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- $~AÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
- $~Aº~F MegaZeux Help ~Aº
- $~AÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
- :072: Major Help Topics:
- >#FAQ.HLP:1st:FREQUENTLY ASKED QUESTIONS
- >#CMDLINE.HLP:1st:Command Line Options
- >#MEMORY.HLP:1st:EMS Memory/Boot Disk Tips
- >#HELPONHE.HLP:000:Help on Help (Press F1 Within Help to Read This)
- >#DIALOGBO.HLP:098:How to use dialog boxes
- >#MOUSESUP.HLP:1st:Mouse support in MegaZeux
- >#1ST_TIME.HLP:071:Overview of MegaZeux- First Time Users Read This!
- >#CONTROLS.HLP:091:Controls
- >#ADVANCED.HLP:1st:Advanced Play Info, Tips
- >#FRIENDSA.HLP:1st:Friends and Foes- Objects You will Encounter
- >#POTIONFX.HLP:1st:Potion and Ring Effects
- >#THEWORLD.HLP:1st:The World Editor
- >#GENERALE.HLP:1st:General Editing Tips
- >#EDITINGK.HLP:080:Editing Keys and Options Reference
- >#CHAREDIT.HLP:079:The Character Editor
- >#PALEEDIT.HLP:093:The Palette Editor
- >#GLOBALIN.HLP:086:Global Info Options
- >#BOARDINF.HLP:085:Board Info Options
- >#SOUNDEFX.HLP:1st:MegaZeux's Sound System
- >#TOVERLAY.HLP:081:Editing and Using the Overlay
- >#SCROLLSS.HLP:1st:Signs and Scrolls in the Editor
- >#SENSORSW.HLP:094:Sensors- What They Are and How to Use Them
- >#ROBOTSWH.HLP:1st:Robots- What They Are and How to Use Them
- >#ROBOTICT.HLP:1st:Robotic Tutorial
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- >#ERRORMES.HLP:1st:Error Messages
- >#MEGAZEUX.HLP:1st:MegaZeux Limitations
- >#IFYOUFIN.HLP:1st:If You Find a Bug...
- >Please:Registration Info- MegaZeux is Not Free
- >#NEWINVER.HLP:1st:NEW in Version 2.51! (Changes Since Version 1.03)
- $** Credits and Acknowledgments **
- $Programming and Overall Design by Gregory Janson
- $Music/Sound code by Edward Schlunder
- $Included Game Modules by Gregory Janson
- $Included Music by Gregory Janson
- $Beta Testing and Special thanks:
- $Jason Albanese
- $Alek Benedict
- $Chris Bromley
- $Christopher Christensen *
- $Chris Cooper
- $Carlos DaSilva
- $Jacob Farmer
- $Geoff Friesen *
- $Tim Gallagher
- $Themie Gouthas *
- $Jamie Holub
- $Jason Kim
- $Dave Kirsch *
- $Elbert Lim
- $Joe McManis
- $Vic Putz *
- $Robin Rudge *
- $Brian Schweitzer
- $Allen Shirvanian
- $Tim Sweeny (author of ZZT)
- $Tony Vanvranken
- $* = Thanks for the public domain code!
- $AOL Beta Testers
- $Compukid
- $DMcgee1008
- $Herbie III
- $JustJoshua
- $MegaKev
- $NL Aric
- $Shammydog
- $SkreenNme
- $SpectreB1
- $Spider124
- $Version 2.50 Beta Testers
- $(Tons of thanks!)
- $Greg Beauchesne
- $Dave Bishop
- $John Howard Davison
- $Luke Drelick
- $Brad Faler
- $Timothy Fernandez
- $Luc French
- $Evan Furchtgott
- $Scott Hammack
- $Peter Holzaepfel
- $DeadPhrog (J.W. Kaufmann)
- $Ben Krause
- $William Lovas
- $Matthew McGee
- $Jason E. Neufeld
- $Jacob Page
- $Adam Parrish
- $Dan Patalano
- $Geoff Paulson
- $Kevin Rohleder
- $Mike Sambrone
- $Adam Smith (Aldar)
- $Kevin Vance
- $James "Raptor" Wong
- :Please:Registration Info
- Megazeux is now freeware, no registration required.
- >072:Table of Contents
- #HELPONHE.HLP
- :000:Help on Help
- Using MegaZeux's help system is very simple. Press F1 at almost
- any time to bring up help relating to the current situation.
- Within help, use the arrow keys to Scroll the current section.
- Press PageUp and PageDown to Scroll faster. Many sections of
- help contain selections, like this:
- >sl:Selection
- :sl:
- Scroll the section until the selection is aligned with the
- arrows on the edges of the help box, and press Enter. You will
- jump to a help section indicated by the selection. Example:
- If a selection says "Controls", Scroll until the word is
- aligned with the arrows on the left and right, and press Enter.
- You should now be reading help on Controls.
- Press F1 within help to jump to this section. Press Alt+F1
- within help to jump to the Table of Contents. (Table of Major
- Help Topics) Press ESC to exit help. Press Alt+P to print out
- the current help section.
- >#MAIN.HLP:072:Table of Contents
- #1ST_TIME.HLP
- :071:Overview of MegaZeux
- $~EWelcome to MegaZeux! Use the arrow keys to Scroll
- $~Ethis text, and ESC when you are done reading.
- $~BPress END to learn about the NEW FEATURES in
- $~BMegaZeux 2.51s2!
- As you may already know, MegaZeux is a game system which
- allows you to play almost limitless worlds in EGA graphics
- and with beautiful digitized music and sound. MegaZeux comes
- with worlds, and new worlds are being uploaded every day to
- major on-line services such as America On-line. But the most
- fabulous feature of MegaZeux is the World Editor.
- Using the World Editor, ANYONE can create the world of their
- dreams. Make it as simple or complex, as easy or difficult,
- as long or short as you please. And we aren't just talking
- about worlds made up of petty, pre-programmed enemies and
- objects. MegaZeux has it's own, easy to use PROGRAMMING
- LANGUAGE called Robotic that allows you to create enemies,
- objects, and worlds that do almost anything you desire.
- For the new user, I recommend you play Caverns, the first
- included game, to get the feel of MegaZeux. You may wish
- to read the help section entitled "Controls" to learn how
- to play MegaZeux.
- Once you have the feel for the game, however, feel free
- to dive into the World Editor and get messy! You should
- probably read the help section entitled "The World Editor"
- first.
- To go to one of these sections now, hit Enter after
- aligning the arrows with one of these choices. Press
- ESC now to exit to the game.
- >#CONTROLS.HLP:091:Controls
- >#THEWORLD.HLP:1st:The World Editor
- >#NEWINVER.HLP:1st:WHAT'S NEW in version 2.51s2!
- #CONTROLS.HLP
- :091:Controls
- MegaZeux is very easy to play, once you understand the
- simple control system. After that, experimentation will
- prove to be the best teacher, although you can discover
- everything within Help as well.
- To start a game, press 'P' during the title screen. To
- select another world, press 'L' during the title screen.
- Use ESC during the title screen to exit to DOS, or during
- the game to return to the title screen. You know it is
- the title screen if a message on the bottom says "Press
- F1 for help, Enter for menu". Enter will bring up a menu
- of options on the title screen, also.
- Your character is represented by a little smiley face
- in the included games. @1~B@8~F In other games, he may be
- a stick person, animal, spaceship, or other entity.
- Usually it is obvious where you are, since you are usually
- colored to stand out.
- To move your character, press one of the arrow keys on
- the keyboard or numeric keypad. If you hold it down, you
- will continue to move in that direction.
- To interact with objects and other characters, you usually
- must stand next to them and touch them. This basically
- means push against them using the arrow keys. Watch out
- for enemies and evil creatures, who will often hurt you
- when you touch them.
- To stop enemies, you will usually have some type of weapon,
- often with limited ammunition. The actual weapon depends
- upon the game, and may even differ from game to game, but
- by default you have a small pistol. To fire your weapon,
- hold Space and press an arrow key. You can also hold the
- arrow key and press Space. You must press both keys TOGETHER.
- To see your current status, such as Health points, Coins,
- Gems, Ammunition, and Keys, press Enter. This will bring up
- a box containing all your stats, as well as a menu detailing
- other options you have available.
- In some games, you may encounter bombs. (as usual, push
- against them to pick them up.) To use a bomb, press the
- Del key. Then run! The bomb will not actually burn its
- fuse until you step away from it. There are two styles of
- bomb- Low strength and High strength. You can tell which
- kind you pick up by the pitch of the sound it makes. To
- change which TYPE of bomb you are using, press Ins. A
- message at the bottom of the screen will inform you of
- your new selection.
- Other games may have other controls, such as 'S' to cast
- a spell, or 'J' to jump, but they should be detailed within
- the game. Some basic play tips:
- ~A*~F Make sure you visit every screen. To get to other screens,
- enter passageways, stairs, caves, or doors. (by pushing
- against them.) You can also often reach another screen
- by pushing against the edge of the screen, leading to an
- adjacent screen.
- ~A*~F Touch everything! Even things of seemingly little value
- may prove worthy of your attention. If it kills you, then...
- well... hope you saved.
- ~A*~F Save your game! It is rather simple- Press F3 to save your
- game to disk at the EXACT point you are at. Press F4 to
- reload a game off of disk. You can use F9 and F10 to
- quick-save and quick-load, which work on the last game
- you saved. Remember to save often- If something kills you,
- you'll want a game to go back to.
- ~A*~F Collect supplies! Make sure you grab every coin, gem,
- ammo dump, bomb, chest, and pouch you see! You will often
- be in want of supplies, so don't push things.
- ~A*~F Remember how things work. Most things in MegaZeux have
- patterns, and the same object will usually do the same
- thing all the time. (although two objects may look alike
- and not really be the same thing)
- For more help, see one of the following sections-
- >#ADVANCED.HLP:1st:Advanced Play Info, Tips
- >#FRIENDSA.HLP:1st:Friends and Foes- Objects You will Encounter
- #ADVANCED.HLP
- :1st:Advanced Play Info, Tips
- You've tried some MegaZeux worlds, and they are fun, but you
- have the feeling you are missing something. This is it- the
- remaining knowledge you might need to survive in a given world.
- First, let me warn you that many worlds you get from public
- services or BBSes may not be of a very good quality. They may
- be unfair, boring, have bugs, and/or not give proper
- instructions. My advice is to E-Mail the author and tell him
- what you think of poor quality MegaZeux games. There is no
- problem in MAKING them, but PLEASE don't upload them. Don't
- let a few losers ruin the fun.
- Now to cover the game keys, in detail-
- F1- Help
- Use this at any time to bring up help relating to the current
- situation. Within the game, you will go to the Controls
- section.
- Enter- Menu/status
- Use this to bring up a menu of options and a list of your
- current stats, such as Score, Gems, etc.
- ESC- Exit to title
- This will quit the current game and return to it's title
- screen.
- :092:F2- Settings
- This will bring up a dialog box where you can change the
- current game settings, such as Game Speed, Music, and
- Sound. To speed up the game, lower the speed and/or turn
- music off. A speed of 1 will cause flicker in most machines,
- so it is not recommended unless it is your only option.
- :096:F3- Save game
- This will prompt you for a filename, then save the exact
- state of your current game. Some games may not allow saving
- on some or all of its screens. This lets you quit your game
- in the middle or take precautions against unknown dangers.
- F4- Restore game
- This will let you select a saved game from a list of filenames.
- The game will then be reloaded from the same point you left off
- at.
- F5 or Ins- Toggle bomb type
- This will switch your current bomb type between High Strength
- and Low Strength.
- F6- Debug mode
- This will bring up a small box in the lower left corner of the
- screen, detailing your position and the current memory
- situation. It is generally only necessary when testing and
- fixing your own games. Press F6 again to turn the box off. The
- debug menu, when active, will also increase the sensitivity to
- module and SAM problems. Normally during the game, no errors
- relating to modules and SAMs will be shown. With the debug menu
- on, errors loading modules and SAMs and out of memory conditions
- will be shown.
- F9- Quicksave
- This will save the game, like F3, but to the last filename you
- used, without prompting you for a filename. The old file will
- be overwritten. If no game has been saved since MegaZeux was
- started, a filename of SAVED.SAV will be used.
- F10- Quickload
- This will reload the last game saved using F3 or F9. If no
- game has been saved since MegaZeux was started, a filename of
- SAVED.SAV will be used.
- Arrows- Move
- The arrow keys will move your character and allow him to
- interact with most objects.
- Space- Shoot
- Use this key in conjunction with an arrow key to fire your
- weapon in the selected direction. Weapons vary from world to
- world.
- Del- Bomb
- This will drop a bomb of the current type BENEATH the player.
- Move out of the way to see it, then run before it explodes!
- The following keys are active at the title screen-
- F1- Help (see above)
- Enter- Menu
- This is similar to Enter within the game. However, there is
- no status screen.
- ESC- Exit to DOS
- Pressing ESC will exit MegaZeux, returning to the DOS prompt
- or other operating system.
- F2 or S- Settings (see above)
- F3 or L- Load world
- This will allow you to load up the title screen of any MegaZeux
- world. A list of choices will be presented to you to select
- from. After the world is loaded, you may watch the title
- screen, then press 'P' to play.
- F4 or R- Restore game (see above)
- F5 or P- Play game
- This will stop the title screen and actually begin game play.
- F6- Debug menu (see above)
- F8 or E- World editor
- This will quit the gaming portion of MegaZeux and enter the
- integrated World Editor. For detailed info on using the World
- Editor, view the appropriate help sections.
- >#THEWORLD.HLP:1st:The World Editor
- F10- Quickload (see above)
- We'll close this section with some more playing tips, some
- general hints and others specific to certain sections of
- Caverns of Zeux, the first included game.
- * Don't take anything for granted. If it looks like a spike,
- it PROBABLY is. PROBABLY. Although it is rare that these
- types of puzzles must be solved to complete a game, there
- are often bonuses, hidden rooms, etc. behind illusions.
- * Don't trust anyone. All characters in a game, (including
- yourself) have the potential to lie, cheat, and backstab.
- * Try things twice. Sometimes objects respond differently a
- second time. If you get a new treasure, go talk to all
- the citizens- maybe one of them will say something new!
- * Caverns hint- (DON'T READ UNLESS YOU ARE STUCK!) Many people
- often get stuck early in the game, after a couple of bosses.
- If you have the three amulets, did you talk to the dwarf in
- town who wants them? Make sure you change back to a dwarf
- by talking to the spirit. Later make sure to lavawalk across
- the lava on the left of the room where you got the three
- amulets.
- >#MAIN.HLP:072:Table of Contents
- #DIALOGBO.HLP
- :098:How to use dialog boxes
- A large portion of MegaZeux's interface are dialog boxes. They
- are rather simple and intuitive to use, but instructions for
- the uninformed are included in this section.
- A dialog box is a form of inputting various information. An
- example of a dialog box is the Save Game box, or the Settings
- box. (both in the game) To use a box is simple- Use TAB and
- SHIFT+TAB to highlight an element, and type or use the cursor
- keys to change the value. Press ENTER on a button (Rectangle
- with a label) to exit the dialog or produce an effect.
- If you have a mouse, you can click on a dialog box element to
- select it, or click on a selected element to change it. Click
- on a selected button to activate it.
- You can usually use Home to jump to the first section of the
- dialog box, and End to jump to the OK or NEXT button.
- The different dialog box elements and special related keys
- are explained in detail for the remainder of this section.
- INPUT- This is where you type in a series of characters,
- usually letters and numbers. You can move the cursor around
- within the line, type to insert characters, move to the start
- with Home, and move to the end with End.
- NUMBER- This is where you have a number and you change it
- with the arrow keys or mouse clicks on buttons. Up and Down
- will change it by 1, Alt+Up and Alt+Down will change it by
- 10, and PageUp and PageDown will change it by 100. You can
- also hold the mouse button down on one of the arrows to
- change the number.
- NUMBER LINE- This is a line of numbers, with one highlighted.
- Similar to the above, but in a limited range.
- CHARACTER- This is where you can select a single character.
- Press a character to use that character, or click on it or
- press Enter to get a large menu of characters to select from.
- COLOR- This is where you can select a single color. Press
- Enter or click on it to get a large menu of colors to choose
- from.
- CHECK BOXES- These are On/Off switches. Use Up/Down to move
- within the list of choices, and use Space, Enter, or mouse
- clicks to toggle choices on and off. An [X] means the option
- is currently on.
- RADIO BUTTONS- These are similar to Check Boxes, but are
- mutually exclusive. The mouse or arrow keys will select the
- current and ONLY option that is on. The () shows the current
- option.
- BUTTON- These are rectangles with labels. When selected,
- press Enter or click to activate. OK or Done will verify the
- contents of the dialog box. Cancel will cancel any changes
- you've made. (ESC will usually do this as well.) Next and
- Previous move between multiple dialog boxes. Other buttons
- do what their label signifies and are explained in the
- appropriate help section.
- LISTS- These show a selection from a list of choices. The
- current selection is shown. Press Enter or click on it to
- bring up a list of choices from which you can select a new
- choice.
- >#MOUSESUP.HLP:1st:Mouse support in MegaZeux
- >#MAIN.HLP:072:Table of Contents
- #MOUSESUP.HLP
- :1st:Mouse support in MegaZeux
- The mouse is only supported outside of the gaming functions.
- It's use is very simple. Move the mouse to move the mouse
- cursor. Press the Left mouse button to select something,
- activate something, etc. Within the game or title screen,
- the Left mouse button will bring up a menu from which you
- can select an option. The Right mouse button ALWAYS means
- Escape or Cancel, just as if you had pressed the ESC key.
- This will not work in certain areas.
- ***ADDENDUM*** as of mzxs1, certain games may make use of
- the mouse. The right mouse button will no longer emulate
- ESC key. The left likewise does not emulate Enter.
- >#DIALOGBO.HLP:098:How to use dialog boxes
- >#MAIN.HLP:072:Table of Contents
- #FRIENDSA.HLP
- :1st:Friends and Foes- Objects You will Encounter
- The following help section contains a list of the different
- objects, enemies, items, and terrains you will find within
- the different MegaZeux worlds.
- $@0~8± ~FTerrains~8 ±@8
- ~BSpace
- This is the simplest terrain, it does absolutely nothing!
- ~BNormal ~A@0²
- ~BSolid ~EÛ
- ~BTree ~A
- ~BLine ~FÍÍÍÍÍ
- ~BCustom Block ~7?
- These are all basic walls, they just get in the way.
- Sometimes trees can be burned down.
- ~BBreakaway ~C@0±
- ~BCustom Break ~7?
- These block movement as well, but they can be destroyed with
- most weapons, such as bullets or bombs. Certain other things
- can destroy them as well.
- ~BFake ~A²
- ~BCarpet ~4@0±
- ~BFloor ~9@0°
- ~BTiles ~0@Fþ
- ~BCustom Floor ~7?
- These are all treated as flooring, or "background". Anything,
- including yourself, can move onto and over these. They are
- primarily for decoration.
- ~BWeb ~7Å
- ~BThick Web ~7Î
- These are another type of flooring. However, webs are often the
- home for spiders, so watch your step!
- ~BForest ~2@0²
- This terrain will block the path of almost anything. You,
- however, can move through it with ease, clearing a pathway.
- Once the path is cleared, however, enemies may move along it
- at will.
- ~BInvis. Wall
- This LOOKS like just an empty space... until you bump into it.
- Then it becomes a normal wall, blocking your path.
- $@0~8± ~FItems~8 ±@8
- ~BGem
- ~BMagic Gem
- Collecting gems is fun! Your total number of gems is shown on
- the status screen, and each gem gives you one point. Many games
- also use them as a type of currency, where you can trade gems
- for stuff like food, ammo, weapons, or hints. Magic Gems also
- give you one health point apiece when taken.
- ~BHealth ~C
- This will improve your outlook dramatically- Your health is
- increased by a certain amount. The amount varies for different
- hearts.
- ~BRing ~Eo
- ~BPotion –
- These mystical items will bestow a magical effect on you when
- you wear or drink them. The effect, however, is unknown to
- you until you try it... and some effects aren't so nice.
- >#POTIONFX.HLP:1st:Potion and Ring Effects
- ~BEnergizer ~1›
- After grabbing an energizer, you will flash colors for a
- limited time. During this period, you are invincible against
- enemies, bullets, fire, and most other forms of pain. Be
- careful not to get into a dangerous situation as your energy
- runs out!
- ~BAmmo ~3£ ¤
- When you grab ammunition, it will add a certain amount of
- ammo to your supplies. The amount may be different for
- different piles. Some worlds or sections of worlds may have
- weapons with infinite ammunition.
- ~BBomb ~0
- Each bomb you grab adds another to your supply. The sound made
- when you grab the bomb will be high-pitched for a high strength
- bomb, and low-pitched for a low strength bomb.
- ~BKey ~A
- Collect keys to open locks, doors, and gates later on. The key
- and the lock/etc. must match colors, and a key will only work
- once. You can carry up to sixteen keys at once. The status
- screen will show your current supply of keys.
- ~BLock ~A
- A lock will only open if you have a key of the same color to
- unlock it. The key can only be used once and will disappear
- along with the lock.
- ~BCoin ~E
- Collecting coins is a good idea- they not only increase your
- score, but can usually be used to purchase valuable items or
- services from vendors.
- ~BLife ~Do
- A life orb will give you yet another chance for survival in
- MegaZeux.
- ~BPouch ~7Ÿ
- A pouch is usually filled with coins and gems. The amount
- varies, but often you will find yourself pleasantly rich...
- ~BChest ~6
- A chest can contain numerous things. The contents will be one
- of the following: Empty, a Key, Coins, Lives, Ammo, Health,
- a Potion or Ring, Bombs, or Gems. Once you grab the contents,
- the chest itself will remain, but be empty.
- $@0~8± ~FCreatures~8 ±@8
- ~BSnake ~2ë
- A snake moves in a straight line until it hits an obstruction,
- then aims itself in another direction and continues. Hitting a
- snake (like all enemies hereafter unless noted) will cause you
- to lose 10 health, then kill the snake.
- ~BEye ~Fì
- An eye chases you down like any ordinary enemy, but when it
- catches you or dies, it explodes! The size of the explosion
- varies with each eye.
- ~BThief ~C
- A thief chases you, but doesn't hurt you. Instead, it steals
- your gems!
- ~A*
- ~BSlime Blob ~A*±*
- ~A*
- A slime blob can't always hurt you (although you can often
- still kill it by touching or shooting it) but it can quickly
- become annoying because of its habit of dividing into more
- slime blobs, then hardening into "solid slime", (breakables)
- quickly filling rooms...
- ~BRunner ~C
- A runner does that- runs back and forth. Often they take more
- than one hit to kill- up to four hits may be required. But they
- are rather dumb and often slow.
- ~BGhost ~7ê
- A ghost is the simplest enemy, simply chasing you. While some
- of them are invincible, most can be killed.
- ~BDragon ~4 ~C ~E*~C
- Some dragons move around slowly, but their main advantage is
- their offense- they can shoot barrages of scorching flame. They
- also have a strong defense, taking up to 8 hits to kill. These
- powers make them one of the most formidable inhabitants of
- MegaZeux. Touching them will take 10 health, but will NOT hurt
- the dragon.
- ~BFish ~Eà
- Fish have to stay in the water (duh...) and often won't hurt
- you. Some take two hits to kill.
- ~BShark ~7
- Sharks swim in the lava, and attempt to chase you. They fire
- projectiles at you from their relatively safe position. These
- projectiles can be bullets, seekers, or fire.
- ~0ÚÅ¿
- ~BSpider ~0ÄÅ~7•~0ÅÄ
- ~0ÀÅÙ
- Spiders, although eager to catch you, are usually restricted to
- movement on webs. Certain spiders, however, can actually stray
- off the webs. Some spiders take 2 hits to kill.
- ~BGoblin ~2
- Goblins are curious little creatures. They rush at you, then
- stop for a moment to consider the situation. This is usually a
- very good time to kill them.
- ~BSpitting Tiger ~Bã ~Fù ù ù
- Spitting tigers act very similar to sharks, except tigers move
- on land and therefore are much more likely to reach you and rip
- you limb from limb.
- ~BBear ~6¬
- Bears only move if you get too close, then they lumber over for
- the attack. Many require 2 hits to kill.
- ~BBear Cub ~6
- Bear cubs are very lively, rushing all over the place. Since
- they move so fast in a seemingly random manner, they are often
- hard to kill.
- ~BBullet Gun ~F” ”
- Bullet guns fire in one direction only and are indestructible.
- They usually fire bullets, but some may fire scorching flame.
- Some guns aim better or fire more often than others.
- ~BSpinning Gun ~C~E* ~F
- Spinning guns are similar to bullet guns except they are
- constantly rotating, for a broader aiming range.
- ~BLazer Gun ~0Î~1‚~9‚~3‚~B‚~F‚‚‚‚~7‚
- Lazer guns fire off lazer walls at regular intervals, and
- sustain these walls for a specific length of time. They are
- very logical in their manner, and are also indestructible.
- ~BMissile Gun ~0
- Missile guns fire missiles in one direction. Some fire just
- once while others can fire missiles indefinitely. The gun
- itself is indestructible.
- $@0~8± ~FPuzzle Pieces~8 ±@8
- The following objects are often used in conjunction with each
- other to create mind-twisting puzzles requiring you to push
- objects all over the place to reach a goal. Be warned.
- ~BBoulder ~7é
- ~BCrate ~6þ
- ~BCustom Push ~7?
- Boulders and crates can be pushed in any direction, with any
- number of pushable things in a row. They can be blown up.
- ~BBox ~Fþ
- ~BCustom Box ~7?
- Boxes can also be pushed in any direction, but cannot be blown
- up.
- ~BPusher ~0 ~7þþþ
- Pushers cannot hurt you, but they constantly move in one given
- direction, pushing almost anything in their path- Boxes,
- crates, and even you!
- ~BSlider NS ~E
- ~BSlider EW ~E
- Sliders can be pushed also, but ONLY in the pointed direction,
- Slider NS can only be pushed north/south, while slider EW can
- only be pushed east/west.
- $@0~8± ~FTransport~8 ±@8
- ~BStairs ~F¢
- ~BCave (or door) ~0¡
- ~BWhirlpool ~9@1@—
- When you enter any one of these, you are transported to another
- location within the current world. These are not always two-way
- connections, either.
- ~BCW ~A/
- ~BCCW ~A\
- These rotate in the given direction (ClockWise or
- CounterClockWise) rotating everything around them at the same
- time. Walls and other solid objects will not be affected.
- ~Fv
- ~BTransport ~F} {
- ~F~~
- A transporter is an interesting thing. Most of them face a
- single direction. Entering these on the "open" side, or
- pushing other things into them, will transport to another
- location. Some transporters rotate 360 degrees and can be
- entered from any side.
- The destination of your transport is rather complex, but the
- search pattern is as follows:
- 1. If the other side of the entered transport is empty, move
- there. If there is something there that can be pushed out
- of the way, move there and push it out of the way.
- 2. If the other side is blocked, continue in that direction
- looking for the first non-blocked transporter facing the
- OPPOSITE direction, or an "any-direction" transport.
- 3. If none can be found, no transport takes place.
- $@0~8± ~FElements~8 ±@8
- ~BStill Water ~9@1°
- ~BN Water ~9@1
- ~BS Water ~9@1
- ~BE Water ~9@1
- ~BW Water ~9@1
- Water is a type of floor that can be moved onto by you, some
- enemies, and certain other objects. Often water has a current,
- moving you constantly in a certain direction.
- ~BIce @3\
- Ice is another type of floor. However, you slip on it,
- constantly moving in the last direction you moved, out of
- control.
- ~BLava @4~C±²°±²
- Lava is another floor. However, it is very deadly. Only a few
- things can survive over it.
- ~BFire @0~C±°~E²±~C²
- Fire is yet another type of floor. It often will spread across
- the floor, enveloping trees and chests. It is rather painful
- to stand on or near, but it does not mean instantaneous death.
- Most fire will eventually burn out.
- ~BLit Bomb ~0©
- A lit bomb is an explosion on a fuse. You DON'T want to be
- nearby when the fuse runs out...
- ~F@E±
- ~F@E±~C±~F±
- ~BExplosion ~F@E±~C±@4±@E±~F±
- ~F@E±~C±~F±
- ~F@E±
- An explosion is very cool. It starts at a certain point, quickly
- spreading outward, wreaking havoc in it's wake. Some explosions
- are smaller than others. Explosions will also cause explosives
- such as bombs to explode, leading to some very cool chain
- reactions.
- ~BGoop ~8@1°°°
- Goop is pretty much untraversable terrain to anything, although
- sharks may occasionally inhabit it. Bullets, lazers, and other
- projectiles will traverse it freely. Goop may also be treated as
- water or other terrains in certain worlds.
- $@0~8± ~FMiscellaneous~8 ±@8
- ~BDoor ~2±²Û~AÄ~2Û²±
- A door is what you would expect- When you touch it, it will open
- itself, closing after a brief pause. Certain doors are locked
- and require you to use a key to open them. They then remain
- unlocked.
- ~BGate ~7±²ÛÛ²±
- A gate also opens up when touched, but doesn't move anywhere. An
- open gate simply looks like this: Ä and can be freely moved
- across. Like doors, certain gates may be locked.
- ~BRicochet Panel ~0/
- When a bullet hits a ricochet panel, it is reflected to travel
- in a new direction, depending upon the way the panel is facing.
- ~BRicochet ~A*
- When a bullet hits a ricochet, it is reflected back in the
- original direction.
- ~BMine ~4�
- A mine will just sit there, blinking. Until it is touched or
- otherwise activated. Then it will be gone, prey to it's own
- destructive explosion. What a pity.
- ~BSpike ~7
- ~BCustom Hurt ~7?
- Spikes and other painful devices will simply hurt you if you
- touch them. So don't. Often used in conjunction with ice.
- ~BText ~7?
- Another type of wall. Gets in the way, but often provides hints
- or other enlightening messages.
- ~BMoving Wall N ~7?
- ~BMoving Wall S ~7?
- ~BMoving Wall E ~7?
- ~BMoving Wall W ~7?
- Moving walls are like Runners- They just sit there and move back
- and forth, to and fro... They can't hurt you by touch, but can
- get in the way very easily.
- $@0~8± ~FObjects~8 ±@8
- ~BPlayer @1~B
- This is you. Really. Different worlds might have different
- representations for the player, however.
- ~BScroll ~Fè
- Touch this to read a message. A Scroll will disappear after you
- finish reading it.
- ~BSign ~6â
- Touch this to read a message. The sign will remain afterwards.
- ~BMissile ~0
- Missiles fly around the room, turning at obstructions. They will
- explode if they hit you or a dead end.
- ~BBullet ~F”
- Bullets (or other projectile weapons such as arrows) will fly
- in a straight line until they hit something (and disappear) or
- do damage to someone or something. Ricochets can change the
- direction a bullet is traveling in. Different worlds may have
- different projectile weapons.
- ~BSeeker ~A|
- A seeker, thrown by a Tiger, Shark, or other enemy, will chase
- you all over the screen until they collide and do 10 damage.
- They have a limited life, however, and will expire after
- a certain amount of time. They are still, however, one of the
- deadliest weapons you will face.
- ~BShooting Fire ~C ~E*~C
- Shooting fire will continue in a straight line until it hits
- you, resulting in pain, or a wall, resulting in a small fire.
- The fire may quickly spread out of control in some areas, or
- just burn out in others.
- ~BSensor ~7?
- Sensors are a form of floor that only you can move onto. They
- will usually then produce some form of effect, by interacting
- with a Robot.
- ~BRobot ~7?
- ~BPushable Robot ~7?
- Robots are very cool. They are a highly flexible object that
- can do almost anything. They utilize their own full-scale
- programming language, dubbed Robotic. If another object can
- do something, a Robot can do it better. They can show messages,
- fight the player, play music or sound, and do countless other
- things. See the appropriate help sections for more information.
- >#ROBOTSWH.HLP:1st:Robots- What They Are and How to Use Them
- >#MAIN.HLP:072:Table of Contents
- #POTIONFX.HLP
- :1st:Potion and Ring Effects
- All effects are limited to the current room only, except for
- healing, hurting, and invinco.
- ~BDud
- This effect does absolutely nothing.
- ~BInvinco
- Just like an energizer, you will become invulnerable to most
- forms of pain until you stop flashing.
- ~BBlast
- Scatters explosions around the screen randomly. Little of the
- screen is untouched.
- ~BHealth - 10
- ~BHealth - 50
- Gives the player 10 or 50 additional health points.
- ~BHurt - 10
- Reduces the player's health by 10.
- ~BBlind
- Temporarily blinds the player. The viewport will appear in dark
- gray. You can still move and interact, but you won't be able to
- see anything.
- ~BKill
- Kills all enemies in the room, including "Invincible" enemies.
- ~BFireWalker
- Allows the player to temporarily walk on lava and fire.
- ~BExplode Bombs
- Explodes all bombs and lit bombs in the room.
- ~BDestroy Dragons
- Turns all dragons into ghosts.
- ~BCreate Dragons
- Turns all enemies into dragons.
- ~BAvalanche
- Scatters boulders randomly around the screen.
- ~BFreeze Time
- Freezes ALL on-screen objects (including Robots) except for
- the player, for a short time.
- ~BWind
- The player retains normal control but will also move around
- a bit randomly for a while, while the wind blows him in all
- directions.
- ~BSlow Time
- Slows ALL on-screen objects (including Robots) except for the
- player, for a short time. The resulting speed is approximately
- half normal speed.
- >#MAIN.HLP:072:Table of Contents
- #IFYOUFIN.HLP
- :1st:If You Find a Bug...
- ...we want to know! We're very interested in any problems or
- bugs you find in MegaZeux. We also welcome any comments,
- criticism, or suggestions. We especially appreciate QUALITY
- MegaZeux worlds.
- Since greg has left the community, please email me, JZig,
- at jzig@cncn.com if you have any bug reports.
- >#MAIN.HLP:072:Table of Contents
- #FAQ.HLP
- :1st:Frequently Asked Questions
- The following is a list of questions that I have received
- through mail or E-mail about MegaZeux repetitively.
- Q: My robot can't change it's/the player's characters! I
- use CHAR "A" but it turns invisible!
- A: Use CHAR 'A' instead. You MUST use single quotes
- (apostrophes) or it will use the value of the COUNTER
- A which is probably 0.
- Q: Can I distribute a world I made with MegaZeux? Is it
- legal? Must I/Can I include MegaZeux with it? Can they
- be shareware worlds?
- A: Of course you can distribute your worlds! That is what
- MegaZeux is for! Please refrain from uploading worlds
- that you made as a novice user, if they contain only
- built-in enemies, items, and no plot/etc. People will
- only yell at you. Get creative and use Robots! Please
- include any SAM, module, and CHR files with the games,
- as well as a short TXT description file if necessary.
- Don't include MegaZeux, but make sure MegaZeux itself
- is available on any BBS or on-line system that you
- upload worlds to. (MegaZeux is available on AOL) Your
- worlds can be freeware, public domain, or shareware,
- whichever you prefer.
- Q: Can I use the music from Caverns in my games? How about
- the music from the registered games? How about the SAM
- files?
- A: I would prefer it if you did not use Caverns music in
- any games you distribute, because most people have
- heard it and it is getting old. The music from the
- registered games is illegal to distribute. The SAM
- files are public domain and may be used as you please.
- Q: Where can I get module files?
- A: If you can't make them, search public BBSes and on-line
- services for public domain ones. AOL has a large MOD/S3M
- library, as do many CD-ROM collections. Or employ a
- friend to do it for you. I myself (Greg Janson) am
- not available to create module files unless I am being
- paid well for my time.
- Q: What is some good software to create module files?
- A: For modules, Fast Tracker II by Triton is fairly good, but
- you have to avoid using the XM features. ScreamTracker 3.0
- is good for making S3M files.
- Q: How do I make SAM files?
- A: There are three easy ways to create SAM files. First,
- you get recording software, a sound card, and a mike.
- Hook 'em all up (read the instructions) and go for it.
- Second, you can download them or get them from module
- files or other games. Third, you can take existing files
- and change them with effects like echo. Blaster Master
- is a good piece of software to handle numbers one and
- three.
- Q: But I can only find software to make WAVs! (or VOCs)
- A: There is a nice small program called CVT2SAM which can
- convert most WAVs and VOCs to SAMs. I believe it is in
- the public domain. It is available on AOL.
- Q: The TELEPORT PLAYER command doesn't work!
- A: It does now. That was a small (er... big) bug in version
- 1.02, which was corrected in version 1.03 and 2.51.
- Q: Is the world design contest still going?
- A: Until you see a Best of MegaZeux series OR the calendar
- reaches 1-22-97 without sufficient entries, the contest
- will continue. So far I've received only one board,
- which wasn't even acceptable. However, I've received
- E-mail from several interested parties, so the contest
- continues. See CONTEST.TXT for details.
- Q: I need more than 256 characters!
- A: Then you'll need to carefully utilize the Robot command
- LOAD CHAR SET and ration your characters carefully. The
- limit of 256 is a hardware limit and cannot easily be
- worked around.
- >#MAIN.HLP:072:Table of Contents
- #MEGAZEUX.HLP
- :1st:MegaZeux Limitations
- MegaZeux has to impose a number of limitations to insure
- compatibility. This allows worlds to work on any computer
- that can run MegaZeux.
- $Memory Limitations
- Module and SAM files must fit in memory (including EMS)
- to play. If they don't fit, they will still be active
- and selected, just not playing. This allows you to create a
- world with modules that your memory can't handle, but others'
- might be able to.
- The total memory taken up by all Robots, signs, and Scrolls,
- other than the Global Robot, cannot exceed 64k. The global
- Robot can be up to 31k. No single Robot, sign, or Scroll can
- exceed 31k in size.
- $Quantity Limitations
- Item- Largest number allowed-
- Robots 199 per board plus Global Robot
- Scrolls/signs 49 per board
- Sensors 19 per board
- Boards 150 per world
- Counters 50 active (value other than 0) at a time,
- not including built-in counters such as
- Ammo. Setting a counter to 0 clears up a
- spot for another counter.
- Note: counters increased to about 1000 in s1.
- >#MAIN.HLP:072:Table of Contents
- #THEWORLD.HLP
- :1st:The World Editor
- Ready to start creating your own worlds? Then let's get
- started! This section is a short editor tutorial, it will teach
- you the basics of creating your own worlds.
- To get into the editor, press E from the title screen. You will
- be presented with a blank board with a small menu at the bottom.
- You can use PageUp and PageDown to change the currently shown
- menu, and you will be presented with various keys and options.
- The mouse also works here. Feel free to fool around with these
- various options. Press Alt+R to restart and clear everything.
- For your first world, you should start simple. The screen you
- begin on is your title screen, so pick a simple name for your
- game, such as "Mike's World". Move the flashing cursor down a
- few lines and over a few spaces, using the arrow keys. Press C
- and use the arrow keys to select an appropriate color. Press
- Enter to select this color. Now press F2 to write Text. Type
- in the name of your world, and then press F2 to stop writing
- text. This screen will be your title screen.
- Now you need to create the first board, or location, of your
- game. Press A to add a board, then type in a short description
- of the board, such as "Starting Board". Press Enter to go to
- this new board.
- Now you are free to doodle around. Use C to change the active
- color. Use F3 through F9 to bring up menus of items, terrains,
- and creatures. Selecting one with the arrows and Enter will
- allow you to place it using arrow keys and space.
- For example, press F3 for terrains, and select Line. (This is
- a form of wall.) Now move around, placing walls. To ease this,
- you can press Tab to toggle draw mode. When draw mode is active,
- every move of the cursor will place the current item/color. The
- current item and color is shown on the top line of the menu.
- Try to create a pleasing-looking screen, with walls, items, and
- creatures. Some items will require that you set settings to
- determine their behavior. To place the player's starting
- position, move the cursor to the destination, press F10, and
- select Player.
- When you are done, press G to go to the Global Info screen. TAB
- to the Next button and press Enter. You will now be highlighting
- the option "Starting Board". Press Enter, and select the
- starting board (NOT the title screen) from the list and press
- Enter. Then TAB to OK and press Enter. This tells MegaZeux which
- board you want the game to start on.
- You could now press Alt+N to select a module (music) file for
- the board, if you wished. Then press S to save the world, and
- type in a filename of eight or less characters. (The extension
- of .MZX will automatically be added.) Press Enter twice to save.
- Press ESC to exit the editor, and now you can play your game!
- You can use L to reload your world in the editor to make
- changes, if necessary. See General Editing Tips for more
- advanced editing info.
- >#GENERALE.HLP:1st:General Editing Tips
- >#MAIN.HLP:072:Table of Contents
- #GENERALE.HLP
- :1st:General Editing Tips
- The following is a list of important editing tips. They assume
- you are familiar with MegaZeux's dialog box system, and that
- you can navigate the editor's menus.
- $Linking Boards
- One-board games get boring REAL fast. There are two ways to
- connect multiple boards. The first way is to add stairs, doors,
- and whirlpools using the Transport (F7) menu. Then you select a
- destination board. The destination board should contain a
- similar transport, leading back. The two entrances will now lead
- to each other.
- The other method of connecting boards is with X, the Board Exits
- dialog. Here, you can select boards that you will reach if you
- walk off of the screen in a given direction. The destination
- board shouldn't have anything in the way, and will not
- automatically lead back- You must set the exit on that board
- too.
- To add boards, press A, or select (new board) from a board list.
- To switch to other boards, use B.
- $Board Sizes
- :sizepos:
- You can change the maximum size, and the view position, of a
- board, with Alt+P. Here you can move and re-size the view, or
- center it on-screen.
- You can also change the actual size of the board, as well as
- the maximum, overall size. The lowermost radio control
- determines the MAXIMUM size possible for the board, one of
- 60x166, 80x125, 100x100, 200x50, or 400x25. The Virtual size
- is the ACTUAL size of the board, which is always equal to or
- less than the MAXIMUM size. Example- If you wanted a board
- that was 180 wide and 40 high, you would select a MAXIMUM
- size of 200x50, then set the Virtual size to 180x40.
- Note that reducing the size of a board will permanently
- destroy anything outside the new limits.
- $Other Important Editing Keys
- You can use Ins to "grab" the object beneath the cursor, or
- Enter to edit it and then grab it as well. Use P to modify the
- current object's settings. Use Alt+N to select music for the
- current board, or turn the music off if it is already selected.
- Use Alt+Z to clear the current board entirely. You can edit
- important Board Options with I, and important Global (world)
- Options with G.
- >#EDITINGK.HLP:080:Editing Keys and Options Reference
- >#MAIN.HLP:072:Table of Contents
- #EDITINGK.HLP
- :080:Editing Keys and Options Reference
- The following is an alphabetical listing of keys within the
- Robot editor. This is followed by a detailed description of
- what each one does.
- >_A: A - Add (board)
- >075:Alt+A - Select Char Set
- >_B: B - Select Board
- >073:Alt+B - Block
- >_C: C - Color
- >AltC:Alt+C - Char Edit
- >_D: D - Delete (board)
- >AltD:Alt+D - Default Colors
- >AltE:Alt+E - Palette
- >_F: F - Fill
- >097:Alt+F - Sound Effects
- >_G: G - Global Info
- >_I: I - Info (board)
- >078:Alt+I - Import
- >_L: L - Load
- >AltL:Alt+L - Test SAM
- >AltM:Alt+M - Modify
- >AltN:Alt+N - Music
- >AltO:Alt+O - Edit Overlay
- >_P: P - Parameter
- >084:Alt+P - Size/Pos
- >_R: R - Redraw Screen
- >AltR:Alt+R - Restart
- >076: S - Save
- >082:Alt+S - Status Info
- >AltS2:Alt+S - Show Level
- >AltT:Alt+T - Test
- >_V: V - View
- >083: X - Exits
- >077:Alt+X - Export
- >AltY:Alt+Y - Debug Mode
- >AltZ:Alt+Z - Clear (board)
- >F1: F1 - Help
- >F2: F2 - Text
- >F3: F3 - Terrain
- >F4: F4 - Item
- >F5: F5 - Creature
- >F6: F6 - Puzzle
- >F7: F7 - Transport
- >F8: F8 - Element
- >F9: F9 - Misc. (thing)
- >F10: F10 - Objects
- >ShF1:Sh+F1 - Show InvisWalls
- >ShF2:Sh+F2 - Show Robots
- >ShF3:Sh+F3 - Show Fakes
- >ShF4:Sh+F4 - Show Spaces
- >Ar:Arrow - Move
- >AltAr:Alt+Arrow - Move 10
- >BkSp: Backspace - Delete
- >Del: Del - Delete
- >End: End - L/R Corner
- >En:Enter - Modify+Grab
- >Enter2:Enter - Character
- >ESC: ESC - Exit/Cancel Mode
- >Home: Home - U/L Corner
- >Ins: Ins - Grab
- >Sp:Space - Place
- >Tab: Tab - Draw
- >PgDn: PageDown - Next Menu
- >PgUp: PageUp - Previous Menu
- >095: * - Protection
- :_A: A - Add (board)
- Press A or select (new board) from any board list to add another
- board to the current world. You will be asked for the name of
- the new board, and then a new board will be created. The
- settings for the new board will be copied from the current
- board, specifically- music, size, view, and the board info menu.
- If you used A, you will now be spirited to the new board. If you
- selected (new board) from a list, the new board will be used for
- the setting, but you remain on the current board. There is a
- limit of 150 unique boards per world.
- :075:Alt+A - Select Char Set
- Press Alt+A and select one of the three different character
- sets. Select OK to confirm your choice. This will change the
- character set to one of the three defaults. ASCII is the
- default EGA ASCII characters. MegaZeux default is the default
- MegaZeux characters. Blank is the MegaZeux default, but with
- most graphical characters blank instead. Text, lines, arrows,
- blocks, and certain other symbols are not affected.
- :_B: B - Select Board
- Press B to change the current board by selecting from a list.
- Selecting (new board) will create a new board and then select
- it.
- :073:Alt+B - Block
- Press Alt+B to start block mode. Then move the cursor to the
- opposite corner of a rectangular block, and press Alt+B again.
- You can then select an action to perform upon the block. Copy
- will allow you to duplicate the block by moving the cursor to
- a destination and pressing Enter. The cursor marks the new
- UPPER LEFT corner. Move will allow you to move the block to a
- new location. Clear will erase the contents of the block.
- Flip will flip the block upside down. Mirror will flip the
- block left to right. Paint will change the entire block to the
- current color. Copy to/from overlay will copy the block to or
- from the overlay, depending on where it currently is. Save as
- ANSi will save the block as an .ANS file, which can later be
- viewed outside of MegaZeux. Destinations for Move and Copy can
- overlap the original block safely.
- :_C: C - Color
- Press C to select a new current color from a menu. The thing
- under the cursor is not affected.
- :AltC:Alt+C - Char Edit
- Press Alt+C to edit the character set. The character editor is a
- separate section of the world editor and is discussed in another
- section.
- >#CHAREDIT.HLP:079:The Character Editor
- :_D: D - Delete (board)
- Press D to select a board from a list to be deleted. You cannot
- delete the first board (title screen). A deleted board will be
- shown as (no board) in other lists, and cannot be selected. New
- boards will fill up deleted slots first. A deleted board cannot
- be recovered.
- :AltD:Alt+D - Default Colors
- Press Alt+D to toggle default colors on and off. When it is on
- (I.E. the option is highlighted in white) things such as Health
- and Ghosts default to their natural colors. When it is off,
- selecting things will not change the current colors. Default
- Colors is on by default.
- :AltE:Alt+E - Palette
- Press Alt+E to edit the palette (colors). The palette editor is
- a separate section of the world editor and is discussed in
- another section.
- >#PALEEDIT.HLP:093:The Palette Editor
- :_F: F - Fill
- Press F to fill in an enclosed area with the current thing and
- color. The area must be completely surrounded by things other
- than the thing beneath the cursor. For example, you can fill
- over a solid square of Fakes with something else. The current
- fill command may not work right for very large and complex
- areas- In this case, you must move to the unfilled areas and
- press F to continue filling. This happens very rarely, however.
- :097:Alt+F - Sound Effects
- Press Alt+F to enter the sound effects editor. First you must
- decide whether to use the default set of sound effects, or edit
- your own. You can't edit the default set. If you edit your own,
- you will be in a series of three editing screens. Use the Next
- and Previous buttons to move between screens. Sound effects, and
- the format used to represent them, is described in detail in
- another section. The format is the same as used for the Robotic
- command PLAY. (digitized sounds are allowed here.)
- >#SOUNDEFX.HLP:1st:MegaZeux's Sound System
- :_G: G - Global Info
- Press G to enter the global info dialog boxes. The global info
- options are covered in another section.
- >#GLOBALIN.HLP:086:Global Info Options
- :_I: I - Info (board)
- Press I to enter the board info dialog box. The board info
- options are covered in another section.
- >#BOARDINF.HLP:085:Board Info Options
- :078:Alt+I - Import
- Alt+I allows you to import a number of different file types
- into the current board or world. You can import a board file
- (MZB) unique to MegaZeux. You can import a character set file
- (CHR) which can also be edited with Software Visions' Z-Cel
- editor. You can import an ANSi file (ANS) as either overlay,
- blocks, text, or floor. You can import another world (MZX)
- which is appended to the list of boards. Note that references
- within the new boards to other boards, within exits and
- transports, will NOT be correct. Finally, you can import a
- palette (PAL) file or a sound effects (SFX) file, both unique
- to MegaZeux.
- If you select the lowermost option for ANSi import, you will
- get to choose where on the board to import it. Move the
- cursor to the desired location and press Enter. The ANSi
- will be clipped automatically.
- :_L: L - Load
- L brings up a list of worlds in the current directory and allows
- you to select one to load. You will be warned if the current
- world has not been saved yet.
- :AltL:Alt+L - Test SAM
- Alt+L brings up a list of SAM files in the current directory.
- Selecting one will play it at a frequency of 420, or middle C.
- This has no effect on the actual board or world.
- :AltM:Alt+M - Modify
- Alt+M allows you to modify the settings of the thing UNDER the
- cursor. The current thing is not affected in anyway.
- :AltN:Alt+N - Music
- Alt+N brings up a list of module files in the current directory.
- Selecting one will select it as the default music for the
- current board. If music is already playing, Alt+N will turn it
- off. The music will still be selected as current even if it
- doesn't fit in memory.
- :AltO:Alt+O - Edit Overlay
- Alt+O enters overlay editing mode. The overlay must first be
- turned on within the board info menu. The overlay editing mode
- is similar to the normal editing except only certain keys are
- active, and the Enter and Alt+S keys have new purposes. The
- overlay is explained in further detail in another section.
- >#TOVERLAY.HLP:081:Editing and Using the Overlay
- :_P: P - Parameter
- P allows you to change the settings of the current thing. The
- thing under the cursor is not affected.
- :084:Alt+P - Size/Pos
- Alt+P allows you to change the size of the current board and the
- viewport size and location. See another section for details.
- >#GENERALE.HLP:sizepos:Board Sizes
- :_R: R - Redraw Screen
- R will redraw the screen, erasing any junk or other problems
- that may be on-screen. This option is rarely needed.
- :AltR:Alt+R - Restart
- Alt+R will clear the entire world. You will be asked for
- confirmation.
- :076: S - Save
- S will prompt you for a filename, then save the current world
- as a MZX file. The save option will be highlighted if the world
- has changed since the last save or load.
- :082:Alt+S - Status Info
- Alt+S will allow you to type in six different counters that will
- be shown on the status screen within the game. This allows you
- to have your own items that the player can collect, and see how
- many he has. Counters are discussed in further detail with
- Robots.
- :AltS2:Alt+S - Show Level
- Alt+S while editing the overlay will toggle whether the level
- beneath the overlay is shown when editing the overlay.
- >#TOVERLAY.HLP:081:Editing and Using the Overlay
- :AltT:Alt+T - Test
- Alt+T will allow you to test the current world, starting on the
- current board. You cannot save or restore during this test, but
- two "cheat" keys are active- F7 will fill your health, gems,
- etc. to maximum, and F8 will destroy the eight things around the
- player. Quitting will return to the editor.
- :_V: V - View
- V will allow you to see the current board as it would appear in
- the game. Use the arrows to Scroll the view, and ESC to return
- to the editor.
- :083: X - Exits
- X will bring up a menu where you can select exits for each board
- direction. For example, selecting a destination board of "City"
- for north will cause the player to go to that board when he
- presses against the north edge of the current board. Boards are
- not automatically back-linked- To make "City" lead back here,
- you must go to that board and make a south exit back. Make sure
- the linked boards don't obstruct each other's exits, and that
- they are of the same size.
- :077:Alt+X - Export
- Alt+X will allow you to export a number of different file types.
- You can export a board file (MZB) unique to MegaZeux, good for
- giving single boards to others. (the character set, palette, and
- global info isn't included!) You can export the character set
- (CHR) for transportation or to edit in Software Visions' Z-Cel
- editor. You can export a picture of the board to a ANSi (ANS) or
- text (TXT) file. The ANSi is better for graphical uses, and the
- text file is better for making maps of your boards. Finally, you
- can export palettes (PAL) and sound effect collections (SFX) for
- transportation, both of them file formats unique to MegaZeux.
- :AltY:Alt+Y - Debug Mode
- Alt+Y will toggle a red box in the lower corner of the screen.
- This box shows, on labeled lines, the current position of the
- cursor and the current memory situation. This information is
- quite helpful when programming Robots.
- :AltZ:Alt+Z - Clear (board)
- Alt+Z will clear the current board entirely. You are asked for
- confirmation.
- :F1: F1 - Help
- F1 will bring up help on the current action. You can press F1
- at almost any time.
- :F2: F2 - Text
- F2 will toggle text mode on and off. When text mode is on, Enter
- will go to the next line, and Backspace will delete going
- backwards. All printable characters will type in as text.
- :F3: F3 - Terrain
- :F4: F4 - Item
- :F5: F5 - Creature
- :F6: F6 - Puzzle
- :F7: F7 - Transport
- :F8: F8 - Element
- :F9: F9 - Misc. (thing)
- :F10: F10 - Objects
- The above eight keys will bring up a menu of things to select
- from. Selecting one will ask you to enter settings
- (if appropriate) or choose a character for that thing. Then a
- copy of that thing will be placed at the cursor, and will also
- become the current thing. Scrolls, Signs, Sensors, Robots,
- and Pushable Robots (all in the Objects menu) will be discussed
- in another section. The current thing, color, and settings
- parameter (p##) is shown in the upper left corner of the menu.
- The settings parameter isn't important except for certain
- Robotic programming situations.
- >#SCROLLSS.HLP:1st:Signs and Scrolls in the Editor
- >#SENSORSW.HLP:094:Sensors- What They Are and How to Use Them
- >#ROBOTSWH.HLP:1st:Robots- What They Are and How to Use Them
- >#ROBOTICT.HLP:1st:Robotic Tutorial
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- :ShF1:Sh+F1 - Show InvisWalls
- :ShF2:Sh+F2 - Show Robots
- :ShF3:Sh+F3 - Show Fakes
- :ShF4:Sh+F4 - Show Spaces
- These four keys will flash on-screen the location of the noted
- thing. They are good for locating "hidden" or camouflaged
- Robots, passages, etc.
- :Ar:Arrow - Move
- The arrow keys will move the cursor. The edit window will Scroll
- when necessary.
- :AltAr:Alt+Arrow - Move 10
- Alt with the arrow keys will move the cursor up to ten spaces at
- a time.
- :BkSp: Backspace - Delete
- :Del: Del - Delete
- These two keys will delete everything under the cursor. The
- current thing is not affected.
- :End: End - L/R Corner
- End will jump the cursor to the lower left corner of the entire
- board.
- :En:Enter - Modify+Grab
- Enter will modify the settings of the thing under the cursor, if
- applicable, then select that thing as the current thing. It is
- just like pressing Alt+M and then Ins.
- :Enter2:Enter - Character
- Enter during Overlay editing mode will change the current
- character. Select it from a menu and then press Enter to confirm
- your choice.
- :ESC: ESC - Exit/Cancel Mode
- ESC will exit the editor, asking for confirmation if your world
- has not been saved. If you are in block, overlay, text, or draw
- mode, ESC will instead cancel the current mode and return to
- normal editing.
- :Home: Home - U/L Corner
- Home will jump the cursor to the upper right corner of the
- entire board.
- :Ins: Ins - Grab
- Ins will select the thing under the cursor as the current
- thing. The actual thing is not affected.
- :Sp:Space - Place
- Space will copy the current thing to the location under the
- cursor. Trying to place something over a similar thing will
- instead delete it. Placing something over a floor type will
- actually place it OVER the floor, not deleting the floor.
- Other things will be deleted if they are in the way.
- :Tab: Tab - Draw
- Tab will toggle the current draw mode. When drawing is on, you
- will place a copy of the current thing every time you move the
- cursor.
- :PgDn: PageDown - Next Menu
- :PgUp: PageUp - Previous Menu
- These two keys will cycle through the different menus. The menu
- bar can wrap around. You do not have to be viewing the menu with
- an option before you can use that option- the menus are purely
- for reference.
- :095: * - Protection
- Pressing * will access the protection menu. There are three
- forms of protection- No-save, No-edit, and No-play. No-save
- allows someone to edit your game, thereby learning from it. But
- they cannot export or save it, so they cannot directly rip off
- your work. I suggest the use of this mode, since it encourages
- others to learn from your work but not steal it. No-edit
- prevents anyone from looking at your work in the editor, and
- No-play prevents anyone from playing your game at all. The
- password is used to protect the world and is case-insensitive.
- The entire MZX file is encrypted. Please don't distribute or
- upload files that are No-play protected to the general public.
- >#THEWORLD.HLP:1st:The World Editor
- >#GENERALE.HLP:1st:General Editing Tips
- >#MAIN.HLP:072:Table of Contents
- #CHAREDIT.HLP
- :079:The Character Editor
- The character editor is an important part of MegaZeux. With it,
- you can change the appearance of the character set. For example,
- you can make bricks, rockets, stones, and demons. Although the
- coloration is limited to normal text mode forms, the pixel
- resolution is high- 8x14 per character for a total of 640x350
- for the entire screen.
- To use the character editor, press Alt+C in the editor. You will
- be shown a zoomed version of the current character, a menu of
- options, a list of numbers, and a row of characters. The numbers
- are only important for certain Robotic programming situations.
- To edit the character, move the cursor with the keys and use
- Space to toggle pixels on and off. Use + and - to move one
- character up or down through the character set. Use Enter to
- select the current character from the entire set. The current
- character is highlighted on the row in the upper right corner.
- Use Del to clear the character. Use N to "negative", or
- inverse, the character, turning all on pixels off and all off
- pixels on. Use Alt with the arrow keys to shift the entire
- character to one direction. Pixels shifted off of one edge
- wraparound to the other edge.
- Use M to mirror the character, flipping it left to right. Use
- F to flip the character top to bottom. F2 will copy the current
- character to an internal buffer, while F3 will copy the buffer
- to the current character. The buffer is retained between uses
- of the character editor.
- Tab will toggle draw mode on and off. When draw mode is on,
- every movement of the cursor will produce an effect. There
- are three different draw modes, the current mode listed by
- the word "draw". (set) mode will turn all pixels crossed to ON.
- (clear) mode will turn all pixels crossed OFF. (toggle) will
- toggle the state of all pixels crossed, from ON to OFF and vice
- versa.
- The character editor is a key element in creating decent games
- with MegaZeux. If you can't seem to draw well with it, that's
- okay, since it has awkward limitations. You can copy characters
- or character sets from other games as well, or get a friend to
- draw characters for you.
- >#EDITINGK.HLP:080:Editing Keys and Options Reference
- >#MAIN.HLP:072:Table of Contents
- #PALEEDIT.HLP
- :093:The Palette Editor
- The palette editor, although not needed for most games, can
- certainly spruce up a game. It allows you to change the
- appearance of the 16 different available colors. It is the only
- way to get a decent orange color, for example.
- To use it, press Alt+E in the editor. The palette editing screen
- will appear. The current palette will be shown along the top,
- with the current color marked. The RGB values of the current
- color are shown along the right side of the screen, and the menu
- is shown on the lower half.
- Some color theory is in order here. Computer monitors display
- colors by projecting various amounts of Red, Green, and Blue
- light. Combined, these three colors can produce almost any shade
- and hue of color. This is how colors are represented in MegaZeux
- as well. Each color has a Red, Green, and Blue value, each
- ranging from 0 to 63. 0 is off, 63 is full brightness, and the
- other values range in shade.
- To make colors other than red, green, and blue, you must mix
- them. Purple is red plus blue, cyan is green plus blue, and
- yellow is red plus green. (really.) Whites and grays are made
- from equal amounts of all three. For example, red 42 blue 42
- green 0 would be a deep purple, and all as 20 would be a dark
- gray. To brighten a color, raise all the numbers, or lower them
- to darken it. Orange is made with full red and 31 green.
- Anyway, back to the editor. Use the arrow keys to select the
- current color. R, G, B, and A will increase Red, Green, Blue,
- and All, respectively. Alt+RGBA will decrease the same values.
- Alt+D will reset the palette to it's default colors. 0 will
- blacken the current color. Finally, F2 will store the current
- color to an internal buffer, while F3 will restore the buffer
- to the current color.
- Note that in EGA mode, RGB values can only be 0, 21, 42, or 63.
- Other colors will be shown as the nearest shade possible.
- >#EDITINGK.HLP:080:Editing Keys and Options Reference
- >#MAIN.HLP:072:Table of Contents
- #GLOBALIN.HLP
- :086:Global Info Options
- To edit Global options, press G within the editor. This will
- bring up various dialogs where you can edit options that affect
- the entire world. The first dialog you see has the following
- options-
- $Death board/X/Y/mode
- This tells MegaZeux what happens when the player dies. If mode
- is Same position, then the player will simply lose a life. If it
- is Restart board, then the player will also teleport to the
- location on the board where he entered. If it is Teleport, the
- player will instead teleport to the board and x/y location
- stated in the above three settings.
- $Endgame board/X/Y/mode
- This tells MegaZeux what happens when the player runs out of
- lives. If mode is Game over, then the game will simply end. If
- it is Teleport, the player will be given one last life and then
- he will be teleported to the board and x/y location stated in
- the above three settings. Next time he dies, the game will end.
- $Play game over sfx
- If this option is on, the game over sound effect will be played
- repeatedly when the game has ended and the Game Over message is
- flashing along the bottom of the screen.
- $More
- This button leads to another screen of settings.
- $Edit Chars
- :089:This button leads to a series of dialogs where you can edit the
- characters and colors used to represent various internal things.
- $Edit Dmg
- :090:This button leads to a dialog where you can edit the amount of
- damage done by various internal things.
- $Edit Global Robot
- This button allows you to edit the global Robot, which is a very
- special Robot that is present at all times, although it is not
- physically on every board. It is a very important part of
- MegaZeux. See the Robotic manual for more information.
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- :088:The second dialog of settings for global info has the
- following options-
- $First board
- Here is where you select which board will be the starting board
- for the game. The player will start on this board. This defaults
- to the title screen.
- $Edging color
- This is the color of the border around the entire screen, where
- the viewport does not extend. It defaults to dark gray.
- $Starting/Maximum lives
- This is where you set the number of lives the player starts
- with, and how many lives he can accumulate at any one time.
- $Starting/Maximum health
- Same as above, but for health points.
- $Enemies' bullets hurt other enemies
- If this is on, then bullets shot by enemies, such as tigers,
- will destroy other enemies that they hit. It basically turns
- all Enemy bullets into Neutral bullets.
- $Clear messages and projectiles on exit
- If this is on, the current message and all bullets and shooting
- fire are cleared whenever the player leaves the screen.
- $Can only play world from a 'SWAP WORLD'
- If this is on, then the current world is unplayable in a normal
- fashion. The only way to play it is to swap to it from another
- world, using the Robotic command SWAP WORLD.
- $Previous
- This will go to the previous global settings dialog.
- The character editing dialogs (there are eight of them) are
- screens of characters and colors used to represent internal
- things. Select one to change the color or character used. Use
- Next and Previous to move between the screens, and Done when
- you are finished. Lit Bomb Anim 1 is special, setting it will
- set the other 6 frames of Lit Bomb Animation to the succeeding
- characters.
- The damage editing dialog allows you to change the amount of
- damage dealt by various things within the game. Select one and
- use the usual dialog keys to change the values, which can range
- from 0 to 255. 0 will leave the player invincible versus that
- thing.
- Editing the global Robot is covered in the Robot tutorials, as
- it is exactly the same as editing any other Robot. The actual
- use of a global Robot is covered in the Robotic Reference
- Manual.
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- >#EDITINGK.HLP:080:Editing Keys and Options Reference
- >#MAIN.HLP:072:Table of Contents
- #BOARDINF.HLP
- :085:Board Info Options
- To edit Board options, press I within the editor. This will
- bring up a dialog where you can edit options pertaining to the
- current board. The options are as follows-
- $Board name
- This is the name of the board. It is mainly for reference;
- However, the name of the first board (the title screen) is
- also used to represent the entire world on a file listing.
- $Can shoot/bomb
- These options determine whether or not the player can utilize
- shooting or bombs. If off, then the player cannot perform the
- noted action.
- $Fire burns space/fakes/trees/brown
- These options determine what fire will and will not burn
- through. Space is empty space, NOT floors. Fakes includes fakes,
- floors, carpets, and tiles. Trees are self-explanatory. Brown
- is anything other than the player or a Robot/sign/Scroll that
- is colored brown.
- $Forest to floor
- If on, when the player moves through forest, it will become
- floor. If off, the forest will simply disappear.
- $Collect bombs
- If on, the player will collect bombs normally. If off, bombs
- will be instantly lit when touched.
- $Fire burns forever
- If on, fire will never burn out. If off, fire will eventually
- turn into ash, which is actually a dark gray floor. Of course,
- if fire is set to burn fakes, the ash will probably relight
- immediately.
- $Restart if hurt
- When on, anytime the player loses health, he will be teleported
- to the place on the current board that he entered the board.
- $Time limit
- If greater than zero, the player has the noted amount of time to
- complete the board. The current time is shown in the lower left
- corner during game-play. If time runs out, the player loses ten
- health and the time limit is reset. This option is most useful
- with the Restart if hurt option. The time is in units
- considerably faster than seconds; test the board to get a feel
- for the amount of time needed. The current time is reset if the
- player exits and re-enters the board.
- $Explosions to space/ash/fire
- This determines what explosions will leave in their wake- Empty
- space, ash (dark gray floors), or burning fire.
- $Can save/Can't save/Can save on Sensors
- This determines when the player can save his game. The first two
- options are self-explanatory. Can save on Sensors allows the
- player to only save if he is standing directly over a Sensor.
- Sensors are explained in another section.
- >#SENSORSW.HLP:094:Sensors- What They Are and How to Use Them
- $No/Normal/Static/Transparent overlay
- This sets the type of overlay for the current board. No overlay
- means just that- overlay mode is completely off. Normal overlay
- is a normal overlay that Scrolls with the board. Static overlay
- is a normal overlay that remains in a fixed position even when
- the board Scrolls. A Transparent overlay is similar to no
- overlay in that none is shown, but it allows you to edit it so
- that one may appear later. Overlays are discussed in full in
- another section.
- >#TOVERLAY.HLP:081:Editing and Using the Overlay
- >#EDITINGK.HLP:080:Editing Keys and Options Reference
- >#MAIN.HLP:072:Table of Contents
- #SOUNDEFX.HLP
- :1st:MegaZeux's Sound System
- MegaZeux has two types of sound- Digitized sound, played through
- a sound card, and sound effects, played on the PC speaker only.
- When MegaZeux starts up, you are prompted for the output device
- for digitized sound and music. This can be a SoundBlaster,
- SB-Pro, SB-16, PAS-16, Gravis Ultrasound, or compatible. Then
- you are asked for the desired sound quality. Higher qualities
- take more processing power. You can then choose from between 1
- and 4 digitized sound channels. More channels again takes more
- processing power, but sounds cooler and allows more simultaneous
- sound effects. You then determine whether to have regular PC
- speaker sound effects on or off.
- Note that since the Gravis Ultrasound does all the processing
- on-board, you automatically get the highest quality at no cost
- of processor power. However, MegaZeux does not support sound
- effects on the GUS.
- $Music files
- Music files, referred to as MODULES, can be any one of the
- following formats-
- * MOD (or NST/WOW/OCT)
- * S3M or STM
- * MTM
- * 669
- * ULT
- * FAR
- * MED (MMD0)
- * GDM (converted from one of the above)
- Currently, only MOD/NST/WOW/OCT can be loaded natively. ALL
- other formats must be converted to GDM format using the
- included 2GDM program. To use it, simply type 2GDM [filenames]
- at the DOS prompt, and your music files will be converted to
- GDM format. A .GDM extension will automatically be added. Note
- that GDM is a "proprietary" format and not generally
- compatible with any other software. MODs can be loaded
- directly, without prior conversion. This allows older MegaZeux
- games to play without conversion.
- $Using sound and music in your own games
- There are three ways to utilize sound and music in your own
- games-
- 1- Select default modules for each board.
- 2- Edit the built-in speaker sfx.
- 3- Use Robots to play modules, SAMs, and speaker sfx.
- $Selecting default modules for each board
- This is perhaps the easiest method to get music in your games.
- Simply make sure that the proper module files are in the
- current directory, and use Alt+N to select music for a board.
- Press Alt+N to turn it back off again.
- >#EDITINGK.HLP:AltN:Details on Alt+N
- $Editing the built-in speaker sfx
- To edit the built-in speaker sound effects, use Alt+F. The
- format for them is discussed later in this section.
- >#EDITINGK.HLP:097:Details on Alt+F
- $Using Robots
- Robotic has a large number of commands for playing modules,
- SAMs, and speaker sfx. A knowledge of Robotic basics is
- required, so see the following sections to learn about Robots.
- >#ROBOTSWH.HLP:1st:Robots- What They Are and How to Use Them
- >#ROBOTICT.HLP:1st:Robotic Tutorial
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- The following sections discuss individual commands relating to
- sound and music.
- >#COMMANDR.HLP:_m3:~AMOD "file"
- >#COMMANDR.HLP:_s1:~ASAM # "file"
- >#COMMANDR.HLP:_e2:~AEND MOD
- >#COMMANDR.HLP:_e4:~AEND SAM
- >#COMMANDR.HLP:_e3:~AEND PLAY
- >#COMMANDR.HLP:_p2:~APLAY "string"
- >#COMMANDR.HLP:_p3:~APLAY SFX "string"
- >#COMMANDR.HLP:_w4:~AWAIT PLAY "string"
- >#COMMANDR.HLP:_sL:~ASFX #
- >#COMMAND2.HLP:_j1:~AJUMP MOD ORDER #
- >#COMMAND2.HLP:_m7:~AMOD SAM # #
- >#COMMAND2.HLP:_m5:~AMOD FADE IN "file"
- >#COMMAND2.HLP:_m6:~AMOD FADE OUT
- >#COMMAND2.HLP:_m4:~AMOD FADE # #
- >#COMMAND2.HLP:_w2:~AWAIT MOD FADE
- >#COMMAND2.HLP:_w3:~AWAIT PLAY
- >#COMMAND2.HLP:_c6:~ACHANGE SFX # "string"
- $Format for sound effects
- The sound effects editor and Robotic PLAY commands all use the
- same format for playing sound effects. The format consists of
- a single string of characters, each character representing one
- note or command. Spaces are ignored, and capitalization is not
- important. A knowledge of music is required to use the format
- effectively. The commands-
- ~A A B C D E F G
- Plays the note stated, at the current octave and duration.
- The scale starts at C and continues DEFGAB before going up
- an octave. Use # and $ for sharps and flats, placing them
- after the note.
- ~A # $
- Sharps (#) or flats ($) the previous note. Does not affect
- any note other than the note directly before the sharp or
- flat. Constructs such as B# are allowed.
- ~A 0 1 2 3 4 5 6
- Sets the current octave. Octave 3 starts at middle C. The
- lower the number, the lower the notes.
- ~A + -
- Raises or lowers the current octave by 1, but only if
- possible. You cannot go below octave 0 or above octave 6.
- ~A X
- Plays a rest of the current duration. A rest is a period of
- silence.
- ~A Z T S I Q H W
- These letters change the current duration of notes and
- rests, I.E. the length of time each subsequent note is
- played. Each one is twice as long as the previous one,
- with Z being the fastest and W the slowest. Duration
- defaults to Z. The counterparts to the durations follow-
- Z = sixty-fourth note
- T = ~AT~Fhirty-second note
- S = ~AS~Fixteenth note
- I = e~AI~Fghth note
- Q = ~AQ~Fuarter note
- H = ~AH~Falf note
- W = ~AW~Fhole note
- Duration (and octave) does not carry over from one string to
- the next.
- ~A .
- A dot will change the current duration to 150% that of
- usual. This is a permanent duration change and will only
- affect subsequent notes. It's use is similar to that of a
- dot in regular music, except this dot affects multiple
- notes.
- ~A !
- An exclamation point will change the current duration to 33%
- that of usual. This is a permanent duration change and will
- only affect subsequent notes. It's use is similar to that of
- triplets in regular music, except it affects ALL subsequent
- notes.
- ~A &
- & is a very special command. It is used to play SAM files
- (digitized sounds) within a sfx string. It allows digitized
- sounds within the sound effects editor. The general format
- for & is as follows:
- $"&FILENAME.SAM&3C"
- This will play middle C using FILENAME.SAM. Multiple notes
- are ignored- only the last is played. Duration is
- irrelevant.
- ~A _
- An underscore is usually used in conjunction with &. It
- basically turns off digitized sounds for the rest of the
- string, and ignores the rest of the string IF digitized
- music/sound is on. For example:
- $"&SHOT.SAM&C_+C-C"
- The above will play SHOT.SAM at frequency 428 (middle C)
- if digitized sound is on, OTHERWISE it will play the normal
- shooting sound of "+C-C".
- $Sound effect numbers
- The PLAY SFX command in Robotic plays one of the built-in sound
- effects. The numerical values corresponding to these sound
- effects are listed below.
- 0 - Gem
- 1 - Magic Gem
- 2 - Health
- 3 - Ammo
- 4 - Coin
- 5 - Life
- 6 - Lo Bomb
- 7 - Hi Bomb
- 8 - Key
- 9 - Full on Keys
- 10- Unlock
- 11- Can't Unlock
- 12- Invis. Wall
- 13- Forest
- 14- Gate Locked
- 15- Open Gate
- 16- Invinco Start
- 17- Invinco Beat
- 18- Invinco End
- 19- Door Locked
- 20- Open Door
- 21- Hurt
- 22- AUGH!
- 23- Death
- 24- Game Over
- 25- Gate Closing
- 26- Push
- 27- Transport
- 28- Shoot
- 29- Break
- 30- Out of ammo
- 31- Ricochet
- 32- Out of bombs
- 33- Place bomb (lo)
- 34- Place bomb (hi)
- 35- Switch bomb type
- 36- Explosion
- 37- Entrance
- 38- Pouch
- 39- Ring/Potion
- 40- Empty chest
- 41- Chest
- 42- Out of time
- 43- Fire ouch
- 44- Stolen gem
- 45- Enemy HP down
- 46- Dragon fire
- 47- Scroll/Sign
- 48- Goop
- 49- Unused
- $SAM frequencies
- SAMs played using the SAM command in Robotic need a frequency
- value. Frequencies corresponding to MOD file notes follow-
- C C# D D# E F F# G G# A A# B
- Octave 1 : 856 808 762 720 678 640 604 570 538 508 480 453
- Octave 2 : 428 404 381 360 339 320 302 285 269 254 240 226
- Octave 3 : 214 202 190 180 170 160 151 143 135 127 120 113
- Octave 4 : 107 101 95 90 85 80 75 71 67 63 60 56
- Octave 5 : 53 50 47 45 42 40 37 35 33 31 30 28
- The following table lists frequencies corresponding to PLAY
- statement notes-
- C C# D D# E F F# G G# A A# B
- 0 : 3424 3232 3048 2880 2712 2560 2416 2280 2152 2032 1920 1812
- 1 : 1712 1616 1524 1440 1356 1280 1208 1140 1076 1016 960 906
- 2 : 856 808 762 720 678 640 604 570 538 508 480 453
- 3 : 428 404 381 360 339 320 302 285 269 254 240 226
- 4 : 214 202 190 180 170 160 151 143 135 127 120 113
- 5 : 107 101 95 90 85 80 75 71 67 63 60 56
- 6 : 53 50 47 45 42 40 37 35 33 31 30 28
- $Where to get module and SAM files
- These questions are answered in the Frequently Asked Questions
- section of help.
- >#FAQ.HLP:1st:Frequently Asked Questions
- >#MAIN.HLP:072:Table of Contents
- #TOVERLAY.HLP
- :081:Editing and Using the Overlay
- The overlay is a rather simple but useful part of a board. If
- you look at Floors and Fakes as a floor layer, and Walls as a
- central layer, the overlay is a ceiling layer. Basically, the
- overlay, when on, appears OVER anything on the board. The
- player, enemies, Robots, etc. all move underneath it. The
- overlay is purely for show and graphical effects. For example,
- you could create archways that the player moves under, or have
- a score and lives display that is overlaid over the view at all
- times. (Using Robotic)
- To turn the overlay on, go to board info (I) and set the overlay
- to a mode other than Off. The editor will prevent you from
- editing the overlay if it is Off, since it will not be saved
- if it is. The available overlay modes-
- Off- No overlay is saved, none is shown. Default for boards.
- On- The overlay is shown normally, Scrolling along with the rest
- of the board.
- Static- The overlay is shown, but it does not Scroll with the
- board- It always shows the top left position.
- Transparent- The overlay is saved and can hold info, but is
- currently not shown.
- Once the overlay is on, press Alt+O in the editor to edit it.
- This brings you to the overlay editor. The menu at the bottom
- of the screen will change, and you will have access to the
- following keys and options-
- :074:Alt+B - Block
- Press Alt+B to start block mode. Then move the cursor to the
- opposite corner of a rectangular block, and press Alt+B again.
- You can then select an action to perform upon the block. Copy
- will allow you to duplicate the block by moving the cursor to
- a destination and pressing Enter. The cursor marks the new
- UPPER LEFT corner. Move will allow you to move the block to a
- new location. Clear will erase the contents of the block.
- Flip will flip the block upside down. Mirror will flip the
- block left to right. Paint will change the entire block to the
- current color. Copy to/from overlay will copy the block to the
- main level from the overlay. You will have to select the type
- of thing it will be copied as- Floor, Text, etc. Save as ANSi
- will save the block as an .ANS file, which can later be viewed
- outside of MegaZeux. Destinations for Move and Copy can overlap
- the original block safely.
- :_C: C - Color
- Press C to select a new current color from a menu. The character
- under the cursor is not affected.
- :_F: F - Fill
- Press F to fill in an enclosed area with the current character
- and color. The area must be completely surrounded by characters
- other than the character beneath the cursor. For example, you
- can fill over a solid square of A's with something else. The
- current fill command may not work right for very large and
- complex areas- In this case, you must move to the unfilled areas
- and press F to continue filling. This happens very rarely,
- however.
- :AltO:Alt+O - Edit Overlay
- Alt+O will exit overlay mode and return to editing the main
- board.
- :AltS2:Alt+S - Show Level
- Alt+S will toggle whether the level beneath the overlay is
- shown. Without the level, only the overlay is shown, and no
- board bits are seen through the holes in the overlay. However
- it is a good idea to show the level to see how it looks beneath
- the overlay.
- :F1: F1 - Help
- F1 will bring up help on the current action. You can press F1
- at almost any time.
- :F2: F2 - Text
- F2 will toggle text mode on and off. When text mode is on, Enter
- will go to the next line, and Backspace will delete going
- backwards. All printable characters will type in as text.
- :Ar:Arrow - Move
- The arrow keys will move the cursor. The edit window will Scroll
- when necessary.
- :AltAr:Alt+Arrow - Move 10
- Alt with the arrow keys will move the cursor up to ten spaces at
- a time.
- :BkSp: Backspace - Delete
- :Del: Del - Delete
- These two keys will delete everything under the cursor. The
- current character is not affected.
- :End: End - L/R Corner
- End will jump the cursor to the lower left corner of the entire
- overlay.
- :Enter2:Enter - Character
- Enter will change the current character. Select it from a menu
- and then press Enter to confirm your choice.
- :ESC: ESC - Exit/Cancel Mode
- ESC will exit overlay mode. If you are in block, text, or draw
- mode, ESC will instead cancel the current mode and return to
- normal overlay editing.
- :Home: Home - U/L Corner
- Home will jump the cursor to the upper right corner of the
- entire overlay.
- :Ins: Ins - Grab
- Ins will select the character and color under the cursor
- as the current. The actual character is not affected.
- :Sp:Space - Place
- Space will copy the current character and color to the location
- under the cursor. Trying to place something over itself will
- instead delete it. Other things will be deleted if they are in
- the way.
- :Tab: Tab - Draw
- Tab will toggle the current draw mode. When drawing is on, you
- will place a copy of the current character every time you move
- the cursor.
- The basic method of editing the overlay is to use C and Enter to
- select characters and colors, and use Space, arrows, and Tab to
- draw with them. Do not switch overlay mode to Off once you have
- drawn your overlay, or it may be permanently erased.
- The overlay and overlay mode can also be changed using Robotic.
- A knowledge of Robotic basics is required, so see the following
- sections to learn about Robots.
- >#ROBOTSWH.HLP:1st:Robots- What They Are and How to Use Them
- >#ROBOTICT.HLP:1st:Robotic Tutorial
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- The following sections discuss individual commands relating to
- overlays.
- >#COMMAND2.HLP:_cL:~ACOPY OVERLAY BLOCK # # # # # #
- >#COMMAND2.HLP:_c4:~ACHANGE OVERLAY [color] [char] [color] [char]
- >#COMMAND2.HLP:_c5:~ACHANGE OVERLAY [color] [color]
- >#COMMAND2.HLP:_o2:~AOVERLAY ON
- >#COMMAND2.HLP:_o3:~AOVERLAY STATIC
- >#COMMAND2.HLP:_o4:~AOVERLAY TRANSPARENT
- >#COMMAND2.HLP:_pE:~APUT [color] [char] OVERLAY # #
- >#COMMAND2.HLP:_w7:~AWRITE OVERLAY [color] "string" # #
- >#MAIN.HLP:072:Table of Contents
- #SCROLLSS.HLP
- :1st:Signs and Scrolls in the Editor
- Signs and Scrolls are a simple way to get messages across in the
- game. To place them in the editor, press F10 and select Sign or
- Scroll from the list. You must then edit the text of the Sign or
- Scroll.
- The Scroll editor is very simple. You can move the cursor among
- the different lines and characters. Type to insert text
- anywhere. Press Ins to toggle between insert mode (default)
- and overwrite mode, where typed characters will overwrite any
- characters already there. Backspace and delete work as normal,
- as do PageDown, PageUp, End, and Home. Finally, use Enter to
- start or insert new lines.
- Press ESC when you are done editing your Scroll. It will be
- placed at the current cursor position and will become the
- current thing. Note that although you can now copy the Scroll
- freely, there is a limit of 19 Scrolls and Signs per board. This
- limit shouldn't ever be a problem, however.
- >#MAIN.HLP:072:Table of Contents
- #ERRORMES.HLP
- :1st:Error Messages
- The following is a list of error messages in alphabetical order,
- which link to descriptions of the error and possible remedies.
- Pressing F1 during an error message will take you directly to
- the description.
- >035:All Robots in use
- >045:All Scrolls in use
- >030:All Sensors in use
- >004:Attempt to load nonexistent board
- >001:Attempt to overwrite board in storage
- >036:Bad Robot command
- >022:Board is from a more recent version of MegaZeux
- >032:Can't test password-protected world
- >027:Cannot import password protected world
- >062:Cannot overwrite player- move him first
- >034:Code/message is too large to fit into Robot memory
- >007:Error accessing boards
- >038:Error accessing clipboard file, ~ROBOCLP.TMP
- >047:Error exporting .SFX file
- >048:Error importing .SFX file
- >015:Error exporting ANSi
- >018:Error exporting board
- >019:Error exporting char. set
- >046:Error exporting palette
- >039:Error exporting Robot
- >020:Error exporting text
- >025:Error importing ANSi
- >021:Error importing board
- >024:Error importing char. set
- >036:Error importing palette
- >040:Error importing Robot
- >026:Error importing world
- >059:Error initializing sound card/music code
- >051:Error loading module
- >060:Error loading MSE music driver
- >053:Error loading SAM
- >033:Error loading save game
- >013:Error loading world
- >055:Error opening module file
- >012:Error saving world
- >003:Error storing current board
- >044:Error swapping to next world
- >054:File "MZXBLANK.FIL" not found; Music code compromised
- >037:Invalid "thing" for parameters
- >016:Invalid password
- >041:Line too long to import
- >006:Low on memory; Music code compromised
- >050:Music is off- Module is set for board but not loaded
- >043:Music is off- SAM cannot play
- >061:MVSOUND.SYS must be loaded for PAS support
- >011:No available boards
- >010:No available Scrolls
- >008:No available Sensors
- >009:No available Robots
- >023:No files found to select from
- >002:Out of memory and/or disk space
- >042:Out of memory for SAM
- >005:Out of Robot memory
- >017:Overlay mode is not on (see Board Info)
- >056:Sound card I/O address detection failure
- >057:Sound card IRQ level detection failure
- >058:Sound card DMA channel detection failure
- >029:Too many boards- only partial import will be done
- >031:Windowing code bug
- >014:World is from a more recent version of MegaZeux
- >028:World is from version 1- Use conversion program
- >049:You can only play this game via a swap from another game
- :001:~AAttempt to overwrite board in storage
- This is an internal error. It occurs when two boards try to
- occupy the same slot. Try to isolate the reason for the problem
- and notify Software Visions, as this error signifies a bug in
- MegaZeux.
- :002:~AOut of memory and/or disk space
- You have no more free core memory, EMS, or hard disk space on
- the current drive. Clear up some memory and disk space before
- running MegaZeux again.
- :003:~AError storing current board
- This can be caused by file errors or a hard disk space shortage,
- sometimes caused by TSRs or other programs not closing their
- files. This can also be caused by a bug in MegaZeux, although
- this is unlikely.
- :004:~AAttempt to load nonexistent board
- This is an internal error. MegaZeux tried to load up a board
- that does not exist. This error may signify a bug in MegaZeux.
- If so, try to locate the problem and notify us. This error can
- also be caused when boards or worlds are imported. The boards
- may contain references to other boards that do not exist through
- their entrances and exits.
- :005:~AOut of Robot memory
- This error occurs when you try to copy Scrolls or Robots, and
- there is not enough room within Robot memory to make another
- copy. Robot memory for normal Robots is limited to 64k total;
- use Alt+Y in the editor to view current memory usage.
- :006:~ALow on memory; Music code compromised
- This error occurs when memory is VERY limited. No digitized
- music or sound effects will be able to play. This error can
- also occur if the file MZXBLANK.FIL is corrupted.
- :007:~AError accessing boards
- This is an internal error. Try to isolate the reason for the
- problem and notify Software Visions, as this error signifies a
- bug in MegaZeux.
- :008:~ANo available Sensors
- You tried to make a duplicate of a Sensor in the editor; but
- you had already reached the limit of 19 Sensors per board.
- :009:~ANo available Robots
- You tried to make a duplicate of a Robot in the editor; but
- you had already reached the limit of 199 Robots per board.
- :010:~ANo available Scrolls
- You tried to make a duplicate of a Robot in the editor; but
- you had already reached the limit of 49 Scrolls per board.
- :011:~ANo available boards
- You tried to add a board or import a world, but you already
- had the limit of 150 boards for the current world.
- :012:~AError saving world
- This is caused by file errors or a hard disk space shortage,
- sometimes caused by TSRs or other programs not closing their
- files. It can also result from an attempt to overwrite a
- read-only file.
- :013:~AError loading world
- This can be caused by file errors or a hard disk space shortage,
- sometimes caused by TSRs or other programs not closing their
- files.
- :014:~AWorld is from a more recent version of MegaZeux
- The .MZX file you tried to load or import is from version 3.00
- or greater of MegaZeux; at this time, version 3.00 does not
- exist and is not planned to exist; however, this error message
- will alert you to its existence if necessary.
- :015:~AError exporting ANSi
- This is caused by file errors or a hard disk space shortage,
- sometimes caused by TSRs or other programs not closing their
- files. It can also result from an attempt to overwrite a
- read-only file.
- :016:~AInvalid password
- You entered the wrong password for the world.
- :017:~AOverlay mode is not on (see Board Info)
- You cannot edit or copy to the Overlay if it is Off; go to
- board info and turn it to On, Static, or Transparent.
- :018:~AError exporting board
- :019:~AError exporting char. set
- :020:~AError exporting text
- This is caused by file errors or a hard disk space shortage,
- sometimes caused by TSRs or other programs not closing their
- files. It can also result from an attempt to overwrite a
- read-only file.
- :021:~AError importing board
- This can be caused by file errors or a hard disk space shortage,
- sometimes caused by TSRs or other programs not closing their
- files.
- :022:~ABoard is from a more recent version of MegaZeux
- The .MZB file you tried to load or import is from version 3.00
- or greater of MegaZeux; at this time, version 3.00 does not
- exist and is not planned to exist; however, this error message
- will alert you to its existence if necessary.
- :023:~ANo files found to select from
- You tried to select a file somehow (load world, restore game,
- select module, etc.) but there were no files of that type in the
- current directory. In cases where directories are listed, a file
- box will be brought up with no files and a list of directories.
- :024:~AError importing char. set
- :025:~AError importing ANSi
- :026:~AError importing world
- This can be caused by file errors or a hard disk space shortage,
- sometimes caused by TSRs or other programs not closing their
- files.
- :027:~ACannot import password protected world
- You cannot import a world with any form of password protection;
- load up the world separately and save it without any protection.
- :028:~AWorld is from version 1- Use conversion program
- You tried to load a .MZX file from version 1.00g, 1.01, 1.02, or
- 1.03 of MegaZeux. In order to use these worlds, they must first
- be converted to 2.51 format using the included VER1TO2 program.
- Run VER1TO2 without any command line arguments and it will tell
- you what to do.
- :029:~AToo many boards- only partial import will be done
- You are attempting to import a world, but that world's boards,
- plus the boards in the current world, will total over 150
- boards. If you select Fail, the import will be canceled. If you
- select OK, the import will take place, but boards will only be
- imported up to number 150.
- :030:~AAll Sensors in use
- You tried to create a Sensor in the editor, but the limit of 19
- Sensors per board had already been reached.
- :031:~AWindowing code bug
- This is an internal error. Try to isolate the reason for the
- problem and notify Software Visions, as this error signifies a
- bug in MegaZeux.
- :032:~ACan't test password-protected world
- You cannot test a protected world from the editor; remove the
- protection or play it normally.
- :033:~AError loading save game
- This can be caused by file errors or a hard disk space shortage,
- sometimes caused by TSRs or other programs not closing their
- files.
- :034:~ACode/message is too large to fit into Robot memory
- The Robotic line you just inputted will cause the Robot to
- overflow Robot memory. Shorten the line or remove it. This
- message indicates that either Robot memory is near full or
- that the current Robot is close to 31k in size.
- :035:~AAll Robots in use
- You tried to create a Robot in the editor, but the limit of 199
- Robots per board had already been reached.
- :036:~AError importing palette
- This can be caused by file errors or a hard disk space shortage,
- sometimes caused by TSRs or other programs not closing their
- files.
- :036:~ABad Robot command
- The Robotic line you entered cannot be translated to a known
- command. Look up the command in the command reference to be
- sure you are spelling it right and have the correct parameters.
- :037:~AInvalid "thing" for parameters
- You used F4 in the Robot editor to enter a parameter, but the
- word right before the cursor is not a valid thing, such as Gem,
- Ammo, or CustomBlock.
- :038:~AError accessing clipboard file, ~ROBOCLP.TMP
- There is a problem reading from or writing to ~ROBOCLP.TMP,
- which is used for storage of blocks cut or copied from the
- Robot editor. This can be caused by file errors or a hard disk
- space shortage, sometimes caused by TSRs or other programs not
- closing their files. You may also be trying to overwrite a
- read-only file. Finally, the file may simply not exist, if you
- are trying to paste and you haven't copied or cut anything yet.
- :039:~AError exporting Robot
- This is caused by file errors or a hard disk space shortage,
- sometimes caused by TSRs or other programs not closing their
- files. It can also result from an attempt to overwrite a
- read-only file.
- :040:~AError importing Robot
- This can be caused by file errors or a hard disk space shortage,
- sometimes caused by TSRs or other programs not closing their
- files.
- :041:~ALine too long to import
- The file you were importing contained a line that is too long to
- read in and translate. Shorten all lines over 200 characters and
- try again.
- :042:~AOut of memory for SAM
- A SAM file couldn't fit into memory to play. This error will not
- occur in normal game-play unless the debug menu is active. (the
- SAM will simply not play.)
- :043:~AMusic is off- SAM cannot play
- A SAM file couldn't play because music is off. This error will
- only occur in the editor or when testing games from the editor.
- (Otherwise the SAM will simply not play.)
- :044:~AError swapping to next world
- A Robotic command, SWAP to WORLD, was issued, but the stated
- world could not be found or otherwise could not be swapped to,
- due to version conflicts, file errors, etc.
- :045:~AAll Scrolls in use
- You tried to create a Scroll in the editor, but the limit of 49
- Scrolls had already been reached.
- :046:~AError exporting palette
- :047:~AError exporting .SFX file
- This is caused by file errors or a hard disk space shortage,
- sometimes caused by TSRs or other programs not closing their
- files. It can also result from an attempt to overwrite a
- read-only file.
- :048:~AError importing .SFX file
- This can be caused by file errors or a hard disk space
- shortage, sometimes caused by TSRs or other programs not closing
- their files.
- :049:~AYou can only play this game via a swap from another game
- This error occurs when you try to play a game that has the
- option set to disallow normal game-play. The world can only be
- played as a swap from another game. For example, this may be
- the second half of another game.
- :050:~AMusic is off- Module is set for board but not loaded
- A module file couldn't play because music is off. This error
- will only occur in the editor or when testing games from the
- editor. (Otherwise, the module will simply not play.) The module
- is still current for this board, however.
- :051:~AError loading module
- The module file could not be loaded, possibly because it hasn't
- been converted to GDM format. (only required for files other
- than MODs) The file may also be corrupted. This error will not
- occur in conventional game-play unless the debug menu is active.
- (Instead the module will simply not play.) This error will also
- occur if there is not enough memory (EMS or otherwise) to hold
- the module file. A small amount of non-EMS memory is required to
- load a module, no matter how much EMS you have.
- :053:~AError loading SAM
- The SAM file could not be loaded, because of a file error, or
- it was too large. This error will not occur in conventional
- game-play unless the debug menu is active. (Otherwise, the SAM
- will simply not play.)
- :054:~AFile "MZXBLANK.FIL" not found; Music code compromised
- The file MZXBLANK.FIL must be in the MegaZeux directory for the
- music code to work properly. Otherwise, you will not be able to
- play sound effects on levels without music.
- :055:~AError opening module file
- The module file could not be loaded because there was an error
- in opening it. Perhaps it does not exist in the current
- directory.
- :056:~ASound card I/O address detection failure
- :057:~ASound card IRQ level detection failure
- :058:~ASound card DMA channel detection failure
- The settings for your sound card could not be detected. Either
- your sound card is not configured or installed properly, or you
- need to specify the settings by hand. See command-line options
- for details on sound card settings.
- >#CMDLINE.HLP:1st:Command Line Options
- :059:~AError initializing sound card/music code
- There was an error initializing the sound card or the music
- code. Perhaps your card is not installed or configured properly,
- or possibly there is an extreme shortage of non-EMS memory. The
- MSE files (see next error message) may also be corrupted.
- :060:~AError loading MSE music driver
- The MSE file for your sound card could not be loaded properly.
- For music/sound support, MegaZeux requires that the MSE files
- be in the MegaZeux directory. The MSE files contain drivers and
- code to control the sound card. The file required for each sound
- card is as follows:
- SB1X.MSE - Soundblaster 1.x
- SB2X.MSE - Soundblaster 2.x
- SB16.MSE - Soundblaster 16
- SBPRO.MSE- Soundblaster Pro
- PAS.MSE - Pro Audio Spectrum 16
- GUS.MSE - Gravis Ultrasound
- If you do not plan on using certain sound cards, you can safely
- delete the corresponding MSE file(s).
- :061:~AMVSOUND.SYS must be loaded for PAS support
- For MegaZeux to support the Pro Audio Spectrum, the resident
- driver 'MVSOUND.SYS' must be loaded. See your sound card
- documentation for details.
- :062:~ACannot overwrite player- move him first
- In the editor, the player must always exist exactly once on the
- current board. You cannot delete him or overwrite him with
- something else. This warning is primarily in place to prevent
- you from trying to overwrite the player with a Robot, typing in
- a lot of code, then having the Robot just disappear since it
- can't be placed over the player.
- >#MAIN.HLP:072:Table of Contents
- #SENSORSW.HLP
- :094:Sensors- What They Are and How to Use Them
- Sensors have two real purposes. The first, is to act as save
- points. The second, is to interact with Robots as a type of
- floor. The first use is simple- Just set the board to "Save only
- on Sensors," and then the player can only save when standing on
- a Sensor.
- The second use is more complex, and requires a knowledge of
- Robotic. Sensors are like controllable CustomFloors. When
- creating one, give it a name and a character, then enter the
- name of a Robot that it will interact with.
- Sensors interact with Robots using labels (messages) and SEND
- commands, just like Robots interact with each other. Any Robot
- can SEND a message to a Sensor, but the Sensor will only SEND
- messages to the Robot stated in its settings. If you entered a
- Robot of ALL, then it will SEND messages to all Robots.
- $Messages TO Sensors
- The following messages can be sent to a Sensor. A Sensor can
- receive messages even when it is beneath the player.
- ~EDIE
- This will cause the Sensor to disappear forever.
- ~ECHAR'X'
- This will cause the Sensor to change its character to X.
- ~ECHAR###
- This will cause the Sensor to change its character to that
- represented by the number ###, from 0 to 255.
- ~ECOLORxx
- This will cause the Sensor to change its color to that
- represented by the code xx, a hexadecimal number from 00 to
- FF. The color coding is the same as used for Robotic commands,
- except without the c and ?'s are not allowed.
- ~EN
- ~ES
- ~EE
- ~EW
- This will cause the Sensor to move north, south, east, or west,
- respectively. If the player is on top of the Sensor, he will
- move along with it. If the Sensor tries to move towards the
- player, it will instead move beneath him.
- $Messages FROM Sensors
- Sensors will send Robots the following messages.
- ~ESENSORON
- This is sent when the player steps onto the Sensor, or when the
- Sensor is told to move and it ends up beneath the player, or
- when something pushes the player onto the Sensor.
- ~ESENSORTHUD
- This is sent when the Sensor is told to move, but it is blocked.
- ~ESENSORPUSHED
- This is sent when something (not the player, of course) pushes
- the Sensor.
- $Notes on Sensors
- Only the player can step onto a Sensor; other things will push
- it. The Sensor, when moving, will move UNDER the player if he is
- in the way, or will take the player with it if he is on the
- Sensor.
- >#MAIN.HLP:072:Table of Contents
- #ROBOTICR.HLP
- :087:Robotic Reference Manual
- Use the following help links to see your desired topic(s).
- >#COMMANDS.HLP:1st:Command Syntax
- >#COMMANDR.HLP:1st:Command Reference
- >#USINGTHE.HLP:1st:Using the Editor
- >#SENSORSW.HLP:094:Sensors
- >#COMMANDS.HLP:dir:Directions
- >#COMMANDS.HLP:col:Colors
- >#BUILTINL.HLP:1st:Built-in Labels
- >#COUNTERS.HLP:1st:Counters and Built-in Counters
- >#COMMAND2.HLP:pre:Prefixes
- >#STRINGSA.HLP:1st:Strings and Special Formatting
- >#COMMANDS.HLP:con:Conditions
- >#SOUNDEFX.HLP:1st:Sound and Music
- >#BULLETTY.HLP:1st:Bullet Types
- >#CHANGECH.HLP:1st:CHANGE CHAR ID- The CHAR ID Table
- >#ROBOTSWH.HLP:1st:Robots- What They Are and How to Use Them
- >#ROBOTICT.HLP:1st:Robotic Tutorial
- >#MAIN.HLP:072:Table of Contents
- #COMMANDS.HLP
- :1st:Command Syntax
- Commands in Robotic must conform to a certain syntax-
- COMMAND [param] [param] ...
- COMMAND is the words or symbol that specifies exactly which
- command you are using. Params are the values used to supplement
- the command's function-
- ~E"string" or "counter" or "label" or "Robot" or "file"
- Strings are a series of characters surrounded by quotes.
- Counters are strings representing the name of a counter. Labels
- are strings representing the name of a label, a point within a
- Robot. Robots are strings representing the name of a Robot.
- Files are strings representing a file on disk, always including
- the extension. Examples- "Hi", "Gems", "Label5", "*1230 +725",
- etc. The quotes can be left off if the string contains no spaces
- and is not the same as any word found in any command or
- parameter, I.E. a word that the editor could not mistake for a
- part of a command. For example, "Tooly" and "Drive" don't need
- quotes, but "Ammo", "N", "Goto", and "You died" do.
- ~E#
- Numbers are allowed to be integers within the range of -32768 to
- 32767. They can also be represented in hexadecimal, using $xxxx
- format. In this case, xxxx can be any number from 0 to FFFF.
- Numbers can be replaced with a string representing the name of a
- counter at any time. Examples of legal numbers- 3200, -79k,
- $FA9, "Ammo".
- :col:~E[color]
- The format for colors is cXX, where X is 0-9, A-F, or ?. The
- first X represents the background color, the second X represents
- the foreground color. The numbers and symbols represent the
- following colors-
- 0 Black ~0(color #0)
- 1 Blue ~1(color #1)
- 2 Green ~2(color #2)
- 3 Cyan ~3(color #3)
- 4 Red ~4(color #4)
- 5 Purple ~5(color #5)
- 6 Brown ~6(color #6)
- 7 Lt. Gray ~7(color #7)
- 8 Dk. Gray ~8(color #8)
- 9 Lt. Blue ~9(color #9)
- 10 Lt. Green ~A(color #10)
- 11 Lt. Cyan ~B(color #11)
- 12 Lt. Red ~C(color #12)
- 13 Lt. Purple ~D(color #13)
- 14 Yellow ~E(color #14)
- 15 White ~F(color #15)
- ? Any color/No change in color
- The use of ? is not always a logical option for some commands.
- When used, it signifies to replace it with the current color or
- ignore that part of the color for that command. Colors may be
- selected from a menu within the Robot editor using F2. Colors
- can also be replaced with the name of a counter at any time. In
- this case, the value of the counter is BK*16+FG, where BK and FG
- are 0-15. To use ?, use the following values-
- 256+FG = c?X
- 272+BK = cX?
- 288 = c??
- A color of c?? will be inserted into commands when you have a
- thing and you do not put a color as well. Examples of legal
- colors- cF9, c02, c?5, c??, "Colored".
- ~E[char]
- Characters are a single character surrounded by apostrophes-
- 'X'. X can be any character except #0. A character can be
- selected from a menu in the Robot editor using F3. Numbers and
- counters can be used to represent characters as well, with
- values from 1 to 255. Examples of legal characters- 'a', '±',
- 20, "Count".
- :dir:~E[dir]
- Directions are used to denote a direction on the board. A
- direction is one of the following-
- NORTH (or N or UP)
- SOUTH (or S or DOWN)
- EAST (or E or RIGHT)
- WEST (or W or LEFT)
- IDLE
- NODIR
- ANYDIR
- RANDNS
- RANDEW
- RANDNE
- RANDNB
- RANDB
- SEEK
- FLOW
- RANDANY
- UNDER (or BENEATH)
- The four cardinal directions (N, S, E, W) are self explanatory.
- Descriptions of the other directions-
- ~BIDLE
- No direction, as in the absence of any direction. Used with-
- :_w5:~AWALK [dir]
- >#COMMANDS.HLP:con:Conditions
- ~BNODIR
- No directions satisfy the condition. Used with-
- >#COMMANDS.HLP:con:Conditions
- ~BANYDIR
- Any direction satisfies the condition. Used with-
- >#COMMANDS.HLP:con:Conditions
- ~BRANDNS
- Randomly NORTH or SOUTH.
- ~BRANDEW
- Randomly EAST or WEST.
- ~BRANDNE
- Randomly NORTH or EAST.
- ~BRANDNB
- Randomly any direction that the Robot is not blocked by
- something in.
- ~BRANDB
- Randomly any direction that the Robot is blocked in.
- ~BSEEK
- The direction towards the player. If the player is on a
- diagonal, it will randomly be one of the two directions
- comprising the diagonal.
- ~BFLOW
- The direction the Robot is currently walking in.
- ~BRANDANY
- Randomly NORTH, SOUTH, EAST, or WEST.
- ~BUNDER
- The direction signifying whatever is BENEATH something, such
- as floors. Used with-
- :_l1:~ALAYBOMB [dir]
- :_l2:~ALAYBOMB HIGH [dir]
- >#COMMANDS.HLP:con:Conditions
- Most directions can be used with the following modifying
- prefixes-
- ~BOPP
- The opposite direction. NORTH becomes SOUTH, etc.
- ~BCW
- The direction clockwise of the named direction. NORTH becomes
- EAST, etc.
- ~BRANDP
- Randomly a direction perpendicular to the named direction.
- NORTH becomes EAST or WEST, etc.
- ~BRANDNOT
- Randomly any direction OTHER than the given direction.
- ~E[thing]
- The name of any thing from the editor, other than the player.
- Use the name from the thing list, minus any punctuation or
- spaces. In addition to the things on the lists, you can use
- Lazer for any lazer walls shot by lazer guns or Robots. You can
- use OpenGate for a gate that has been opened. Examples of legal
- things- Gem, CustomFloor, LitBomb, Robot.
- ~E[param]
- A code representing the settings for a thing. (see above) The
- format is p# or p??. # is a hexadecimal code from 0 to FF. ??
- represents settings that you don't care about or shouldn't
- change. To enter parameter codes easily, use F4 in the Robot
- editor after you have typed in a thing. p?? will be inserted
- automatically any time you have a thing without a parameter.
- ~E[item]
- One of the following- TIME, SCORE, GEMS, AMMOS, LIVES, LOBOMBS,
- HIBOMBS, COINS, HEALTHS. Note the plural format- This
- distinguishes items from things.
- ~E!<>=
- A conditional for comparing two numbers or counters-
- = or == Equal to
- .< Less than
- .> Greater than
- .<= or =< Less than or equal to
- .>= or => Greater than or equal to
- != or <> or >< Not equal to
- :con:~E[condition]
- A word, sometimes followed by a direction, signifying a certain
- condition, use in IF [condition] and IF NOT [condition] commands
- to test whether a condition is currently present.
- ~BWALKING [dir]
- Tests whether the Robot is currently walking in a given
- direction. IDLE, NODIR, and ANYDIR are allowed here.
- ~BSWIMMING
- Tests whether the Robot is currently in water.
- ~BFIREWALKING
- Tests whether the Robot is currently in either lava or fire.
- ~BTOUCHING [dir]
- Tests whether the player is next to the Robot in the given
- direction. NODIR and ANYDIR are allowed here.
- ~BBLOCKED [dir]
- Tests whether the Robot is blocked by something in the given
- direction. NODIR and ANYDIR are allowed here. This condition
- has a special mode- If the IF command has a REL PLAYER prefix
- before it, it will instead check next to the PLAYER for being
- blocked. If the IF command has a REL COUNTERS prefix before
- it, it will instead check next to the position pointed to by
- the counters XPOS and YPOS.
- >#COMMAND2.HLP:pre:REL COUNTERS
- >#COMMAND2.HLP:_r2:REL PLAYER
- ~BALIGNED
- Tests whether the player is aligned with the Robot either
- horizontally or vertically.
- ~BALIGNEDNS
- ~BALIGNEDEW
- Tests whether the player is aligned with the Robot, but only
- tests horizontally (EW) or vertically (NS), not both.
- ~BLASTSHOT [dir]
- Tests whether the last direction the Robot was shot in was
- the given direction. For example, if the Robot had just been
- shot on the north side, then LASTSHOT NORTH would be true.
- ~BLASTTOUCH [dir]
- Similar to the above, tests whether the last direction the
- Robot was touched by the player is the given direction.
- ~BRIGHTPRESSED
- ~BLEFTPRESSED
- ~BUPPRESSED
- ~BDOWNPRESSED
- ~BSPACEPRESSED
- ~BDELPRESSED
- Tests whether the indicated key is currently being held down.
- ~BMUSICON
- Tests whether digitized music and sound effects are currently
- on.
- ~BPCSFXON
- Tests whether PC speaker sound effects are currently on.
- ~EMiscellaneous
- When typing in a command, the following symbols and words, as
- well as spaces, can be used freely- They have no effect on the
- final command and are only used to clarify its meaning.
- , (comma)
- ; (semicolon)
- A
- AN
- AND
- AS
- AT
- BY
- ELSE
- FOR
- FROM
- INTO
- IS
- OF
- THE
- THEN
- THERE
- THROUGH
- THRU
- TO
- WITH
- >#MAIN.HLP:072:Table of Contents
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- #STRINGSA.HLP
- :1st:Strings and Special Formatting
- Generally, a string is a series of symbols within quotes- "BUG",
- "Hi there!", or even "Åà*A9 _±Ç". There are two special aspects
- or features of strings that may be useful at times.
- $Color
- Used in Robotic commands *, %, ?, and &, strings can contain
- color codes. There are two color symbols- ~~ for changing
- foreground, and @@ for changing background. These should be
- followed by one of these characters-
- 0 Black (color 0) 8 Dk. Gray (color 8)
- 1 Blue (color 1) 9 Lt. Blue (color 9)
- 2 Green (color 2) A Lt. Green (color 10)
- 3 Cyan (color 3) B Lt. Cyan (color 11)
- 4 Red (color 4) C Lt. Red (color 12)
- 5 Purple (color 5) D Lt. Purple (color 13)
- 6 Brown (color 6) E Yellow (color 14)
- 7 Lt. Gray (color 7) F White (color 15)
- To show a ~~, use a ~~~~. To show a @@, use @@@@.
- $Counters
- Strings can show the values of counters, using the counter name
- surrounded with &'s. For example, if the player has 55 gems,
- "You have &GEMS& gems." will become, "You have 55 gems." If you
- use &INPUT&, then the last inputted string will be shown. Use &&
- to show a true '&'. The above features are available in ALL
- Robotic commands that use strings, including in the name of
- OTHER counters. This can be used to simulate array-like
- constructs.
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- >#MAIN.HLP:072:Table of Contents
- #COMMANDR.HLP
- :1st:Command Reference
- The following table is a list of all Robotic commands in
- MegaZeux. They are listed as help links, in alphabetical order.
- After the table are the actual command descriptions, in order of
- importance/difficulty. Note that because of it's size, the
- command reference is split into two parts.
- >__1:% "string"
- >__2:& "string"
- >__3:* "string"
- >__4:. "string"
- >_4b:. "@@string"
- >__5:/ "string"
- >__6:: "label"
- >__7:? "counter" "label" "string"
- >__8:? "label" "string"
- >__9:[ "string"
- >#COMMAND2.HLP:__0:| "label"
- >_a1:ABORT LOOP
- >#COMMAND2.HLP:_a2:ASK "string"
- >#COMMAND2.HLP:_a3:AVALANCHE
- >_b1:BECOME [color] [thing] [param]
- >#COMMAND2.HLP:_b2:BECOME NONLAVAWALKER
- >#COMMAND2.HLP:_b3:BECOME NONPUSHABLE
- >#COMMAND2.HLP:_b4:BECOME LAVAWALKER
- >#COMMAND2.HLP:_b5:BECOME PUSHABLE
- >#COMMAND2.HLP:_b6:BLIND #
- >#COMMAND2.HLP:_b7:BOARD [dir] "string"
- >#COMMAND2.HLP:_b8:BOARD [dir] NONE
- >#COMMAND2.HLP:_b9:BULLETCOLOR [color]
- >#COMMAND2.HLP:_b0:BULLETE [char]
- >#COMMAND2.HLP:_bA:BULLETN [char]
- >#COMMAND2.HLP:_bB:BULLETS [char]
- >#COMMAND2.HLP:_bC:BULLETW [char]
- >#COMMAND2.HLP:_c1:CENTER MESG
- >_c2:CHANGE [color] [thing] [param] [color] [thing] [param]
- >#COMMAND2.HLP:_c3:CHANGE CHAR ID # [char]
- >#COMMAND2.HLP:_c4:CHANGE OVERLAY [color] [char] [color] [char]
- >#COMMAND2.HLP:_c5:CHANGE OVERLAY [color] [color]
- >#COMMAND2.HLP:_c6:CHANGE SFX # "string"
- >#COMMAND2.HLP:_c7:CHANGE THICK ARROW CHAR [dir] [char]
- >#COMMAND2.HLP:_c8:CHANGE THIN ARROW CHAR [dir] [char]
- >_c9:CHAR [char]
- >#COMMAND2.HLP:_c0:CHAR EDIT [char] # # # # # # # # # # # # # #
- >#COMMAND2.HLP:_cA:CLEAR MESG
- >#COMMAND2.HLP:_cB:CLIP INPUT
- >_cC:COLOR [color]
- >_cD:COLOR FADE OUT
- >_cE:COLOR FADE IN
- >#COMMAND2.HLP:_cF:COLOR INTENSITY # PERCENT
- >#COMMAND2.HLP:_cG:COLOR INTENSITY # # PERCENT
- >#COMMAND2.HLP:_cH:COPY # # # #
- >#COMMAND2.HLP:_cI:COPY [dir] [dir]
- >#COMMAND2.HLP:_cJ:COPY BLOCK # # # # # #
- >#COMMAND2.HLP:_cK:COPY CHAR [char] [char]
- >#COMMAND2.HLP:_cL:COPY OVERLAY BLOCK # # # # # #
- >_cM:COPYROBOT "Robot"
- >_cN:COPYROBOT # #
- >_cO:COPYROBOT [dir]
- >_cP:CYCLE #
- >_d1:DEC "counter" #
- >_d2:DEC "counter" RANDOM # #
- >_d3:DIE
- >_d4:DIE ITEM
- >#COMMAND2.HLP:_d5:DISABLE MESG EDGE
- >#COMMAND2.HLP:_d6:DISABLE SAVING
- >_d7:DIVIDE "counter" #
- >_d8:DOUBLE "counter"
- >_d9:DUPLICATE SELF # #
- >_d0:DUPLICATE SELF [dir]
- >_e1:END
- >_e2:END MOD
- >_e3:END PLAY
- >_e4:END SAM
- >_e5:ENDGAME
- >_e6:ENDLIFE
- >#COMMAND2.HLP:_e7:ENABLE MESG EDGE
- >#COMMAND2.HLP:_e8:ENABLE SAVING
- >#COMMAND2.HLP:_e9:ENABLE SENSORONLY SAVING
- >#COMMAND2.HLP:_e0:ENEMY BULLETCOLOR [color]
- >#COMMAND2.HLP:_eA:ENEMY BULLETE [char]
- >#COMMAND2.HLP:_eB:ENEMY BULLETN [char]
- >#COMMAND2.HLP:_eC:ENEMY BULLETS [char]
- >#COMMAND2.HLP:_eD:ENEMY BULLETW [char]
- >#COMMAND2.HLP:_eE:EXCHANGE PLAYER POSITION
- >#COMMAND2.HLP:_eF:EXCHANGE PLAYER POSITION #
- >#COMMAND2.HLP:_eG:EXCHANGE PLAYER POSITION # DUPLICATE SELF
- >_eH:EXPLODE #
- >#COMMAND2.HLP:_f1:FIREWALKER #
- >#COMMAND2.HLP:_f2:FILLHEALTH
- >#COMMAND2.HLP:_f3:FLIP CHAR [char] [dir]
- >#COMMAND2.HLP:_f4:FREEZETIME #
- >#COMMAND2.HLP:_g1:GIVE # [item]
- >#COMMAND2.HLP:_g2:GIVEKEY [color]
- >#COMMAND2.HLP:_g3:GIVEKEY [color] "label"
- >_g4:GO [dir] #
- >_g5:GOTO "label"
- >_g6:GOTOXY # #
- >_h1:HALF "counter"
- >_i1:IF "counter" !<>_= # "label"
- >#COMMAND2.HLP:_i2:IF [condition] "label"
- >#COMMAND2.HLP:_i3:IF # # "label"
- >#COMMAND2.HLP:_i4:IF [dir] PLAYER [color] [thing] [param] "label"
- >#COMMAND2.HLP:_i5:IF [color] [thing] [param] # # "label"
- >#COMMAND2.HLP:_i6:IF [color] [thing] [param] [dir] "label"
- >#COMMAND2.HLP:_i7:IF ALIGNEDROBOT "Robot" "label"
- >#COMMAND2.HLP:_i8:IF ANY [color] [thing] [param] "label"
- >#COMMAND2.HLP:_i9:IF FIRST STRING "string" "label"
- >#COMMAND2.HLP:_i0:IF NO [color] [thing] [param] "label"
- >#COMMAND2.HLP:_iA:IF NOT [color] [thing] [param] [dir] "label"
- >#COMMAND2.HLP:_iB:IF NOT [condition] "label"
- >#COMMAND2.HLP:_iC:IF PLAYER # # "label"
- >#COMMAND2.HLP:_iD:IF STRING "string" "label"
- >#COMMAND2.HLP:_iE:IF STRING MATCHES "string" "label"
- >#COMMAND2.HLP:_iF:IF STRING NOT "string" "label"
- >_iG:INC "counter" #
- >_iH:INC "counter" RANDOM # #
- >#COMMAND2.HLP:_iI:INPUT STRING "string"
- >#COMMAND2.HLP:_j1:JUMP MOD ORDER #
- >#COMMAND2.HLP:_l1:LAYBOMB [dir]
- >#COMMAND2.HLP:_l2:LAYBOMB HIGH [dir]
- >#COMMAND2.HLP:_l3:LAZERWALL [dir] #
- >#COMMAND2.HLP:_l4:LOAD CHAR SET "file"
- >#COMMAND2.HLP:_l5:LOAD PALETTE "file"
- >#COMMAND2.HLP:_l6:LOCKPLAYER
- >#COMMAND2.HLP:_l7:LOCKPLAYER ATTACK
- >#COMMAND2.HLP:_l8:LOCKPLAYER EW
- >#COMMAND2.HLP:_l9:LOCKPLAYER NS
- >#COMMAND2.HLP:_l0:LOCKSCROLL
- >_lA:LOCKSELF
- >_lB:LOOP #
- >_lC:LOOP START
- >#COMMAND2.HLP:_m1:MESSAGE ROW #
- >#COMMAND2.HLP:_m2:MISSILECOLOR [color]
- >_m3:MOD "file"
- >#COMMAND2.HLP:_m4:MOD FADE # #
- >#COMMAND2.HLP:_m5:MOD FADE IN "file"
- >#COMMAND2.HLP:_m6:MOD FADE OUT
- >#COMMAND2.HLP:_m7:MOD SAM # #
- >_m8:MODULO "counter" #
- >#COMMAND2.HLP:_m9:MOVE ALL [color] [thing] [param] [dir]
- >_m0:MOVE PLAYER [dir]
- >_mA:MOVE PLAYER [dir] "label"
- >_mB:MULTIPLY "counter" #
- >#COMMAND2.HLP:_n1:NEUTRAL BULLETCOLOR [color]
- >#COMMAND2.HLP:_n2:NEUTRAL BULLETE [char]
- >#COMMAND2.HLP:_n3:NEUTRAL BULLETN [char]
- >#COMMAND2.HLP:_n4:NEUTRAL BULLETS [char]
- >#COMMAND2.HLP:_n5:NEUTRAL BULLETW [char]
- >#COMMAND2.HLP:_o1:OPEN [dir]
- >#COMMAND2.HLP:_o2:OVERLAY ON
- >#COMMAND2.HLP:_o3:OVERLAY STATIC
- >#COMMAND2.HLP:_o4:OVERLAY TRANSPARENT
- >_p1:PERSISTENT GO "string"
- >_p2:PLAY "string"
- >_p3:PLAY SFX "string"
- >#COMMAND2.HLP:_p4:PLAYER BULLETCOLOR [color]
- >#COMMAND2.HLP:_p5:PLAYER BULLETE [char]
- >#COMMAND2.HLP:_p6:PLAYER BULLETN [char]
- >#COMMAND2.HLP:_p7:PLAYER BULLETS [char]
- >#COMMAND2.HLP:_p8:PLAYER BULLETW [char]
- >_p9:PLAYER CHAR [dir] [char]
- >_p0:PLAYER CHAR [char]
- >_pA:PLAYERCOLOR [color]
- >#COMMAND2.HLP:_pB:PUSH [dir]
- >_pC:PUT [color] [thing] [param] # #
- >_pD:PUT [color] [thing] [param] [dir]
- >#COMMAND2.HLP:_pE:PUT [color] [char] OVERLAY # #
- >_pF:PUT [color] [thing] [param] [dir] PLAYER
- >_pG:PUT PLAYER # #
- >_pH:PUT PLAYER [dir]
- >#COMMAND2.HLP:pre:REL COUNTERS
- >#COMMAND2.HLP:_r2:REL PLAYER
- >#COMMAND2.HLP:_r3:REL SELF
- >#COMMAND2.HLP:_r4:REL COUNTERS FIRST
- >#COMMAND2.HLP:_r5:REL PLAYER FIRST
- >#COMMAND2.HLP:_r6:REL SELF FIRST
- >#COMMAND2.HLP:_r7:REL COUNTERS LAST
- >#COMMAND2.HLP:_r8:REL PLAYER LAST
- >#COMMAND2.HLP:_r9:REL SELF LAST
- >#COMMAND2.HLP:_r0:RESETVIEW
- >#COMMAND2.HLP:_rA:RESTORE "label" #
- >#COMMAND2.HLP:_rB:RESTORE PLAYER POSITION
- >#COMMAND2.HLP:_rC:RESTORE PLAYER POSITION #
- >#COMMAND2.HLP:_rD:RESTORE PLAYER POSITION # DUPLICATE SELF
- >#COMMAND2.HLP:_rE:ROTATECW
- >#COMMAND2.HLP:_rF:ROTATECCW
- >_s1:SAM # "file"
- >#COMMAND2.HLP:_s2:SAVE PLAYER POSITION
- >#COMMAND2.HLP:_s3:SAVE PLAYER POSITION #
- >#COMMAND2.HLP:_s4:SCROLL CHAR [char] [dir]
- >#COMMAND2.HLP:_s5:SCROLLARROW COLOR [color]
- >#COMMAND2.HLP:_s6:SCROLLBASE COLOR [color]
- >#COMMAND2.HLP:_s7:SCROLLCORNER COLOR [color]
- >#COMMAND2.HLP:_s8:SCROLLPOINTER COLOR [color]
- >#COMMAND2.HLP:_s9:SCROLLTITLE COLOR [color]
- >#COMMAND2.HLP:_s0:SCROLLVIEW [dir] #
- >#COMMAND2.HLP:_sA:SCROLLVIEW POSITION # #
- >_sB:SEND # # "label"
- >_sC:SEND "Robot" "label"
- >_sD:SEND [dir] "label"
- >_sE:SEND [dir] PLAYER "label"
- >_sF:SET "counter" #
- >_sG:SET "counter" RANDOM # #
- >#COMMAND2.HLP:_sH:SET COLOR # # # #
- >#COMMAND2.HLP:_sI:SET EDGE COLOR [color]
- >#COMMAND2.HLP:_sJ:SET MAXHEALTH #
- >#COMMAND2.HLP:_sK:SET MESG COLUMN #
- >_sL:SFX #
- >_sM:SHOOT [dir]
- >_sN:SHOOTMISSILE [dir]
- >_sO:SHOOTSEEKER [dir]
- >#COMMAND2.HLP:_sP:SLOWTIME #
- >_sQ:SPITFIRE [dir]
- >#COMMAND2.HLP:_sR:STATUS COUNTER # "counter"
- >#COMMAND2.HLP:_sS:SWAP WORLD "file"
- >#COMMAND2.HLP:_sT:SWITCH [dir] [dir]
- >#COMMAND2.HLP:_t1:TAKE # [item]
- >#COMMAND2.HLP:_t2:TAKE # [item] "label"
- >#COMMAND2.HLP:_t3:TAKEKEY [color]
- >#COMMAND2.HLP:_t4:TAKEKEY [color] "label"
- >#COMMAND2.HLP:_t5:TELEPORT PLAYER "string" # #
- >#COMMAND2.HLP:_t6:TRADE # [item] # [item] "label"
- >_t7:TRY [dir] "label"
- >_w1:WAIT #
- >#COMMAND2.HLP:_w2:WAIT MOD FADE
- >#COMMAND2.HLP:_w3:WAIT PLAY
- >_w4:WAIT PLAY "string"
- >_w5:WALK [dir]
- >#COMMAND2.HLP:_w6:WIND #
- >#COMMAND2.HLP:_w7:WRITE OVERLAY [color] "string" # #
- >#COMMAND2.HLP:_u1:UNLOCKPLAYER
- >#COMMAND2.HLP:_u2:UNLOCKSCROLL
- >_u3:UNLOCKSELF
- >#COMMAND2.HLP:_v1:VIEWPORT # #
- >#COMMAND2.HLP:_v2:VIEWPORT SIZE # #
- >_v3:VOLUME #
- >#COMMAND2.HLP:_z1:ZAP "label" #
- $Command Descriptions
- :__3:~A* "string"
- This command displays the given string as a message on the
- message line, usually shown at the bottom of the screen.
- >#STRINGSA.HLP:~A1st:~AStrings and Special Formatting
- :__5:~A/ "string"
- :_p1:~APERSISTENT GO "string"
- :_g4:~AGO [dir] #
- Use / followed by a string to move the Robot around the board.
- The string must consist of a series of N, S, E, W, and I. NSEW
- will move the Robot in that direction, and I will wait for one
- cycle. One action is performed each cycle.
- Use PERSISTENT GO in the same way as /. However, if the Robot
- attempts to move in a given direction and it cannot, the Robot
- will wait until it can before moving on to the next symbol.
- Use GO to move in a single direction for a given number of
- spaces.
- >#COMMANDS.HLP:dir:Directions
- :__6:~A:~A "label"
- A : is used to denote actual LABELS within a Robotic program.
- These labels are used as points within the program to branch
- to when a Robot receives a message from another Robot, GOTO's
- a label of its own, or otherwise receives an external message.
- Label names can be any length and consist of any characters.
- They are not case-sensitive.
- >#BUILTINL.HLP:1st:Built-in Labels
- :_g5:~AGOTO "label"
- This will send the current Robot to the label given.
- :_sC:~ASEND "Robot" "label"
- :_sD:~ASEND [dir] "label"
- :_sE:~ASEND [dir] PLAYER "label"
- :_sB:~ASEND # # "label"
- Use SEND to send another Robot to the label given. This is
- called "messaging" a Robot, and the label given is the
- "message". The target Robot can be given one of four ways,
- as listed above respectively-
- 1- State the target Robot's name. Use "ALL" to message all
- Robots.
- 2- State the direction of target Robot.
- 3- State the direction of target Robot, relative to the player.
- 4- State the x/y coordinates of target Robot.
- >#COMMANDS.HLP:dir:Directions
- :__9:~A[ "string"
- :__2:~A& "string"
- :__1:~A% "string"
- :__8:~A? "label" "string"
- :__7:~A? "counter" "label" "string"
- Use these commands to bring up a "Scroll", or box-message,
- during the game, containing the given text. The box-message will
- contain all consecutive lines using the commands [, &, %, or ?.
- Blank lines and labels will be skipped over. Description of box
- message commands-
- [ will simply display the given message.
- & will display the given message, centered within the box.
- % will display the given message, which can have color
- codes.
- ? will display an option, which, when selected, will send
- the current Robot to the given label. If a counter is
- included, the option will only be shown if the counter is
- NOT zero.
- All box-message commands can use ~~ and @@ color codes, EXCEPT
- for [. The advantage of [ is that it will be clipped to 64
- characters if it is too long, thereby preventing the display
- from being screwed up. The other commands are not clipped and,
- if too long, can mess up the display. (no permanent damage is
- done- it just looks stupid.)
- >#COUNTERS.HLP:1st:Counters and Built-in Counters
- >#STRINGSA.HLP:1st:Strings and Special Formatting
- :__4:~A. "string"
- This command does nothing. It is used for comments and other
- notes you may wish to make within your Robots. There is one
- exception- If "string" begins with a @@. (see next)
- :_4b:~A. "@@string"
- If a comment's string begins with a @@, then the rest of the
- string becomes the new name for the robot. For example,
- "@@hiya" would name the robot "hiya".
- :_e1:~AEND
- This command ends the Robot's program. The Robot will not run
- any further commands until an external event affects it.
- :_d3:~ADIE
- :_d4:~ADIE ITEM
- These commands destroy the Robot forever. DIE ITEM will also
- put the player at the location the Robot previously occupied,
- useful for creating Robots that simulate items.
- :_w1:~AWAIT #
- This command will cause the Robot to do absolutely nothing for
- a given number of cycles.
- :_c9:~ACHAR [char]
- This command will change the Robot's character (appearance) to
- that given.
- :_cC:~ACOLOR [color]
- This command will change the Robot's color.
- >#COMMANDS.HLP:col:Colors
- :_sF:~ASET "counter" #
- :_sG:~ASET "counter" RANDOM # #
- These commands set a counter to a certain value. Counters are
- internal variables that can be changed through Robots. They are
- usually used for custom purposes, although there are many
- counters with pre-defined uses as well, such as "Gems". The
- RANDOM version will set the counter to a random number within
- the given range, inclusive.
- >#COUNTERS.HLP:1st:Counters and Built-in Counters
- :_iG:~AINC "counter" #
- :_d1:~ADEC "counter" #
- :_iH:~AINC "counter" RANDOM # #
- :_d2:~ADEC "counter" RANDOM # #
- These commands will increase or decrease a given counter by a
- given amount. The RANDOM versions will increase or decrease by
- a random number within the given range, inclusive.
- >#COUNTERS.HLP:1st:Counters and Built-in Counters
- :_i1:~AIF "counter" !<>= # "label"
- This command tests to see if a given counter is equal to, less
- than, etc. another counter or value. If the conditional is met,
- the current Robot is sent to the given label. The following
- conditionals are allowed- = Equal, < Less than, > Greater than,
- .<= Less than/equal, >= Greater than/equal, <> Not equal.
- >#COUNTERS.HLP:1st:Counters and Built-in Counters
- :_cP:~ACYCLE #
- This command changes the Robot's speed to one command for every
- given number of update cycles. An update cycle is how often
- everything on-screen is updated, such as most enemies. Every
- time a given Robot gets to run commands, is called a cycle in
- terms of that Robot.
- :_e6:~AENDLIFE
- :_e5:~AENDGAME
- These commands will end the player's current life or the entire
- game, just as if the player died or lost.
- :_w5:~AWALK [dir]
- This will cause the Robot to move one space in the given
- direction every cycle. Use a direction of IDLE to turn walking
- off.
- >#COMMANDS.HLP:dir:Directions
- :_sM:~ASHOOT [dir]
- :_sN:~ASHOOTMISSILE [dir]
- :_sO:~ASHOOTSEEKER [dir]
- :_sQ:~ASPITFIRE [dir]
- These four commands all shoot a weapon in the given direction-
- A bullet, a missile, a seeker, or a shooting fire, respectively.
- >#COMMANDS.HLP:dir:Directions
- :_t7:~ATRY [dir] "label"
- This will have the Robot attempt to move in the given direction.
- If it can, it will. If it can't, it will jump to the given
- label.
- >#COMMANDS.HLP:dir:Directions
- :_b1:~ABECOME [color] [thing] [param]
- The Robot will end its program permanently, and instead become
- a specified object with a given color and parameter. Becoming
- another Robot type will not destroy the program.
- >#COMMANDS.HLP:col:Colors
- :_c2:~ACHANGE [color] [thing] [param] [color] [thing] [param]
- All objects on-screen of the given type will become objects of
- a new type. This command, if used too much, can slow down the
- game.
- >#COMMANDS.HLP:col:Colors
- :_pC:~APUT [color] [thing] [param] # #
- :_pD:~APUT [color] [thing] [param] [dir]
- :_pF:~APUT [color] [thing] [param] [dir] PLAYER
- This will put a given object somewhere on-screen. The target
- location can be given in one of three ways-
- 1- State the direction.
- 2- State the direction, relative to the player.
- 3- State the x/y coordinates.
- >#COMMANDS.HLP:col:Colors
- >#COMMANDS.HLP:dir:Directions
- :_m3:~AMOD "file"
- Load up the given module file as background music.
- >#SOUNDEFX.HLP:1st:Sound and Music
- >#STRINGSA.HLP:1st:Strings and Special Formatting
- :_s1:~ASAM # "file"
- Play the given SAM file at a given frequency.
- >#SOUNDEFX.HLP:1st:Sound and Music
- :_e2:~AEND MOD
- :_e4:~AEND SAM
- :_e3:~AEND PLAY
- Ends the playing of the current module, SAM, or PC speaker
- sound effects, respectively.
- >#SOUNDEFX.HLP:1st:Sound and Music
- :_d8:~ADOUBLE "counter"
- :_h1:~AHALF "counter"
- Doubles or halves (rounding down) the value of the given
- counter, respectively.
- >#COUNTERS.HLP:1st:Counters and Built-in Counters
- :_mB:~AMULTIPLY "counter" #
- :_d7:~ADIVIDE "counter" #
- :_m8:~AMODULO "counter" #
- Multiplies, divides, or modulos (rounding down) the value of
- the given counter by the given value or counter. To modulo is
- to set to the remainder when dividing. Example- 7 modulo 3 is
- equal to 1, since 7 divided by 3 gives a remainder of 1.
- >#COUNTERS.HLP:1st:Counters and Built-in Counters
- :_p2:~APLAY "string"
- :_p3:~APLAY SFX "string"
- :_w4:~AWAIT PLAY "string"
- These all play a series of PC speaker sound effects notes. PLAY
- SFX will only play if there are no other notes currently
- playing, while PLAY will add its notes to the end of the current
- sound effects queue. WAIT PLAY will wait until the queue is
- almost empty before adding its notes.
- >#SOUNDEFX.HLP:1st:Sound and Music
- :_sL:~ASFX #
- Play the given built-in sound effect.
- >#SOUNDEFX.HLP:1st:Sound and Music
- :_eH:~AEXPLODE #
- The Robot will explode, destroying it and its program forever.
- The radius of the explosion is stated in the command.
- :_cD:~ACOLOR FADE OUT
- :_cE:~ACOLOR FADE IN
- Fade the palette out to black or in to full color. Fading in
- will not work if you haven't faded out, and neither will affect
- the current palette or current intensities.
- :_g6:~AGOTOXY # #
- The Robot will go to the given x/y coordinates on the current
- board.
- :_lC:~ALOOP START
- :_lB:~ALOOP #
- :_a1:~AABORT LOOP
- These three commands define a loop, or sequence of commands to
- be repeated. LOOP START marks the start of a loop. LOOP # will
- loop back to LOOP START the given number of times. ABORT LOOP
- will jump out of the loop, to the command after LOOP #. The loop
- count is kept in the Robot-specific counter, LOOPCOUNT.
- :_m0:~AMOVE PLAYER [dir]
- :_mA:~AMOVE PLAYER [dir] "label"
- The player attempts to move in the given direction. If he is
- blocked, and the command contains a label, the Robot will jump
- to that label.
- >#COMMANDS.HLP:dir:Directions
- :_p0:~APLAYER CHAR [char]
- :_p9:~APLAYER CHAR [dir] [char]
- Changes the character (appearance) of the player. The second
- form allows you to change the appearance of one of the four
- directions at a time, while the first form changes all four
- directions at once.
- >#COMMANDS.HLP:dir:Directions
- :_pA:~APLAYERCOLOR [color]
- Changes the color of the player.
- >#COMMANDS.HLP:col:Colors
- :_pG:~APUT PLAYER # #
- :_pH:~APUT PLAYER [dir]
- The player will go to the given x/y coordinates or to the given
- direction of the Robot.
- >#COMMANDS.HLP:dir:Directions
- :_lA:~ALOCKSELF
- :_u3:~AUNLOCKSELF
- Locks or unlocks, respectively, the current Robot. When a Robot
- is locked, no external messages will be acknowledged- Only
- internal GOTOs, etc. will be processed.
- :_v3:~AVOLUME #
- Changes the volume of the MOD playing. From 0 (silent) to 255.
- :_cM:~ACOPYROBOT "Robot"
- :_cN:~ACOPYROBOT # #
- :_cO:~ACOPYROBOT [dir]
- The current Robot becomes an exact duplicate of the noted Robot,
- and then begins its program anew at the first command. The Robot
- to copy can be stated in one of three ways-
- 1- State the target Robot's name.
- 2- State the direction of target Robot.
- 3- State the x/y coordinates of target Robot.
- >#COMMANDS.HLP:dir:Directions
- :_d9:~ADUPLICATE SELF # #
- :_d0:~ADUPLICATE SELF [dir]
- The current Robot creates an exact duplicate of itself and
- places it at the noted x/y coordinates or direction. That Robot
- then begins its program at the first command.
- >#COMMANDS.HLP:dir:Directions
- ~EThe remaining Robotic commands are covered in another section.
- >#COMMAND2.HLP:1st:Command Reference Part II
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- >#MAIN.HLP:072:Table of Contents
- #COMMAND2.HLP
- :1st:Command Reference Part II
- >#COMMANDR.HLP:1st:Command Reference (Part I)
- :_b9:~ABULLETCOLOR [color]
- Changes the color of all bullets.
- >#COMMANDS.HLP:col:Colors
- :_p4:~APLAYER BULLETCOLOR [color]
- :_e0:~AENEMY BULLETCOLOR [color]
- :_n1:~ANEUTRAL BULLETCOLOR [color]
- Changes the color of a specific type of bullet- Player, Enemy,
- or Neutral (ricocheted/Robot) bullets.
- >#COMMANDS.HLP:col:Colors
- >#BULLETTY.HLP:1st:Bullet Types
- :_bA:~ABULLETN [char]
- :_bB:~ABULLETS [char]
- :_b0:~ABULLETE [char]
- :_bC:~ABULLETW [char]
- Changes the character (appearance) of one of the four directions
- of bullet, across all three types.
- :_p6:~APLAYER BULLETN [char]
- :_p7:~APLAYER BULLETS [char]
- :_p5:~APLAYER BULLETE [char]
- :_p8:~APLAYER BULLETW [char]
- :_eA:~AENEMY BULLETE [char]
- :_eB:~AENEMY BULLETN [char]
- :_eC:~AENEMY BULLETS [char]
- :_eD:~AENEMY BULLETW [char]
- :_n3:~ANEUTRAL BULLETN [char]
- :_n4:~ANEUTRAL BULLETS [char]
- :_n2:~ANEUTRAL BULLETE [char]
- :_n5:~ANEUTRAL BULLETW [char]
- Changes the character of one of the four directions of bullet,
- for one of the three types of bullet- Player, Enemy, or Neutral
- (ricocheted/Robot) bullets.
- >#BULLETTY.HLP:1st:Bullet Types
- :_b5:~ABECOME PUSHABLE
- :_b3:~ABECOME NONPUSHABLE
- The Robot becomes a pushable or nonpushable Robot, respectively.
- :_i2:~AIF [condition] "label"
- :_iB:~AIF NOT [condition] "label"
- These test whether a given condition is present or not, and if
- it is, the first will jump to the given label. If it isn't, the
- second will jump to the given label. Conditions are covered in
- another section.
- >#COMMANDS.HLP:con:Conditions
- :_i3:~AIF # # "label"
- Jump to the given label if the current Robot is at the x/y
- coordinates given.
- :_i4:~AIF [dir] PLAYER [color] [thing] [param] "label"
- Jump to the given label if the given thing is to a given
- direction of the player.
- >#COMMANDS.HLP:col:Colors
- >#COMMANDS.HLP:dir:Directions
- :_i5:~AIF [color] [thing] [param] # # "label"
- :_i6:~AIF [color] [thing] [param] [dir] "label"
- :_iA:~AIF NOT [color] [thing] [param] [dir] "label"
- Jumps to a label if a given thing is at the given x/y
- coordinates or to the given direction of the current Robot.
- The third form jumps if the thing is NOT in the given
- direction.
- >#COMMANDS.HLP:col:Colors
- >#COMMANDS.HLP:dir:Directions
- :_i7:~AIF ALIGNEDROBOT "Robot" "label"
- Jump to the given label if the current Robot is aligned either
- vertically or horizontally with the named Robot.
- :_i8:~AIF ANY [color] [thing] [param] "label"
- :_i0:~AIF NO [color] [thing] [param] "label"
- If there are ANY of a given thing on the current board, jumps
- to the given label. The second form searches for the absence
- of the given thing. These commands can slow down your game
- if used too often.
- >#COMMANDS.HLP:col:Colors
- :_iC:~AIF PLAYER # # "label"
- If the player is at the given x/y coordinates, jump to the given
- label.
- :_g2:~AGIVEKEY [color]
- :_g3:~AGIVEKEY [color] "label"
- :_t3:~ATAKEKEY [color]
- :_t4:~ATAKEKEY [color] "label"
- Attempts to give or take keys to or from the player. The
- label-less forms will give or take the key if possible,
- otherwise they will do nothing. The forms with labels will jump
- to them if you try to give a key when they have no room for
- keys, or you try to take a key they don't have.
- >#COMMANDS.HLP:col:Colors
- :_g1:~AGIVE # [item]
- :_t1:~ATAKE # [item]
- :_t2:~ATAKE # [item] "label"
- Gives or takes a number of a certain item. The third form jumps
- to a label if the player doesn't have enough of the stated item.
- :_t6:~ATRADE # [item] # [item] "label"
- Gives the player a number of the first item and takes a number
- of the second item in exchange. If the player doesn't have
- enough of the second item, jumps to label and has no other
- effect. This command eases the writing of shops and vendors.
- :_l6:~ALOCKPLAYER
- :_l9:~ALOCKPLAYER NS
- :_l8:~ALOCKPLAYER EW
- :_l7:~ALOCKPLAYER ATTACK
- :_u1:~AUNLOCKPLAYER
- The first four commands lock the player, preventing him from
- doing anything, moving north or south, moving east or west,
- and attacking, respectively. The fifth command will clear all
- locks on the player, allowing him free movement and attacking.
- These have no relation to the Board Info options "Can Bomb" and
- "Can Shoot". Player locking is local, only affecting the current
- board.
- :_b7:~ABOARD [dir] "string"
- :_b8:~ABOARD [dir] NONE
- Changes the board exit in the given direction to lead to the
- given board or to nowhere.
- >#COMMANDS.HLP:dir:Directions
- >#STRINGSA.HLP:1st:Strings and Special Formatting
- :_z1:~AZAP "label" #
- :_rA:~ARESTORE "label" #
- :__0:~A| "label"
- ZAP will scan the Robotic program from the top down, changing
- a given number of the stated label to a ZAPPED label. A ZAPPED
- label is inactive- It cannot be jumped or sent to under any
- circumstance. This has two uses- It will prevent interference
- from a certain outside event, and it allows multiple instances
- of the same label. For example, you could have five SHOT labels
- in a row, and ZAP one each time the Robot was shot, and the
- last one could lead to an explosion.
- RESTORE will scan the Robotic program from the bottom up,
- changing a given number of the stated label from a ZAPPED label
- back to a normal label. Both ZAP and RESTORE can have a number
- larger than the number of instances of the stated label. The
- final command, |, is a ZAPPED label, allowing you to have labels
- in your Robotic programs that are already ZAPPED and inactive.
- :pre:~AREL COUNTERS
- :_r2:~AREL PLAYER
- :_r3:~AREL SELF
- These are a special type of command, called PREFIXES. Prefixes
- don't do a thing by themselves, but when placed before another
- command that uses x/y coordinates, they change the origin of
- the x/y coordinate system for that one command. REL COUNTERS
- moves the origin to the x/y location stated in the counters
- XPOS and YPOS. REL PLAYER moves the origin to the x/y of the
- player. REL SELF moves the origin to the x/y of the current
- Robot.
- The movement of the origin changes the 0/0 coordinates from the
- upper left of the board to somewhere else, effectively adding
- that x/y position to any coordinates entered. For example, if
- the Robot is at the 5/5 position and uses REL SELF on a 2/2
- coordinates, it will effectively be 7/7. If the player is at
- the 7/2 position and a Robot uses REL PLAYER on a -3/6 pair
- of coordinates, it will effectively be 4/8.
- Let's look at an example-
- ~EPUT c0E GEM p?? 5 5
- This places a gem at the x/y coordinates 5,5.
- ~EREL PLAYER
- ~EPUT c0E GEM p?? 5 5
- This places a gem 5 spaces to the right and 5 spaces below
- where the player currently is.
- ~EREL SELF
- ~EPUT c0E GEM p?? -2 -3
- This places a gem 2 spaces to the left and 3 spaces above
- where this Robot currently is.
- ~EREL COUNTERS
- ~EPUT c0E GEM p?? 1 -4
- This places a gem at the coordinates XPOS+1,YPOS-4.
- Prefixes only have an effect on the very next command.
- Prefixes also affect two other things- The built in counters
- THISX and THISY will be offset by a prefix, and the command
- IF [dir] BLOCKED will check next to the player or next to the
- position noted by the counters, if a prefix is present. See
- these for details.
- :_r4:~AREL COUNTERS FIRST
- :_r5:~AREL PLAYER FIRST
- :_r6:~AREL SELF FIRST
- :_r7:~AREL COUNTERS LAST
- :_r8:~AREL PLAYER LAST
- :_r9:~AREL SELF LAST
- These prefixes are similar to the above prefixes, but they only
- affect the first or last x/y coordinates in the next command.
- For example, COPY accepts two pairs of coordinates. If you
- precede it with the following-
- REL PLAYER FIRST
- REL SELF LAST
- Then the first pair of coordinates will be relative to the
- player, and the second, relative to the Robot. There is one
- other difference with these commands- REL COUNTERS FIRST works
- off of FIRSTXPOS and FIRSTYPOS, and REL COUNTERS LAST works off
- of LASTXPOS and LASTYPOS.
- :_j1:~AJUMP MOD ORDER #
- The current module jumps to the stated order. For example,
- JUMP MOD ORDER 3 will begin playing the fourth order in the
- module, which is the fourth section of the module. Sometimes
- your music editor will refer to this as 'Pattern' or 'Track'.
- >#SOUNDEFX.HLP:1st:Sound and Music
- :_l1:~ALAYBOMB [dir]
- :_l2:~ALAYBOMB HIGH [dir]
- Places a bomb (high strength for the second form) next to the
- Robot in the given direction. Use a direction of UNDER or
- BENEATH to place the bomb underneath the Robot.
- >#COMMANDS.HLP:dir:Directions
- :_l3:~ALAZERWALL [dir] #
- The Robot shoots a lazer in the given direction, and the lazer
- has the color of the Robot and the duration given.
- >#COMMANDS.HLP:dir:Directions
- :_cH:~ACOPY # # # #
- :_cI:~ACOPY [dir] [dir]
- :_sT:~ASWITCH [dir] [dir]
- Copies the thing at one location to another, with the location
- stated through x/y coordinates or directions relative to the
- current Robot. The third command will swap the things at the
- two directions.
- >#COMMANDS.HLP:dir:Directions
- :_cJ:~ACOPY BLOCK # # # # # #
- :_cL:~ACOPY OVERLAY BLOCK # # # # # #
- Copies a block of things from one location on the board or
- overlay to another section. The first two numbers state the
- upper-left corner, the second two numbers state the size of
- the block, and the third two numbers state the destination
- block's upper-left corner. This command can slow down the game
- if used too much.
- >#TOVERLAY.HLP:081:Editing and Using the Overlay
- :_s2:~ASAVE PLAYER POSITION
- :_s3:~ASAVE PLAYER POSITION #
- Saves the player's coordinates and board in one of eight
- internal slots. If no number is given, slot one is used.
- :_rB:~ARESTORE PLAYER POSITION
- :_rC:~ARESTORE PLAYER POSITION #
- :_rD:~ARESTORE PLAYER POSITION # DUPLICATE SELF
- Relocates the player to the coordinates and board stored in
- the given slot, or slot number one if none is given. The third
- form also duplicates the current Robot where the player used to
- be, this Robot then starts its program at the first command.
- :_eE:~AEXCHANGE PLAYER POSITION
- :_eF:~AEXCHANGE PLAYER POSITION #
- :_eG:~AEXCHANGE PLAYER POSITION # DUPLICATE SELF
- Exchanges the player's current coordinates and board with the
- coordinates and board stored in the given slot, or slot number
- one if none is given. The third form also duplicates the current
- Robot where the player used to be, this Robot then starts its
- program at the first command.
- :_f2:~AFILLHEALTH
- The player's health is refilled to maximum.
- :_cA:~ACLEAR MESG
- The message row is cleared to show no message.
- :_m1:~AMESSAGE ROW #
- The message row is moved to the stated row, from 0 to 24.
- :_sK:~ASET MESG COLUMN #
- The message is displayed at the given column, from 0 to 79.
- :_c1:~ACENTER MESG
- The message is centered on its row instead of being shown at a
- constant column. (see above)
- :_l4:~ALOAD CHAR SET "file"
- :_l5:~ALOAD PALETTE "file"
- Loads in the specified character set or palette, exported using
- Alt+X from the world editor. The new character set or palette is
- permanent and affects the entire world, until a new one is
- loaded.
- >#STRINGSA.HLP:1st:Strings and Special Formatting
- :_t5:~ATELEPORT PLAYER "string" # #
- Teleports the player to the given board at the stated x/y
- coordinates.
- >#STRINGSA.HLP:1st:Strings and Special Formatting
- >#STRINGSA.HLP:1st:Strings and Special Formatting
- :_c4:~ACHANGE OVERLAY [color] [char] [color] [char]
- :_c5:~ACHANGE OVERLAY [color] [color]
- All of the stated character and color are changed to the new
- character and color on the overlay. The second form doesn't
- care about the character, only the color.
- >#COMMANDS.HLP:col:Colors
- >#TOVERLAY.HLP:081:Editing and Using the Overlay
- :_m9:~AMOVE ALL [color] [thing] [param] [dir]
- All of the stated thing are moved in the given direction.
- Overuse of this command can slow down your game.
- >#COMMANDS.HLP:col:Colors
- >#COMMANDS.HLP:dir:Directions
- :_o1:~AOPEN [dir]
- If there is a gate or door in the given direction, it will open.
- If the door is going to open towards the Robot, the Robot will
- be pushed out of the way if necessary. It is suggested that you
- wait a couple cycles before then continuing on through the door.
- (gates aren't a problem.)
- >#COMMANDS.HLP:dir:Directions
- :_m7:~AMOD SAM # #
- Plays a sample (instrument) from the current module file. The
- first number states the frequency to play it at, the second is
- the number of the sample, from 1 on.
- >#SOUNDEFX.HLP:1st:Sound and Music
- :_l0:~ALOCKSCROLL
- :_u2:~AUNLOCKSCROLL
- Locks or unlocks Scrolling. When Scrolling is locked, the view
- will remain showing the same thing, even if the player moves. It
- will not Scroll.
- :_c0:~ACHAR EDIT [char] # # # # # # # # # # # # # #
- Changes the appearance of the given character, using a 14-number
- code from the character editor. To insert these codes easily,
- use F5 in the Robot editor, select the desired character, and
- press ESC.
- :_m5:~AMOD FADE IN "file"
- Fades in the stated module file, from 0 volume to 255 volume.
- >#SOUNDEFX.HLP:1st:Sound and Music
- >#STRINGSA.HLP:1st:Strings and Special Formatting
- :_m6:~AMOD FADE OUT
- Fades out the current module file, from current volume to 0
- volume.
- >#SOUNDEFX.HLP:1st:Sound and Music
- :_m4:~AMOD FADE # #
- Fades the current module file to a given volume at the given
- rate. The first number is the target volume, the second number
- is the speed at which to fade.
- >#SOUNDEFX.HLP:1st:Sound and Music
- :_m2:~AMISSILECOLOR [color]
- Changes the color of all missiles fired from this point on.
- >#COMMANDS.HLP:col:Colors
- :_pB:~APUSH [dir]
- Pushes anything in the given direction one space forward, if it
- is pushable. The Robot itself does not move.
- >#COMMANDS.HLP:dir:Directions
- :_sI:~ASET EDGE COLOR [color]
- Changes the color of the edging shown around the view.
- >#COMMANDS.HLP:col:Colors
- :_sJ:~ASET MAXHEALTH #
- Changes the player's health limit, or maximum health rating.
- :_w2:~AWAIT MOD FADE
- Waits for the module to finish its fading. (see MOD FADE IN,
- MOD FADE OUT, and MOD FADE)
- >#SOUNDEFX.HLP:1st:Sound and Music
- :_w3:~AWAIT PLAY
- Waits for all queued PC speaker sound effects to finish playing.
- >#SOUNDEFX.HLP:1st:Sound and Music
- :_a2:~AASK "string"
- Brings up a dialog box asking the player a question. The player
- can select YES or NO. The Robot is then sent to either the YES
- or NO label. If the player presses ESC, the NO label is used.
- >#STRINGSA.HLP:1st:Strings and Special Formatting
- :_a3:~AAVALANCHE
- Enacts the potion/ring effect, Avalanche, placing boulders
- randomly about the board.
- >#POTIONFX.HLP:1st:Potion and Ring Effects
- :_b4:~ABECOME LAVAWALKER
- :_b2:~ABECOME NONLAVAWALKER
- The current Robot can or cannot move on lava now. Robots can
- always move over fire.
- :_b6:~ABLIND #
- :_f1:~AFIREWALKER #
- :_f4:~AFREEZETIME #
- :_sP:~ASLOWTIME #
- :_w6:~AWIND #
- The stated potion/ring effect is now active for the given
- number of cycles. Potion/ring effects are global, IE they
- affect the entire world.
- >#POTIONFX.HLP:1st:Potion and Ring Effects
- :_c3:~ACHANGE CHAR ID # [char]
- Changes the character/color/number at the stated (numerically)
- location within the CHAR ID table. The CHAR ID table is internal
- and is covered in another section.
- >#CHANGECH.HLP:1st:CHANGE CHAR ID- The CHAR ID Table
- :_c6:~ACHANGE SFX # "string"
- The PC speaker sound effect referenced by the given number is
- changed to the new string. This is the same as editing sound
- effects with Alt+F in the world editor.
- >#SOUNDEFX.HLP:1st:Sound and Music
- :_c8:~ACHANGE THIN ARROW CHAR [dir] [char]
- :_c7:~ACHANGE THICK ARROW CHAR [dir] [char]
- Changes the character used to represent thin arrows (for guns)
- or thick arrows (for pushers and spikes) for the specified
- direction.
- >#COMMANDS.HLP:dir:Directions
- :_iI:~AINPUT STRING "string"
- Asks the player to input a string, using the given string as
- a prompt, or question. The inputted string is stored in memory.
- This string can be displayed within box messages or on the
- message row by using &INPUT& within a message. Inputted strings
- are local to the current board.
- >#STRINGSA.HLP:1st:Strings and Special Formatting
- :_iD:~AIF STRING "string" "label"
- :_iF:~AIF STRING NOT "string" "label"
- Jumps to the given label if the inputted string is or is not
- equal to the given string. Case is ignored.
- :_iE:~AIF STRING MATCHES "string" "label"
- If the string matches a given pattern, jump to the given label.
- (Case is ignored) The pattern is a series of characters and
- symbols to match. Characters must match exactly. The following
- symbols apply-
- .# matches any number from 0-9
- _ matches any letter from A-Z or a-z
- ? matches any character
- * matches the remainder of the input string
- :_i9:~AIF FIRST STRING "string" "label"
- If the first word in the inputted string matches the given
- string, jump to the given label.
- :_cB:~ACLIP INPUT
- Chops off the first word of the inputted string. For example,
- "Hello there" will now read in memory as "there".
- :_cF:~ACOLOR INTENSITY # PERCENT
- :_cG:~ACOLOR INTENSITY # # PERCENT
- The first command changes the intensity of the entire palette
- from 0 to 100 percent. The second command only changes one
- color, stated by number from 0 to 15.
- :_cK:~ACOPY CHAR [char] [char]
- The character picture of the first character is copied to the
- second character.
- :_d5:~ADISABLE MESG EDGE
- :_e7:~AENABLE MESG EDGE
- Disables or enables the edging on the message row- When enabled,
- all messages have a space tacked on to each end for display
- clarity.
- :_d6:~ADISABLE SAVING
- :_e8:~AENABLE SAVING
- :_e9:~AENABLE SENSORONLY SAVING
- Disables or enables saving on this board, or enables saving on
- Sensors only.
- >#SENSORSW.HLP:094:Sensors
- :_f3:~AFLIP CHAR [char] [dir]
- The character picture of the stated character is flipped up and
- down if direction is north/south, or left and right if direction
- is east/west.
- >#COMMANDS.HLP:dir:Directions
- :_o2:~AOVERLAY ON
- :_o3:~AOVERLAY STATIC
- :_o4:~AOVERLAY TRANSPARENT
- Turns the overlay on, to static mode, or to transparent mode.
- >#TOVERLAY.HLP:081:Editing and Using the Overlay
- :_rE:~AROTATECW
- :_rF:~AROTATECCW
- Rotates all pushable items around the Robot in a clockwise or
- counter-clockwise direction, respectively. This is done in the
- same manner as a CW Rotate or CCW Rotate.
- :_s4:~ASCROLL CHAR [char] [dir]
- The character picture of the stated character is Scrolled one
- pixel in the given direction, with wraparound.
- >#COMMANDS.HLP:dir:Directions
- :_s5:~ASCROLLARROW COLOR [color]
- :_s6:~ASCROLLBASE COLOR [color]
- :_s7:~ASCROLLCORNER COLOR [color]
- :_s8:~ASCROLLPOINTER COLOR [color]
- :_s9:~ASCROLLTITLE COLOR [color]
- Changes the color used to represent a specific element of the
- Scroll and box-message system-
- ARROW = The arrows used to denote options
- BASE = The overall box and text color
- CORNER = The color of the corners of the box, and of the
- options in the option box at the bottom
- POINTER = The color of the pointers on the left and right
- TITLE = The color of the Scroll/box title
- >#COMMANDS.HLP:col:Colors
- :_s0:~ASCROLLVIEW [dir] #
- :_sA:~ASCROLLVIEW POSITION # #
- :_r0:~ARESETVIEW
- The first two commands Scroll the current view a number of
- spaces in one direction or until the given coordinates are in
- the upper-left corner. RESETVIEW resets the view to normal,
- showing the player in the center of the screen when possible.
- >#COMMANDS.HLP:dir:Directions
- :_sH:~ASET COLOR # # # #
- The given color (stated by the first number, from 0-15) is
- changed to the RGB values of the next three numbers. The RGB
- values must range from 0 to 63. These are the same numbers
- shown in the palette editor.
- :_sR:~ASTATUS COUNTER # "counter"
- The status screen counter stated is changed to the given
- counter. The numbers of the counters range from 1 to 6.
- >#COUNTERS.HLP:1st:Counters and Built-in Counters
- :_sS:~ASWAP WORLD "file"
- Transfers play to the first board in the stated world file.
- All counters, items, keys, etc. are retained from the current
- world.
- >#STRINGSA.HLP:1st:Strings and Special Formatting
- :_pE:~APUT [color] [char] OVERLAY # #
- :_w7:~AWRITE OVERLAY [color] "string" # #
- Puts the given color/character at the given coordinates on the
- overlay, or writes a message in the given color at the given
- coordinates on the overlay.
- >#STRINGSA.HLP:1st:Strings and Special Formatting
- >#TOVERLAY.HLP:081:Editing and Using the Overlay
- >#COMMANDS.HLP:col:Colors
- :_v1:~AVIEWPORT # #
- Moves the viewport's upper-left corner to the given screen
- coordinates. X ranges from 0 to 79, and Y ranges from 0 to 24.
- :_v2:~AVIEWPORT SIZE # #
- Changes the size of the viewport. X size must be from 1 to 80,
- and Y size must be from 1 to 25.
- >#COMMANDR.HLP:1st:Command Reference (Part I)
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- >#MAIN.HLP:072:Table of Contents
- #BULLETTY.HLP
- :1st:Bullet Types
- There are three different types of bullets in MegaZeux- Player,
- Enemy, and Neutral. The player shoots Player bullets, enemies
- shoot Enemy bullets, and ricocheted bullets become Neutral
- bullets. A Robot can shoot any type of bullet, according to its
- BULLETTYPE counter, but it defaults to Neutral bullets. All
- Enemy bullets become Neutral bullets when the option "Enemies
- can hurt enemies" is set.
- Player bullets can only hurt enemies. Enemy bullets can only
- hurt the player. Neutral bullets can hurt either. Robots go to
- different labels when shot with each one, or to a generic SHOT
- label if there are none of the specific PLAYERSHOT, ENEMYSHOT,
- or NEUTRALSHOT labels.
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- >#MAIN.HLP:072:Table of Contents
- #CHANGECH.HLP
- :1st:CHANGE CHAR ID- The CHAR ID Table
- The Robotic command CHANGE CHAR ID has many uses. It basically
- changes a character, color, or number from the Global Chars
- or Damage tables from Global Info. The first number in the
- command states what is to change. (note- if noted, the number
- corresponds to a color or damage. Otherwise, it is a character)
- These numbers are also listed next to things in the Global Edit
- Chars menus.
- Number Changes
- ------ -------
- 0 Space
- 1 Normal
- 2 Solid
- 3 Tree
- 4 Line
- 6 Breakaway
- 8 Boulder
- 9 Crate
- 11 Box
- 13 Fake
- 14 Carpet
- 15 Floor
- 16 Tiles
- 20 Still Water
- 21 N Water
- 22 S Water
- 23 E Water
- 24 W Water
- 27 Chest
- 28 Gem
- 29 Magic Gem
- 30 Health
- 31 Ring
- 32 Potion
- 33 Energizer
- 34 Goop
- 36 Bomb
- 38 Explosion
- 39 Key
- 40 Lock
- 43 Stairs
- 44 Cave
- 47 Gate
- 48 Open Gate
- 50 Coin
- 55 Pouch
- 57 Slider NS
- 58 Slider EW
- 65 Forest
- 67-70 Whirlpool Anim 1-4
- 71 Invis Wall
- 73 Ricochet
- 80 Snake
- 81 Eye
- 82 Thief
- 83 Slimeblob
- 84 Runner
- 85 Ghost
- 86 Dragon
- 87 Fish
- 88 Shark
- 89 Spider
- 90 Goblin
- 91 Spitting Tiger
- 94 Bear
- 95 Bear Cub
- 125 Sign
- 126 Scroll
- 128-143 Thin Lines (Web) (see below)
- 144-159 Thick Lines (Thick Web, Lines) (see below)
- 160 Ice
- 161-163 Ice Anim 1-3
- 164-166 Lava Anim 1-3
- 167 Small Ammo (below 10)
- 168 Large Ammo (above or equal to 10)
- 169-175 Lit Bomb Anim 1-7
- 176-183 Energizer Color Anim 1-8
- 184-187 Explosion Colors 1-4
- 188 Horizontal Door
- 189 Vertical Door
- 190-193 CW Rotate Anim 1-4
- 194-197 CCW Rotate Anim 1-4
- 230-233 Transport N Anim 1-4
- 234-237 Transport S Anim 1-4
- 238-241 Transport E Anim 1-4
- 242-245 Transport W Anim 1-4
- 246-249 Transport All-Dir Anim 1-4
- 250 Thick Arrow N (Pusher/Spike)
- 251 Thick Arrow S (Pusher/Spike)
- 252 Thick Arrow E (Pusher/Spike)
- 253 Thick Arrow W (Pusher/Spike)
- 254 Thin Arrow N (Guns)
- 255 Thin Arrow S (Guns)
- 256 Thin Arrow E (Guns)
- 257 Thin Arrow W (Guns)
- 258-261 Horizontal Lazer Anim 1-4
- 262-265 Vertical Lazer Anim 1-4
- 266-271 Fire Anim 1-6
- 272-277 Fire Color Anim 1-6
- 278-281 Life Anim 1-4
- 282-285 Life Color Anim 1-4
- 286 Ricochet Panel \
- 287 Ricochet Panel /
- 288-289 Mine Anim 1-2
- 290-291 Shooting Fire Anim 1-2
- 292-293 Shooting Fire Color Anim 1-2
- 294-297 Seeker Anim 1-4
- 298-301 Seeker Color Anim 1-4
- 302-305 Whirlpool Color Anim 1-4
- 306-309 Player Bullets, NSEW
- 310-313 Neutral Bullets, NSEW
- 314-317 Enemy Bullets, NSEW
- 318-321 Player, NSEW
- 322 Player Color
- 323 Missile Color
- 324 Player Bullet Color
- 325 Neutral Bullet Color
- 326 Enemy Bullet Color
- 353 Lava Damage
- 365 Explosion Damage
- 386 Lazer Damage
- 388 Bullet Damage
- 389 Missile Damage
- 390 Fire Damage
- 402 Spike Damage
- 403 Custom Hurt Damage
- 405 Shooting Fire Damage
- 406 Seeker Damage
- 407 Snake Damage
- 410 Slimeblob Damage
- 411 Runner Damage
- 412 Ghost Damage
- 413 Dragon Damage
- 414 Fish Damage
- 415 Shark Damage
- 416 Spider Damage
- 417 Goblin Damage
- 418 Spitting Tiger Damage
- 421 Bear Damage
- 422 Bear Cub Damage
- Do not use any numbers that are not listed above- They may cause
- strange things to happen in the game.
- To change a character, use the following form:
- CHANGE CHAR ID # [char]
- .# is the number corresponding to the character that you want to
- change, or a counter representing that number. [char] is the
- character (or counter representing the character) that you wish
- to change it to.
- To change a color, use the following form:
- CHANGE CHAR ID # [color]
- .# is the same as above, but corresponding to a color. [color]
- is the color or a counter representing the color that you wish
- to change it to.
- To change damage values, use a number or counter in place of the
- [char] or [color].
- After typing in a [color] or damage value, it may change to a
- character representation, but the value will still remain the
- same.
- To change line characters-
- Take the base number for the type of line you wish to change
- (128 for thin, 144 for thick) and add one of the following
- values to represent which sides are connected via other web or
- lines-
- 0 -
- 1 N
- 2 S
- 3 N S
- 4 E
- 5 E N
- 6 E S
- 7 E N S
- 8 W
- 9 W N
- 10 W S
- 11 W N S
- 12 W E
- 13 W E N
- 14 W E S
- 15 W E N S
- >#COMMAND2.HLP:_c3:CHANGE CHAR ID # [char]
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- >#MAIN.HLP:072:Table of Contents
- #BUILTINL.HLP
- :1st:Built-in Labels
- Robotic has many built-in labels (messages) that are activated
- on certain external events. The cause of each label is listed
- below.
- ~ETOUCH
- This is sent when the player touches the Robot, I.E. he stands
- next to it and presses an arrow key towards it.
- ~ETHUD
- This is sent when the Robot is walking and it runs into a wall.
- >#COMMANDR.HLP:_w5:WALK [dir]
- ~EEDGE
- This is sent when the Robot is walking and it runs into the edge
- of the board. If EDGE is not found, the Robot is sent to THUD.
- >#COMMANDR.HLP:_w5:WALK [dir]
- ~EBOMBED
- This is sent when the Robot is hit with an explosion.
- ~EKEY?
- This is sent when the player presses a key from A to Z or from 1
- to 9. ? is replaced with the key pressed.
- ~EINVINCO
- This is sent when the player grabs an energizer.
- ~EPUSHED
- This is sent when a pushable Robot is pushed by something other
- than the player.
- ~EENEMYSHOT
- ~EPLAYERSHOT
- ~ENEUTRALSHOT
- One of these is sent when the Robot is shot, according to the
- type of bullet used. If the appropriate label is not found, the
- Robot is sent to SHOT instead.
- ~ESHOT
- This is sent when the Robot is shot by a bullet and the more
- specific label cannot be found.2
- ~EPLAYERHIT
- This is sent when the player is shot. If not found, the Robot is
- sent to PLAYERHURT instead.
- ~EPLAYERHURT
- This is sent when the player is hurt by anything other than a
- bullet. Bullets send the Robot to PLAYERHIT, and only send it
- to PLAYERHURT if PLAYERHIT cannot be found.
- ~ESPITFIRE
- This is sent when the Robot is hit with shooting fire.
- ~EJUSTLOADED
- This is sent when the world was just loaded or restored from a
- saved game.
- ~EJUSTENTERED
- This is sent when the board was just entered or the world was
- just started on this board.
- ~ESENSORON
- This is sent by a Sensor when it is stepped upon by the player,
- or the Sensor moves beneath the player.
- >#SENSORSW.HLP:094:Sensors
- ~ESENSORTHUD
- This is sent by a Sensor when it tries to move and is blocked.
- >#SENSORSW.HLP:094:Sensors
- ~ESENSORPUSHED
- This is sent by a Sensor when it is pushed by something.
- >#SENSORSW.HLP:094:Sensors
- ~ELAZER
- This is sent when the Robot is hit with a lazer.
- ~EGOOPTOUCHED
- This is sent when the player touches Goop.
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- >#SENSORSW.HLP:094:Sensors
- >#MAIN.HLP:072:Table of Contents
- #COUNTERS.HLP
- :1st:Counters and Built-in Counters
- Counters are built-in variables, or stored values with names.
- Each counter has a name, such as "Yellow" or "Apple Pies". A
- counter can hold a value from -32768 to 32767, in most cases.
- A counter is "active" when it has a value other than 0. There
- can be up to 50 active counters at any one time, in addition
- to the built-in counters. Counters retain values between
- different boards.
- The following is a list of built-in counters, which all have
- special meanings. There are three types of built-in counters-
- Global, which affect everything, Robot, which are different for
- each Robot and are only available to read by that Robot, and
- Local, which are specific to the current board. Some built-in
- counters are read-only.
- $Global Built-in Counters
- ~BGEMS, AMMO, LOBOMBS, HIBOMBS, COINS, LIVES, HEALTH
- These contain the current number of the stated item that the
- player currently has.
- ~BINVINCO
- The number of cycles of invincibility the player currently has.
- ~BSCORE
- The player's current score. Only use INC and DEC on SCORE if it
- will ever exceed 32767. If you only use INC and DEC, SCORE can
- reach over four billion.
- $Local Built-in Counters
- ~BKEY
- The last key from A-Z and 1-9 that the player inputted.
- Numerical values- 65 through 90 for A-Z, and 49 through 57 for
- 1-9.
- ~BTIME
- The current timer value, between 0 and the time limit for the
- current board.
- ~BTIMERESET
- The time limit for the current board. 0 for no time limit.
- ~BINPUT
- The numerical value of the last string inputted.
- >#COMMAND2.HLP:_iI:INPUT STRING "string"
- ~BINPUTSIZE
- The size, in characters, of the last string inputted.
- >#COMMAND2.HLP:_iI:INPUT STRING "string"
- $Robot Built-in Counters
- ~BBULLETTYPE
- The current type of bullet shot by the Robot. 0 for Player, 1
- for Neutral, and 2 for Enemy.
- >#BULLETTY.HLP:1st:Bullet Types
- ~BPLAYERDIST (read-only)
- The distance from the Robot to the player, in spaces. The sum
- of HORIZPLD and VERTPLD.
- ~BHORIZPLD (read-only)
- ~BVERTPLD (read-only)
- The horizontal or vertical distance from the Robot to the
- player, in spaces.
- ~BTHISX (read-only)
- ~BTHISY (read-only)
- The current X or Y coordinate of the Robot. Affected by
- prefixes- If a command that uses THISX and THISY is prefaced
- with a REL PLAYER command, THISX and THISY will be generated
- based on the player's current position. For example, if the
- player is at 2,2 and the Robot is at 5,5, THISX and THISY
- will be 3. If the player is at 7,7, THISX and THISY will be
- -3. If a command that uses THISX and THISY is prefaced with
- a REL COUNTERS command, THISX and THISY will be generated
- based on XPOS and YPOS. Basically, THISX and THISY will be
- set to THISX-XPOS and THISY-YPOS.
- >#COMMAND2.HLP:pre:REL COUNTERS
- >#COMMAND2.HLP:_r2:REL PLAYER
- ~BLOOPCOUNT
- The counter used for looping commands in Robotic- LOOP START,
- LOOP #, and ABORT LOOP.
- >#COMMANDR.HLP:_lC:LOOP START
- ~BPLAYERLASTDIR
- The last direction the player moved- 0 for none, or 1 2 3 4 for
- N S E W. Used to determine ice slippage and certain other
- effects.
- ~BPLAYERFACEDIR
- The direction the player is facing- 0 1 2 3 for N S E W. Used to
- determine which player character to display.
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- >#MAIN.HLP:072:Table of Contents
- #USINGTHE.HLP
- :1st:Using the Editor
- The Robotic editor is quite simple to use. After selecting your
- Robot's character and name, you will enter the editor screen.
- There are three major sections to the editor screen- The top
- box, showing current statistics; The middle box, showing the
- Robot's program with the current line highlighted in the center;
- The bottom box, showing the available editing commands.
- To edit the Robot, you enter lines just as in editing Scrolls.
- Use up and down or PageUp and PageDown to Scroll between lines,
- and use Enter to insert new blank lines.
- When you enter a line, it will be checked for proper syntax. You
- will be told if the command fails syntax checking. If it passes,
- it will be reformatted and redisplayed, and you can then enter
- another line. The reformatting is unpreventable- Since MegaZeux
- tokenizes Robotic lines to conserve space, all irrelevant
- information such as extra spaces is lost. The editor attempts to
- print the lines in a visually pleasing manner.
- All lines other than the current line will have the various
- elements such as strings and numbers highlighted in different
- colors. Color codes will be shown as their actual color. The
- current line is shown in a solid color and color codes are shown
- in the usual cXX format.
- The following keys are active within the editor-
- >_a:F1 - Help
- >_b:F2 - Color
- >_c:F3 - Character
- >_d:F4 - Parameter
- >_e:F5 - Char edit
- >_f:F6-F10 - Macro
- >_g:Alt+Home - Mark block top
- >_h:Alt+End - Mark block end
- >_i:Alt+Esc - Unmark block
- >_j:Alt+Enter- Block action
- >_k:Alt+Ins - Paste
- >_l:Alt+O - Options
- >_m:Alt+X - Export
- >_n:Alt+I - Import
- :_a:F1 - Help
- Use F1 to bring up context-sensitive help at any time.
- :_b:F2 - Color
- F2 will bring up a menu of colors. Select one and press Enter to
- insert a cXX color code into the current line corresponding to
- that color.
- :_c:F3 - Character
- F3 will bring up a menu of characters. Select one and press
- Enter to insert that character into the current line. No quotes
- or apostrophes are added.
- :_d:F4 - Parameter
- If you have just typed in the name of a thing, such as Ammo,
- F4 will allow you to select settings for it in order to insert
- a pXX parameter code.
- :_e:F5 - Char edit
- Use F5 to insert series of numbers corresponding to character
- pictures, for use with the Robotic CHAR EDIT command.
- :_f:F6-F10 - Macro
- F6 through F10 will insert short macros, customizable using
- Alt+O.
- :_g:Alt+Home - Mark block top
- :_h:Alt+End - Mark block end
- Alt+Home/End will mark the top or bottom of a block of lines.
- You can then perform various block actions on these lines. The
- marked lines are highlighted.
- :_i:Alt+Esc - Unmark block
- The current block is unmarked.
- :_j:Alt+Enter- Block action
- Allows you to perform an action on the current block of lines-
- Copy it to an internal clipboard, Cut it to an internal
- clipboard (copy it and then delete it), Clear it from memory,
- or Export the block to a text file on disk.
- :_k:Alt+Ins - Paste
- Alt+Ins will paste in the block last copied to the internal
- clipboard. The clipboard is preserved between Robots and even
- between worlds.
- :_l:Alt+O - Options
- Alt+O will bring up a dialog box where you can edit settings
- pertaining to the Robot editor. You can change the values of
- the five macros here. Use ^ for Enter in the macros.
- :_m:Alt+X - Export
- Use Alt+X to export either the current block or the entire
- Robot program to a text file on disk. You can then edit the
- program outside of MegaZeux, or use the text file in other
- ways.
- :_n:Alt+I - Import
- Use Alt+I to import a text file into the current Robot. The
- new lines will be inserted into the current program. Any
- errors will stop the importation. This allows you to edit Robot
- programs outside of MegaZeux. The import process may take a
- while, so be patient.
- The following Robot editor options can be changed through Alt+O-
- ~EMacros
- You can change the text of the five macros here. Use ^ for
- Enter.
- ~EShow Colors
- If this is off, then color codes will always be shown in cXX
- format, never as the actual color.
- ~ESyntax Highlighting
- If this is off, then the program will not have different colors
- for the various programming elements such as strings and
- numbers.
- ~EUppercase
- If this is on, uppercase will be used. If this is off, lowercase
- letters will be used.
- ~EBase 10/16
- If set to base 10, numbers will be shown in decimal. If set to
- base 16, numbers will be shown in hexadecimal, in $xxxx format,
- where xxxx is a number from 0 to FFFF.
- The statistics line across the top of the Robot editor shows the
- current line number, the current character within the line, and
- the size of the Robot program versus the maximum size this Robot
- can reach, based on remaining Robot memory and the 31k per Robot
- limit.
- Use ESC to exit the Robot editor when you are done editing your
- Robot program.
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- >#MAIN.HLP:072:Table of Contents
- #CMDLINE.HLP
- :1st:Command Line Options
- The following command line options are available for use when
- starting MegaZeux. To use them, type them in after MEGAZEUX
- at the DOS prompt. Separate all options with spaces.
- ~A-?
- Bring up command line option help screen.
- ~A-lxxxxxxxx.MZX
- Loads up xxxxxxxx.MZX at start up. (the .MZX is optional)
- ~A-nomouse
- Don't activate the mouse, even if one is present. Use if the
- mouse gets in the way or MegaZeux seems to think you have a
- mouse when you don't.
- ~A-noems
- Don't use any EMS memory. Use if MegaZeux's use of EMS memory
- is causing a problem. Note that with this option, you will
- probably not have enough memory for module and SAM files.
- ~A-ega
- Use EGA mode even on VGA or higher. This only affects the
- granularity of palette fades and color changes.
- ~A-keyb2
- Use another style of keyboard handler. Use if your keyboard is
- locking up or otherwise causing problems.
- $Sound Card Options
- ~A-port###
- ~A-irq#
- ~A-dma#
- Allows you to specify the settings for your sound card. -port
- sets the base port and must be followed by a hexadecimal number
- such as 220. -irq sets the IRQ line number, and should be
- followed by a single digit such as 7. -dma sets the DMA number
- and should be followed by a single digit such as 1. See your
- sound card manual for details. These options are only neccesary
- if autodetection fails. An example of a command line for the
- default SoundBlaster settings-
- MEGAZEUX -port220 -irq7 -dma1
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- >#MAIN.HLP:072:Table of Contents
- #MEMORY.HLP
- :1st:EMS Memory/Boot Disk Tips
- MegaZeux makes extensive use of EMS and conventional (first
- 640k) memory. The more you have available, the better it will
- run.
- To have EMS memory available, you must have an EMS driver
- installed. Most EMS drivers also require an XMS/HIMEM driver
- loaded first. You will need lines similar to the following in
- your CONFIG.SYS to load HIMEM and an EMS driver, respectively-
- DEVICE=C:\DOS\HIMEM.SYS
- DEVICEHIGH=C:\DOS\EMM386.EXE 3072 H=160
- The second line has three parts that are optional. The -HIGH
- after DEVICE is optional, but recommended, as it conserves
- conventional memory, a valuable resource. The 3072 tells DOS to
- reserve up to 3072K of memory (3 megabytes) for EMS. Feel free
- to lower or raise this value, but a minimum of 2048K (2
- megabytes) is recommended. The H=160 tells DOS to reserve at
- least 160 EMS handles. A number of 160 or greater is required
- here for MegaZeux to run at maximum efficiency.
- To help free up conventional memory, you may need to create a
- boot disk. This is a common procedure for many games, and if a
- certain boot disk works for one game, it may work just fine for
- MegaZeux. However, you must remember to include HIMEM and an EMS
- driver if you have EMS, and include a mouse driver if you want
- your mouse to be available.
- To create a boot disk, stick a blank disk into your A: drive and
- type the following:
- FORMAT A: /S <enter>
- Answer Yes to all questions. Give the disk a label if you wish.
- Answer No to "Format another?" and then type:
- COPY CON A:CONFIG.SYS <enter>
- DEVICE=C:\DOS\HIMEM.SYS <enter>
- DEVICEHIGH=C:\DOS\EMM386.EXE 4096 H=160 <enter>
- DOS=HIGH <enter>
- .<ctrl+z>
- The 4096 can be increased or decreased, depending on how much
- memory you have. Use 1024 * the number of megabytes. Now type:
- COPY CON A:AUTOEXEC.BAT <enter>
- PATH C:\DOS <enter>
- C:\MOUSE\MOUSE <enter>
- C: <enter>
- CD \MEGAZEUX <enter>
- MEGAZEUX <enter>
- The line to load the mouse driver is optional, and may vary on
- different computers. The drive and directory you have MegaZeux
- in may differ as well. Insert other lines for SMARTDRV, etc. if
- appropriate. It is best if you get a computer-wise friend to
- help you, if you can't get the above to work.
- >#MAIN.HLP:072:Table of Contents
- #ROBOTSWH.HLP
- :1st:Robots- What They Are and How to Use Them
- Robots are the heart and soul of MegaZeux. Anything you could
- want to do in MegaZeux, anything you see done in a MegaZeux
- game, many things you didn't know were possible, can be done
- with MegaZeux's Robots.
- Robots are programmed in their own programming language, called
- Robotic. Robotic is a fairly simple language to learn, somewhere
- along the lines of BASIC, although a bit more complex. If you've
- ever used Epic Megagame's ZZT, Robotic is a bit more complex
- than ZZT-OOP, although it is similar and more logical in style
- and syntax.
- To place a Robot in the editor, press F10 and select Robot, or
- Pushable Robot if you want things to be able to push the Robot.
- Then name the Robot, and select a character to represent it. Now
- you are brought to the Robot editor, where you can program the
- Robot in Robotic.
- >#ROBOTICT.HLP:1st:Robotic Tutorial
- >#MAIN.HLP:072:Table of Contents
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- #ROBOTICT.HLP
- :1st:Robotic Tutorial
- (note- if you've never used Robots before, you should probably
- print this out so you can read it while doing the tutorial in
- the editor.)
- Robotic has a few concepts that you must understand before you
- begin to program in it. You can skip this if you want, but it
- will help you learn Robotic much faster. A large portion of this
- will be obvious to anybody who has ever programmed in any
- language or used computers extensively.
- $Commands
- You can have one command per line. A command is an instruction
- to MegaZeux or the Robot telling it to do something. A program
- is a series of commands, that are run right after another.
- $Parameters
- A parameter is the part of the command that can change, such
- as numbers or colors. They specify how the command should be
- run or what it should effect. For example, in the command-
- WAIT 6
- WAIT is the command, and 6 is the parameter. Many commands have
- multiple parameters. Parameters are often specified using #,
- "string", or [color] [char] etc.
- $Labels
- A label is a point in a Robotic program that has been given a
- name. It is used as a reference point so the Robot can return
- to that point at any time, to allow repeating sections of
- commands, etc. Labels are written as follows- :"label"
- $Messages
- A message is something one Robot sends to another, or an
- external event sends to a Robot, to tell it to do something.
- That something entails jumping to the label corresponding to
- that message. For example, a Robot can tell another Robot to
- "Bounce"; That Robot will now be executing commands starting
- at the label :"Bounce".
- $Coordinates
- X/Y coordinates are a pair of numbers representing a point on
- the current board. 0/0 is the upper left corner of the board,
- and the coordinates increase going down and right. You can find
- coordinates easily using Alt+Y in the editor, or F6 in the game.
- X/Y coordinates can be negative, but this is uncommon and used
- for special purposes only.
- $Strings
- A string is a series of letters or characters, inside quotes.
- For example, "STRING", "Booga!", "MegaZeux Rocks", or "[[]]".
- $Characters
- A character is a single symbol, letter, number, punctuation
- mark, space, graphic, etc. All things are viewed as single
- characters. When using single characters in Robotic, they must
- be enclosed in apostrophes- 'X'.
- $Colors
- A color is a code representing a background/foreground color
- pair. They follow the format cXX, where X is 0-9 or A-F. To
- enter color codes easily, use F2 in the Robot editor. The exact
- format of color codes is covered in another section.
- $Directions
- Directions represent one of the four cardinal directions of
- NORTH, SOUTH, EAST, or WEST. They can be abbreviated to N, S,
- E, and W. There are other directions, but these are the most
- commonly used.
- Hopefully you understood the above material, as knowledge of it
- is essential to program in Robotic. If you don't quite grasp
- it, you can return to it later, but you will need to understand
- it eventually.
- $Your First Robotic Program
- Create a Robot in the editor, and give it the following program-
- .: "start"
- GO NORTH 2
- GO SOUTH 2
- GOTO "start"
- Now test the world. As you can see, this program makes the Robot
- move up and down. Let's analyze it line by line-
- ~B: "start"
- As we know, this is a label. It marks the beginning of the
- program.
- ~BGO NORTH 2
- This quite plainly tells the Robot to move north two spaces.
- ~BGO SOUTH 2
- This tells the Robot to move south two spaces.
- ~BGOTO "start"
- GOTO tells the Robot to jump to a label. In this case, the Robot
- returns to the label "start", effectively restarting it's code.
- Pretty easy so far, huh? You will probably find that Robotic's
- basics are easy to grasp. Let's try something a little more
- complex.
- $Your Second Robotic Program
- Try the following Robot program-
- .: "loop"
- / "NNEESSWW"
- GOTO "loop"
- .: "touch"
- * "Hello!"
- CHAR 'X'
- END
- Testing will show you that this Robot runs around in a small
- square. Now try touching it. If you can catch it, the Robot
- will change to an X and greet you! Let's look at this program-
- ~B: "loop"
- A label.
- ~B/ "NNEESSWW"
- The / command tells the Robot to move along a given path. The
- path is represented with a string of the letters N, S, E, W, and
- I. NSEW represent the four cardinal directions, while I tells
- the Robot to wait for a sec before continuing. Our path tells
- the Robot to go north twice, east twice, south twice, and west
- twice, forming a square path.
- ~BGOTO "loop"
- The Robot will now return to the "loop" label, continuing in a
- square path forever. Without an outside stimuli, the Robot will
- never do anything else.
- ~B: "touch"
- Another label, but this one is special. When the player touches
- a Robot, by standing next to it and pressing against it, the
- Robot is sent the message "touch". So the following commands
- will be run when the player touches the Robot.
- ~B* "Hello!"
- The * command displays a message along the bottom of the screen.
- In this case, the message is a traditional greeting.
- ~BCHAR 'X'
- This tells the Robot to assume the appearance of character X.
- Make sure that the X is in apostrophes ' and NOT quotes ".
- ~BEND
- This tells the Robot to end it's program and do nothing more.
- The Robot will sit there until an outside event wakes it up,
- such as the player touching it again. If the Robot reaches the
- end of it's program, it will automatically END, so this END is
- not technically necessary. However, it will be important if you
- need the Robot's program to END somewhere in the middle.
- $Robot Interaction
- Let's get some Robots to interact with each other. Put two
- Robots on a board, right next to each other. Name the left one
- Lefty, and give it this program-
- .: "dance"
- / "WWWEEE"
- SEND "Righty" to "dance"
- END
- Name the right one Righty, and give it this program-
- END
- .: "dance"
- / "EEEWWW"
- SEND "Lefty" to "dance"
- END
- Now test this board out. You will see a silly pair of dancing
- Robots, as they bump each other left and right. Let's examine
- their programs more closely.
- Since Righty has an END command as the first line, he isn't
- going to be doing anything until told to. So we look at Lefty.
- Nothing we haven't seen, until the SEND command.
- ~BSEND "Robot" to "message"
- The SEND command allows one Robot to send messages to another,
- telling it what to do. In this case, Lefty will tell Righty to
- "dance", sending Righty to the label "dance".
- Knowing this, the behavior of the two Robots should be clear.
- Each one, in turn, moves away and back again, then it tells
- the other one to do this. This repeats ad infinitum.
- For a little practice, see if you can get them each to display
- a message at the start of their dance step. Make the messages
- different for each Robot.
- $Some New Commands
- The following Robot will demonstrate some new commands and
- features. Make sure you put some ammo and bombs on the screen
- with this Robot-
- END
- .: "shot"
- COLOR c2C
- [ "Owie! That hurt!"
- [ "Now I'm all icky bloody. Thank you."
- END
- .: "bombed"
- .. "Check this out..."
- DIE
- .: "touch"
- * "Watch out!"
- WAIT 10
- SHOOT NORTH
- END
- Test this Robot out, bombing, shooting, and touching it. The
- new commands and labels are explained below.
- ~B: "shot"
- When the Robot is shot by a bullet, it is sent this message.
- ~BCOLOR c2C
- This changes the Robot's color. The c2C represents Lt. Red on
- Red. To enter colors, press F2 in the Robot editor and select
- the color you want. The appropriate cXX code will be typed in
- for you.
- ~B[ "Owie! That hurt!"
- The [ command is very cool. When encountered, all the [ commands
- in the same area are put together to form one long message,
- which is then displayed in a Scroll-like window, which can be
- Scrolled and viewed by the player.
- ~B: "bombed"
- When the Robot is bombed, or otherwise hit by an explosion,
- it is sent this message.
- ~B. "Check this out..."
- Notice how this message was not shown in any way. The . command
- is used for comments, I.E. messages that are not to be shown.
- They are good for your own reference, so you know what you were
- trying to do with this Robot, or so you can keep notes of
- important things.
- ~BDIE
- Very simple, this command destroys the Robot forever.
- ~BWAIT 10
- WAIT causes the Robot to stop and sit for an amount of time, the
- amount of time specified as a number. The time is in cycles,
- which is the amount of time it takes to update the board once,
- moving all the enemies and bullets, etc.
- ~BSHOOT NORTH
- The Robot will shoot a bullet in the indicated direction.
- $Conclusion
- You now should know enough Robotic for simple programs. Even
- more importantly, you should be able to scan the Robotic
- reference manual, including the command reference, and be able
- to learn many new commands. There are many important commands
- in the command reference that we have not yet mentioned,
- such as ENDGAME and GOTOXY. It is recommended that you at least
- browse over each of the Robotic reference manual sections.
- Make sure you (eventually) read over every part of the reference
- manual, as there are many sections not covered in the tutorials.
- Especially of interest will be the 'Strings and Special
- Formatting' section for more advanced programming.
- >#ROBOTICR.HLP:087:Robotic Reference Manual
- >#MAIN.HLP:072:Table of Contents
- #NEWINVER.HLP
- :1st:NEW in Version 2.51! (Changes Since Version 1.03)
- For information on mzx s2, read readme.1st.
- $~ENEW in version 2.51- ALL NEW music/sound code! 32-channels;
- $~Ebug-free; support for stereo, 16-bit, GUS, and PAS-16;
- $~Esupport for many formats and effects; up to four
- $~Esimultaneous sound effects!
- Note that the new music support requires that you CONVERT all
- non-MOD files using the included program, 2GDM. See 'MegaZeux's
- Sound System' for details on the NEW music system.
- >#SOUNDEFX.HLP:1st:MegaZeux's Sound System
- Note- This is a direct translation from the file WHATSNEW.251,
- included with MegaZeux. If you haven't used version 1.03 or
- before, you probably won't understand much of this list.
- ~E2.51s2final release:
-
- + Fixed bug involving mod * settings being lost when loading
- + Should have fixed ems problems some were reporting, if not,
- just try to get more conventional memory. Enclosed document
- (convmem.txt) should help you.
- + Fixed a bug involving direction checking.
- + Pressing ']' at most any time will now save a screenshot to
- screen.pcx
- + Pressing alt+8 in the editor will set the current mod to *.
- ~E2.5.1s2beta release:
- + Added MOD "*", which allows a board to use whatever module
- the previous board was using; this necessitated a change in
- the .SAV file format (still need changes in the editor UI
- to access this feature outside of Robotic)
- + inmate's semantics for MOD "SOMETHIN.MOD*" aren't
- immediately possible, although a rough hack is in already
- + char edits are now not displayed until the beginning of the
- next cycle; the deferred display should eliminate a lot of
- flickering
- + an (at least partial) fix for the infamous UNDER bug
- + MOUSEX, MOUSEY and BUTTONS are now buffered.
- + more sane magic handling
- + can load MZX 2.51 and 2.51S1 worlds, but will only save
- 2.5.1spider2 format
- ~ENew in version 2.51: (quick fix before I do 3.00!)
- * Bug where moving north or west towards a board that is
- larger than 100 tiles in a dimension may not work properly
- fixed.
- * Bugs in 2GDM.EXE preventing proper conversion of some S3Ms
- fixed.
- * A rare bug preventing internal MOD conversion fixed.
- * "Error opening MOD" will no longer appear during normal
- gameplay.
- * Exporting ANSis now adds a color to the end returning text
- to normal grey.
- ~ENew in version 2.50:
- * FOR ALL YOU 2.07 USERS- THE MAJOR UPGRADE is the new sound
- code! Support for stereo, 16-bit, more cards, 4 sound
- effects channels, 32 music channels, higher quality, and
- faster sound code! Less bugs! More formats supported! All
- non-MOD files MUST be converted to GDM using the included
- 2GDM.EXE program. Formats supported- MOD (up to 32 channels),
- WOW/OCT/NST, S3M, 669, and MTM.
- * Volume controls (overall and SAM) added to F2-Settings (saved
- in .CFG file)
- * SAMs play at 2x volume.
- * MTM support added to 2GDM.EXE. Other formats aren't added
- because they aren't needed (not used often enough) or in the
- case of XM, because they support too many advanced features
- that MZX does not support. Partial XM support MAY be added
- later.
- * Many minor bug fixes in 2GDM.EXE's conversion routines.
- * Internal MOD conversion (in MegaZeux) sped up considerably.
- * For all those that upgraded from 2.07, see 2.49g and 2.48b
- WHATS-NEW for more stuff, including a couple interesting
- new Robotic features
- ~ENew in version 2.49g-
- * New Import function added- You can import an ANSi to any
- position on the board.
- * Full SAM sound effect support as in the original 2.07 version
- (but using the new MOD code for up to 4 simultaneous
- channels)
- * The OPEN Robotic command will now push the Robot out of the
- way if the door would be blocked by the robot.
- * REL PLAYER and REL COUNTERS now affects the THISX/THISY
- counters (giving the distance FROM the player/counters TO
- the Robot) and the prefixes also affect the IF [dir] BLOCKED
- command, allowing you to check for blocked status next to
- the player or an arbitrary position.
- * [ box message statements now clip their message to 64
- characters (the maximum) on display. Note that all other
- box-message statements are NOT clipped!
- * Color codes are allowed in ? and & box message statements
- * Invalid sound card settings no longer cause a lock-up
- * You can hold down the mouse button to cycle through RGB
- values in the palette editor
- * Changing something to an explosion no longer can cause weird
- colors
- * Whats New section of help sorted by version
- * Placing a robot over the player is prevented with a warning
- * The "Alt+N- Music" lights up properly in the editor now
- * When chaning from a larger board to a smaller board, you can
- no longer accidentally have the cursor outside of the board
- size
- * GUS owners don't need to enter # of SFX channels, since
- MegaZeux cannot support GUS sound effects anyways.
- * Fileboxes (loading MODs, worlds, etc.) can now hold as many
- filenames as memory allows.
- * GUS setup shown properly on configuration screen
- * 2GDM.EXE rewritten- In THIS release, it can only convert
- MOD, NST, WOW, OCT, 669, and S3M files! The final (2.50)
- release will have support for the remaining file formats.
- It is being rewritten to fix many small bugs and make it
- smaller and faster, as well as possibly add more file
- formats.
- * 2GDM.EXE- F00 effect in MODs deleted during conversion
- * 2GDM.EXE- Bad effects S8x, S0x, and Xxx deleted during S3M
- conversion
- * 2GDM.EXE now works properly from other directories
- * INTERNAL MOD loading support. You can now load MODs, NSTs,
- WOWs, and OCTs from within the game without having to
- convert them to GDM first. The only exception is 15-
- instrument MODs- they must first be converted. Note that
- all other formats, such as S3M, 669, etc. must still be
- converted. NST/WOW/OCT support was only added because they
- are extremely similar to MODs, and MODs were required for
- backward compatibility.
- * Insert doesn't display those "Lo bomb selected" messages,
- etc. if the player is Attack Locked or settings say he
- cannot bomb.
- * Minor bugs in ANSi import corrected. (problem fixed- caused
- errors on import of ANSis with more or the same number of
- lines as the current board size maximum)
- * "Ammo <10" and "Ammo >9" entries in Global Chars changed to
- "Small Ammo" and "Large Ammo" to prevent confusion.
- ~ENew in version 2.48b-
- * ALL NEW music code! Features include faster, NO BUGs, 32
- channels, more formats supported (sorry, no MID or XM) etc.
- * Bug where selecting "(no board)" to add a board caused an
- error if that wasn't the first "(no board)" on the list.
- * Bug where if a robot line entered consisted of only
- semicolons, spaces, and commas, it would screw up that
- robot's program, fixed.
- * Command line options (-port,-dma,-irq) added for setting
- sound card parameters. Only needed if auto-detection fails.
- * Minor help corrections.
- * Save/load during testing in editor disabled.
- * Pressing \ no longer causes problems during gameplay.
- * Bug where "Restart board" for death option in global
- options didn't function properly on first board, nor did
- restart-if-zapped. (fixed)
- * Filling in the overlay no longer locks up if you fill over
- something of the same color and picture.
- * Overlay no longer messed up when resizing board.
- * Lock up on Import World removed.
- * Setting the counter "INVINCO" to 0 works properly.
- * Hopefully fixed rare lockups after robot box messages.
- * Added confirmation for board deletion in editor.
- * All included worlds are NO LONGER password protected. (The
- old password was "megahertz".)
- * Minor bugs in passage search algorithms corrected.
- * Obscure bug involving REL prefixes if used in "infinite-
- loop" type constructs (fixed)
- * In editor- Alt+Dir to move 10 spaces now works as expected
- with draw mode on. (IE it will draw in ALL 10 spaces)
- * Bug where passages on screens wider than 256 spaces didn't
- work properly. (fixed)
- * Bug where fire-to-player's-right would lock up and kill him
- FIXED.
- * Counters can be used in ALL strings in &COUNTER& notation.
- For example, SEND "ROBOT" "LABEL&COUNTER&" will replace
- &COUNTER& with a number. This works for ALL strings-
- counternames, labels, robots, etc. See Robotic help for
- details.
- ~ENew in version 2.07-
- * Labels and NON-valid counter-regulated options in robot box
- messages are not blank lines; Instead they are just removed
- from the message.
- * Passage (stairs/caves/whirlpools) search algorithm
- corrected.
- * Digitized sample SFX works properly with the note B now.
- * Bug where getting multiple energizers in a row screwed up
- player's color is fixed.
- * Bug where chests with invinco potions will die when taken
- is fixed.
- * Filling in editor, with a robot/scroll/sensor over itself,
- is now handled properly.
- * Whee!! More minor help typos fixed.
- ~ENew in version 2.06-
- * Yet more cursor safegaurds inserted. (Where do you GET
- these problems!? :)
- * Saving a game no longer asks for overwrite confirmation if
- the file doesn't really exist.
- * Help and tutorial- Minor textual errors fixed
- * Save dialog boxes only allow entry of 12 characters now,
- instead of 13.
- * Help file can be accessed from any directory.
- * -l cmd line option will no longer cause a loading error with
- an oversized filename. (it will instead be ignored)
- ~ENew in version 2.05-
- * Cursor bug fixed. (If it isn't, then get a new BIOS! :p)
- * MegaZeux now utilizes overlaid code, for almost 50k core
- memory savings.
- * LOCKSCROLL cmd fixed
- * Moving into the lower-right corner of full-size boards no
- longer warps you to the upper-left corner.
- * SET COLOR and COLOR INTENSITY don't blow up if the color is
- not from 0 to 16.
- * Code for activating 16 background colors is now shorter and
- uses BIOS calls for compatibility.
- ~ENew in version 2.04-
- * Slight modifications to Robotic Tutorial (help file)
- * Sending a robot a message, when it hadn't done anything yet
- that turn, activates it immediately. This helps with
- syncronized activities, such as large, multi-robot
- creatures.
- * ALT+Numerics feature of BIOS keyboard routine DISABLED (IE
- ALT+3 will no longer break to DOS)
- * Counters' code optimized.
- * The temp file ~EDITRSZ.TMP created when resizing a board is
- now deleted when finished.
- * a KEYBOARD CODE kink was worked out (hopefully got 'em
- all...)
- * Made printer code more general (should work on any printer
- in text mode)
- * PALETTE BUG on some SVGA cards FIXED. (black now looks like
- black) If it still isn't, please notify me.
- * HOME and END will jump to the top/bottom of a box
- message/help/scroll.
- * PgUp/PgDn/Mouse navigation work properly in box
- messages/help/scrolls
- * HOME and END in dialogs works properly now- Unless you are
- editing a number, they will jump to the FIRST item and the
- NEXT or OK button, respectively. In a string, they will
- still jump to the start/end unless you are already there,
- then they will jump to the proper dialog location.
- * Robots (especially when there are lots of them) sped up.
- * DUPLICATE SELF and COPY ROBOT cmds sped up some, except when
- used by global robot.
- * Palette intensities reset when going into editor after the
- title screen changes them.
- * MODULO "str" # will no longer crash if # is 0.
- * Extreme palette activity no longer causes snow or (on EGA)
- screen breakup. Palette activity also sped up.
- * Bug fixed- If a SAM/MOD command had to free up board memory
- (showing the little "freeing up board memory..." meter) then
- that robot stopped running.
- * Bug fixed- If the robot changed it's surroundings (IE
- Putting a SPACE to it's NORTH) and then did a RANDNB or
- RANDB, the new surroundings weren't always taken into
- consideration.
- * DIVIDE ERROR crash/bug fixed. (It was related to usage of
- RANDNB and RANDB)
- * CHAR "A" vs. CHAR 'A' question added to F.A.Q.
- * README.TXT changed- Boot disk/support info added.
- * Help on cmd ."@string" corrected.
- * SPEED defaults to 4 (settings) and is saved in MEGAZEUX.CFG.
- ~ENew in version 2.03-
- * Intensity of palette (and other stuff?) now resets after a
- test game.
- * Messed-up black color on certain graphics cards- Attempted
- to fix.
- * Minor bug in VER1TO2.EXE fixed
- * Robot section of Tutorial corrected (the descriptor scrolls)
- * Speeds based on real time (IE speed 3 will be the same on
- ANY computer, unless the computer itself is so slow that it
- forces a slower speed.)
- * CAVERNS has game over screen fixed
- * MOVE PLAYER [dir] "label" command now works properly.
- (Before, the label was almost always ignored)
- ~ENew in version 2.02-
- * Bugs with Enter in text mode on small boards fixed
- * Bugs with slime fixed
- * If you have screen faded out (COLOR FADE OUT) and go to
- another screen, it no longer fades it in for you
- automatically.
- * HELP.DOC- CHANGE CHAR ID section fixed
- * Fill really does now fill properly on boards larger than
- 127x127. :)
- * Sped up sensor interactions somewhat
- * Fixed problems with boards not scrolling with the player,
- in the game on over-sized boards. Run FIX.EXE in all
- directories containing version 2.01 or 2.00 .MZX/.MZB files.
- * Nothing can give you negative coins, gems, etc. (such as
- thieves)
- * Minor robot speed improvements
- * Turning Music Off (Settings in Game) really keeps it
- off... :)
- ~ENew in version 2.01-
- * Sensor command CHAR'X' fixed
- * TAKEing health now counts as hurting the player for the
- :playerhurt label
- * Can load help from any drive/directory
- * Copy block in editor now properly clips the block's
- destination
- * Move block in editor now properly clips the block's
- destination
- * ."@new_robot_name" command added
- * If the player runs up against a player bullet, it won't
- hurt him
- * JUSTENTERED, JUSTLOADED, and GOOPTOUCHED labels fixed
- * UNLOCKSCROLL and locked scrolling in general fixed
- * Global info now properly sets endgame/death boards
- * Robot ASK command works properly now
- * Help- internet address/address validity date corrected
- * Help- CHANGE CHAR ID help section- added note about how the
- numbers are also listed in the Global Edit Chars menus
- * ENTER can now exit robot box messages/scrolls
- * Message line (bottom) shows color correctly
- * EXCHANGE/RESTORE w/DUPLICATE SELF fixed
- * Attempted to fix cursor problems in editor. If it doesn't
- work now, then I have no solution, as I use documented BIOS
- routines with many safegaurds.
- * Minor speed improvements
- * Minor size reduction
- * Fill in editor now works with board sizes over 127x127
- >#NEWIN200.HLP:1st:New in version 2.00
- >#MAIN.HLP:072:Table of Contents
- #NEWIN200.HLP
- :1st:~ENew in version 2.00-
- * All code has been rewritten or at least stepped through line
- by line, except for the music code.
- * New user interface style and startup screen. Lots of neat
- little items like shadows, nicer colors, etc. Mostly
- aesthetic but nice. Mouse support also improved.
- * Keyboard code rewritten (again) All alt-lock, shift-lock,
- and ctrl-lock problems, as well as most other keyboard
- problems, should not be a problem anymore. You may have to
- use the -keyb2 command line option. If a key locks, tap it
- a couple times.
- * No flicker- The game engine now page flips.
- * Better string input- ANYWHERE you can enter a string, you
- can now move with the cursors and insert in the middle...
- * Better character selection box- Shows all the characters.
- * New default character set- Much nicer, more general use
- characters.
- * Now detects processor to avoid lock ups on an old 8086/8088.
- If an invalid graphics card is found, DOS services are used
- for printing.
- * Different command line options. (use -? to get info on them)
- * Context sensitive help.
- * Bombs and Sensors under the player no longer mess up floors,
- etc.
- * CHANGEing something to lava, fire, etc. now works correctly.
- * Transporting onto a Sensor works properly.
- * New conditions- MUSICON and PCSFXON
- * Changing things to spaces CLEARS them, to avoid screwing up
- floors.
- * Restart position not changed during a save/load
- * Label- :playerhurt for when player is hurt, not sent on
- invincible hurts
- * Maximum Robot commands per cycle is 40, not 25
- * Global Robot runs normally in freeze/slow time
- * Choice of 100x100, 200x50, 400x25, 80x125, or 60x166 for
- each board.
- * Character editor remembers character you were editing.
- * Robo-P renamed to Robotic
- * Scrolls now allow proper use of mouse, pgup, and pgdn.
- * Scrollborder became Scrollcorner.
- * :gooptouched auto label added, for when the player touches
- Goop.
- * Messages like "You got a red key" are now "You got a key" so
- palette fiddling won't make strange words. :)
- * Within Robotic messages (box/line) a &INPUT& will be
- replaced by the exact text of the currently inputted string
- * Notes in play of same freq. won't run together
- * Explosions won't destroy entrances, lava, water, ice, or
- goop
- * Robots are stopped from firing if there is already a bullet
- of the same dir/type in that dir.
- * Other things will push the player ONTO a Sensor.
- * The above will trigger the SENSORON label.
- * If player is on an entrance without having been there before
- the update, use it. (I.E. can now be pushed onto entrances)
- * Teleporting or walking onto a screen and starting on a
- Sensor will trigger the SENSORON label
- * Non-players/puzzle pieces now transport properly.
- * PLAYERLASTDIR (0-4) and PLAYERFACEDIR (0-3) as counters.
- * Points for killing enemies (3) and points for rings/potions
- (5)
- * Way to disable edging spaces on message row- ENABLE MESG
- EDGE, DISABLE MESG EDGE.
- * Cmds- LOOP START, LOOP # TIMES, ABORT LOOP, uses Robot
- counter LOOPCOUNT
- * Counter limit increased to 50 plus built-in.
- * New passage search order- 1) Same type, same color 2) Same
- color 3) Same type, same foreground 4) Same foreground 5)
- Same type 6) Default player position
- * Palette import/export
- * If the starting board is deleted, change starting board to
- title.
- * "Sets of five" numerical input actually increase by fives
- * Holding the mouse button on a numeric arrow button cycles
- the num.
- * Removed the "." Directory from file menus
- * Six (not four) status counters.
- * CHANGE blah p?? blah p?? (notice the p?? added for the first
- thing)
- * Doors, if can't move, don't advance in anim. I.E., doors
- won't get "stuck" if they are blocked.
- * PERSISTENT GO command, like /"nsew" but WAITS to move if
- blocked.
- * No chest message on empty.
- * Startup "help" screen on first use.
- * Explosions Leave Empty doesn't mess up ANY floors, etc.
- * Much better fill routine.
- * Entering a non-cmd with the first character as a [, ., :,
- etc. automatically formats it. Leading and trailing spaces
- and quotes are cleared first.
- * Save/Load game/etc. are accessed through F-keys in the game.
- * Removed special menu for Alt+M (modify) in editor
- * In editor, keeps track of whether world has been modified.
- * Ceiling layer- noninteractive, but overlays things and looks
- neat. Included in editor- Edit, display toggle. Robots-
- changing it by character, copying areas of it, and filling
- an area of it by cmd or string (I.E. set area to "A string")
- Char of 32 is see-thru. Layer during game can be on, off, or
- static (I.E. not Scrolling, just showing upper left portion)
- * Robot commands to change the mode of saving.
- * Limit any one Robot/Scroll to 31k.
- * Allow placing shooting fire in editor.
- * Make all enemies without speed arguments move 1/2 their
- speed.
- * Player CANNOT be overwritten, you must place him anew to
- move him.
- * First line of Robot now shows if it is a box mesg.
- * Speed 1 in game does NOT page flip, for speed.
- * Inputted strings allow input of spaces.
- * Time limits- Out of time zaps to entrance automatically,
- THEN RESETS TIMER. Counter TIMERESET holds reset value for
- timer, and the TIME counter holds the current time.
- * MOD code has only an error on no memory. Errors for loading
- MODs and SAMs (I.E. not enough memory) are active if the
- debug menu (F6) is shown. SAMs have errors for file errors/
- out of memory. These errors are always in the editor/testing
- games.
- * First test of a game doesn't give GAME OVER.
- * Sound effects aren't cut off across screens.
- * Placing a bomb while upon a passage no longed warps to title.
- * Sensors are pushable by things other than the player.
- * New Sensor-activated label- SENSORPUSHED, when the Sensor is
- pushed, with or without the player on it.
- * Label- JUSTENTERED when the player just entered the screen
- or the game is started. (NOT restored)
- * Command- Can lock/unlock board Scrolling temporarily-
- LOCKSCROLL, UNLOCKSCROLL.
- * IF ALIGNEDROBOT "Robot" "label"
- * Damage editing- Changing the amount of damage things
- inflict.
- * Load title screen directly when loading game for title.
- Prevents music on first board from playing, and saves time.
- * New Robot-specific auto-counters- (read only) THISX, THISY.
- * Anywhere a number can go in a Robotic command, a counter can
- too. Wherever there is a number, character, or color, you
- can use a counter name in quotes instead.
- * Cmd line- load MZX file. (-lxxxxxxxx.MZX)
- * Config file for options, ask "OK?" on startup. Removed all
- config cmd line options.
- * Cmd- SCROLLVIEW X Y. (upper left hand corner is specified)
- Based off of current player position.
- * Cmd- SWAP TO WORLD "world.mzx" as if starting the world up.
- Skips any title screen. (you could put a message there) The
- other world can have a "Only play from swap" option set.
- * Quicksave key in game- Saves without asking for filename and
- confirmation.
- * Quickload key in game- Same idea.
- * Option (default off) on world to clear messages, bullets,
- and spitfires from a screen when exited.
- * Label JUSTLOADED sent to as soon as the game is started or
- restored. (including the title screen and actual playing)
- * Shows character number on char edit and char selection.
- * Shows color number on color selection.
- * Multiple spots to SAVE/RESTORE/EXCHANGE PLAYER POSITION. (8)
- * RESTORE/EXCHANGE PLAYER POSITION with the option to
- duplicate the Robot to take his place. When the player moves
- back, the Robot is, of course, deleted.
- * Remove RANDOM POS/SIZE options.
- * Allow labels to interrupt in a Robot's box-message code and
- have the message still show uninterrupted.
- * Show a pic of the item next to it in the THINGS menus.
- * Different bullet pics/colors for player, neutral, and enemy
- bullets.
- * Status shown counters won't show if the value is 0.
- * Prefixes that affect only the first or last x y pair of a
- command. (REL COUNTERS LAST, REL SELF FIRST, etc.)
- * Mod fading commands (background)
- * Allow lives/health to max out at 65535.
- * Score as a counter.
- * Maximum of 150 boards. (not 127)
- * Cmd- COPY BLOCK x y x y x y.
- * Label for SpitFire hitting a Robot- "spitfire"
- * Label for Lazer hitting a Robot- "lazer"
- * Cmd- CLIP INPUT (chops first word + spaces off of input)
- * Cmd- IF FIRST INPUT "str" "label"
- * KEY1 through KEY9 labels. (like KEYA thru KEYZ)
- * Allow viewport sizes down to 1x1.
- * PUSH Robot command- push things to dir without moving there.
- * ONE global Robot. (No ID) Stored seperate from a board, and
- is active on ALL boards.
- * Robots- Allow importing of a character into a CHAR EDIT
- command.
- * Robots- Have SCROLL CHAR, FLIP CHAR, and COPY CHAR commands.
- * Full backward compatibility w/old Megazeux via a conversion
- program. (VER1TO2.EXE)
- * Editable built-in sfx. (including to digitized)
- * Elements- Goop, which is like Water from ZZT.
- * EGA/VGA palette editor, with easy fading. Commands- COLOR
- INTENSITY # PERCENT, COLOR INTENSITY "counter" PERCENT,
- COLOR FADE IN, COLOR FADE OUT, SET COLOR # TO r g b, SET
- COLOR # TO INTENSITY # PERCENT, SET COLOR "counter" TO
- INTENSITY "counter" PERCENT. (note- the FADE OUT/IN cmds
- are "quick" fades, IE not in the bk, but they actually
- stall the game a bit. They also end the current cycle.)
- * Display counters within strings, IE. * "You have &GEMS&
- gems." (use && for &)
- * Robot command- LOAD CHAR SET "file.chr"
- * New default characters for global chars and char set.
- * When adding another board, copy most of the options (can
- attack, etc.) from the current board, including MOD file.
- * Edit ANY character/color from Global Chars.
- * Char editor- Revert to Ascii, Revert to Megazeux, changed
- REVERSE to NEGATIVE.
- * Alt-Y Debug info LABELs each line.
- * Block command- Paint (w/color).
- * Board editor- Scroll when cursor is five spaces from the
- edge.
- * Fade in/out between screens and program areas.
- * Ice does NOT keep pushing you against something. If you are
- blocked, cease movement.
- * Make sound test available in editor as an option, from the
- sound effects editing screen.
- * Can't test a save-locked game w/o pw, and it no longer locks
- up from this.
- * REMOVED Scroll coloring on line by line. (using ! codes)
- * Export .ANS file.
- * Energizer will return player color to old color.
- * Capture and throw away Ctrl-C, PrintScreen, SysRq, and
- Pause.
- * Return in editor at end of program can now add a blank line.
- * Allow marking of a section of Robot, in lines. You can now
- Copy, Cut, Clear, or Paste blocks.
- * Remove useless "pro" mode.
- * Robot commands- DIVIDE, MULTIPLY, MODULO.
- * Different player pics per direction.
- >#NEWINVER.HLP:1st:New in versions 2.01 to 2.51
- >#MAIN.HLP:072:Table of Contents
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