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- THE SPISPOPD EDITOR v1.0
- By Mike Hommel
- A Jamül Software Production
- ---------------------------
-
- WHAT'S INSIDE?
- --------------
-
- [1] Hi there, welcome to SpisEdit
- [1.0001] Some Basic Stuff
- [2] The Main Screen
- [3] The Image Editor
- [4] The File Menu
- [5] The Options Menu
- [6] GIF256/Victory/Etc.
- [7] The Player
- APPENDIX A: TERRAIN
- APPENDIX B: BADGUYS
- APPENDIX C: MIKE WANTS MONEY
-
- [1] HI THERE, WELCOME TO SPISEDIT
- ---------------------------------
-
- Well, first of all let me say I'm glad you've shown an interest in creating
- your own Spispopd levels. In the hopes that it'll become a widespread inter-
- national passion, I've gone to all the trouble of making a nice mouse-driven
- editor for this game. To pay me back, you can do either of two things
- (preferably both):
-
- 1> Give me MONEY (See appendix C for more on this)
- 2> Make THOUSANDS of levels so that they have to open a whole directory
- just for Spispopd Levels on every major ftp site in the world.
-
- Okay, well, I just dropped in to say hi, and now I guess you can go ahead
- and read the documentation, convoluted though it may be, and then edit away.
- But who am I kidding? You've probably had the editor for a week already,
- since you've finally settled down to reading the docs. Don't worry, all those
- questions you've got are answered in here somewhere. If you can find them.
-
- [1.0001] SOME BASIC STUFF
- -------------------------
-
- Thought I'd let you know some important facts. A Spispopd World, which is
- what this editor allows you to make, is a set of eleven levels. The last one
- is secret of course, and can only be accessed if Bouapha steps on a secret
- block. Each level has up to three floors (technically they all have three
- floors, but you don't have to use them all). Each floor can have up to
- fifty enemies, fifty generators, and fifty items. Each level must have one
- launchpad (or more). The launchpad will be usable once Bouapha has collected
- all the candles from the level, and killed all enemies that are worth candles
- (generally what one would consider a "boss").
-
- [2] THE MAIN SCREEN
- -------------------
- Click at the title screen, and you'll see the main screen. The editor
- starts with DEFAULT.SLF loaded. The 26 boxes on the left side are used to
- show a list of terrain types, monster types, or item types, depending on
- what mode you're in. Clicking on one of these pictures during normal
- operation selects it as the current "tool" (represented by an oddly
- flashing box on top of it). The six buttons with little icons on them, in
- the middle of the screen, are the main buttons. The first one, with a disk
- on it, is the file menu. Next to that, the candle picture, is to enter item
- mode (the button for the mode you are in is always lit up), where clicking on
- the map will place one of the highlighted item on that spot, and put ItemFlr
- underneath it (Bouapha can ONLY pick up items that are on ItemFlr). The
- button next to that (red X) is delete. Clicking or dragging on the map in
- this mode will remove any items or foes that are on the square you click on.
- It will however leave the square as ItemFlr if there was an item there.
- The second row of buttons starts with Terrain Mode (the tree symbol), and in
- this mode, you place the highlighted terrain on the map by clicking. However,
- in this mode you can drag across the map to place multiple terrain. Note that
- you can only have fifty squares of Generator terrain. The "G" next to these
- buttons represents the number of generators on the current floor. Next is
- Enemy Mode. In Enemy Mode, clicking places the highlighted enemy on the map.
- This makes no allowances for enemies stuck in walls, etc., so you've got to
- keep track of that yourself. If you mess up, just delete the badguy and put
- it somewere else. The last button is for the Image Editor, which is described
- below.
- Along with these buttons is a display area. There is a "G" with a number
- next to it. This is the number of generators on the current floor. The
- number next to the "I" is the number of items on the current floor. There
- is a max of 50 for both of those.
- Then come the arrows. The purple arrows move through the floors of the
- current level. The red ones move through the levels of the world. Don't
- screw up and start editing the wrong floor. The display next to the arrows
- shows the current floor, a dash, and then the current level. Level 10 is the
- final level, and level 11 is the secret level. Floor 1 is where Bouapha
- starts on every level, and it is the top floor of that level.
- Next to this display is an odd button with a picture of Bouapha's head.
- This button is used to set the starting point, marked by a big white X. Note
- that it can be set from any floor, and can be seen when editing any floor, but
- only applies to the first floor of the level. To set it, click on this button
- then click anywhere on the main map display. The X will appear where you
- clicked.
- Next to the head icon is an "O" button. This button brings up the Options
- menu, which is described below.
- The last button is "Q" for quit. Click it when you're done, and have your
- work all saved and everything.
-
- NIFTY TRICK:
- press Shift-F, and then click in the upper portion of the screen (the big
- display area). This will fill the current floor of the current level of
- the world with the highlighted terrain.
-
- NIFTY TRICK II:
- press ALT-C, and then click in the upper portion of the screen (the big
- display area). This will copy the current floor of the current level to
- all other floors and levels. Note that it only copies the terrain, and not
- items or monsters.
-
- [3] THE IMAGE EDITOR
- --------------------
-
- The image editor has four handy-dandy buttons across the top.
- The first is "C" for copy. Click on it, then click on the terrain image
- in the lower left of the screen that you want copied to the image you're
- currently working on. Clicking elsewhere cancels the copy.
- The second button is a big red X. This fills the image with the currently
- selected colour.
- The third looks like a disk. Clicking on it will display RESULT.256,
- whatever that may be (and if RESULT.256 has a different palette than SPISPOPD
- the picture will appear really messed up), and if you move the cursor around,
- a 10x10 block under the cursor will be lit up (or just funky-looking), and if
- you click at this point, your current picture will look just like the block
- highlighted. If you click below the picture, in the main menu area, you will
- exit from the picture sucker without destroying your current picture.
- The fourth is a Q. It quits the image editor.
- Under these buttons is a box full of colour gradients. Clicking anywhere
- in here makes the current colour be whatever is under the cursor.
- Clicking on the zoomed-in version of the picture will draw in the current
- colour. The normal size version of the picture is visible in the lower-left
- of the screen.
- If you click in the lower-left portion of the screen, the terrain picture
- clicked on will be the current picture to be edited.
- The big list of words under the image editor is the type that this terrain
- should be. See Appendix A for the terrain definition info.
-
- [4] THE FILE MENU
- -----------------
-
- This is a very simple menu. Click on the name displayed to type in a new
- one (no extension please). Click on Load to load the named file. Click on
- Save to save under the given name. Click on quit to get back to editing.
- If Load or Save is clicked, there IS NO CONFIRMATION! Don't accidently save
- crap over your best work. You'll know a load or save worked if the file menu
- goes away. If you try to load and it plays a sad noise at you, then the file
- doesn't exist.
-
- [5] THE OPTIONS MENU
- --------------------
-
- These are some global options you can set for your world. An option is
- turned on if it is lit up white. Click on Quit to get out of this menu.
-
- Animate Genrtrs-
- If you have two Genrtr terrain types in a row in your list, you can have
- this option on to make it animate between them whenever a pumpkin is being
- created.
- Animate Tporters-
- Turn this option on to make teleporters animate in the same way. The
- teleporters on your map will randomly wiggle between the two pictures
- if this is on.
- Animate Slides-
- If you want slides (S-Left,S-Right,S-Up,S-Down) to animate in the same
- way mentioned above, make sure you've got them in pairs, and turn this
- option on.
- Tporter Type-
- When this shows a blue fireball type thing, Bouapha will teleport in the
- famous "water-drop" style. When it shows a hole in the ground, Bouapha
- will sink into the ground and pop back up elsewhere when he teleports.
- Experiment if you don't know what I mean.
- Choose Std. Pumpkin-
- If you click on this, then you must click on an enemy picture in the
- lower-left. Whatever you click on is what will come out of generators.
- Some creatures, such as water ones and bosses, are not a good idea, but
- are still perfectly acceptable.
-
- [6] GIF256/VICTORY/ETC.
- -----------------------
-
- Along with this editor a small utility is packaged called GIF256.EXE.
- It will prompt you for the filename of a GIF you want to convert into
- my space-wasting, but easy-to-use, 256 format. This is an old program I
- wrote, so it isn't too exciting in terms of interface. If you give it a
- valid filename, it will flood the screen with a bunch of numbers and then
- say "Made It!" (kinda stuck on the end). Now a file called RESULT.256 exists
- that looks just like the GIF named. Whatever is in this file is what the
- Image Editor will load automatically when you enter Picture Sucking mode.
- But there's another use! If you copy this picture to the same name as your
- World file (.SLF), but with the extension .256, it will be displayed when the
- player beats your world. The traditional Spispopd credits are always shown
- after the picture. (for instance, OLDULTMA.256 for my OLDULTMA.SLF file)
- By the way, as a cool added special bonus, a GIF of all the original
- Spispopd terrain graphics is included. You are encouraged to take advantage
- of this to more rapidly create your own levels. The process of using them
- in your levels is simple: from DOS, you run GIF256, tell it you want to
- convert ORIGINAL.GIF, then run SPISEDIT. In Spisedit now, when you choose
- the Picture Sucker from the Image Editor, it will show you these graphics.
- Click on the one you want. The other special amazing bonus file is WIN.GIF,
- which is simply the default win picture, and you are welcome to use it in
- all your SpisWorlds if you don't feel artistically inclined.
-
- [7] THE PLAYER
- --------------
-
- If you want to test your level, or play something someone else made, get
- back to DOS, and type SMASH <filename> to play. For instance, if you want
- to play the Oldultma world that comes with this editor, type "SMASH OLDULTMA".
- All the wonderful old cheats still work, and gameplay is the same as always.
- I was gonna add some new badguys, but I have better things to do.
- The Smash command allows other parameters too:
-
- SMASH filename genrate gamespeed
-
- Genrate is the rate (from 0-200) that pumpkins are generated. Note that 2
- is standard. So 100 and above are truly horrid.
- Gamespeed is the speed of gameplay (from 0-255). The default, and the
- setting I use, is 235. Adjust it accordingly for your computer.
-
- It's a good idea to use the included batch file (SM.BAT), and modify the
- gamespeed value listed to be whatever you want for your computer.
-
- APPENDIX A: TERRAIN
- -------------------
-
- The terrain types are listed below. Also note that "Std. Flr" may be selected
- for any ONE terrain type in the game. This terrain is the one that will:
- A> show up after a generator is destroyed
- B> appear when a pushy block is pushed
- C> appear when an item is taken
- D> appear when a door is opened
- E> appear when an explody or explod2 block explodes
- It can of course be any type, but Floor is recommended.
-
- Floor - anyone but water creatures can walk on it
- Wall - Nobody can walk on it, and only green seed bullets can pass thru it
- Breaky - Will be replaced by what follows it in the terrain list if it is
- hit by a hammer, snowball, or energy blast
- Pushy - If Bouapha walks into this, it will be shoved aside, leaving
- Std. Flr behind
- Launch - the launchpad, every level must have one
- Water - only the serpent, his body parts, and sea pumpkins can walk on this.
- Bouapha drowns if he steps on it.
- Ice - slippery floor
- Door - An obstacle that can be shot through, and Bouapha needs a key to go
- through it.
- LadrUp - Takes Bouapha up one floor. Badguys can't walk on it.
- Note that up means DOWN numerically (up from second floor is first)
- LadrDn - Opposite of a ladder up. Please make these correspond exactly with
- the positions of your ladders up. It makes it so much more real.
- Tportr - Will send Bouapha to any other Tporter on the screen, totally at
- random. If "Animate Tporters" is on in the Options menu, then there
- should be two tporter terrain types in a row in the terrain list for
- the game to flip through when it animates. Badguys can't walk on it.
- Hole - Badguys can't walk on it, but if Bouapha does, he dies by being
- sucked in.
- S-Left - Badguys are unaffected by it, but it'll push Bouapha to the left if
- he stands on it.
- S-Right- Moves Bouapha to the right.
- S-Up - Moves Bouapha up.
- S-Down - Moves Bouapha down.
- Secret - Badguys can't walk on it. If this is stepped on, Bouapha will be sent
- to the secret level (level 11) along with some cool music.
- Space - exactly like water, except when Bouapha steps on it, he flies off and
- explodes.
- ItemFlr- Badguys can't walk on it, but otherwise it acts just like Floor.
- However you MUST have this in your terrain list to put items on
- your maps.
- Genrtr - Only badguys can walk on it. This is the stuff that pumpkins come
- out of. If "Animate Genrtrs" is on in the Options menu, then there
- should be two generator types in a row for the game to flip through
- when it animates.
- Lava - Again, exactly like water and space, but if Bouapha steps on it, he
- burns up.
- Explody- New to this editor. It is a wall- but if a generator adjacent to it
- is destroyed, it will explode, chain-reaction style, turning into
- whatever is Std. Flr. Try it out. Look at the default level for
- an example (1st level, 2nd floor).
- Explod2- Like explody, but can be walked on. Neither explody nor explod2 can
- hurt anyone when they explode. These are used for the generators in
- Hell.
-
- APPENDIX B: BADGUYS
- -------------------
-
- Badguys are listed as Name:HitPoints, and then a brief description of their
- activity. This list is in the same order as the display of enemies in the
- editor, so use it if you're not sure which is which. If an enemy is worth
- a candle (that is, must be killed to pass the level), it has a B (for boss)
- after its hit points. Anything listed as 0 hit points is invincible. Any
- aquatic enemy will have a W after its hit points.
-
- NOTE: Centipede body parts MUST be placed on the map BEFORE the Centipede
- Head they are intended to follow, or they will drift offscreen and cause
- the game to crash, or at least mess up royally.
-
- Baby:1 - random movement.
- IceBaby:1 - random movement.
- RedBaby:1 - random movement.
- CylonBaby:1 - random movement.
- NomadBaby:1 - random movement.
- FunkyBaby:1 - random movement.
- EvilBouapha:50B - A dark Bouapha, semirandom movement. Rapidfire hammer toss.
- BigOrange:5 - splits into two babies when killed. slow, random movement.
- Yeti:50B - Snowball throwing, semirandom movement.
- Smog:20B - VERY fast. Sometimes tracking, usually random movement.
- PumpkinWorshiper:7 - random movement. Major damage.
- CentiHead:20B - semirandom movement. If killed, and is being followed by
- CentiBody parts, then the next body part will become a
- head.
- CentiBody:0 - follows CentiHead.
- Serpentail:0W - totally random movement. Can't hurt Bouapha, and will die
- when any SerpentHead on the screen is destroyed.
- SerpentBody:0W - Just like a tail, it is not a meaningful part of the game,
- just window dressing, and will explode when the Serpent is
- killed.
- SerpentHead:50WB- Spits semiguided green seeds. Moves randomly.
- Spider:200B - Fires a Chaingun of semiguided energy blasts. Shatters into
- fifty lesser pumpkins when killed (babies of all types and
- big oranges). Semirandom movement.
- Huge:200B - Vomits up baby pumpkins. Slow, random movement.
- Mutant:100/100B - When "killed" once, the glass on its containment tank
- shatters and the mutant inside can be seen. It then
- spits out purple globs at Bouapha. It doesn't move.
- Chef:200B - Throws pumpkin pies. Semirandom movement.
- Squash:2 - voracious trackers.
- Robo:50 - Shoots energy blasts. Slow, tracking movement.
- SeaPumpkin:8W - Shoots green seeds. Semirandom movement.
-
-
- APPENDIX C: MIKE WANTS MONEY
- ----------------------------
-
- Enough of this informative crap, it's time for some begging.
- If you like this software, and indeed, it would seem you enjoyed the original
- enough to download the editor, then you are SUPPOSED to send me US$5.00. This
- is a horribly tiny sum of money. I assure you, cheaper software is not likely
- to be found! It's nearly frightening how little money I'm asking for.
-
- Now, if you are such a chinsy skinflint pennypinching tightwad that five
- measly bucks seems like too much for you, then I'd like you to know that I'd
- also appreciate it very much if you just sent me a really cool postcard from
- where you live, or go to school, or even someplace you've never been. Yes,
- I would consider that to be paying the shareware fee, as long as it's just
- plain IMPOSSIBLE for you to manage five lousy clams. But if you are just
- being chinsy and not sending me my money, then at the very least spend a
- quarter and SEND ME A DANG POSTCARD! I want just one simple postcard. Is
- that so much to ask?
-
- Of course, if you had paid the $5 for SPISPOPD originally, I would consider
- your debt to me paid. But NOBODY has, so I guess that's not a situation we
- even have to consider, is it?
- (AMENDMENT: Henry "FAQmaster" Gabryjelski has paid, and I feel so rich!)
-
- Make all checks payable to Mike Hommel
- (you really foreign people can try to send cash, but like everybody else
- says, there's no guarantee it'll get to me, but then again, you'll still have
- sent it, so I guess your conscience will be eased either way)
-
- My address until June:
-
- Mike Hommel
- Sierra Madre 14H
- Cal Poly
- San Luis Obispo, CA 93410-2000
-
- My address thereafter:
-
- Mike Hommel
- 16420 Martincoit Rd.
- Poway, CA 92064
-
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