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- SOLITILE rev 3.0 September 22, 1991
-
- Copyright 1989, 1990, 1991 by Everett Kaser
- All Rights Reserved
-
- All files listed at the bottom of this page are Copyrighted
- and may NOT be redistributed separately from the entire Solitile
- package, or other than as outlined on this page and in Sections
- I and II of this document.
-
- Solitile is a game of solitaire, played with "tiles". It derives
- from several similar games, such as "Shanghai", "Gunshy", and
- "Mahjongg", which are played with Mah-Jong tiles. Solitile plays
- the same game, but adds new starting layouts and the ability for the
- player to create new layouts and/or modify the layouts provided. It
- has, built-in, "westernized" pictures on the faces of the tiles, and
- can also use alternate tile-sets, and the program includes a tile
- editor so that the user may alter existing tile pictures or create
- entirely new sets. Solitile 3.0 can also read in and use tile sets
- created for use with Nels Anderson's Mahjongg game (of which there
- are hundreds available).
-
- Solitile is being distributed as Shareware. If you use the game
- for more than one week, you are expected to pay for its use by sending
- the registration fee of $15.00 (U.S. funds) to the author. For your
- convenience, the file REGISTER.DOC may be printed to obtain a regis-
- tration form. The author may be contacted at:
-
- US Mail: Everett Kaser
- Solitile
- 35405 Spruce St
- Albany, OR 97321
-
- phone: Weekdays: 6:00pm - 9:00pm Pacific Time
- Weekends: 8:30am - 9:00pm
-
- (503) 928-5259
-
- Compuserve: 70673,1547
-
- internet: hplabs!hp-pcd!everett
- or everett%hpcvlx@hplabs.hp.com
-
- The game package, which MUST include the files listed below, may be
- freely copied and distributed. It's use is subject to the conditions
- outlined in this document in section II. Included files:
-
- SOLITILE.EXE ENCIRCLE.LYT NOTE: Additional disks of Solitile
- SOLITILE.DOC BEGINNER.LYT support files may be purchased separ-
- REGISTER.DOC BRIDGE .LYT ately. Each additional disk contains
- VENDOR .DOC STARSHIP.LYT some mixture of tile-sets (.STL), music
- SOLITILE.STL SUN .LYT files (.MUS), layouts (.LYT), and .GIF
- SHARON .STL VALLEY .LYT background pictures. See the file
- EAGLE .GIF FORUM .LYT REGISTER.DOC for a list of available
- FANTASIA.GIF PYRAMID .LYT disks or contact the author (see above)
- FURELISE.MUS TEMPLE .LYT for the latest information.
- HALLELUJ.MUS SPIDER .LYT
- WEDGES .LYT
-
- SOLITILE --- Table of Contents
-
-
- Section
-
- I. Definition of Shareware
- II. Disclaimer -- Agreement
- III. Installing and Starting the Program
- IV. Introduction to Solitile 3.0
- V. Playing the Game
- VI. Game Menu Items
- VII. The MAIN Menu
- VIII. The FILE SELECTION Menu
- IX. The PLAYER SETUP Menu
- X. The EDITORS Menu
- XI. The LAYOUT Editor
- XII. The TILES Editor
- XIII. The FRAME PATTERNS Editor
- XIV. The BACKGROUND PATTERN Editor
- XV. Hints On Play
- XVI. Bugs and Versions
- XVII. Products Available From Everett Kaser Software
-
-
- I. DEFINITION OF SHAREWARE
-
- Shareware distribution gives users a chance to try software before
- buying it. If you try a Shareware program and continue using it, you
- are expected to register. Individual programs differ on details -- some
- request registration while others require it, some specify a maximum
- trial period. With registration, you get anything from the simple right
- to continue using the software to receiving an updated program with
- a printed manual.
-
- Copyright laws apply to both Shareware and commercial software, and the
- copyright holder retains all rights, with a few specific exceptions as
- stated below. Shareware authors are accomplished programmers, just like
- commercial authors, and the programs are of comparable quality. (In
- both cases, there are good programs and bad ones!) The main difference
- is in the method of distribution. The author specifically grants the
- right to copy and distribute the software, either to all and sundry or
- to a specific group. For example, some authors require written permiss-
- ion before a commercial disk vendor may copy their Shareware.
-
- Shareware is a distribution method, not a type of software. You should
- find software that suits your needs and pocketbook, whether it's com-
- mercial or Shareware. The Shareware system makes fitting your needs
- easier, because you can try before you buy. And because the overhead
- is low, prices are low also. Shareware has the ultimate money-back
- guarantee -- if you don't use the product, you don't pay for it.
-
- II. DISCLAIMER - AGREEMENT
-
- Users of SOLITILE must accept this disclaimer of warranty:
-
- "SOLITILE is supplied as is. The author disclaims all warranties,
- expressed or implied, including, without limitation, the warranties of
- merchantability and of fitness for any purpose. The author assumes no
- liability for damages, direct or consequential, which may result from
- the use of SOLITILE."
-
- SOLITILE is a "shareware program" and is provided at no charge to the
- user for evaluation. Feel free to share it with your friends, but
- please do not give it away altered or as part of another system. The
- essence of "user-supported" software is to provide personal computer
- users with quality software without high prices, and yet to provide
- incentive for programmers to continue to develop new products. If you
- find this program useful and find that you are using SOLITILE and
- continue to use SOLITILE after a reasonable trial period, you must make
- a registration payment as described on the first page of this document.
- The applicable registration fee will license one copy for use on any
- one computer at any one time. You must treat this software just like
- a book. An example is that this software may be used by any number of
- people and may be freely moved from one computer location to another,
- so long as there is no possibility of it being used at one location
- while it's being used at another. Just as a book cannot be read by
- two different persons at the same time.
-
- Commercial users of SOLITILE must register and pay for their copies of
- SOLITILE within 30 days of first use or their license is withdrawn.
- Site-License arrangements may be made by contacting Everett Kaser.
-
- Anyone distributing SOLITILE for any kind of remuneration must first
- contact Everett Kaser at the address above for authorization. This
- authorization will be automatically granted to distributors recognized
- by the (ASP) as adhering to its guidelines for shareware distributors,
- and such distributors may begin offering SOLITILE immediately (However
- Everett Kaser must still be advised so that the distributor can be kept
- up-to-date with the latest version of SOLITILE.).
-
- You are encouraged to pass a copy of SOLITILE along to your friends
- for evaluation. Please encourage them to register their copy if they
- find that they can use it. All registered users will receive a copy of
- the latest version of the SOLITILE system.
-
- III. INSTALLING AND STARTING THE PROGRAM
-
- It is recommended that you install Solitile in it's own sub-directory
- on your hard disk (or on its own floppy disk if you have no hard disk),
- because the program has many support files, and placing them in their
- own sub-directory will keep them all together and keep your other disk
- directories from getting too cluttered.
-
- To create a sub-directory for Solitile, you might type one of the
- following commands:
-
- MKDIR \SOLITILE
- or MKDIR \GAMES\SOLITILE
- or MKDIR \BIN\GAMES\SOLITILE
-
- These are only examples, and you'll have to decide upon a sub-directory
- path that makes sense given the structure of YOUR hard disk. Once the
- sub-directory has been created, you're ready to install Solitile into
- that sub-directory. If you received the files on a floppy disk, as
- separate files, you would do something like:
-
- COPY A:\*.* C:\SOLITILE
- or COPY A:\*.* D:\GAMES\SOLITILE
- or COPY B:\*.* C:\BIN\GAMES\SOLITILE
-
- If the program came as an archive file of some sort (.ZIP, .ARC, .LZH,
- etc), you will need to copy the archive file into the sub-directory
- that you created (using the COPY command), then type something like:
-
- PKUNZIP SOLITILE.ZIP
- or LHARC x SOLITILE.LZH
-
- Once the program is installed, you can change to that sub-directory at
- any time and run the program, or you can specify the path to the
- SOLITILE sub-directory in your PATH environment variable (set in your
- AUTOEXEC.BAT file), and then Solitile can be run from anywhere on your
- hard disk without first changing to the Solitile sub-directory. (If
- you do add SOLITILE to your PATH statement, remember that you will have
- to reboot your computer before the PATH actually gets modified.)
-
- The program has no optional arguments and is started by typing
-
- SOLITILE
-
- The program first generates the background (see Section XIV: The
- Background Editor), then draws the game screen. A copyright message
- is drawn in a panel over everything else, and it may be exited at
- any time by pressing a key or clicking a mouse button.
-
- The first time the program is run, the user will be prompted for a
- player name. This name must be from 1 to 8 characters long, and it
- may only contain valid DOS file name characters as it will be used
- to create a .PLY file for storing that player's statistics.
-
- Also, the first time the program is run, the HELP screens will be
- displayed. This will ONLY happen the first time the program is run.
- Thereafter, the HELP may be accessed via the main MENU.
-
- IV. INTRODUCTION TO SOLITILE 3.0
-
- The set of tiles consist of 168 individual tiles. There are 42
- different pictures on the faces of the tiles, with each picture
- appearing on four tiles.
-
- The object of the game is to remove all of the tiles from the board.
- Tiles are removed in matching pairs. For a tile to be removable, it
- must not have any other tiles on top of it, and it must have either
- its entire right side exposed, or its entire left side. "Exposed"
- means that there is not another tile on the same level and laying
- immediately against it.
-
- A few definitions of terms:
-
- LAYOUT: the starting pattern or arrangement of tiles, disregarding
- the faces of the tiles. This simply tells the program where
- to place tiles when starting a game, but not WHICH tiles to
- put in any given place. Layouts are stored individually in
- disk files, so there can be many, many different possible
- layouts. There are 12 layouts provided with the game.
- You may add to, delete, and modify these layouts. Each layout
- may contain anywhere from 4 to 168 tiles, in multiples of 4
- (ie, 4, 8, 12,...160, 164, 168).
- BOARD NUMBER: a number between 0 and 65535, which is used to control
- the placement of specific tiles in the starting layout. This
- number allows you to replay a specific game at will. The game
- normally starts any particular layout at Board 0. It keeps
- track of the last board you were playing, and when you solve
- a board, the Board number is automatically incremented. You
- may specify a new Board number at any time.
- MENU ITEMS: On the main game screen, any grey box around the side of
- the display that contains BLUE lettering is considered a MENU
- ITEM. This means that it can be activated by pointing to it
- with the mouse a clicking the LEFT mouse button, or by pressing
- the key corresponding to the first letter of the MENU ITEM's
- title. (ie, T for Tileset, L for Layout, M for Menu, etc.)
- At all other times, the MENU ITEMS are grouped together in one
- large grey panel, where each individual item can again be
- activated by clicking on it with the mouse or by pressing the
- key corresponding to its first letter.
- BUTTONS: the Left and Right Buttons refer to the buttons on your
- mouse. If you don't have a mouse, the HOME and PGUP keys on
- the numeric keypad of your keyboard perform the same functions.
- These two buttons are used to control the game action. The
- meaning of the two buttons is always shown in the upper right
- corner of the game display.
-
-
- V. PLAYING THE GAME
-
- To select the first tile of a pair to be removed, move the cursor
- onto the tile and press the LEFT BUTTON. This will cause that tile
- (if it's removable, ie. not blocked by other tiles) to be highlighted.
- Once you've selected the first tile of the pair, move the cursor to
- the second tile and, again, press the LEFT BUTTON. This will cause
- the second tile to be highlighted. At this point, pressing the
- LEFT BUTTON a third time will cause those two tiles to be removed,
- or pressing both BUTTONs together will de-select the two tiles. If
- VERIFY mode is not on, then the two tiles will be removed immediately
- that you click on the second one, without requiring the third verific-
- ation click. If the BLINK mode is set, then the highlighted tiles
- will blink, revealing the tiles beneath them. See Section xxx Player
- Configuration.
-
- A shortcut for selecting the second tile is to use the RIGHT BUTTON.
- First, select the first tile using the LEFT BUTTON. Then, pressing
- the RIGHT BUTTON will cause the computer to search for a removable
- matching tile. If one is found, it will be highlighted. Once both
- tiles are highlighted, pressing the RIGHT BUTTON again will cause
- the computer to look for a different tile to use as the matching
- tile. The RIGHT BUTTON can be used repeatedly to cycle through all
- possible matches for the first tile you selected. When using this
- method to select the second tile, VERIFY mode has no effect, and the
- third verification click is required, since you may want to use the
- RIGHT BUTTON to cycle through several possible matches.
-
- If you're having trouble finding a matching pair of removable tiles,
- or if you want to see all of the pairs that are currently removable,
- press the RIGHT BUTTON before selecting a tile. This will cause the
- computer to search for all matching tiles that are removable. It
- will highlight them, one set at a time. To cycle through the sets
- of removable tiles, repeat pressing the RIGHT BUTTON until a message
- appears informing you that there are no more matches. At any time
- during this "help cycle", pressing the LEFT BUTTON will abort the
- "help cycle". If VERIFY mode is off, there will be no message when
- you reach the end of the "help cycle", there will simply be no high-
- lighted tiles.
-
- As a general rule in Solitile 3, any pop-up menu may be escaped from
- by pressing the ESC key or by clicking the RIGHT BUTTON.
-
- VI. GAME MENU ITEMS
-
- Menu options available (and keystroke to activate them if you don't
- have a mouse) while playing the game are:
-
- (M) MENU This activates the MAIN MENU. See Section VII.
- (P) PAIRS This searches for any possible matching pairs and tells
- you how many are available. Similar to clicking the
- RIGHT BUTTON with no tiles selected, except that it
- only tells you the number of matches available WITHOUT
- showing you the matches.
- (U) UNDO This, uh..., un-does your previous moves (it replaces
- removed pairs in reverse order) letting you back up.
- (R) RETRY This re-starts the current game (same layout, same
- board number) from the beginning. Use this when you
- get stuck but want to give it another shot.
- (D) DOS This will attempt to "spawn" a copy of COMMAND.COM,
- without exiting the game. This allows you to get to
- the DOS COMMAND prompt without terminating your game.
- Possible reasons that it might not work is if you have
- insufficient memory to load the COMMAND interpreter on
- top of SOLITILE, or if the file COMMAND.COM can't be
- found by SOLITILE on your path. Once you've gone to
- the DOS prompt this way, you must issue the EXIT
- command to return to your SOLITILE game.
- (B) BOARD This allows you to select a new board number. Options
- provided are:
- (N) NEXT increments the board number
- (R) RANDOM selects a random board number
- (S) Specify allows you to specify the board
- (L) LAYOUT Brings up the FILE SELECTION MENU (see Section VIII)
- and allows you to select a new LAYOUT file. The
- selected layout will become the new default layout for
- the current player. All LAYOUT files have a file
- extension of .LYT.
- (T) TILESET Brings up the FILE SELECTION MENU (see Section VIII)
- and allows you to select a new TILESET file. The
- selected layout will become the new default tileset for
- the current player. All TILESET files have a file
- extension of .STL (Solitile style tilesets) or .TIL
- (Mahjongg style tilesets). The Tileset File Selection
- Menu does not automatically terminate, but rather it
- displays the selected tile set for your inspection, and
- allows you to select another or EXIT, accepting the
- displayed one. This allows you to "browse" through the
- various tilesets that you may have available to you.
- ( ) player name In the top center of the main game display is a box
- containing the current player's name. This box may be
- clicked upon with the mouse for a quick access to the
- Player Setup Menu (see section IX). There is no key-
- stroke for quick access to this menu. From the key-
- board, you must first bring up the Main Menu (with the
- M key), then select the Player Setup Menu.
-
-
- VII. THE MAIN MENU
-
- In the top portion of the MAIN Menu, there are these options:
-
- (G) GAME This returns you to Main Game Display, where you may
- continue playing your game.
- (H) HELP Displays the Help screens, which explain the basic
- game playing information.
- (S) SAVE GAME Saves the current game into a file with the current
- player's name and an extension of .SAV.
- (R) RESTORE GAME Restores the current player's previously SAVEd game.
- (P) PLAYER SETUP Brings up the Player Setup Menu (see Section IX).
- (E) EDITORS Brings up the Editors Menu (see Section X).
- (Q) QUIT TO DOS Exits the program.
-
- In the bottom portion of the MAIN Menu is information regarding the
- current player's performance with the current Layout. It shows the
- player's name, the current Layout name, and a window containing the
- list of Board numbers that the player has solved on the current Layout.
- Not all solved board numbers may fit in the window so scroll buttons
- are provided for use with a mouse, and the cursor keys and PgUp/PgDn
- keys may be used from the keyboard to scroll the list up/down.
-
- VIII. THE FILE SELECTION MENU
-
- The FILE SELECTION Menu is used at a number of different places in the
- game, to select the player, layout, tileset, music, and GIF files. In
- all situations, the FILE SELECTION Menu works the same. It provides a
- list of all SUB-DIRECTORIES, followed by a list of all available files
- with the appropriate file extension. These file extensions are:
- .PLY player files
- .LYT layout files
- .STL Solitile tile set files
- .TIL Nels Anderson's Mahjongg tile set files
- .MUS music files for Theme and Win music
- .GIF picture files for background picture
- From the keyboard, files or sub-directories may be chosen by using the
- cursor and PgUp/PgDn keys to highlight the desired item, then pressing
- the Enter (Return) key. In this way, you can navigate up and down the
- sub-directory tree, as well as load the desired file. The current
- PATH is always displayed immediately above the "files" window. With
- a mouse, the sub-directory or file may be selected by pointing at it
- with the mouse cursor and double-clicking the LEFT BUTTON. (If your
- double click is not quite quick enough, all that will happen is that
- the item you pointed to will become highlighted.) With the mouse you
- can also scroll the window and highlighted item up/down by clicking
- with the LEFT BUTTON upon the:
- DOUBLE UP ARROWS --- page up
- SINGLE UP ARROW --- move highlight bar up/scroll up
- SINGLE DOWN ARROW --- move highlight bar down/scroll down
- DOUBLE DOWN ARROW --- page down
- Other items that are available on the FILE SELECTION Menu are:
-
- (L) LOAD ----- Loads the currently highlighted item.
- (E) EXIT Exits the FILE SELECTION Menu
- (R) RENAME Lets you Rename the currently highlight item.
- (C) Copy Copies the currently highlighted item to another file.
- (D) DELETE Lets you Delete the currently highlighted file.
-
- IX. THE PLAYER SETUP MENU
-
- Each player may configure the game to his or her own preferred setup.
- This setup is then stored in the player's .PLY file, along with all of
- the solved board numbers for each layout that the player has tried.
- The current player's name is stored in the file SOLITILE.CFG. That
- name is then used to access the .PLY file for that player. The current
- player may be selected/changed from the PLAYER SETUP Menu:
-
- (P) PLAYER allows you to select or add a player.
- (E) EXIT exits the Player Setup Menu
- (G) GIF FILE lets you specify the .GIF file to be used as a back-
- ground for the current player.
- (T) THEME toggles the Theme music on and off. If done from the
- keyboard with the T key, also allows selection of the
- THEME music file.
- (R) REMOVE TILES toggles on and off the sound for removing tiles
- (U) UNDO toggles on and off the sound for undo-ing.
- (N) NO MOVES toggles on and off the sound for NO-MORE-MOVES
- (W) WIN toggles the Win music on/off. From the keyboard with
- the W key, also allows selection of the WIN music file.
- (B) BLINK toggles on/off "blinking tiles". When on, then during
- game play, selected tiles will "blink", alternately
- showing the tile beneath them and themselves as a neg-
- ative image. This may be considered cheating by some,
- so when BLINK is enabled, you'll be unable to select a
- tile unless it has a removable matching tile available.
- (V) VERIFY toggles on and off "verify tiles". When on, Solitile 3
- will play much as previous versions of Solitile, where
- you first clicked on one tile to select it, then click-
- ed on a second tile to select it, then clicked a third
- time to remove those two selected tiles. With VERIFY
- off, the selected tiles will be removed automatically
- as soon as the second one is selected. However, when
- first selecting one tile, then using the RIGHT BUTTON
- to locate/highlight the second, a verifying click of
- the LEFT BUTTON is still required, as the computer's
- selected match may not be the one that you had in mind.
-
- When using a mouse, you may also click upon the items listed at the
- bottom of the PLAYER SETUP Menu:
-
- Player The current player's name
- GIF The current player's background picture file name.
- Theme The file name for the current player's Theme music,
- which gets played when the game first starts up (if the
- THEME sound is enabled).
- Win The file name for the current player's Win music,
- which gets played when a board is solved (if the WIN
- sound is enabled).
-
- Besides the "solved board numbers" and the above items, the additional
- things that are kept in the player's .PLY file are:
-
- the player's current LAYOUT (selected from main game display)
- the player's current TILESET (selected from main game display)
- the player's FRAME PATTERNS (created in the Frame Editor)
- the player's BACKGROUND PATTERN (created in Background Editor)
-
- X. THE EDITORS MENU
-
- The EDITORS Menu gives you access to the several "editors" available
- with Solitile 3:
-
- (L) LAYOUT Modify existing layouts or create new ones of your
- own. (See Section XI.)
- (T) TILES Modify existing tilesets or create new ones of your
- own. (See Section XII.)
- (F) FRAME PATTERNS allows the player to change the eight patterns used
- to draw the frame (or border) around the edge of the
- main game display. Any changes made to these patterns
- are reflected in the player's .PLY setup file.
- (B) BACKGROUND PATTERN allows the player to change the background
- pattern which is drawn on the display before the GIF
- image is drawn. Any changes made to this pattern is
- reflected in the player's .PLY setup file.
- (E) EXIT EDITORS returns you to the MAIN Menu.
-
-
- The TILES, FRAME, and BACKGROUND editors use a common bitmap editor,
- with some differences and embellishments. The rest of this section
- describes those portions of the bitmap editor that are common to all
- three editors.
-
- The bitmap editor four primary areas:
- The color palette
- The menu
- The zoom/pixel edit area
- The item selection area
-
- The item selection area is different for each area and is discussed
- in the appropriate section. The "cursor" may be moved from one area
- to another from the keyboard by using these keys:
-
- (F1) moves the cursor to the COLOR palette area
- (F2) moves the cursor to the ZOOM area
- (F3) moves the cursor to the item selection area
-
- In the top-left corner is the color palette of 16 colors. The current
- pen-color is outlined with a white-square. The current color may be
- selected by clicking the LEFT mouse button on the desired color square,
- or by first moving the "cursor" to the color palette area with the F1
- key, and then using the cursor keys to select the desired color.
-
- In the center of the display is the ZOOM area. This displays an
- enlarged image of the item currently being edited. Many operations are
- possible upon this area, as discussed below.
-
- Down the left side of the display is the MENU area, the individual
- items of which are discussed in detail below. However, each MENU item
- may be activated by either pressing the key corresponding to the first
- letter of the item, or by clicking the LEFT mouse button once upon the
- item.
-
- Between the MENU and the ZOOM is the:
- Work Image --- the life-sized image of the item currently being
- edited in the ZOOM area.
- Shifter --- This allows you to shift the entire Work Image, or
- that portion of it that's been marked, left, right, up,
- or down. See below for how to mark an area.
- ScratBuf --- This is a temporary buffer to which you may copy
- all or the marked portion of the Work Image, either as
- a means of saving a copy while you experiment, or so
- that you can "paste" it back into the Work Image at
- another place. See below for how to mark an area.
-
- There are 4 basic types of "drawing" that may be done upon the ZOOM
- area: POINT, LINE, RECTANGLE, and OVAL. One of these is always
- selected, as is indicated by the blue highlight on the menu. The
- currently highlighted drawing method will determine exactly what will
- happen when you press the LEFT or RIGHT BUTTONs while on the ZOOM area.
-
- POINT: If the LEFT mouse button is pressed and released while holding
- the mouse still, a single pixel will be set to the currently
- selected color. If the LEFT mouse button is pressed and
- held down while the mouse is moved, all pixels over which the
- mouse cursor passes will be set to the current color. From
- the keyboard, you press and release the HOME key once to
- simulate the pressing of LEFT mouse button. This causes the
- program to enter "drawing" mode. You must then press and
- release the HOME key a second time in order to exit "drawing"
- mode, or to simulate the releasing of the LEFT mouse button.
- While in drawing mode, the cursor keys will move the drawing
- cursor (a pencil) about on the zoom area.
- LINE: Line drawing is VERY similar to Point drawing. The pixel that
- the cursor is on when the LEFT mouse button is pressed (or the
- first time the HOME key is pressed) becomes one end point for
- the line. As long as the LEFT mouse button is held down (or
- until the HOME key is pressed the second time) the location of
- the pencil cursor is the other endpoint of the line, and a
- non-destructive "rubber-band line" follows the cursor around,
- showing you what the image would look like if you were to exit
- drawing mode at that point. The line drawn in this mode is
- drawn using the current "linetype" (see below).
- RECTANGLE: Rectangle drawing is VERY similar to Line drawing. Instead
- of endpoints, you're specifying two diagonally-opposite corners
- of the rectangle. The rectangle is drawn using the current
- "fill mask" setting. If set to Outline, the rectangle is drawn
- with the current "linetype" and current color. If set to Solid
- the rectangle is solid filled with the current color. If set
- to Mask, the rectangle is drawn with the currently selected
- FillMask (see below) and current color.
- OVAL: Oval drawing is just like Rectangle, except that you're spec-
- ifying the center and a corner of a box which "bounds" the
- oval. Also, when drawing with Outline mode, the outline is
- always a solid line, it doesn't use the Linetype.
-
- SET LINETYPE: The linetype is a 16-bit (or 16-pixel) pattern which is
- used for drawing lines and outlined rectangles. Only those
- bits (pixels) that are ON (white) in the linetype will actually
- be plotted. Imagine that the linetype is overlaid on the line
- being drawn. The pixels covered by a "white" linetype pixel
- will be changed to the current pen color. The pixels covered
- by a "black" linetype pixel will retain their original color,
- unchanged. The linetype is used, starting with the left-most
- pixel (as viewed in the linetype menu) first, regardless of the
- direction in which the line is drawn. If the line is longer
- than 16 pixels, the linetype is used repeatedly until the whole
- line is done. The Linetype menu shows a zoom of the current
- linetype across the bottom of the menu window. Above the zoom
- are eight different linetypes. The program initializes these
- to eight possible linetypes, but you may edit any of them by
- selecting one of them (with the cursor keys or a click of the
- LEFT mouse button), then toggling the individual pixels of the
- linetype in the zoom area of the linetype window. If you want
- a different linetype from those provided, it is suggested that
- you don't edit the solid linetype, as you'll likely always want
- to have that one available. In the sub-window above the eight
- different linetypes is an example of a line drawn with the
- current linetype. You exit the linetype window by pressing the
- ESC key or by clicking the RIGHT mouse button.
- FILLMASK: The fillmask works similarly to the linetype, except
- that it is used as a pattern for filling a rectangular or oval
- area. The Fillmask menu allows you to chose OUTLINE, SOLID, or
- MASK. These options only apply to drawing rectangles and
- ovals. When drawing an OUTLINE rectangle, the current LINETYPE
- is used to draw the outlining lines. When drawing an OUTLINE
- oval, a solid line is always used. A MASK filled rectangle or
- oval is done much as a line is done with Linetype, in that the
- fillmask is applied repeatedly, both left-right and up-down,
- until the entire rectangle or oval is filled. Again, eight
- example fillmasks are provided, any of which may be modified to
- provide additional fillmasks. You exit the fillmask menu by
- pressing the ESC key or by clicking the RIGHT mouse button.
-
- The items in the next area of the Menu all act on the currently marked
- area (or the entire image if there is no marked area). You can mark an
- area by pointing to one corner of the area with the mouse, pressing and
- holding the RIGHT mouse button, moving the mouse to the other corner of
- the area to be marked, then releasing the RIGHT mouse button. You will
- notice that this leaves a black rectangular outline where the ZOOM grid
- normally is drawn. All pixels within this rectangle will be acted upon
- by COLOR REPLACE, HOR and VER FLIP, TO SCRATBUF, and FROM SCRATBUF. All
- pixels outside of the rectangle will remain unchanged. If no "mark"
- rectangle is visible, then the entire working image is operated upon.
- To set a Mark using the keyboard, move to one corner of the mark area,
- press and release the PgUp key, move to the other corner of the mark
- area, then press and release the PgUp key a second time.
-
- COLOR REPLACE: This allows you to replace all pixels of one particular
- color (within the marked area) with another color. You will
- be prompted first to select the color to be replaced, then for
- the color with which to replace it. The colors may be selected
- either from the color palette in the upper left corner, or by
- pointing to a specific pixel in the zoom area and clicking the
- LEFT mouse button (or pressing the HOME key).
- VER FLIP: This flips, or reverses, the marked area vertically, or
- top-to-bottom.
- HOR FLIP: This flips, or reverses, the marked area horizontally,
- or left-to-right.
- TO SCRATBUF: This copies the marked area into the ScratBuf, replac-
- ing anything that was previously there. This acts as a tempor-
- ary holding place, either as a backup while you experiment with
- the Work Image, so that you can restore the Work Image if you
- don't like your experiment, or it serves as a way of copying a
- part of the image to another area of the Work Image. In the
- Tile Editor, it also serves as a way to move tiles from one
- place in the tile set to another (see Section XII).
- FROM SCRATBUF: This copies the ScratBuf contents to a location in the
- Work Image. A "moving" mark-like black rectangle appears in
- the Work Image area, which can be moved with the mouse or the
- cursor keys. This black outline shows the size of the area to
- be copied from the ScratBuf, and the location of where it will
- be written when HOME or the LEFT mouse button is pressed. The
- program remains in the this mode until the RIGHT mouse button
- or ESC is pressed. This allows easy copying of a small area
- from the ScratBuf to multiple locations in the Work Image
- without repeatedly clicking on the FROM SCRATBUF menu item.
-
- The last three items in the common menu are "control" functions:
-
- DISCARD CHANGES: This causes the program to discard any changes
- you've made to the Work Image, restoring it's original value.
- In the tile editor, this is only valid until you select another
- tile, or select GET, KEEP, MERGE, or AUTHOR. These actions
- cause the current Work Image to be copied back into the tile
- set, thus saving the changes you've made.
- BLANK WORK AREA: This has an editor-specific effect: in the
- Frame and Background pattern editors, this clears the Work
- Image to all black pixels; in the Tile Editor, this causes a
- blank, light-grey tile face to be put into the Work Image.
- EXIT EDITOR: This exits the editor back to the EDITORS Menu.
-
- The Shifter, located between the Menu, Zoom, Work Image, and ScratBuf,
- will shift/scroll a marked area in any of four directions. Just mark
- the area (if less than the entire Work Image) then click the LEFT mouse
- button on the desired direction on the shifter. The marked area will
- be shifted one pixel in that direction for each time that you click the
- mouse button. From the keyboard you turn NumLock on (by pressing and
- releasing the NumLock key) and then use the cursor keys to shift the
- marked area. When shifting is finished, turn NumLock off.
-
- For additional information (specific to each particular editor) see
- Sections XII, XIII, and XIV.
-
- If you design a LAYOUTs or TILESETs that you're particularly proud of,
- I'd like to see them. If you send me a disk with more than two new
- layouts (of YOUR creation) or a new tileset (created by YOU), I'll send
- you a Solitile accessory disk in return. (Mention which accessory disks
- you already have so I can be sure not to send one you already have.)
-
- I must warn you that designing good layouts that are challenging, but
- not overly difficult, is not as easy as you'd think!
- And good tilesets take a LOT of hard work!)
-
- XI. The LAYOUT Editor
-
- In the LAYOUT editor, you can add or delete tiles in the current layout
- or create an entirely new layout. When finished with your edits, you
- MUST have an exact multiple of 4 tiles in the layout (if you intend to
- save it), from 4 to 168 tiles.
-
- The LEFT BUTTON adds tiles, and the RIGHT BUTTON deletes them. The
- menu down the left side of the display contains these entries:
-
- (E) EXIT Exits the Layout Editor back to the Editors Menu.
- (N) NEW Clears the current layout display, making it ready for
- you to create a completely new layout.
- (O) OPEN Opens a .LYT layout file from disk. This reads in a
- previously existing layout so that you can edit it.
- (S) SAVE Saves the current state of the layout to a disk file.
- The layout MUST have a multiple of 4 tiles. You will
- be told how many tiles you must add or subtract to get
- the layout to a multiple of 4 (if it's not already).
- The name that you provide here is used both as the file
- name under which the layout is saved on disk AND as the
- name of the layout as displayed at the bottom of the
- game display.
- (A) AUTHOR NAME Let's you add your name to the layout you've created,
- so that it will appear at the bottom of the game disp-
- lay whenever someone plays the layout.
-
- The Layout Editor cursor is the size of a tile, but the upper-right
- corner is really the "active" part that you should pay attention to.
- The Layout Editor draws a grid on the background to indicated where
- tiles may be placed. The upper-right most pixel (or corner) of the
- cursor should be placed within the grid square where you want that
- corner of the tile to be placed.
-
- Tiles that are stacked on top of other tiles must have a solid layer
- of tiles beneath them. This means that you can't place one tile on
- the bottom, then place another tile on top of it but off to one side
- (unless there's another tile beside the first to provide support).
-
-
- XII. The TILES Editor
-
- See Section X for an explanation of the operation of the basic bitmap
- editor.
-
- In addition to the basic bitmap editor, the Tiles Editor provides an
- additional four menu items:
-
- (G) GET Gets, or loads, another tileset from disk. If the
- current tileset has been modified, you will be prompted
- to verify whether you wish to discard the changes. See
- Section VIII regarding the File Selection Menu.
- (K) KEEP Keeps, or stores, the current tileset to a disk file.
- You will be prompted for a file name. You should
- always use a file extension of .STL. The program will
- let you store the tileset to a filename with a differ-
- ent (or no) file extension, but it will first prompt
- you to verify that you really want to, since you won't
- be able to use the tileset without first exiting to
- DOS and renaming it to a .STL filename. DO NOT STORE
- tilesets to a filename with a .TIL extension. This
- extension is used by tilesets that are stored in the
- format used by Nels Anderson's Mahjongg game, and the
- internal format of .TIL files is totally different from
- that used by .STL files, and the Solitile Tile Editor
- only stores in .STL format (although it can read from
- the .TIL format). See below regarding use of .TIL
- files.
- (M) MERGE Allows you to merge individual tiles from one tileset
- into another. Can also be used simply to re-arrange
- tiles within a tileset, by storing the current tileset
- to disk, then using that file as the source file for
- a Merge. That way the tiles you're Merging in are the
- same as the ones that you're Merging into, and you can
- select and copy tiles in such a way as to swap tiles in
- their positions. MERGE will first bring up the File
- Selection Menu, to allow you to choose the tileset that
- you want to Merge from. The tileset you select will
- be displayed on the upper left part of the display.
- You will then be prompted to select one of the those
- tiles from the MERGE set. Then, you'll be prompted to
- select the tile in the current set that you want to be
- replaced by the tile being Merged in. This is repeated
- until you press the ESC key or the RIGHT mouse button,
- at which point the Tile Edit display will be redrawn,
- and the program returns to normal Tile Edit mode.
- (A) AUTHOR Allows you to enter your name as the creator of the
- tileset, so that it will show in the TILESET box at the
- bottom-right of the main game display when this tileset
- is being used.
-
- An easy way to make a copy of one tile onto another, is to use the
- ScratBuf. Select the tile you wish to copy, by clicking on it with the
- LEFT mouse button (or pressing F3 to move to the Tiles area, then using
- the cursor keys to select it, then pressing F2 to move back to the zoom
- area). Once the desired tile is selected, activate TO SCRATBUF. This
- will make a copy of the tile in the ScratBuf. Now select the tile to
- which you wish to copy it. Then activate FROM SCRATBUF. This is an
- easy way to duplicate tiles that are only slightly different. If there
- are any open tiles in the tileset (tiles that haven't been created yet,
- or that you're not going to keep) this can also be used as a means of
- moving tiles around. The only reason for concern for where the tiles
- are positioned within the set are that it's easier to keep track of
- them while editing them (if they have any order-relationship with each
- other) and on layouts with less than 168 tiles, the last tiles are
- never used or seen during game play. For any given layout with N tiles
- only the first N/4 tiles from the tileset are used. The first tile in
- the tileset is the top-left most tile, the second, third, and fourth
- tiles are to the right of the first. The rest progress left-to-right,
- top-to-bottom. The last 14 tiles are across the bottom of the display.
-
- REGARDING .TIL FILES, THEIR USE, AND THEIR EDITING
-
- Nels Anderson sells a shareware game called Mahjongg which is very
- similar to Solitile. For some time, his game has included a tileset
- editor, allowing the user to create new tilesets. There are hundreds
- of tilesets available. They all have a filename extension of .TIL and
- Solitile 3 is able to read and use these tilesets. However:
-
- 1) Nels' Mahjongg game uses a different color palette from that used
- in Solitile. Many of the colors are the same (or very similar) and
- can be mapped to each other. However, there are two places where
- the Mahjongg color palette and the Solitile color palette differ so
- much that there is no good mapping. For this reason, when a .TIL
- file is loaded for use directly in a game, the color palette is set
- such that those two colors are good for the Mahjongg tilesets. When
- a .STL file is loaded, the color palette is set such that those two
- colors are good for the Solitile tilesets. A side effect of this
- is that the .GIF background image may not look as good when a .TIL
- set is used, since the .GIF colormap decoding is targeted at the
- .STL color palette. Therefore, if you wish to use a .TIL set for
- long, it is best to load it into the tile editor and modify it to
- use the Solitile color palette as described below.
- 2) In Mahjongg, there is one layout with exactly 144 tiles. There are
- 34 tiles that are each used four times, for a total of 136 tiles.
- There are an additional 8 tiles that are used once each, in two
- groups of four. Any two tiles within each group of four makes a
- matching removable pair. This gives a total of 42 physically
- different tiles. Because of this matching in the last two sets of
- four tiles, many of the tilesets created for use with Mahjongg have
- the exact same picture on all of the last four tiles, and another
- picture on all four of the next to last four tiles. When loaded
- into Solitile, this causes no problems on layouts with 144 tiles or
- less, but on layouts with more than 144 tiles, this causes there to
- be more than four tiles with the same picture, but not all of them
- are matchable with each other. To avoid this problem, you should
- load these tilesets into the tile editor, and create six new tiles
- in the last eight, so that there are 42 unique tile faces. Then,
- store this tileset back out to a .STL file.
-
- Because of the above potential problems, you may decide to convert a
- .TIL set into a .STL set. To aide in doing so, when a .TIL set is
- loaded into the Tile Editor, an additional menu box is provided at the
- bottom of the screen, that will allow you to toggle between the two
- different palettes. This allows you to see what a particular tile
- looks like with the Mahjongg palette, then change to the Solitile
- palette, decide what colors need to be replaced with a different color,
- and do so using the COLOR REPLACE function. Generally, there are only
- two colors that need to be modified, and then only on some of the tiles
- so the change-over process is not too difficult.
-
- Some of the better .TIL sets have already been converted to .STL sets,
- and are available from the author on additional accessory disks along
- with additional layouts, GIF images, and music files. See the file
- REGISTER.DOC for more information.
-
- Also, many .TIL sets are available from various bulletin boards and
- shareware disk vendors. An excellent collection of .TIL sets is
- available from:
- Public Brand Software
- PO Box 51315
- Indianapolis, IN 46251
- 1-800-426-3475
-
-
- XIII. The FRAME PATTERNS Editor
-
- See Section X for detailed information regarding the bitmap editor.
-
- The Frame Patterns are used to build the frame, or outline, or border,
- around the Background Pattern on the main game display. There are
- eight Frame Patterns, four corners and four sides. A sample is
- shown to the right of the zoom area, with the Background and Frame
- patterns, and the eight Frame Patterns are displayed individually
- around the sample. Select an individual pattern for editing by click-
- ing on it with the LEFT mouse button, or from the keyboard use the F3
- key to move the cursor to the sample area, then use the cursor keys
- to select an individual pattern; once selected, use F2 to move the
- cursor back to the zoom area.
-
- The Frame Patterns are automatically saved in the players setup file.
-
-
- XIV. The BACKGROUND PATTERN Editor
-
- See Section X for detailed information regarding the bitmap editor.
-
- The Background Pattern is drawn on the display before anything else.
- Each player may have their own background pattern, different from
- each others. This pattern is automatically saved in the players
- setup file.
-
-
- XV. HINTS ON PLAY
-
- If you're having trouble solving boards, try playing the same BOARD
- over several times. Many people will run out of moves on a board, then
- select BOARD/RANDOM or NEXT, starting all over on a completely new one.
- Instead, you should select RETRY. You've already played the board at
- least once, and gotten stuck, so you'll remember where some of the
- hidden tiles were, and which parts of the board you got stuck on. You
- can use your knowledge of where hidden tiles are to get to them sooner,
- and you can use your knowledge of where you previously got stuck to
- work towards those areas first, or from a different direction.
-
- Occasionally when I'm playing the game I will solve a board on the
- first try, but more often than not, I have to replay a board at least
- once or twice before solving it. Some of the tougher boards, I've
- worked on for four or five hours before solving. And remember, SOME
- of the boards are impossible (but not more than 25% to 30% on most
- layouts)! Part of the fun of the game is trying to decide (or prove)
- that a board is possible or not. After you play the game for a while
- with this strategy, you'll learn to very quickly spot the likely
- difficult spots in a board, and to work towards them early in the game.
-
- Another thing to try, is when you get stuck with no more moves, "UNDO"
- some moves until you get to a "decision point", a place where you
- removed the first pair of a particular tile. Then, try taking a
- different pairing of that tile, which will release for play a different
- set of other tiles (sometimes).
-
- XVI. BUGS AND VERSIONS
-
- There have been a few scattered reports of problems with certain
- combinations of a mouse (mouse driver) and the display, where moving
- the cursor with the mouse leaves garbage in its wake. This trashes the
- display and makes the game unplayable. I've not duplicated this, but
- have made changes to this version that I think should fix the problem.
- If your system still exhibits this problem, please let me know.
-
- Known bugs:
-
- 1) In the layout editor, it is sometimes possible to add a tile on the
- same level and to the left of another tile, such that the left-most
- tile is half-way into the right-most tile. As a workaround, just
- delete the offending tile, and try it again.
-
- ==== CHANGES IN RELEASE 3.0 ====
-
- Release 3.0 of Solitile is an almost complete re-write of the game, and
- the number of new features is extensive. The major changes include:
-
- 1) New user interface
- 2) Background and Frame patterns (and editors) and a .GIF image
- 3) A Tile Editor and loadable tilesets
- 4) Layouts stored separately in files
- 5) Layouts with anywhere from 4 to 168 tiles (rather than just 144).
- 6) Music and sound
- 7) Blinking selected tiles
- 8) Removed REPLAY function; replaced with simple list of solved boards
- 9) Multiple player setups/win lists
-
- XVII. PRODUCTS AVAILABLE FROM EVERETT KASER SOFTWARE
-
- Solitile 3.0 --- A game of solitaire, played with tiles. The object of
- the game is to remove all of the tiles from the pile,
- following a small number of rules. Includes a layout
- editor and a tileset editor.
- $15.00 Requires EGA or VGA and 380K free memory.
-
- Sherlock 1.1 --- The computer scrambles the locations of 36 items, then
- provides you with sufficient clues to determine their
- exact locations. Challenging game of logic with rich
- graphics display. Includes an image editor and one
- extra set of 36 block images.
- $15.00 Requires EGA or VGA and a Microsoft compatible mouse.
-
- Snarf 2.03 --- Snarf is an arcade style game of mazes, treasures,
- First-Aid stations, locks and keys, teleports, and of
- course those nasty, sneaky, sniveling Snarfs. The game
- currently contains 39 different levels, and includes
- a level editor so the user can create new levels.
- $15.00 Requires EGA or VGA.
-
- Solitile Accessory Disks are $5.00 each:
-
- Disk #1 --- Contains:
- 3 tilesets: MAHJONG, BATH, and TOOLS
- 5 layouts: MAYAMASK, ZIGZAG, PLANE, BIDIR, and PI
- 9 music files: ENTERTAINER, AROUND THE WORLD IN 80 DAYS
- HALL OF THE MOUNTAIN KING, MUSIC BOX DANCER,
- ROSES, BLUE DANUBE, LOVE STORY, GODFATHER,
- A VERY GOOD YEAR
- 13 GIF files: space walking astronaut, Marylin Monroe,
- Bulldog, Star Trek Enterprise, cartoon charact-
- ers, etc.
- Disk #2 --- Contains:
- 5 tilesets: STAMPS, BASEBALL, CANDY, WINTILE1, BODY
- 5 layouts: JAILBRAK,10HIDING,FLATCAT,SPRAYER,SQUARFAC
- 9 music files: SOUND OF SILENCE, THOSE WERE THE DAYS,
- BRIDGE OVER TROUBLED WATER, CABARET, GEORGY
- GIRL, KING OF THE ROAD, MOON RIVER, RAINDROPS
- KEEP FALLING ON MY HEAD, WHERE HAVE ALL THE
- FLOWERS GONE
- 21 GIF files: space shuttle take-off, King Tut,
- a cheetah's face, cartoon characters, etc.
-
-
- End of SOLITILE.DOC
-