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-
-
- The FP Editor Version 2.0
-
- by:
- Brett W. Lathrope, Sr.
- 6330 Lincoln Ave
- P.O. Box 239
- Cypress, Ca. 90630
-
- Or
-
- % Dennis Reed
- Compuserve # 74436,1303
-
- REVISION 2.0 **** Notes ****
-
- This version has the Green Garage Problem fixed. That
- I know of, this was the only problem that existed. In order
- to fix it, it was necessary to go out to disk and read in
- a map.......for some reason this is the only way I can get
- the variable that holds the map to initialize properly.
- The added fix increases the startup time about 3 seconds.
-
- In addition, I have added prompts for single drive users to
- get the proper disk in the drive at the correct time. If you
- don't get the correct disk in the drive at the correct time,
- the system will exit to the Workbench menu and prompt you for
- it. Don't panic, just close the window your in, click the depth
- gadget on the Workbench bar, and then click the FP window itself.
-
-
- ***** End revision notes *****
-
- Neither the Author of this application, or the companies
- who created, own, or distribute the tools used to create this
- application, or MicroIllusions are responsible for any damage
- or loss of data, by software or hardware, that is the result
- of using this application. In other words, YOU USE THIS AT
- YOUR OWN RISK!!
-
- We have easily created 60+ maps with this program and
- have not harmed our FirePower disk in any way. But, do
- be aware THIS PROGRAM INTENIONALLY OVER-WRITES THE MAPS
- SUPPLIED ON THE FIREPOWER DISK YOU PURCHASED!
-
- I would never suggest that you copy the FirePower disk,
- it is copyrighted, and copy-protected, but obviously I
- am able to read the maps on that disk, so use your head
- and read between the lines!
-
- *** THIS IS SHARE-WARE SOFTWARE ***
-
- I am asking for $5.00 if you feel this program is
- worth it. But, PLEASE READ THIS: If you really don't
- have the money, or you really don't feel it is worth
- it, then accept this as a gift from me......I have been
- short on funds myself, and I wouldn't ask you to pay
- for something you don't feel is worth it. Please....
- I don't want anyone going to confession because he/she
- thinks they are a software pirate! To be quite honest,
- I'm only trying to pay for the compiler I purchased, and
- to justify all the time I spent to my wife (yes! I wear
- the pants in my family.....she picks 'em out every
- morning!!!).
-
- One other item while I have the SOAP BOX....I am a
- Regional Systems Manager, and Programmer Analyst, for a
- a well known Hand-Held, Barcode Reading, computer manu-
- facturer. So, you would immediately think I am anti-
- software piracy.....to be quite honest I have not taken
- sides in the issue either way. I have some real concerns
- and questions about an industry, that for the most part,
- asks a customer to lay down a day's pay for a product that
- usually cannot be tested before purchase, and will defen-
- ately not be refunded if the customer doesn't like the
- product, or if the product doesn't live up to the hype
- on the container it is sold in (which is usually the case)!
-
- But, when it comes to FirePower from MicroIllusions,
- there is no justification for pirating this software......
- MicroIllusions has destroyed any arguement used by pirates,
- by supplying a Good game at an exceptionally reasonable
- price, and there is no hype on the container except what
- the product does! No, I don't have connections with the
- product or the company, but dog-gone-it, this is simply
- good software at a good price! There...I said it, now
- let's get to the fun.....
-
- If you have FirePower and you enjoy this type of
- game then you probably already know all the maps.....
- Or, would like to try your hand at creating your own
- maps....I fell into both categories.
-
- Some represenatives of MicroIllusions had stated at
- a local Amiga Show that they would be coming out with
- additional maps......well I waited, and I waited, and
- I waited......then I took the bull by the horns, and this
- is the result. Hey guys, if you are coming out with maps
- ....where are they?
-
- I wish to thank my friend Dennis Reed for putting
- up with my growling when he found bugs during his hours
- of play testing.....if it were not for him this project
- would have ended up as a quick and dirty tool kept in
- my drawer.
-
- Stop with the Academy Award speeches and get on with
- it you say? O.K.....O.K.
-
- ADVANCED USERS: The program is a stand alone,
- requiring only the space for it, and enough space
- for two other files that are 4096 bytes each
- (explained later).
-
- It does require at least a 512k machine, and I would
- not run any background applications due to the event
- trapping going on with the mouse.
-
- NOVICE USERS: You'll need a Blank Disk. Have you
- got it? Good! Now make a copy of your Workbench
- Disk......How you say? Refer to your manual that
- came with you Amiga!!!
-
- Now....Rename your "copy of Workbench 1.2" to:
-
- "FPEditor"
-
- Please make sure you name it exactly, so that the system
- can find the disk by it's name not by DRIVE! If you don't
- name it correctly, the program won't work! Simple eh?
-
- Now, open your FPEditor disk (double click it). Set
- your preferences to what ever you wish, and save the
- settings. Make sure you have the CLI option "ON".
- ....now click your Preferences Icon once, and then select
- DISCARD from the system menus. Click "OK" in the
- requester box to actually delete it.
-
- Now click the Utilities drawer Icon once, and discard it.
- Now click the Systems drawer Icon once and discard it.
-
- Now double click the CLI Icon......when you get the '1>'
- prompt, type the following.....
-
- 'CD FPEditor'
- 'CD c'
- 'DELETE ED'
- 'DELETE EDIT'
- 'ENDCLI'
-
- You should now be looking at the FPEditor window.
-
- Copy all the files pertaining to this application to
- to the FPEditor disk.
-
- Now open the FPEditor Disk (if not already open), and
- move all the Icons around the way you want and then
- 'SNAPSHOT' it.
-
- You are ready to Rock n' Roll! If you have had any
- problems, refer to your manual, and remember this;
-
- All that we are trying to accomplish is to make a
- Workbench disk named "FPEditor" and make enough
- room for the Program itself, this doc if you want
- it....and enough extra room for two files that are
- 4096 bytes each....
-
- SINGLE DRIVE SYSTEMS
-
- My first comment to you is that you should buy a
- second drive....No, not for my program, but for
- your own sanity!
-
- You can use this system just fine on single drive
- systems, but the responsibility to swap disks is
- one you.......ie. if you are going to read or
- write a map, make sure the proper disk is in the
- drive before you make the command selection!
-
- It's not that I don't care about you, but I really
- don't know if anyone will even want this program,
- and most people have two drives....
-
- MULTIPLE DRIVE SYSTEMS
-
- You'll want to boot on the FPEditor Disk, and place
- the FirePower disk in one of the other drives. All
- disks are referenced by name, not drive number, so
- you need not worry about who, what, when, or where!
-
-
- A Discussion about FIREPOWER
-
- I'm not going to discuss how to play, or the scenario
- of FirePower, but I am going to discuss some of the ins
- and outs of designing a map, which requires some discussion
- of how the program works and reacts.
-
- FIRST, you need to understand that the maps are a 64X64
- grid map. Meaning it is 64 blocks wide by 64 blocks long.
- It is a wrap around map, in that you could drive you tank
- off the map and you come back on the opposit side.
-
- SECOND, the FirePower disk has three directories, that
- are named "MAPP1","MAPP2", and "MAPP3". The best I can figure
- out, MAPP1 is the five maps for the single player mode, MAPP2
- is the five maps for the two player mode, and MAPP3 is the
- single map for modem play. Now I'm 90% sure this is correct,
- but I've been in the computer business too long to put money
- on it. Also, I have not tried changing the Modem map and
- playing it.....I don't know if the modem mode is map
- dependant....I would be interested in some feed back.
-
- THIRD, the FirePower program appears to select the
- appropriate Directory and randomly select which map it
- will use....unless your in modem play in which case there
- is only one map to choose.
-
- If you've been playing FirePower, you have probably
- noticed that in the single player mode you tend to get
- a particular map alot of the time. That's because; of the
- five maps in the single player directory, three of them
- are the same map! Don't ask me why?
-
- FORTH, the FirePower program loads the map, and then
- proceeds to do a couple of things. One of them is to
- do the mine placement. In doing this, it scans the map
- looking for sectors that are roads (and possibly blank
- areas), and randomly places a mine, continually looping
- through the map from first cell to last and then starting
- over until it has placed all the mines it has.
-
- Now, what this means for the map designer is that if
- you choose not to put any roads in you map, the program
- will go into a endless loop looking for roads to place
- the mines on.....never finding a road, it will never
- terminate the loop. It will appear to your player that
- the program has hung (crashed!).
-
- FIFTH, the program has to have a GARAGE for each side,
- a FIRST AID STATION for each side, and a FLAG HOUSE for each
- side. There are exceptions, but don't take any chances, just
- give the system these six buildings (minimum) and let it do
- it's job.
-
- SIXTH, you can give multiple GARAGES, FLAG BUILDINGS,
- and FIRST AID STATIONS....but be aware, that if you give
- the program multiple occurances of the above buildings, it
- appears that the system randomly selects where your 'home'
- garage is, and randomly selects which flag building it will
- place the flag in.....First aide stations appear to work
- exactly alike no matter how many there are.
-
- Now, this can work to your advantage if used correctly,
- in that it randomly puts your player in a differnt location
- at times, sometimes requiring the player to get orientated
- before proceeding on the mission.
-
- SEVENTH, each sector is a sprite. Even when you blow
- up a wall or a building, the destroyed image is simply a
- sprite (I use sprite as a word for conception, not,
- literally, as I have no idea the method used), that
- replaces the original. When I originally wrote this
- editor, it gave the user the ability to place exploded
- walls and building on the map before the game had started.
- This option was not useful, it required precious space in
- my source code and on the user screen and it removed
- something from the game.
-
- After all, most of us use the exploded buildings and
- walls to keep track of where we've been, and should the
- map designer start throwing in random junk it makes it hard
- (if not impossible) to follow the trail we've already
- 'blazed'.
-
- But.....getting back to the sprite issue....beside
- the items already identified as sprites, so are the little
- men, the blood spots, the shells as they fly through the
- air and the Helicopters.
-
- So what? Well, if you design a map that is too dense
- (no I don't mean stupid!!, in other words too many items
- on the screen at one time......)the program will "bog"
- down to an annoying point.
-
- There are a couple of places in the current FirePower
- maps that this occures.....No, it wasn't your computer going
- to 'South Hackensack'! Its just so much going on at one
- time, that the system can't handle it. Keep this in mind
- when you decide to build a wall of field guns, it will make
- your map un-enjoyable.
-
- *** THE FPEDITOR PROGRAM ***
-
- The program is written in Basic. Why, because I do not
- subscribe to the idea that Basic is a NOVICE or "below me"
- language. I am competent in 'C', PASCAL, COBOL, and four
- other proprietary system languages, and I like basic!
-
- I use computers for work, so, when I get home I don't
- want to have to aggrevate myself with the poor 'C' compilers
- that are on the market for the Amiga. Borland are you
- listening? Lattice.....get the hint guys?
-
- I used Absoft's A/C Basic to compile the AmigaBasic
- source code. Originally I intended to release this as
- an AmigaBasic source listing, but it was far too slow
- in displaying the sections (Now all the 'C' guys are
- in the corner saying: 'Tee hee hee').
-
- This, is the reason I made this share-ware,
- and the fact that I only intended on spending about three
- hours for a quick and dirty (That's why basic guys!), and
- my pal Dennis (I use the term 'pal' loosely) talked me into
- cleaning it up for release, and promised me millions of
- dollars in share-ware contributions. I now have about
- three weeks of evenings spent and my wife has been getting
- mail from a lawyer lately.
-
- The program itself is very simply to use. Simply
- boot it up and slip your keyboard under your Amiga (if
- you have a 1000, tee hee hee), everything from here on
- out is mouse driven.
-
- The first thing you will see is the screen that blows
- my horn for me, and the Absoft license agreement statement.
- By the way, I highly recommend the A/C Basic compiler....it
- is a fine product that can be used by the total Novice, and
- has features that will more than satisfy the Advanced user.
-
- After the title page, the screen will clear, and groups
- of graphic symbols will be drawn around the screen.
-
- Let's look at this screen......this is where you will
- work from during your entire session.
-
- By the way, don't 'wig out' because I change your colors,
- they will be set back to the original Preferences settings when
- we leave the program. Besides, one of the advantages of being
- the programmer is being able to choose the colors you like.
-
- If you click and hold down the right mouse button, you
- will see the menus at the top of the screen. The first
- menu is "Quit".
-
- If you go to that menu, you will see the option,
- "LEAVE FP EDITOR". If you select it, that is exactly what
- will happen, you will return to the Workbench screen or
- the CLI (oh...I forgot, you can run this from CLI). If
- you select this option before saving an edited map, you
- work becomes history! IT WILL NOT ASK YOU IF YOU WANT TO
- SAVE YOUR WORK BEFORE LEAVING! I hate requestors, and
- its my program!!
-
- The second menu is the READ menu. Let's look at it.
- I believe the first few options are self expalnatory. But
- look at the three CREATE options. The first creates a
- totally blank map. The second creates a map that contains
- only trees. And the third creates a map that contains
- a mixture of open (blank) spaces and Trees.
-
- The CREATE options are used when you wish to create
- a map from scratch. There will be no buildings, walls,
- or guns!
-
- The next option in the READ menu is the IN PROCESS
- selection. This is a "SAVE MAP" option. Once you start
- to create your maps, you find that it takes a bit of time
- to do it right. But, you may want to play FIREPOWER
- between when you start and finish a map. This option
- allows that by saving the current map (the one you have
- currently loaded at the time) to the FPEditor disk as
- 'FP.sav'.
-
- The last option is FOUNDATION. I added this little
- options for the following: I wanted to create five maps
- for the single player mode that were similar but not
- exactly alike (add a twist of confusion).
-
- Create a General foundation of what you want your
- map to be like, and then make subtle changes, and save
- them to the FIREPOWER disk in what ever order you wish.
-
- NOTE: I have not supplied an IN PROCESS file or a
- FOUNDATION file, so if you try to load one of them before
- you have saved a map to those files (see below on how to
- write a map), you will get a UNKNOWN FILE error and the
- program will exit.
-
- The next menu is the WRITE menu. This is where you
- save your map. I believe all the options are self explan-
- itory with the following exceptions. When you write the
- IN PROCESS or the FOUNDATION, your file (map) will go to
- the FPEditor disk (the one you are using for Workbench).
-
- All other WRITE selections will be written to the
- FirePower Disk. MAKE SURE YOU HAVE THE PROPER DISK
- AVAILIBLE IF YOU ARE USING A ONE DRIVE SYSTEM....If you
- have a two drive system just make sure you have the
- FirePower disk in one of the external drives.
-
- The next menu is the DISPLAY menu. READ THIS!
- I default to section 1. Section 1 is the first twenty-
- two lines of the map (22 X 64).
-
- Section 2 is lines 22 through 44, and Section 3 is
- lines 42 through 64.
-
- As you might be able to tell, this system allows
- at least a one line overlap. It does not allow for
- an over lap between the first line of Section 1 and
- the last line of Section 3. If you don't understand
- what I am saying don't worry about it, you'll be
- cussing me soon enough!!
-
- If the share-ware response is there, I will add
- this option. I am not saying this as a come on, I
- will do it.....but I didn't need it the way I create
- my maps, and to add this will take a considerable
- amount of time (about three or four days of solid
- coding, because it will require that I completely
- restructure my display routines). And it will
- probably increase the program size by about 3k.
-
- By selecting Section X, you will cause the program
- to display that portion of the map.
-
- The GRID ON and GRID OFF options will draw or
- remove a grid that can be used for placement.
-
- The REDRAW option is there for what should never
- happen. If you select this option, It will completely
- clear the screen, and redraw it.
-
- The AUTODISPLAY if selected will cause the
- program to automatically draw the designated Section
- after a map has been read or created.
-
- The last menu, MAP REPORT, will count each sector
- of your map and give you a report back on how many
- Road, Buildings, Guns.....etc you have used. It will
- also show you percentages where appropriate to help
- keep your map balanced.
-
- *** The Pieces ***
-
- The graphic symbols along the bottom and the
- right side are the pieces you use to edit and
- create your maps.
-
- Simply point to the piece you want, click the
- left mouse button, and you will have selected that
- piece. For verification and reference, I draw a
- CURRENT SELECTION representation of what you have
- selected at the bottom/center of the screen.
-
- Once you have selected the piece you want,
- simply point to the cell in the map that you
- want it to be placed at. That's all there is
- to it!
-
- *** The WAIT/GO Bar ***
-
- There will be several times (such as drawing
- a blank Section) that you will not be able to see
- what the program is doing, or you won't be close
- enough to the screen to see if it is done.
-
- I have solved this problem by putting a YELLOW
- bar across the bottom of the screen when the system
- is busy, and putting a GREEN bar there when it is
- ready for your input.
-
- This WAIT/GO Bar is not there when the program
- first comes up!
-
- *** INCIDENTALS ***
-
- You may wish to print this off, or make notes to
- reference while you are creating your map.
-
- The map represented in the display, is not the
- same orientation as the map you will play! I'm am
- not going to go into the technicallities (is that how
- you spell it?) of why this is, just understand that
- the map you create will be rotated to the left once,
- and flip completely over.
-
- If you drew a map on a piece of paper, turned it
- on its side (counter clock wise) and the looked at it
- against a light from the back, that is what is
- your map would look like when you play it. I have no
- intention of ever writing the code to display it as
- it is played. Now, if someone has a couple of thousand
- dollars laying around.......uh...oh well.
-
- Under the current situation, I can create a map
- and play it with no advantage over my friends. I can
- create maps and have hours of fun trying to figure
- out where I am, and how it turned out. If you don't
- like this, I am truly sorry, but not sorry enough to
- change it.
-
- If you look at the pieces along the right side,
- you will see what looks like a "GREY FOUR WAY INTER-
- SECTION". This is what I call the 'Brown Indestructable
- Bunker'. This will put a Brown four-way wall (with no
- gun) on your map. It cannot be destroyed, and that I
- can, see serves absolutely no purpose. I was not going
- to put in at first but then I figured someone out there
- may want it or may want to play a joke on someone.....so,
- there it is boys and girls!
-
- You will see three trees availible, a large, medium,
- and small one. At first you may have trouble
- distinguishing them apart but with time you catch on.
- I only had a 9x7 pixels area to draw the symbols in,
- ideas were getting short.
-
- When you place a Garage it is nice if you place
- a road to the right of it. No road actually conntects
- to the garage, but the entrance/exit is to the right
- when you are looking at it on the screen.
-
- The first aid station need a connecting road from
- the bottom (as oriented on your screen).
-
- The flag houses need connecting roads from the
- top of the screen.
-
- The Helicopter pad needs connecting roads from
- the right.
-
- The gates can only have connecting roads from the
- top and bottom.
-
- If you wish to create a map then play it. Here
- is what I suggest. Create the map you wish to play.
- Select the Write for Player 1/Map 1, then Player2/
- Map2 and so on until you have saved it to all five
- maps. Then boot up FirePower and select the one player
- mode. You will get to play your map.
-
- By the way, I have a BARD's TALE character editor
- that works much the same way as this program, but it
- would have to be cleaned up.....I would be interested
- if any one else could use it. It doesn't use a mouse,
- and it doesn't edit the pictures.
-
- I hope you have fun, and I am interested in your
- comments!
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