- file will highlight that file. Pressing the right button will select that file
- or directory. On the keyboard, ENTER has this effect. If you selected a
- subdirectory, the file manager will redisplay files within that area.
-
-
-
- PICK Mode
- ---------
- Selecting PICK will enter the tile selection screen. All loaded tiles
- will be displayed in the work area and the two active tile boxes (lower left-
- hand corner) show the current work tiles. This screen allows you to assign
- a tile to each mouse button (2 button mouse). Place the mouse over the desired
- tile and click either the left or right button. The active tile box for that
- button should now display that tile. After you have selected your working
- tiles, select PLOT.
-
-
-
- PLOT Mode
- ---------
- This option places the map into the work area. You may place a tile
- on the map by pressing either the left or the right button when the desired
- location is highlited. World co-ordinates are displayed on the bottom panel to
- help you in map design. These values are between 1 and 320 (x direction) and
- 1 and 200 for the y direction. You may scroll any direction by clicking on the
- SCROLL PAD. A faster method involves the MAP option.
-
-
- SCROLL PAD
- ----------
- The nine boxes on the lower right-hand corner of the display allow the
- user to scroll around their map in the appropriate direction. The left mouse
- button will scroll 1 tile at a time, the right button will scroll 2 at a time,
- and users with a three button mouse may scroll 4 at a time with the middle
- button. Higher speeds may be achieved by holding combinations of buttons.
-
-
- MAP Mode
- ----------
- Selecting MAP from the top menu bar will bring up a condensed version
- of your entire map (centered on the screen). Your cursor will become a 20*10
- pixel rectangle (to select the next PLOT location). Click with either button
- when the cursor is over the desired location. The system will go into PLOT mode
- and display the new map section.
-
-
-
-
-
-
- Page 6
- EDIT Mode ( Only available if XMS is being used )
- ---------
- This option puts the user into a paint-style drawing mode. Left and
- right buttons still apply for all functions. Two screen areas are used in this
- mode, one being the function selection panel, the other is a condensed map.
- Pressing ENTER swaps the cursor between areas. An important note, this feature
- requires an extra 64k of memory, and may cause problems if you are short of
- memory. Do not use this feature unless you have about 100k or more of free
- memory (main). If XMS is being used, some of the extra buffers are allocated
- there.
-
-
- DRAW (Pencil)
- -------------
- In this mode, single tiles are placed on the map while the user presses
- either button. Generally not a desired function due to difficult accuracy
- control on the user's part.
-
- LINE
- ----
- Click and hold the mouse button to draw a line with an active tile.
- The line begins where the button was pressed, and ends where it was released.
-
- BAR
- ---
- Controls are similar to LINE, except result is a solid bar between co-ordinates.
-
- RECTANGLE
- ---------
- Same as bar, but hollow image.
-
- REGION FILL
- -----------
- Fills a region bounded by any other tile than the one on which the button
- is clicked. Very good for filling ground and sky regions, for example.
-
- GET SECTION
- -----------
- Controls are similar to bar, except result is the capture of that portion of
- the map to be used as a PASTE section. User automatically enters PUT mode
- after capture.
-
- PUT SECTION
- -----------
- Once a map section has been captured with GET SECTION, you may paste copies
- of it anywhere on the map.
-
- QUIT
- ----
- Exits EDIT mode.
-
-
-
- Page 7
- SIZE Menu
- ---------
- This brings up a menu which allows you to set the height and width
- of your map. Map data is not lost when you set it to a smaller size. If you
- decide to increase the size later, you will see the previous data on the
- condensed map. Remember this if you load a map and increase its size.
-
-
- OBJECT Mode
- -----------
- This option allows placement of objects in their initial positions.
- The screen will flash while in object placement mode. You cannot enter this
- mode unless an object file (sprites) has been loaded with the LOAD menu.
- Once the screen starts flashing, you're ready to place your sprites.
- Move the mouse cursor into the map area, and you should see the first
- object which was in the file. You start at object #1 and storage location #1.
- Pressing the + or - keys will cycle through the loaded objects. This mode
- begins with a grid lock on, locking the cursor into locations which match the
- 16*16 tiles. Pressing G will toggle this grid on and off, allowing placement
- with finer detail. To place the object, click a mouse button. The next time
- you click, you will place the second sprite, and so on.
- Pressing N will toggle the numerical display mode. If NUMBERS are on,
- each object is displayed with its storage location superimposed. This lets
- the user know which object is which when deleting. Click on OBJECTS again to
- exit this mode.
-
-
-
- OBJECT Menu
- -----------
- Pressing O will enter the object menu. This displays information for
- each of the 1000 objects possible for storage in each map file. The storage
- location number you are looking at when you leave this menu will become the
- current slot in which to fill. Clicking on NEXT or PREVIOUS will move to a
- different storage location. The right mouse button will advance by 5.
- Find will search forward or backwards for the first empty storage location
- (dependent on left or right FIND button). You may enter values for the various
- components manually by clicking on the value you wish to change.
- Valid entries are as follows:
- On/Off - 0 or 1
- World X - 0 to 5120
- World Y - 0 to 3200
- Image Number - 1 to 1000
-
- Delete will reset all values for the current storage location to 0.
-
-
-
- STATUS WINDOW
- -------------
- Pressing S will bring up a status window which shows available memory
- and loaded files. Any key or mouse button press will exit this display. XMS
- is used in version 1.5 if you have at least 192k available. The program will
- crash if you use all available memory, so please keep aware of the amount you
- have in use.
-
-
-
-
-
- Page 8
- CONCLUSION
- ----------
-
- We believe this is the most comprehensive, easy to use, world designer
- available for the IBM PC in this graphics mode. Our WGT programming library
- follows the same idea. If you wish to use this product, please register.
- If you do not have Turbo C++, and wish to know the file formats, we ask that
- you register the product, and send us a note asking for the information.
-
- Sample files are included for you to experiment with, although the SAVE
- feature is non-functional. They are to be used as follows:
-
- Traditional arcade:
- TILES: pacman.spr MAP: pacman.wmp OBJECTS: pac.spr
-
- Side-view scrolling:
- TILES: munchmap.spr MAP: munch.wmp OBJECTS: munchkin.spr
-
- Overhead-view scrolling:
- TILES: castle.spr MAP: castle.wmp OBJECTS: guy.spr
-
-
- You will probably find that we are not artists, but even these simple files
- can produce impressive results. Look for our programming kit for Turbo C++
- and Sprite Creator with filenames matching WGT*.ZIP.
-
- The order form is included for those who wish to purchase any of our software.
- Write to the following Internet addresses for further questions:
-
- egerter@obelix.gaul.csd.uwo.ca (Barry - Map Maker Author)
- chris.egerter@homebase.com