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-
- GRIME - Grafic Reality's Map Editor
-
- I apologise if this document file is a bit of a mess, but it is simply the
- guide file with all the hypertext stuff removed. The guide file was not
- written in a linear style....
-
- Contents
-
- Introduction
- Requirements
- The Screen Layout
- Basic Operation
- Keyboard Short Cuts
- The Project Menu
- The Settings Menu
- The Edit Menu
- The Tools Menu
- The Preferences Menu
- The Environment Menu
- Map files
- Attributes
- Powerpacker Support
- Palettes
- The Future
- Greetings
- Credits
- History
- GRIME - The PD Version
- SHOAH
-
- GRIME is Copyright © 1994 by Adrian Jenkins. All rights reserved.
- This document is also Copyright © 1994 by Adrian Jenkins.
-
- This freeware version of GRIME (V1.2) may be freely distributed
- for non-commercial purposes only. (See note below)
-
- The entire risk as to the quality and performance of this program is
- with you. The author assumes no responsibility or liability whatsoever
- with respect to your use or inability to use of this software.
- The author is not responsible for any loss of data, damages to software or
- hardware that may result directly or indirectly from the use of this
- program. The author reserves the right to make changes to the software
- or documentation without notice.
-
- Everything in this distribution must be kept together, in original
- unmodified form. Archiving these files is allowed.
-
- NOTE FOR PD COMPANIES:
-
- SHOAH PD has the exculsive right to distrubute this product prior to
- December 31st 1994.
- After which date this product maybe distrubuted by ANY PD company.
-
- A charge of NO MORE than two (2) UK pounds may be charge for the
- distrubution of these files ( If you have paid more, then please send
- details to the Author ).
-
-
- "Introduction"
-
- GRIME - What is it?
-
- GRIME is designed to enable the user to create maps for his/her games in
- an easy, user-friendly environment.
-
- As you may know, almost all games that have large playing areas, usually
- use a map to store the layout of each of the levels. The way this works is
- a screen of graphics is designed in an art package, this screen contains
- small blocks of graphics which when placed together in various patterns
- produce the final graphics. A map is then created that just contains the
- numbers of the blocks in the order that they should appear.
-
- An example.
-
- The graphics screen would look something like this
- (See GRIME:IFFs/cheeseygrimegrafx.iff)
-
- Then the map could look something like this:-
-
- 7 2 3 2 10
- 1 0 1 0 1
- 6 2 11 2 5
- 1 0 1 0 1
- 8 2 4 2 9
-
- Which would produce a screen like this
- (See GRIME:IFFs/cheeseyEXAMPLE.iff)
-
- By storing just the numbers of the blocks, rather than entire screens, the
- games programmer can save vast amounts of valueable memory.
-
-
- Example map reading, theory and Squize pretend code...
-
- This is the quickest way ( I know of ) to read and display a map...
- First of all you will need a list of pointers, each one points to an
- individual block in memory, eg
-
- block_pointer1 = Block1
- ...
- block_pointerx = Blockx
-
- So, from there we go to...
-
- Read first value of map ;Let's pretend it's 5
- .loop
- Read block_pointer1 + the above value ;So this will be
- We now point to the correct block, ;block_pointer1 + 5
- Plot it ;ie block_pointer5
- Read next value of map
- Goto .loop until done
-
- I hope that makes at least some sense, if you would like a complete
- assembler version then look out for "SHOAH.s", released 1st Jan '95.
-
- So the aim of GRIME is to make the creation of these maps quick and easy.
-
-
- "Requirements"
-
- GRIME - Can I use it?
-
- GRIME needs AMOS.Library to be present either in GRIME's
- directory or, preferably, in LIBS:
-
- GRIME works on Kickstart 1.2 and above.
-
- GRIME has been tested on the following machines :-
-
- A1200 KS 3.0 with 2MB Chip / 4MB 32 bit Fast - 80M HD
- A1200 KS 3.0 with 2MB Chip / 2MB 16 bit Fast - 85M HD
- A1200 KS 3.0 with 2MB Chip
- A500 KS 1.3 with 512K Chip / 512K Fast
- A500 KS 1.3 with 512K Chip / 2.5 Fast - 80M HD
- A500 KS 1.2 with 512K Chip / 512K Fast
- CDTV KS 1.3 with 1MB Chip
-
-
- "Screen Layout"
-
- GRIME - What's on the screen mate?
-
- Along the top of the main GRIME screen you will find the following
- information
-
- +-------------------------------------------------------------------------+
- | | Info Window | Current Blk | Under Csr | Map Offset |
- +-------------------------------------------------------------------------+
-
- Information Window - This is used by GRIME to give the user information
- on the current attibutes for the block in current
- use. It's also used to give the user information
- about the current operation being performed.
- Current Block - The current block being used.
- Under Cursor - The block currently below the cursor position.
- Map Offset - The current position of the cursor within the map or
- the block screen.
-
- On the left middle section of the screen is the information about the block
- screen.
-
- Size - The X and Y dimensions of the the Block screen.
- Colours - The number of colours on the Block screen.
- Blocks - The Maximum number of blocks on the Block Screen.
- Scr. Res. - The Resolution of the Block Screen.
-
- On the right middle section of the screen is the information about the map
- screen.
-
- Map Size - The current X and Y size of the map, measured in blocks.
- Blck Sze - The current X and Y size of the blocks.
- Blocks - The total number of blocks within the map.
- On Screen - The number of blocks displayed on the map screen.
-
- The centre section contains the current block the previous block and the
- next block.
-
- The bottom section of the screen normally display information about your
- computer, such as CPU and memory. But can also contain message from
- GRIME to you the user.
-
-
- "Getting started"
-
- GRIME - Ummm... I'm haven't a clue how to use this...
-
- GRIME uses three screens in total. The first screen you see upon loading
- is GRIME's menu screen, this screen is always partially (if not fully)
- visable. The menu screen is used to display various details about the
- current Map and Block screens and the current settings, it also has all
- the menus attached to it. Only a few of the menu options are available
- when you first load GRIME, but once you have loaded a block screen into
- GRIME all the options will be available and a map screen will be
- created.
-
- To you use GRIME's menus simply move the mouse cursor over
- GRIME's menu screen, if only the upper section of the screen
- is currently being displayed then the rest of the screen will be brought
- to the front. Then use the right mouse button in the standard Amiga way.
-
- While on the actual map screen the left mouse button is used to paste the
- current block down onto the screen. The right mouse button will switch
- from the map screen to the block screen, from here you can select a new
- block with the left mouse button, and use the right button to switch back
- to the map screen. If either the Map or Block screen is larger than the
- screen display then the cursor keys and/or the mouse can be used to move
- about the larger area (Depending on the settings in the PREFERENCES Menu).
-
-
- "Keyboard Short Cuts"
-
- GRIME - How to get away with not using the menus!
-
-
- The following keys can be used within GRIME.
-
- Movement
-
- Arrow keys - These allow you to move around the map and block screen.
- When used in conjunction with the ALT key the map will be
- shifted by 10 blocks.
- When used in conjunction with the SHIFT key the map will be
- shifted by the size of the map screen.
- When used in conjunction with the CTRL key the map will jump to
- the begining or end of the map.
-
- H - Home. Returns the map to position zero, zero.
-
- Cut 'n Paste
-
- X - "Cut"
- C - "Copy"
- V - "Paste"
- F - "Fill"
- Z - "Show Copy Buffer"
-
- Misc. keys
-
- N - "Number Overlay Toggle"
- G - "Grid Snapping Toggle"
- R - Reloads the current Block file.
- D - "Redraw Map"
- P - "Edit Palette"
- L - "Load block Screen"
- M - "Load Map File"
- U - Undo's the last operation.
- AMIGA A - Multitask Key (Flip from GRIME to WB and back!)
- <SPACE> - This allows you to pick a block from the MAP screen.
-
-
- "The Project Menu"
-
- GRIME - Files and the like.
-
- The project menu contains the following options.
-
- Load Block Screen - This allows you to load an IFF file into memory
- containing all the blocks for your map. The block file can be bigger than a
- standard screen, as GRIME allows you to scroll around the screen.
-
- Load GRIME Map - Use this option to load in a GRIME map. The menu
- contains three sub-menus depending on the format you wish to load in.
- The options are " GRIME format ", " Raw Data in Words " and
- " Raw Data in Bytes ".
-
- Save GRIME Map As - This option is used to save out the current
- GRIME map. Again there are three sub-menus to allow you to decide
- on the format to save as. The formats are " GRIME format ",
- " Raw Data in Words " and " Raw Data in Bytes ".
-
- Save Palette - This saves out the current file in either " AMOS ASCII "
- or " Asm. Data ".
-
- About - Tells you a bit about the program and the all important greetings :)
-
- Quit - Hmmm.. I wonder what this does?
-
- See also " Keyboard Shortcuts "
-
-
- "The Settings Menu"
-
- GRIME - Options, Options. There's so much choice.
-
- Set Block Size - This allows you to set the X and Y size of the blocks that
- are grabed from the the block screen. Only one size of block is allowed for
- each individual map. Once the new size has been entered, the map will be
- re-displayed using the new block size.
-
- Set Map Size - This option allows you to enter the size of the map that you
- wish to edit. WARNING!! changing the map size will erase the current map!
-
- Set Base Block - From here you can set the block that is used for clearing
- the map and filling the area left by a cut operation. This block is
- normally number zero.
-
- Edit Palette - This allows you to alter the palette of the Block/Map screen.
- The palette requester will appear on either the Block or Map screen
- depending on the settings in the " PREFERENCES Menu ".
-
-
- "The Edit Menu"
-
- GRIME - Cut, paste...
-
- Cut Block - This allows you to cut a section from the current map. Use the
- left mouse button to select the upper left section of the block, then
- move the mouse to the bottom right block of the section and click the
- left mouse button again. At any time pressing the right mouse button will
- cancel the operation. Once you have selected the area, the section will
- be cut out and the " Base Block " will be placed in the section.
-
- Paste Block - This option is used to place the current Copy Buffer onto
- the map screen. Once you've selected the option, simply click the left
- mouse button on the area of the map that you want the upper left corner
- of the buffer to start at.
-
- Copy Block - This performs the same operation as the Cut Block option
- except that the area is not replaced with the base block.
-
- Fill Block - This operation works in a similar way to the Cut Block
- option, but rather than cutting the area out, it is filled with the
- current block.
-
- Show Copy Buffer - This does the same as Show Full Map, except the Copy
- Buffer is shown rather than the Map.
-
- Save Copy Buffer - Allows you to save out the current copy buffer, the
- format is the standard " GRIME format ", so this file can be reloaded
- as a map if you wish. " NOT AVAILABLE IN THIS VERSION "
-
- Load Copy Buffer - Allows you to load a map into the copy buffer, the
- format is the standard " GRIME format ".
-
- See also " Keyboard Shortcuts ".
-
-
- "The Tools Menu"
-
- GRIME - Tools of the computer kind!
-
- Clear Map - This operation clears the current map completely!
-
- Redraw Map - This does exactly what it say's it does. It redraws the map
- on the map screen....
-
- Swap Menu Colours - This toggles the colours used on the menu screen,
- between the normal palette and the Block/Map Screen palette.
-
- Show Full Map - This displays the entire map on screen, by reducing all the
- blocks down in size, so that they fit on screen.
-
- Swap CB <-> Map - Swaps the current Copy buffer with the current map, thus
- allowing you to edit the Copy buffer....
-
- Snapshot Display - .....
-
- See also " Keyboard Shortcuts ".
-
-
- "The Preference Menu"
-
- GRIME - Personalization...
-
- Block Screen Scroll - The method used to scroll around on the Block Screen,
- either mouse movement or cursor keys or both!
-
- Block Scroll Step - Whether the Block Screen is scrolled by pixel or block
- size.
-
- Map Screen Scroll - The method used to scroll around the Map Screen, either
- mouse or cursors or both.
-
- Number Overlay - Allows the blocks to have their number added to them on the
- Map Screen.
-
- Snap To Grid - Defines whether the Block attached to the mouse pointer
- floats or snaps to the Map position.
-
- Palette To... - Defines whether the Palette pops up on the Map Screen or
- Block Screen.
-
- See also " Keyboard Shortcuts "
-
-
- "The Environment Menu"
-
- GRIME - Personalization...
-
- Screen Display - This alters the display position of all the screens used
- by GRIME.
-
- Screen Blanker - This allows you to turn GRIME's "screen blanker" on and off.
-
- Save Icons? - This tells GRIME whether to save icons with maps or not.
-
- Show Icons? - This tells GRIME whether to show icons in file requesters.
-
- Save Configuration - Saves out all the current settings and preferences.
- " NOT AVAILABLE IN THIS VERSION "
-
- Load Configuration - Loads in a GRIME Configuration file.
- " NOT AVAILABLE IN THIS VERSION "
-
- "Screen Blanker"
-
- GRIME - Why's the screen gone black?
-
- A screen blanker stops the computer image from burning into your screen,
- by clearing it to black when no user input is detected for a certain
- amount of time. Because GRIME is written in AMOS (Which isn't very OS
- friendly) a normal screen blanker won't work while GRIME is the
- frontmost screen, therefore I have incorporated a blanker into GRIME.
-
- "Map Files"
-
- GRIME - Technical tings.
-
- Details of the map files.
-
- The format of a GRIME map file is as follows. The first twenty bytes are
- used as a header to hold all the necessary information for GRIME to
- function correctly. The data after this is the actual map data stored
- in words.
-
- The GRIME header consists of the following information
-
- Offset Type Information
- ---------------------------------
- 0 String "GRIME" - This is used to identify the file as a
- GRIME file.
- 5 Byte 1 - The version number for the header. One
- identifies this as a map file.
- 6 Word BLOCK_X - This is the X dimension of the blocks used in
- this map.
- 8 Word BLOCK_Y - This is the Y dimension of the blocks used in
- this map.
- 10 Word MAP_X - This is the X dimension of the map.
- 12 Word MAP_Y - This is the Y dimension of the map.
- 14 Word BASE_BLK - This is the base block (Normally zero) that
- is used for clearing the map, and filling an
- area after a cut operation.
- 16 Word ATTRMASK - This is the mask used to obtain the attributes
- from a file.
- 18 Word future - Reserved for future expandsion.
- 20 Words MAP_DATA - The map data starts here.
-
-
- To obtain the length of the MAP_DATA simply multiply MAP_X by MAP_Y.
- To obtain the BLOCK_MASK simply do a logical NOT on the ATTRMASK.
- The BLOCK_MASK is used to mask out the attributes from the block numbers in
- the MAP_DATA to obtain the actual block number, the ATTRMASK is used to mask
- out the block number and leaves you with just the attribute data.
-
- The MAP_DATA is stored horizontally.
- i.e. From the top left across to the top right, then the next line, etc.
-
- The WORD RAW DATA file is the same as the GRIME format, except that it
- DOES NOT contain the header. i.e. it simply contains MAP_DATA.
- " NOT AVAILABLE IN THIS VERSION "
-
- The BYTES RAW DATA file is the same as the WORD file but it only contains
- the lower 8-bits of each block. Hence, attibutes can NOT be saved with this
- format, because GRIME only allows the upper 8-bits (Maximum) to be used for
- attributes, Sorry :(
- " NOT AVAILABLE IN THIS VERSION "
-
- The AMOS BANK file contains the exact same data as the GRIME format, except
- is has an extra 20 bytes containing the AMOS bank header (See the AMOS
- Professional manual for details of bank headers.)
- " NOT AVAILABLE IN THIS VERSION "
-
- GRIME is capable of loading " Powerpacked files "
-
-
- "Attributes"
-
- GRIME - The bits at the top...
-
- " NOT AVAILABLE IN THIS VERSION "
-
- GRIME handles attributes in two different ways.
- When you alter a blocks attributes, you can choose to make the attribute
- either LOCAL or GLOBAL.
-
- LOCAL
-
- When you select this option, the attributes affect the current block,
- but only while it is current. For example if you select a block, then set
- some attribute flags for it and choose the LOCAL option, the following
- happens. When you now paste this block onto the map, the block will retain
- these attributes. But, if you select another block then re-select the
- original block it will no longer have these attributes (Unless you select
- the block using the pick block method, in which case the block will have
- the attributes of the block you picked). This is useful for blocks which
- normaly do not have attibutes, but there may be an area of the map where
- the block should have attributes (A hidden room, invisable bonus, etc.).
-
-
- GLOBAL
-
- This option affects the current block and the block when it's used in the
- future. For example, selecting GLOBAL after setting some attributes, means
- that whenever you select this block in the future (from the block screen)
- it will have these attributes. This method would normally be used for
- objects that, for example, always kills the player if he/she touched the
- block.
-
-
- While on the map screen GRIME displays the current blocks attributes in the
- information window at the top of the screen, using the following format.
-
- -*--············
-
- This layout shows the 16-bits that GRIME uses to store the block
- information.
-
- The `·' represents the bits used for storing the BLOCK number.
- The `-' represents the bits used for storing the ATTRIBUTES.
- The `*' represents the bits in the ATTRIBUTES area that are set.
-
- The total number of bits used for ATTRIBUTES is set using the ATTRIBUTES menu,
- and the bits are set/cleared using this menu also.
-
- While on the BLOCK screen GRIME display the ATTRIBUTES information for the
- block that is UNDER the cursor (i.e. Highlighted). This information is the
- GLOBAL attributes value for the block.
-
-
- The global attributes files that GRIME saves contains the following
- information.
-
- Offset Type Information
- -----------------------------
- 0 String "GRIME" - This is used to identify the file as a
- GRIME file.
- 5 Byte 2 - The version number for the header. Two
- identifies this as a Global Attributes file.
- 6 Bytes ATTRDATA - The attribute flags for each block.
-
- The length of the ATTRDATA is found by obtaining the length of the file
- minus 6 (The header length).
-
- Each attribute flag is stored as a single byte, because GRIME only allows
- the upper 8 bits of the BLOCK WORD to be used as attribute flags.
-
- " NOT AVAILABLE IN THIS VERSION "
-
-
- "PowerPacker Support"
-
- GRIME - PowerPacker Support
-
- If GRIME can find the Powerpacker.Library then it will be capable of loading
- files that have been powerpacked. GRIME currently can not load AMOS BANK
- files, Configuration files or Owner files that have been powerpacked.
- PowerPacker can't pack the Config or Onwer files anyway :) and I don't think
- many people will make use of the AMOS bank save routine (If you do and
- want Powerpacker support for this routine, I might implement it)
-
- GRIME can NOT load powerpacked IFF's either...
-
- GRIME can NOT save powerpacked files. So all files are saved in their RAW
- format. I might implement a powerpacker save routine in the furture.
-
- PowerPacker and the powerpacker.library are © Nico François.
-
-
- "Palette Formats"
-
- GRIME - Colours??
-
- GRIME can save palettes for both AMOS and Assembler.
- The files are saved as ASCII, and simply contains the hexidecimal values for
- each colour in the palette.
-
- For example an AMOS saved palette looks like this :-
-
- Palette $000,$FFF,$AAA,$555,$450,$FF0,$082,$00F
-
-
- And an Assembler saved palette looks like this :-
-
- dc.w $000,$FFF,$AAA,$555,$450,$FF0,$082,$00F
-
- Very clever ain't it....
-
-
- "The Future"
-
- GRIME - What's next?
-
- The commercial version GRIME will be available soon and will feature full
- attribute control, and no limit on block/map size, and of course there will
- be no restricted features. Both myself and Squize have plently of ideas for
- the next version of GRIME, which I will work on if the response to this
- version of GRIME is good.
-
- "Greetings"
-
- GRIME - How many friends have I got?
-
- Hello to all the following people:
-
- Squize - Thanx for the ideas and encouragement.
- Liane - Had enough of Torque yet?
- Matthew - No you can't play a game.
- Andrew - Postman pat, postman pat, and his....
- Simon - Have you written anything yet? Are you ever gonna?
- Rincewind - When's Gloom being released? Have you seen Poom yet?
- Spacemarine - Welcome to the world of A1200.
- Moonie - Hope our daughter grows up to be a lovely cat!
- Psiberpunk - Time to upgrade? You know you want to!
- Spiff - It's better to dream of an Amiga, than own an ST!
- Sync - Where's my sodding disks?
- Jester - Anix eh?
- Haplo - F1 Batch......
- Pseudo - Your VMS Tetris is great!
-
- Also hello to all these people (Sorry couldn't think of anything funny to
- say to you!)
-
- Adam, Jamie, Chris, Dave, Tony, Kev and everyone else at Uni
- (especially anyone in KC01!)
-
- Annette, Tessa, Marina, Karen, Gaz, Steve, Tina, Scott
- and everybody else back home!
-
- Sorry to all those I forgot!
-
- "Credits"
-
- GRIME - Who did what?
-
- GRIME was written and designed by Adrian Jenkins a.k.a. VEX
- With additonal ideas and testing by Squize.
-
- GRIME was originaly written using AMOS 1.3.
- AMOS Professional V2.00 was used from Version 1.0 onwards.
- Deluxe Paint was used for the creation of the all the graphics used in
- GRIME
- and all the example IFF's. The example IFF's and maps where created by VEX
- and SQUIZE.
-
- GRIME was started on an Amiga 500 1MB, 2 drive machine.....
- and was finished on an Amiga 1200 6MB, 80M Hard drive, 68882 FPU,
- 2 floppy drive machine!
-
- Intel inside, Idiot outside!
-
- If you want to buy the commercial version of GRIME then contact
- " SHOAH PD "
-
-
- If you want to contact me for any reason, bug reports, ideas, donations,
- etc.. then here's my address :-
-
- Adrian Jenkins
- 11 Northfield Road,
- Narberth,
- Dyfed.
- Wales.
- SA67 7AA
-
- I also have an Internet address, which you can use during October 1994 -
- June 1995 and possibly October 1996 - June 1997 (provided I get that
- far at Uni :)
-
- CM3BCAJ@STAFFS.AC.UK
-
- Or you could post a message to one of the amiga newsgroups. I tend to
- lurk around most of them, that's right lurk not post :)
-
-
- "History"
-
- GRIME - What have I missed?
-
- Well this is the first version of GRIME to be publicly released.
- All previous versions of GRIME have been simply past around to a couple of
- friends. All previous versions were incomplete and quite buggy.
-
- This version V1.2 is the PD release of the commercial version. It contains
- all the features of the final version with some disabled/reduced functions.
-
- Unfortunately, since comming back to university, I haven't had much time to
- actually finish GRIME. I hope this version is fairly bug free, and that this
- document is both readable and understandable. The commercial version of
- GRIME is almost complete and should be available soon (Hopefully before
- the end of the year).
-
- "You don't get everything for nothing!"
-
- GRIME - Whats missing in the PD version?
-
- This is a PD version of GRIME.
-
- A number of features have been disabled or reduced, these are as follows....
-
- All Map save routines have been disabled, except for the GRIME Format save
- routine, which is limited to saving maps of 50 x 50 (or less).
- Configuration files cannot be saved or loaded (except the default config
- file). All attribute functions have been disabled. Attributes within the
- examples maps can be displayed though. The copy buffer cannot be saved,
- but loading is possible. The undo function is limited to the last 10
- operations, and you can not undo cut/pastes or fills.
- I have also added many annoying requesters :)
-
- -------------------------------------------------
-
- The full commercial version of GRIME will be available soon (hopefully!)
- All the disabled features will be fully functioning, and possibly some new
- features added (Depending on your responses!)
-
- The commercial version of GRIME is available from:-
-
- SHOAH
- 38 Oxstalls Way,
- Longlevens,
- Gloucester.
- GL2 9JQ.
-
- Please make your cheques/PO's payable to SHOAH, all orders dispatched same
- day ( So long as you write your cheque card number on the back, otherwise
- it'll be 7 days ).
-
- "Blatant Advert"
-
- SHOAH - Who's that then?
-
- _______ ___ ___
- /°- \/. / _____ ____ / ./ 38 Oxstalls Way,
- \ \___// \___/° \_/° \_/ \___ Longlevens,
- _/\__ \ ~\_ /\ \ /\ ~\ °\_ Gloucester.
- \\ / /\ / \/. / \/ \ //\ / GL2 9JQ.
- \______/\__/ \_/\_____/\____/\_/_/ \_/ VEX '94
-
- Thanks Vex for giving me a chance to ram SHOAH/SHOAH PD down everyone's
- throats.
-
- Well, what can I say? We stock all the best PD for...
-
- 1 Disk £1.50
- 2 or more disks £1.25 each
- Catalogue disk £0.75 or send a disk and SAE
-
- All prices include p+p.
-
- If you have written anything which you would like us to market then please
- send it in for a fast evaluation, please see our catalogue for more details.
-
- Squize.
-
-