help.doc 212 KB

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  1. $~AÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
  2. $~Aº~F MegaZeux Help ~Aº
  3. $~AÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
  4. :072: Major Help Topics:
  5. >#FAQ.HLP:1st:FREQUENTLY ASKED QUESTIONS
  6. >#CMDLINE.HLP:1st:Command Line Options
  7. >#MEMORY.HLP:1st:EMS Memory/Boot Disk Tips
  8. >#HELPONHE.HLP:000:Help on Help (Press F1 Within Help to Read This)
  9. >#DIALOGBO.HLP:098:How to use dialog boxes
  10. >#MOUSESUP.HLP:1st:Mouse support in MegaZeux
  11. >#1ST_TIME.HLP:071:Overview of MegaZeux- First Time Users Read This!
  12. >#CONTROLS.HLP:091:Controls
  13. >#ADVANCED.HLP:1st:Advanced Play Info, Tips
  14. >#FRIENDSA.HLP:1st:Friends and Foes- Objects You will Encounter
  15. >#POTIONFX.HLP:1st:Potion and Ring Effects
  16. >#THEWORLD.HLP:1st:The World Editor
  17. >#GENERALE.HLP:1st:General Editing Tips
  18. >#EDITINGK.HLP:080:Editing Keys and Options Reference
  19. >#CHAREDIT.HLP:079:The Character Editor
  20. >#PALEEDIT.HLP:093:The Palette Editor
  21. >#GLOBALIN.HLP:086:Global Info Options
  22. >#BOARDINF.HLP:085:Board Info Options
  23. >#SOUNDEFX.HLP:1st:MegaZeux's Sound System
  24. >#TOVERLAY.HLP:081:Editing and Using the Overlay
  25. >#SCROLLSS.HLP:1st:Signs and Scrolls in the Editor
  26. >#SENSORSW.HLP:094:Sensors- What They Are and How to Use Them
  27. >#ROBOTSWH.HLP:1st:Robots- What They Are and How to Use Them
  28. >#ROBOTICT.HLP:1st:Robotic Tutorial
  29. >#ROBOTICR.HLP:087:Robotic Reference Manual
  30. >#ERRORMES.HLP:1st:Error Messages
  31. >#MEGAZEUX.HLP:1st:MegaZeux Limitations
  32. >#IFYOUFIN.HLP:1st:If You Find a Bug...
  33. >Please:Registration Info- MegaZeux is Not Free
  34. >#NEWINVER.HLP:1st:NEW in Version 2.51! (Changes Since Version 1.03)
  35. $** Credits and Acknowledgments **
  36. $Programming and Overall Design by Gregory Janson
  37. $Music/Sound code by Edward Schlunder
  38. $Included Game Modules by Gregory Janson
  39. $Included Music by Gregory Janson
  40. $Beta Testing and Special thanks:
  41. $Jason Albanese
  42. $Alek Benedict
  43. $Chris Bromley
  44. $Christopher Christensen *
  45. $Chris Cooper
  46. $Carlos DaSilva
  47. $Jacob Farmer
  48. $Geoff Friesen *
  49. $Tim Gallagher
  50. $Themie Gouthas *
  51. $Jamie Holub
  52. $Jason Kim
  53. $Dave Kirsch *
  54. $Elbert Lim
  55. $Joe McManis
  56. $Vic Putz *
  57. $Robin Rudge *
  58. $Brian Schweitzer
  59. $Allen Shirvanian
  60. $Tim Sweeny (author of ZZT)
  61. $Tony Vanvranken
  62. $* = Thanks for the public domain code!
  63. $AOL Beta Testers
  64. $Compukid
  65. $DMcgee1008
  66. $Herbie III
  67. $JustJoshua
  68. $MegaKev
  69. $NL Aric
  70. $Shammydog
  71. $SkreenNme
  72. $SpectreB1
  73. $Spider124
  74. $Version 2.50 Beta Testers
  75. $(Tons of thanks!)
  76. $Greg Beauchesne
  77. $Dave Bishop
  78. $John Howard Davison
  79. $Luke Drelick
  80. $Brad Faler
  81. $Timothy Fernandez
  82. $Luc French
  83. $Evan Furchtgott
  84. $Scott Hammack
  85. $Peter Holzaepfel
  86. $DeadPhrog (J.W. Kaufmann)
  87. $Ben Krause
  88. $William Lovas
  89. $Matthew McGee
  90. $Jason E. Neufeld
  91. $Jacob Page
  92. $Adam Parrish
  93. $Dan Patalano
  94. $Geoff Paulson
  95. $Kevin Rohleder
  96. $Mike Sambrone
  97. $Adam Smith (Aldar)
  98. $Kevin Vance
  99. $James "Raptor" Wong
  100. :Please:Registration Info
  101. Megazeux is now freeware, no registration required.
  102. >072:Table of Contents
  103. #HELPONHE.HLP
  104. :000:Help on Help
  105. Using MegaZeux's help system is very simple. Press F1 at almost
  106. any time to bring up help relating to the current situation.
  107. Within help, use the arrow keys to Scroll the current section.
  108. Press PageUp and PageDown to Scroll faster. Many sections of
  109. help contain selections, like this:
  110. >sl:Selection
  111. :sl:
  112. Scroll the section until the selection is aligned with the
  113. arrows on the edges of the help box, and press Enter. You will
  114. jump to a help section indicated by the selection. Example:
  115. If a selection says "Controls", Scroll until the word is
  116. aligned with the arrows on the left and right, and press Enter.
  117. You should now be reading help on Controls.
  118. Press F1 within help to jump to this section. Press Alt+F1
  119. within help to jump to the Table of Contents. (Table of Major
  120. Help Topics) Press ESC to exit help. Press Alt+P to print out
  121. the current help section.
  122. >#MAIN.HLP:072:Table of Contents
  123. #1ST_TIME.HLP
  124. :071:Overview of MegaZeux
  125. $~EWelcome to MegaZeux! Use the arrow keys to Scroll
  126. $~Ethis text, and ESC when you are done reading.
  127. $~BPress END to learn about the NEW FEATURES in
  128. $~BMegaZeux 2.51s2!
  129. As you may already know, MegaZeux is a game system which
  130. allows you to play almost limitless worlds in EGA graphics
  131. and with beautiful digitized music and sound. MegaZeux comes
  132. with worlds, and new worlds are being uploaded every day to
  133. major on-line services such as America On-line. But the most
  134. fabulous feature of MegaZeux is the World Editor.
  135. Using the World Editor, ANYONE can create the world of their
  136. dreams. Make it as simple or complex, as easy or difficult,
  137. as long or short as you please. And we aren't just talking
  138. about worlds made up of petty, pre-programmed enemies and
  139. objects. MegaZeux has it's own, easy to use PROGRAMMING
  140. LANGUAGE called Robotic that allows you to create enemies,
  141. objects, and worlds that do almost anything you desire.
  142. For the new user, I recommend you play Caverns, the first
  143. included game, to get the feel of MegaZeux. You may wish
  144. to read the help section entitled "Controls" to learn how
  145. to play MegaZeux.
  146. Once you have the feel for the game, however, feel free
  147. to dive into the World Editor and get messy! You should
  148. probably read the help section entitled "The World Editor"
  149. first.
  150. To go to one of these sections now, hit Enter after
  151. aligning the arrows with one of these choices. Press
  152. ESC now to exit to the game.
  153. >#CONTROLS.HLP:091:Controls
  154. >#THEWORLD.HLP:1st:The World Editor
  155. >#NEWINVER.HLP:1st:WHAT'S NEW in version 2.51s2!
  156. #CONTROLS.HLP
  157. :091:Controls
  158. MegaZeux is very easy to play, once you understand the
  159. simple control system. After that, experimentation will
  160. prove to be the best teacher, although you can discover
  161. everything within Help as well.
  162. To start a game, press 'P' during the title screen. To
  163. select another world, press 'L' during the title screen.
  164. Use ESC during the title screen to exit to DOS, or during
  165. the game to return to the title screen. You know it is
  166. the title screen if a message on the bottom says "Press
  167. F1 for help, Enter for menu". Enter will bring up a menu
  168. of options on the title screen, also.
  169. Your character is represented by a little smiley face
  170. in the included games. @1~B@8~F In other games, he may be
  171. a stick person, animal, spaceship, or other entity.
  172. Usually it is obvious where you are, since you are usually
  173. colored to stand out.
  174. To move your character, press one of the arrow keys on
  175. the keyboard or numeric keypad. If you hold it down, you
  176. will continue to move in that direction.
  177. To interact with objects and other characters, you usually
  178. must stand next to them and touch them. This basically
  179. means push against them using the arrow keys. Watch out
  180. for enemies and evil creatures, who will often hurt you
  181. when you touch them.
  182. To stop enemies, you will usually have some type of weapon,
  183. often with limited ammunition. The actual weapon depends
  184. upon the game, and may even differ from game to game, but
  185. by default you have a small pistol. To fire your weapon,
  186. hold Space and press an arrow key. You can also hold the
  187. arrow key and press Space. You must press both keys TOGETHER.
  188. To see your current status, such as Health points, Coins,
  189. Gems, Ammunition, and Keys, press Enter. This will bring up
  190. a box containing all your stats, as well as a menu detailing
  191. other options you have available.
  192. In some games, you may encounter bombs. (as usual, push
  193. against them to pick them up.) To use a bomb, press the
  194. Del key. Then run! The bomb will not actually burn its
  195. fuse until you step away from it. There are two styles of
  196. bomb- Low strength and High strength. You can tell which
  197. kind you pick up by the pitch of the sound it makes. To
  198. change which TYPE of bomb you are using, press Ins. A
  199. message at the bottom of the screen will inform you of
  200. your new selection.
  201. Other games may have other controls, such as 'S' to cast
  202. a spell, or 'J' to jump, but they should be detailed within
  203. the game. Some basic play tips:
  204. ~A*~F Make sure you visit every screen. To get to other screens,
  205. enter passageways, stairs, caves, or doors. (by pushing
  206. against them.) You can also often reach another screen
  207. by pushing against the edge of the screen, leading to an
  208. adjacent screen.
  209. ~A*~F Touch everything! Even things of seemingly little value
  210. may prove worthy of your attention. If it kills you, then...
  211. well... hope you saved.
  212. ~A*~F Save your game! It is rather simple- Press F3 to save your
  213. game to disk at the EXACT point you are at. Press F4 to
  214. reload a game off of disk. You can use F9 and F10 to
  215. quick-save and quick-load, which work on the last game
  216. you saved. Remember to save often- If something kills you,
  217. you'll want a game to go back to.
  218. ~A*~F Collect supplies! Make sure you grab every coin, gem,
  219. ammo dump, bomb, chest, and pouch you see! You will often
  220. be in want of supplies, so don't push things.
  221. ~A*~F Remember how things work. Most things in MegaZeux have
  222. patterns, and the same object will usually do the same
  223. thing all the time. (although two objects may look alike
  224. and not really be the same thing)
  225. For more help, see one of the following sections-
  226. >#ADVANCED.HLP:1st:Advanced Play Info, Tips
  227. >#FRIENDSA.HLP:1st:Friends and Foes- Objects You will Encounter
  228. #ADVANCED.HLP
  229. :1st:Advanced Play Info, Tips
  230. You've tried some MegaZeux worlds, and they are fun, but you
  231. have the feeling you are missing something. This is it- the
  232. remaining knowledge you might need to survive in a given world.
  233. First, let me warn you that many worlds you get from public
  234. services or BBSes may not be of a very good quality. They may
  235. be unfair, boring, have bugs, and/or not give proper
  236. instructions. My advice is to E-Mail the author and tell him
  237. what you think of poor quality MegaZeux games. There is no
  238. problem in MAKING them, but PLEASE don't upload them. Don't
  239. let a few losers ruin the fun.
  240. Now to cover the game keys, in detail-
  241. F1- Help
  242. Use this at any time to bring up help relating to the current
  243. situation. Within the game, you will go to the Controls
  244. section.
  245. Enter- Menu/status
  246. Use this to bring up a menu of options and a list of your
  247. current stats, such as Score, Gems, etc.
  248. ESC- Exit to title
  249. This will quit the current game and return to it's title
  250. screen.
  251. :092:F2- Settings
  252. This will bring up a dialog box where you can change the
  253. current game settings, such as Game Speed, Music, and
  254. Sound. To speed up the game, lower the speed and/or turn
  255. music off. A speed of 1 will cause flicker in most machines,
  256. so it is not recommended unless it is your only option.
  257. :096:F3- Save game
  258. This will prompt you for a filename, then save the exact
  259. state of your current game. Some games may not allow saving
  260. on some or all of its screens. This lets you quit your game
  261. in the middle or take precautions against unknown dangers.
  262. F4- Restore game
  263. This will let you select a saved game from a list of filenames.
  264. The game will then be reloaded from the same point you left off
  265. at.
  266. F5 or Ins- Toggle bomb type
  267. This will switch your current bomb type between High Strength
  268. and Low Strength.
  269. F6- Debug mode
  270. This will bring up a small box in the lower left corner of the
  271. screen, detailing your position and the current memory
  272. situation. It is generally only necessary when testing and
  273. fixing your own games. Press F6 again to turn the box off. The
  274. debug menu, when active, will also increase the sensitivity to
  275. module and SAM problems. Normally during the game, no errors
  276. relating to modules and SAMs will be shown. With the debug menu
  277. on, errors loading modules and SAMs and out of memory conditions
  278. will be shown.
  279. F9- Quicksave
  280. This will save the game, like F3, but to the last filename you
  281. used, without prompting you for a filename. The old file will
  282. be overwritten. If no game has been saved since MegaZeux was
  283. started, a filename of SAVED.SAV will be used.
  284. F10- Quickload
  285. This will reload the last game saved using F3 or F9. If no
  286. game has been saved since MegaZeux was started, a filename of
  287. SAVED.SAV will be used.
  288. Arrows- Move
  289. The arrow keys will move your character and allow him to
  290. interact with most objects.
  291. Space- Shoot
  292. Use this key in conjunction with an arrow key to fire your
  293. weapon in the selected direction. Weapons vary from world to
  294. world.
  295. Del- Bomb
  296. This will drop a bomb of the current type BENEATH the player.
  297. Move out of the way to see it, then run before it explodes!
  298. The following keys are active at the title screen-
  299. F1- Help (see above)
  300. Enter- Menu
  301. This is similar to Enter within the game. However, there is
  302. no status screen.
  303. ESC- Exit to DOS
  304. Pressing ESC will exit MegaZeux, returning to the DOS prompt
  305. or other operating system.
  306. F2 or S- Settings (see above)
  307. F3 or L- Load world
  308. This will allow you to load up the title screen of any MegaZeux
  309. world. A list of choices will be presented to you to select
  310. from. After the world is loaded, you may watch the title
  311. screen, then press 'P' to play.
  312. F4 or R- Restore game (see above)
  313. F5 or P- Play game
  314. This will stop the title screen and actually begin game play.
  315. F6- Debug menu (see above)
  316. F8 or E- World editor
  317. This will quit the gaming portion of MegaZeux and enter the
  318. integrated World Editor. For detailed info on using the World
  319. Editor, view the appropriate help sections.
  320. >#THEWORLD.HLP:1st:The World Editor
  321. F10- Quickload (see above)
  322. We'll close this section with some more playing tips, some
  323. general hints and others specific to certain sections of
  324. Caverns of Zeux, the first included game.
  325. * Don't take anything for granted. If it looks like a spike,
  326. it PROBABLY is. PROBABLY. Although it is rare that these
  327. types of puzzles must be solved to complete a game, there
  328. are often bonuses, hidden rooms, etc. behind illusions.
  329. * Don't trust anyone. All characters in a game, (including
  330. yourself) have the potential to lie, cheat, and backstab.
  331. * Try things twice. Sometimes objects respond differently a
  332. second time. If you get a new treasure, go talk to all
  333. the citizens- maybe one of them will say something new!
  334. * Caverns hint- (DON'T READ UNLESS YOU ARE STUCK!) Many people
  335. often get stuck early in the game, after a couple of bosses.
  336. If you have the three amulets, did you talk to the dwarf in
  337. town who wants them? Make sure you change back to a dwarf
  338. by talking to the spirit. Later make sure to lavawalk across
  339. the lava on the left of the room where you got the three
  340. amulets.
  341. >#MAIN.HLP:072:Table of Contents
  342. #DIALOGBO.HLP
  343. :098:How to use dialog boxes
  344. A large portion of MegaZeux's interface are dialog boxes. They
  345. are rather simple and intuitive to use, but instructions for
  346. the uninformed are included in this section.
  347. A dialog box is a form of inputting various information. An
  348. example of a dialog box is the Save Game box, or the Settings
  349. box. (both in the game) To use a box is simple- Use TAB and
  350. SHIFT+TAB to highlight an element, and type or use the cursor
  351. keys to change the value. Press ENTER on a button (Rectangle
  352. with a label) to exit the dialog or produce an effect.
  353. If you have a mouse, you can click on a dialog box element to
  354. select it, or click on a selected element to change it. Click
  355. on a selected button to activate it.
  356. You can usually use Home to jump to the first section of the
  357. dialog box, and End to jump to the OK or NEXT button.
  358. The different dialog box elements and special related keys
  359. are explained in detail for the remainder of this section.
  360. INPUT- This is where you type in a series of characters,
  361. usually letters and numbers. You can move the cursor around
  362. within the line, type to insert characters, move to the start
  363. with Home, and move to the end with End.
  364. NUMBER- This is where you have a number and you change it
  365. with the arrow keys or mouse clicks on buttons. Up and Down
  366. will change it by 1, Alt+Up and Alt+Down will change it by
  367. 10, and PageUp and PageDown will change it by 100. You can
  368. also hold the mouse button down on one of the arrows to
  369. change the number.
  370. NUMBER LINE- This is a line of numbers, with one highlighted.
  371. Similar to the above, but in a limited range.
  372. CHARACTER- This is where you can select a single character.
  373. Press a character to use that character, or click on it or
  374. press Enter to get a large menu of characters to select from.
  375. COLOR- This is where you can select a single color. Press
  376. Enter or click on it to get a large menu of colors to choose
  377. from.
  378. CHECK BOXES- These are On/Off switches. Use Up/Down to move
  379. within the list of choices, and use Space, Enter, or mouse
  380. clicks to toggle choices on and off. An [X] means the option
  381. is currently on.
  382. RADIO BUTTONS- These are similar to Check Boxes, but are
  383. mutually exclusive. The mouse or arrow keys will select the
  384. current and ONLY option that is on. The () shows the current
  385. option.
  386. BUTTON- These are rectangles with labels. When selected,
  387. press Enter or click to activate. OK or Done will verify the
  388. contents of the dialog box. Cancel will cancel any changes
  389. you've made. (ESC will usually do this as well.) Next and
  390. Previous move between multiple dialog boxes. Other buttons
  391. do what their label signifies and are explained in the
  392. appropriate help section.
  393. LISTS- These show a selection from a list of choices. The
  394. current selection is shown. Press Enter or click on it to
  395. bring up a list of choices from which you can select a new
  396. choice.
  397. >#MOUSESUP.HLP:1st:Mouse support in MegaZeux
  398. >#MAIN.HLP:072:Table of Contents
  399. #MOUSESUP.HLP
  400. :1st:Mouse support in MegaZeux
  401. The mouse is only supported outside of the gaming functions.
  402. It's use is very simple. Move the mouse to move the mouse
  403. cursor. Press the Left mouse button to select something,
  404. activate something, etc. Within the game or title screen,
  405. the Left mouse button will bring up a menu from which you
  406. can select an option. The Right mouse button ALWAYS means
  407. Escape or Cancel, just as if you had pressed the ESC key.
  408. This will not work in certain areas.
  409. ***ADDENDUM*** as of mzxs1, certain games may make use of
  410. the mouse. The right mouse button will no longer emulate
  411. ESC key. The left likewise does not emulate Enter.
  412. >#DIALOGBO.HLP:098:How to use dialog boxes
  413. >#MAIN.HLP:072:Table of Contents
  414. #FRIENDSA.HLP
  415. :1st:Friends and Foes- Objects You will Encounter
  416. The following help section contains a list of the different
  417. objects, enemies, items, and terrains you will find within
  418. the different MegaZeux worlds.
  419. $@0~8± ~FTerrains~8 ±@8
  420. ~BSpace
  421. This is the simplest terrain, it does absolutely nothing!
  422. ~BNormal ~A@0²
  423. ~BSolid ~EÛ
  424. ~BTree ~A
  425. ~BLine ~FÍÍÍÍÍ
  426. ~BCustom Block ~7?
  427. These are all basic walls, they just get in the way.
  428. Sometimes trees can be burned down.
  429. ~BBreakaway ~C@0±
  430. ~BCustom Break ~7?
  431. These block movement as well, but they can be destroyed with
  432. most weapons, such as bullets or bombs. Certain other things
  433. can destroy them as well.
  434. ~BFake ~A²
  435. ~BCarpet ~4@0±
  436. ~BFloor ~9@0°
  437. ~BTiles ~0@Fþ
  438. ~BCustom Floor ~7?
  439. These are all treated as flooring, or "background". Anything,
  440. including yourself, can move onto and over these. They are
  441. primarily for decoration.
  442. ~BWeb ~7Å
  443. ~BThick Web ~7Î
  444. These are another type of flooring. However, webs are often the
  445. home for spiders, so watch your step!
  446. ~BForest ~2@0²
  447. This terrain will block the path of almost anything. You,
  448. however, can move through it with ease, clearing a pathway.
  449. Once the path is cleared, however, enemies may move along it
  450. at will.
  451. ~BInvis. Wall
  452. This LOOKS like just an empty space... until you bump into it.
  453. Then it becomes a normal wall, blocking your path.
  454. $@0~8± ~FItems~8 ±@8
  455. ~BGem 
  456. ~BMagic Gem 
  457. Collecting gems is fun! Your total number of gems is shown on
  458. the status screen, and each gem gives you one point. Many games
  459. also use them as a type of currency, where you can trade gems
  460. for stuff like food, ammo, weapons, or hints. Magic Gems also
  461. give you one health point apiece when taken.
  462. ~BHealth ~C
  463. This will improve your outlook dramatically- Your health is
  464. increased by a certain amount. The amount varies for different
  465. hearts.
  466. ~BRing ~Eo
  467. ~BPotion –
  468. These mystical items will bestow a magical effect on you when
  469. you wear or drink them. The effect, however, is unknown to
  470. you until you try it... and some effects aren't so nice.
  471. >#POTIONFX.HLP:1st:Potion and Ring Effects
  472. ~BEnergizer ~1›
  473. After grabbing an energizer, you will flash colors for a
  474. limited time. During this period, you are invincible against
  475. enemies, bullets, fire, and most other forms of pain. Be
  476. careful not to get into a dangerous situation as your energy
  477. runs out!
  478. ~BAmmo ~3£ ¤
  479. When you grab ammunition, it will add a certain amount of
  480. ammo to your supplies. The amount may be different for
  481. different piles. Some worlds or sections of worlds may have
  482. weapons with infinite ammunition.
  483. ~BBomb ~0
  484. Each bomb you grab adds another to your supply. The sound made
  485. when you grab the bomb will be high-pitched for a high strength
  486. bomb, and low-pitched for a low strength bomb.
  487. ~BKey ~A
  488. Collect keys to open locks, doors, and gates later on. The key
  489. and the lock/etc. must match colors, and a key will only work
  490. once. You can carry up to sixteen keys at once. The status
  491. screen will show your current supply of keys.
  492. ~BLock ~A
  493. A lock will only open if you have a key of the same color to
  494. unlock it. The key can only be used once and will disappear
  495. along with the lock.
  496. ~BCoin ~E
  497. Collecting coins is a good idea- they not only increase your
  498. score, but can usually be used to purchase valuable items or
  499. services from vendors.
  500. ~BLife ~Do
  501. A life orb will give you yet another chance for survival in
  502. MegaZeux.
  503. ~BPouch ~7Ÿ
  504. A pouch is usually filled with coins and gems. The amount
  505. varies, but often you will find yourself pleasantly rich...
  506. ~BChest ~6 
  507. A chest can contain numerous things. The contents will be one
  508. of the following: Empty, a Key, Coins, Lives, Ammo, Health,
  509. a Potion or Ring, Bombs, or Gems. Once you grab the contents,
  510. the chest itself will remain, but be empty.
  511. $@0~8± ~FCreatures~8 ±@8
  512. ~BSnake ~2ë
  513. A snake moves in a straight line until it hits an obstruction,
  514. then aims itself in another direction and continues. Hitting a
  515. snake (like all enemies hereafter unless noted) will cause you
  516. to lose 10 health, then kill the snake.
  517. ~BEye ~Fì
  518. An eye chases you down like any ordinary enemy, but when it
  519. catches you or dies, it explodes! The size of the explosion
  520. varies with each eye.
  521. ~BThief ~C
  522. A thief chases you, but doesn't hurt you. Instead, it steals
  523. your gems!
  524. ~A*
  525. ~BSlime Blob ~A*±*
  526. ~A*
  527. A slime blob can't always hurt you (although you can often
  528. still kill it by touching or shooting it) but it can quickly
  529. become annoying because of its habit of dividing into more
  530. slime blobs, then hardening into "solid slime", (breakables)
  531. quickly filling rooms...
  532. ~BRunner ~C
  533. A runner does that- runs back and forth. Often they take more
  534. than one hit to kill- up to four hits may be required. But they
  535. are rather dumb and often slow.
  536. ~BGhost ~7ê
  537. A ghost is the simplest enemy, simply chasing you. While some
  538. of them are invincible, most can be killed.
  539. ~BDragon ~4 ~C ~E*~C
  540. Some dragons move around slowly, but their main advantage is
  541. their offense- they can shoot barrages of scorching flame. They
  542. also have a strong defense, taking up to 8 hits to kill. These
  543. powers make them one of the most formidable inhabitants of
  544. MegaZeux. Touching them will take 10 health, but will NOT hurt
  545. the dragon.
  546. ~BFish ~Eà
  547. Fish have to stay in the water (duh...) and often won't hurt
  548. you. Some take two hits to kill.
  549. ~BShark ~7
  550. Sharks swim in the lava, and attempt to chase you. They fire
  551. projectiles at you from their relatively safe position. These
  552. projectiles can be bullets, seekers, or fire.
  553. ~0ÚÅ¿
  554. ~BSpider ~0ÄÅ~7•~0ÅÄ
  555. ~0ÀÅÙ
  556. Spiders, although eager to catch you, are usually restricted to
  557. movement on webs. Certain spiders, however, can actually stray
  558. off the webs. Some spiders take 2 hits to kill.
  559. ~BGoblin ~2
  560. Goblins are curious little creatures. They rush at you, then
  561. stop for a moment to consider the situation. This is usually a
  562. very good time to kill them.
  563. ~BSpitting Tiger ~Bã ~Fù ù ù
  564. Spitting tigers act very similar to sharks, except tigers move
  565. on land and therefore are much more likely to reach you and rip
  566. you limb from limb.
  567. ~BBear ~6¬
  568. Bears only move if you get too close, then they lumber over for
  569. the attack. Many require 2 hits to kill.
  570. ~BBear Cub ~6­
  571. Bear cubs are very lively, rushing all over the place. Since
  572. they move so fast in a seemingly random manner, they are often
  573. hard to kill.
  574. ~BBullet Gun ~F” ” 
  575. Bullet guns fire in one direction only and are indestructible.
  576. They usually fire bullets, but some may fire scorching flame.
  577. Some guns aim better or fire more often than others.
  578. ~BSpinning Gun ~C~E* ~F
  579. Spinning guns are similar to bullet guns except they are
  580. constantly rotating, for a broader aiming range.
  581. ~BLazer Gun ~0Î~1‚~9‚~3‚~B‚~F‚‚‚‚~7‚
  582. Lazer guns fire off lazer walls at regular intervals, and
  583. sustain these walls for a specific length of time. They are
  584. very logical in their manner, and are also indestructible.
  585. ~BMissile Gun ~0
  586. Missile guns fire missiles in one direction. Some fire just
  587. once while others can fire missiles indefinitely. The gun
  588. itself is indestructible.
  589. $@0~8± ~FPuzzle Pieces~8 ±@8
  590. The following objects are often used in conjunction with each
  591. other to create mind-twisting puzzles requiring you to push
  592. objects all over the place to reach a goal. Be warned.
  593. ~BBoulder ~7é
  594. ~BCrate ~6þ
  595. ~BCustom Push ~7?
  596. Boulders and crates can be pushed in any direction, with any
  597. number of pushable things in a row. They can be blown up.
  598. ~BBox ~Fþ
  599. ~BCustom Box ~7?
  600. Boxes can also be pushed in any direction, but cannot be blown
  601. up.
  602. ~BPusher ~0 ~7þþþ
  603. Pushers cannot hurt you, but they constantly move in one given
  604. direction, pushing almost anything in their path- Boxes,
  605. crates, and even you!
  606. ~BSlider NS ~E
  607. ~BSlider EW ~E
  608. Sliders can be pushed also, but ONLY in the pointed direction,
  609. Slider NS can only be pushed north/south, while slider EW can
  610. only be pushed east/west.
  611. $@0~8± ~FTransport~8 ±@8
  612. ~BStairs ~F¢
  613. ~BCave (or door) ~0¡
  614. ~BWhirlpool ~9@1@—
  615. When you enter any one of these, you are transported to another
  616. location within the current world. These are not always two-way
  617. connections, either.
  618. ~BCW ~A/
  619. ~BCCW ~A\
  620. These rotate in the given direction (ClockWise or
  621. CounterClockWise) rotating everything around them at the same
  622. time. Walls and other solid objects will not be affected.
  623. ~Fv
  624. ~BTransport ~F} {
  625. ~F~~
  626. A transporter is an interesting thing. Most of them face a
  627. single direction. Entering these on the "open" side, or
  628. pushing other things into them, will transport to another
  629. location. Some transporters rotate 360 degrees and can be
  630. entered from any side.
  631. The destination of your transport is rather complex, but the
  632. search pattern is as follows:
  633. 1. If the other side of the entered transport is empty, move
  634. there. If there is something there that can be pushed out
  635. of the way, move there and push it out of the way.
  636. 2. If the other side is blocked, continue in that direction
  637. looking for the first non-blocked transporter facing the
  638. OPPOSITE direction, or an "any-direction" transport.
  639. 3. If none can be found, no transport takes place.
  640. $@0~8± ~FElements~8 ±@8
  641. ~BStill Water ~9@1°
  642. ~BN Water ~9@1
  643. ~BS Water ~9@1
  644. ~BE Water ~9@1
  645. ~BW Water ~9@1
  646. Water is a type of floor that can be moved onto by you, some
  647. enemies, and certain other objects. Often water has a current,
  648. moving you constantly in a certain direction.
  649. ~BIce @3\
  650. Ice is another type of floor. However, you slip on it,
  651. constantly moving in the last direction you moved, out of
  652. control.
  653. ~BLava @4~C±²°±²
  654. Lava is another floor. However, it is very deadly. Only a few
  655. things can survive over it.
  656. ~BFire @0~C±°~E²±~C²
  657. Fire is yet another type of floor. It often will spread across
  658. the floor, enveloping trees and chests. It is rather painful
  659. to stand on or near, but it does not mean instantaneous death.
  660. Most fire will eventually burn out.
  661. ~BLit Bomb ~0©
  662. A lit bomb is an explosion on a fuse. You DON'T want to be
  663. nearby when the fuse runs out...
  664. ~F@E±
  665. ~F@E±~C±~F±
  666. ~BExplosion ~F@E±~C±@4±@E±~F±
  667. ~F@E±~C±~F±
  668. ~F@E±
  669. An explosion is very cool. It starts at a certain point, quickly
  670. spreading outward, wreaking havoc in it's wake. Some explosions
  671. are smaller than others. Explosions will also cause explosives
  672. such as bombs to explode, leading to some very cool chain
  673. reactions.
  674. ~BGoop ~8@1°°°
  675. Goop is pretty much untraversable terrain to anything, although
  676. sharks may occasionally inhabit it. Bullets, lazers, and other
  677. projectiles will traverse it freely. Goop may also be treated as
  678. water or other terrains in certain worlds.
  679. $@0~8± ~FMiscellaneous~8 ±@8
  680. ~BDoor ~2±²Û~AÄ~2Û²±
  681. A door is what you would expect- When you touch it, it will open
  682. itself, closing after a brief pause. Certain doors are locked
  683. and require you to use a key to open them. They then remain
  684. unlocked.
  685. ~BGate ~7±²ÛÛ²±
  686. A gate also opens up when touched, but doesn't move anywhere. An
  687. open gate simply looks like this: Ä and can be freely moved
  688. across. Like doors, certain gates may be locked.
  689. ~BRicochet Panel ~0/
  690. When a bullet hits a ricochet panel, it is reflected to travel
  691. in a new direction, depending upon the way the panel is facing.
  692. ~BRicochet ~A*
  693. When a bullet hits a ricochet, it is reflected back in the
  694. original direction.
  695. ~BMine ~4�
  696. A mine will just sit there, blinking. Until it is touched or
  697. otherwise activated. Then it will be gone, prey to it's own
  698. destructive explosion. What a pity.
  699. ~BSpike ~7
  700. ~BCustom Hurt ~7?
  701. Spikes and other painful devices will simply hurt you if you
  702. touch them. So don't. Often used in conjunction with ice.
  703. ~BText ~7?
  704. Another type of wall. Gets in the way, but often provides hints
  705. or other enlightening messages.
  706. ~BMoving Wall N ~7?
  707. ~BMoving Wall S ~7?
  708. ~BMoving Wall E ~7?
  709. ~BMoving Wall W ~7?
  710. Moving walls are like Runners- They just sit there and move back
  711. and forth, to and fro... They can't hurt you by touch, but can
  712. get in the way very easily.
  713. $@0~8± ~FObjects~8 ±@8
  714. ~BPlayer @1~B
  715. This is you. Really. Different worlds might have different
  716. representations for the player, however.
  717. ~BScroll ~Fè
  718. Touch this to read a message. A Scroll will disappear after you
  719. finish reading it.
  720. ~BSign ~6â
  721. Touch this to read a message. The sign will remain afterwards.
  722. ~BMissile ~0
  723. Missiles fly around the room, turning at obstructions. They will
  724. explode if they hit you or a dead end.
  725. ~BBullet ~F”
  726. Bullets (or other projectile weapons such as arrows) will fly
  727. in a straight line until they hit something (and disappear) or
  728. do damage to someone or something. Ricochets can change the
  729. direction a bullet is traveling in. Different worlds may have
  730. different projectile weapons.
  731. ~BSeeker ~A|
  732. A seeker, thrown by a Tiger, Shark, or other enemy, will chase
  733. you all over the screen until they collide and do 10 damage.
  734. They have a limited life, however, and will expire after
  735. a certain amount of time. They are still, however, one of the
  736. deadliest weapons you will face.
  737. ~BShooting Fire ~C ~E*~C
  738. Shooting fire will continue in a straight line until it hits
  739. you, resulting in pain, or a wall, resulting in a small fire.
  740. The fire may quickly spread out of control in some areas, or
  741. just burn out in others.
  742. ~BSensor ~7?
  743. Sensors are a form of floor that only you can move onto. They
  744. will usually then produce some form of effect, by interacting
  745. with a Robot.
  746. ~BRobot ~7?
  747. ~BPushable Robot ~7?
  748. Robots are very cool. They are a highly flexible object that
  749. can do almost anything. They utilize their own full-scale
  750. programming language, dubbed Robotic. If another object can
  751. do something, a Robot can do it better. They can show messages,
  752. fight the player, play music or sound, and do countless other
  753. things. See the appropriate help sections for more information.
  754. >#ROBOTSWH.HLP:1st:Robots- What They Are and How to Use Them
  755. >#MAIN.HLP:072:Table of Contents
  756. #POTIONFX.HLP
  757. :1st:Potion and Ring Effects
  758. All effects are limited to the current room only, except for
  759. healing, hurting, and invinco.
  760. ~BDud
  761. This effect does absolutely nothing.
  762. ~BInvinco
  763. Just like an energizer, you will become invulnerable to most
  764. forms of pain until you stop flashing.
  765. ~BBlast
  766. Scatters explosions around the screen randomly. Little of the
  767. screen is untouched.
  768. ~BHealth - 10
  769. ~BHealth - 50
  770. Gives the player 10 or 50 additional health points.
  771. ~BHurt - 10
  772. Reduces the player's health by 10.
  773. ~BBlind
  774. Temporarily blinds the player. The viewport will appear in dark
  775. gray. You can still move and interact, but you won't be able to
  776. see anything.
  777. ~BKill
  778. Kills all enemies in the room, including "Invincible" enemies.
  779. ~BFireWalker
  780. Allows the player to temporarily walk on lava and fire.
  781. ~BExplode Bombs
  782. Explodes all bombs and lit bombs in the room.
  783. ~BDestroy Dragons
  784. Turns all dragons into ghosts.
  785. ~BCreate Dragons
  786. Turns all enemies into dragons.
  787. ~BAvalanche
  788. Scatters boulders randomly around the screen.
  789. ~BFreeze Time
  790. Freezes ALL on-screen objects (including Robots) except for
  791. the player, for a short time.
  792. ~BWind
  793. The player retains normal control but will also move around
  794. a bit randomly for a while, while the wind blows him in all
  795. directions.
  796. ~BSlow Time
  797. Slows ALL on-screen objects (including Robots) except for the
  798. player, for a short time. The resulting speed is approximately
  799. half normal speed.
  800. >#MAIN.HLP:072:Table of Contents
  801. #IFYOUFIN.HLP
  802. :1st:If You Find a Bug...
  803. ...we want to know! We're very interested in any problems or
  804. bugs you find in MegaZeux. We also welcome any comments,
  805. criticism, or suggestions. We especially appreciate QUALITY
  806. MegaZeux worlds.
  807. Since greg has left the community, please email me, JZig,
  808. at jzig@cncn.com if you have any bug reports.
  809. >#MAIN.HLP:072:Table of Contents
  810. #FAQ.HLP
  811. :1st:Frequently Asked Questions
  812. The following is a list of questions that I have received
  813. through mail or E-mail about MegaZeux repetitively.
  814. Q: My robot can't change it's/the player's characters! I
  815. use CHAR "A" but it turns invisible!
  816. A: Use CHAR 'A' instead. You MUST use single quotes
  817. (apostrophes) or it will use the value of the COUNTER
  818. A which is probably 0.
  819. Q: Can I distribute a world I made with MegaZeux? Is it
  820. legal? Must I/Can I include MegaZeux with it? Can they
  821. be shareware worlds?
  822. A: Of course you can distribute your worlds! That is what
  823. MegaZeux is for! Please refrain from uploading worlds
  824. that you made as a novice user, if they contain only
  825. built-in enemies, items, and no plot/etc. People will
  826. only yell at you. Get creative and use Robots! Please
  827. include any SAM, module, and CHR files with the games,
  828. as well as a short TXT description file if necessary.
  829. Don't include MegaZeux, but make sure MegaZeux itself
  830. is available on any BBS or on-line system that you
  831. upload worlds to. (MegaZeux is available on AOL) Your
  832. worlds can be freeware, public domain, or shareware,
  833. whichever you prefer.
  834. Q: Can I use the music from Caverns in my games? How about
  835. the music from the registered games? How about the SAM
  836. files?
  837. A: I would prefer it if you did not use Caverns music in
  838. any games you distribute, because most people have
  839. heard it and it is getting old. The music from the
  840. registered games is illegal to distribute. The SAM
  841. files are public domain and may be used as you please.
  842. Q: Where can I get module files?
  843. A: If you can't make them, search public BBSes and on-line
  844. services for public domain ones. AOL has a large MOD/S3M
  845. library, as do many CD-ROM collections. Or employ a
  846. friend to do it for you. I myself (Greg Janson) am
  847. not available to create module files unless I am being
  848. paid well for my time.
  849. Q: What is some good software to create module files?
  850. A: For modules, Fast Tracker II by Triton is fairly good, but
  851. you have to avoid using the XM features. ScreamTracker 3.0
  852. is good for making S3M files.
  853. Q: How do I make SAM files?
  854. A: There are three easy ways to create SAM files. First,
  855. you get recording software, a sound card, and a mike.
  856. Hook 'em all up (read the instructions) and go for it.
  857. Second, you can download them or get them from module
  858. files or other games. Third, you can take existing files
  859. and change them with effects like echo. Blaster Master
  860. is a good piece of software to handle numbers one and
  861. three.
  862. Q: But I can only find software to make WAVs! (or VOCs)
  863. A: There is a nice small program called CVT2SAM which can
  864. convert most WAVs and VOCs to SAMs. I believe it is in
  865. the public domain. It is available on AOL.
  866. Q: The TELEPORT PLAYER command doesn't work!
  867. A: It does now. That was a small (er... big) bug in version
  868. 1.02, which was corrected in version 1.03 and 2.51.
  869. Q: Is the world design contest still going?
  870. A: Until you see a Best of MegaZeux series OR the calendar
  871. reaches 1-22-97 without sufficient entries, the contest
  872. will continue. So far I've received only one board,
  873. which wasn't even acceptable. However, I've received
  874. E-mail from several interested parties, so the contest
  875. continues. See CONTEST.TXT for details.
  876. Q: I need more than 256 characters!
  877. A: Then you'll need to carefully utilize the Robot command
  878. LOAD CHAR SET and ration your characters carefully. The
  879. limit of 256 is a hardware limit and cannot easily be
  880. worked around.
  881. >#MAIN.HLP:072:Table of Contents
  882. #MEGAZEUX.HLP
  883. :1st:MegaZeux Limitations
  884. MegaZeux has to impose a number of limitations to insure
  885. compatibility. This allows worlds to work on any computer
  886. that can run MegaZeux.
  887. $Memory Limitations
  888. Module and SAM files must fit in memory (including EMS)
  889. to play. If they don't fit, they will still be active
  890. and selected, just not playing. This allows you to create a
  891. world with modules that your memory can't handle, but others'
  892. might be able to.
  893. The total memory taken up by all Robots, signs, and Scrolls,
  894. other than the Global Robot, cannot exceed 64k. The global
  895. Robot can be up to 31k. No single Robot, sign, or Scroll can
  896. exceed 31k in size.
  897. $Quantity Limitations
  898. Item- Largest number allowed-
  899. Robots 199 per board plus Global Robot
  900. Scrolls/signs 49 per board
  901. Sensors 19 per board
  902. Boards 150 per world
  903. Counters 50 active (value other than 0) at a time,
  904. not including built-in counters such as
  905. Ammo. Setting a counter to 0 clears up a
  906. spot for another counter.
  907. Note: counters increased to about 1000 in s1.
  908. >#MAIN.HLP:072:Table of Contents
  909. #THEWORLD.HLP
  910. :1st:The World Editor
  911. Ready to start creating your own worlds? Then let's get
  912. started! This section is a short editor tutorial, it will teach
  913. you the basics of creating your own worlds.
  914. To get into the editor, press E from the title screen. You will
  915. be presented with a blank board with a small menu at the bottom.
  916. You can use PageUp and PageDown to change the currently shown
  917. menu, and you will be presented with various keys and options.
  918. The mouse also works here. Feel free to fool around with these
  919. various options. Press Alt+R to restart and clear everything.
  920. For your first world, you should start simple. The screen you
  921. begin on is your title screen, so pick a simple name for your
  922. game, such as "Mike's World". Move the flashing cursor down a
  923. few lines and over a few spaces, using the arrow keys. Press C
  924. and use the arrow keys to select an appropriate color. Press
  925. Enter to select this color. Now press F2 to write Text. Type
  926. in the name of your world, and then press F2 to stop writing
  927. text. This screen will be your title screen.
  928. Now you need to create the first board, or location, of your
  929. game. Press A to add a board, then type in a short description
  930. of the board, such as "Starting Board". Press Enter to go to
  931. this new board.
  932. Now you are free to doodle around. Use C to change the active
  933. color. Use F3 through F9 to bring up menus of items, terrains,
  934. and creatures. Selecting one with the arrows and Enter will
  935. allow you to place it using arrow keys and space.
  936. For example, press F3 for terrains, and select Line. (This is
  937. a form of wall.) Now move around, placing walls. To ease this,
  938. you can press Tab to toggle draw mode. When draw mode is active,
  939. every move of the cursor will place the current item/color. The
  940. current item and color is shown on the top line of the menu.
  941. Try to create a pleasing-looking screen, with walls, items, and
  942. creatures. Some items will require that you set settings to
  943. determine their behavior. To place the player's starting
  944. position, move the cursor to the destination, press F10, and
  945. select Player.
  946. When you are done, press G to go to the Global Info screen. TAB
  947. to the Next button and press Enter. You will now be highlighting
  948. the option "Starting Board". Press Enter, and select the
  949. starting board (NOT the title screen) from the list and press
  950. Enter. Then TAB to OK and press Enter. This tells MegaZeux which
  951. board you want the game to start on.
  952. You could now press Alt+N to select a module (music) file for
  953. the board, if you wished. Then press S to save the world, and
  954. type in a filename of eight or less characters. (The extension
  955. of .MZX will automatically be added.) Press Enter twice to save.
  956. Press ESC to exit the editor, and now you can play your game!
  957. You can use L to reload your world in the editor to make
  958. changes, if necessary. See General Editing Tips for more
  959. advanced editing info.
  960. >#GENERALE.HLP:1st:General Editing Tips
  961. >#MAIN.HLP:072:Table of Contents
  962. #GENERALE.HLP
  963. :1st:General Editing Tips
  964. The following is a list of important editing tips. They assume
  965. you are familiar with MegaZeux's dialog box system, and that
  966. you can navigate the editor's menus.
  967. $Linking Boards
  968. One-board games get boring REAL fast. There are two ways to
  969. connect multiple boards. The first way is to add stairs, doors,
  970. and whirlpools using the Transport (F7) menu. Then you select a
  971. destination board. The destination board should contain a
  972. similar transport, leading back. The two entrances will now lead
  973. to each other.
  974. The other method of connecting boards is with X, the Board Exits
  975. dialog. Here, you can select boards that you will reach if you
  976. walk off of the screen in a given direction. The destination
  977. board shouldn't have anything in the way, and will not
  978. automatically lead back- You must set the exit on that board
  979. too.
  980. To add boards, press A, or select (new board) from a board list.
  981. To switch to other boards, use B.
  982. $Board Sizes
  983. :sizepos:
  984. You can change the maximum size, and the view position, of a
  985. board, with Alt+P. Here you can move and re-size the view, or
  986. center it on-screen.
  987. You can also change the actual size of the board, as well as
  988. the maximum, overall size. The lowermost radio control
  989. determines the MAXIMUM size possible for the board, one of
  990. 60x166, 80x125, 100x100, 200x50, or 400x25. The Virtual size
  991. is the ACTUAL size of the board, which is always equal to or
  992. less than the MAXIMUM size. Example- If you wanted a board
  993. that was 180 wide and 40 high, you would select a MAXIMUM
  994. size of 200x50, then set the Virtual size to 180x40.
  995. Note that reducing the size of a board will permanently
  996. destroy anything outside the new limits.
  997. $Other Important Editing Keys
  998. You can use Ins to "grab" the object beneath the cursor, or
  999. Enter to edit it and then grab it as well. Use P to modify the
  1000. current object's settings. Use Alt+N to select music for the
  1001. current board, or turn the music off if it is already selected.
  1002. Use Alt+Z to clear the current board entirely. You can edit
  1003. important Board Options with I, and important Global (world)
  1004. Options with G.
  1005. >#EDITINGK.HLP:080:Editing Keys and Options Reference
  1006. >#MAIN.HLP:072:Table of Contents
  1007. #EDITINGK.HLP
  1008. :080:Editing Keys and Options Reference
  1009. The following is an alphabetical listing of keys within the
  1010. Robot editor. This is followed by a detailed description of
  1011. what each one does.
  1012. >_A: A - Add (board)
  1013. >075:Alt+A - Select Char Set
  1014. >_B: B - Select Board
  1015. >073:Alt+B - Block
  1016. >_C: C - Color
  1017. >AltC:Alt+C - Char Edit
  1018. >_D: D - Delete (board)
  1019. >AltD:Alt+D - Default Colors
  1020. >AltE:Alt+E - Palette
  1021. >_F: F - Fill
  1022. >097:Alt+F - Sound Effects
  1023. >_G: G - Global Info
  1024. >_I: I - Info (board)
  1025. >078:Alt+I - Import
  1026. >_L: L - Load
  1027. >AltL:Alt+L - Test SAM
  1028. >AltM:Alt+M - Modify
  1029. >AltN:Alt+N - Music
  1030. >AltO:Alt+O - Edit Overlay
  1031. >_P: P - Parameter
  1032. >084:Alt+P - Size/Pos
  1033. >_R: R - Redraw Screen
  1034. >AltR:Alt+R - Restart
  1035. >076: S - Save
  1036. >082:Alt+S - Status Info
  1037. >AltS2:Alt+S - Show Level
  1038. >AltT:Alt+T - Test
  1039. >_V: V - View
  1040. >083: X - Exits
  1041. >077:Alt+X - Export
  1042. >AltY:Alt+Y - Debug Mode
  1043. >AltZ:Alt+Z - Clear (board)
  1044. >F1: F1 - Help
  1045. >F2: F2 - Text
  1046. >F3: F3 - Terrain
  1047. >F4: F4 - Item
  1048. >F5: F5 - Creature
  1049. >F6: F6 - Puzzle
  1050. >F7: F7 - Transport
  1051. >F8: F8 - Element
  1052. >F9: F9 - Misc. (thing)
  1053. >F10: F10 - Objects
  1054. >ShF1:Sh+F1 - Show InvisWalls
  1055. >ShF2:Sh+F2 - Show Robots
  1056. >ShF3:Sh+F3 - Show Fakes
  1057. >ShF4:Sh+F4 - Show Spaces
  1058. >Ar:Arrow - Move
  1059. >AltAr:Alt+Arrow - Move 10
  1060. >BkSp: Backspace - Delete
  1061. >Del: Del - Delete
  1062. >End: End - L/R Corner
  1063. >En:Enter - Modify+Grab
  1064. >Enter2:Enter - Character
  1065. >ESC: ESC - Exit/Cancel Mode
  1066. >Home: Home - U/L Corner
  1067. >Ins: Ins - Grab
  1068. >Sp:Space - Place
  1069. >Tab: Tab - Draw
  1070. >PgDn: PageDown - Next Menu
  1071. >PgUp: PageUp - Previous Menu
  1072. >095: * - Protection
  1073. :_A: A - Add (board)
  1074. Press A or select (new board) from any board list to add another
  1075. board to the current world. You will be asked for the name of
  1076. the new board, and then a new board will be created. The
  1077. settings for the new board will be copied from the current
  1078. board, specifically- music, size, view, and the board info menu.
  1079. If you used A, you will now be spirited to the new board. If you
  1080. selected (new board) from a list, the new board will be used for
  1081. the setting, but you remain on the current board. There is a
  1082. limit of 150 unique boards per world.
  1083. :075:Alt+A - Select Char Set
  1084. Press Alt+A and select one of the three different character
  1085. sets. Select OK to confirm your choice. This will change the
  1086. character set to one of the three defaults. ASCII is the
  1087. default EGA ASCII characters. MegaZeux default is the default
  1088. MegaZeux characters. Blank is the MegaZeux default, but with
  1089. most graphical characters blank instead. Text, lines, arrows,
  1090. blocks, and certain other symbols are not affected.
  1091. :_B: B - Select Board
  1092. Press B to change the current board by selecting from a list.
  1093. Selecting (new board) will create a new board and then select
  1094. it.
  1095. :073:Alt+B - Block
  1096. Press Alt+B to start block mode. Then move the cursor to the
  1097. opposite corner of a rectangular block, and press Alt+B again.
  1098. You can then select an action to perform upon the block. Copy
  1099. will allow you to duplicate the block by moving the cursor to
  1100. a destination and pressing Enter. The cursor marks the new
  1101. UPPER LEFT corner. Move will allow you to move the block to a
  1102. new location. Clear will erase the contents of the block.
  1103. Flip will flip the block upside down. Mirror will flip the
  1104. block left to right. Paint will change the entire block to the
  1105. current color. Copy to/from overlay will copy the block to or
  1106. from the overlay, depending on where it currently is. Save as
  1107. ANSi will save the block as an .ANS file, which can later be
  1108. viewed outside of MegaZeux. Destinations for Move and Copy can
  1109. overlap the original block safely.
  1110. :_C: C - Color
  1111. Press C to select a new current color from a menu. The thing
  1112. under the cursor is not affected.
  1113. :AltC:Alt+C - Char Edit
  1114. Press Alt+C to edit the character set. The character editor is a
  1115. separate section of the world editor and is discussed in another
  1116. section.
  1117. >#CHAREDIT.HLP:079:The Character Editor
  1118. :_D: D - Delete (board)
  1119. Press D to select a board from a list to be deleted. You cannot
  1120. delete the first board (title screen). A deleted board will be
  1121. shown as (no board) in other lists, and cannot be selected. New
  1122. boards will fill up deleted slots first. A deleted board cannot
  1123. be recovered.
  1124. :AltD:Alt+D - Default Colors
  1125. Press Alt+D to toggle default colors on and off. When it is on
  1126. (I.E. the option is highlighted in white) things such as Health
  1127. and Ghosts default to their natural colors. When it is off,
  1128. selecting things will not change the current colors. Default
  1129. Colors is on by default.
  1130. :AltE:Alt+E - Palette
  1131. Press Alt+E to edit the palette (colors). The palette editor is
  1132. a separate section of the world editor and is discussed in
  1133. another section.
  1134. >#PALEEDIT.HLP:093:The Palette Editor
  1135. :_F: F - Fill
  1136. Press F to fill in an enclosed area with the current thing and
  1137. color. The area must be completely surrounded by things other
  1138. than the thing beneath the cursor. For example, you can fill
  1139. over a solid square of Fakes with something else. The current
  1140. fill command may not work right for very large and complex
  1141. areas- In this case, you must move to the unfilled areas and
  1142. press F to continue filling. This happens very rarely, however.
  1143. :097:Alt+F - Sound Effects
  1144. Press Alt+F to enter the sound effects editor. First you must
  1145. decide whether to use the default set of sound effects, or edit
  1146. your own. You can't edit the default set. If you edit your own,
  1147. you will be in a series of three editing screens. Use the Next
  1148. and Previous buttons to move between screens. Sound effects, and
  1149. the format used to represent them, is described in detail in
  1150. another section. The format is the same as used for the Robotic
  1151. command PLAY. (digitized sounds are allowed here.)
  1152. >#SOUNDEFX.HLP:1st:MegaZeux's Sound System
  1153. :_G: G - Global Info
  1154. Press G to enter the global info dialog boxes. The global info
  1155. options are covered in another section.
  1156. >#GLOBALIN.HLP:086:Global Info Options
  1157. :_I: I - Info (board)
  1158. Press I to enter the board info dialog box. The board info
  1159. options are covered in another section.
  1160. >#BOARDINF.HLP:085:Board Info Options
  1161. :078:Alt+I - Import
  1162. Alt+I allows you to import a number of different file types
  1163. into the current board or world. You can import a board file
  1164. (MZB) unique to MegaZeux. You can import a character set file
  1165. (CHR) which can also be edited with Software Visions' Z-Cel
  1166. editor. You can import an ANSi file (ANS) as either overlay,
  1167. blocks, text, or floor. You can import another world (MZX)
  1168. which is appended to the list of boards. Note that references
  1169. within the new boards to other boards, within exits and
  1170. transports, will NOT be correct. Finally, you can import a
  1171. palette (PAL) file or a sound effects (SFX) file, both unique
  1172. to MegaZeux.
  1173. If you select the lowermost option for ANSi import, you will
  1174. get to choose where on the board to import it. Move the
  1175. cursor to the desired location and press Enter. The ANSi
  1176. will be clipped automatically.
  1177. :_L: L - Load
  1178. L brings up a list of worlds in the current directory and allows
  1179. you to select one to load. You will be warned if the current
  1180. world has not been saved yet.
  1181. :AltL:Alt+L - Test SAM
  1182. Alt+L brings up a list of SAM files in the current directory.
  1183. Selecting one will play it at a frequency of 420, or middle C.
  1184. This has no effect on the actual board or world.
  1185. :AltM:Alt+M - Modify
  1186. Alt+M allows you to modify the settings of the thing UNDER the
  1187. cursor. The current thing is not affected in anyway.
  1188. :AltN:Alt+N - Music
  1189. Alt+N brings up a list of module files in the current directory.
  1190. Selecting one will select it as the default music for the
  1191. current board. If music is already playing, Alt+N will turn it
  1192. off. The music will still be selected as current even if it
  1193. doesn't fit in memory.
  1194. :AltO:Alt+O - Edit Overlay
  1195. Alt+O enters overlay editing mode. The overlay must first be
  1196. turned on within the board info menu. The overlay editing mode
  1197. is similar to the normal editing except only certain keys are
  1198. active, and the Enter and Alt+S keys have new purposes. The
  1199. overlay is explained in further detail in another section.
  1200. >#TOVERLAY.HLP:081:Editing and Using the Overlay
  1201. :_P: P - Parameter
  1202. P allows you to change the settings of the current thing. The
  1203. thing under the cursor is not affected.
  1204. :084:Alt+P - Size/Pos
  1205. Alt+P allows you to change the size of the current board and the
  1206. viewport size and location. See another section for details.
  1207. >#GENERALE.HLP:sizepos:Board Sizes
  1208. :_R: R - Redraw Screen
  1209. R will redraw the screen, erasing any junk or other problems
  1210. that may be on-screen. This option is rarely needed.
  1211. :AltR:Alt+R - Restart
  1212. Alt+R will clear the entire world. You will be asked for
  1213. confirmation.
  1214. :076: S - Save
  1215. S will prompt you for a filename, then save the current world
  1216. as a MZX file. The save option will be highlighted if the world
  1217. has changed since the last save or load.
  1218. :082:Alt+S - Status Info
  1219. Alt+S will allow you to type in six different counters that will
  1220. be shown on the status screen within the game. This allows you
  1221. to have your own items that the player can collect, and see how
  1222. many he has. Counters are discussed in further detail with
  1223. Robots.
  1224. :AltS2:Alt+S - Show Level
  1225. Alt+S while editing the overlay will toggle whether the level
  1226. beneath the overlay is shown when editing the overlay.
  1227. >#TOVERLAY.HLP:081:Editing and Using the Overlay
  1228. :AltT:Alt+T - Test
  1229. Alt+T will allow you to test the current world, starting on the
  1230. current board. You cannot save or restore during this test, but
  1231. two "cheat" keys are active- F7 will fill your health, gems,
  1232. etc. to maximum, and F8 will destroy the eight things around the
  1233. player. Quitting will return to the editor.
  1234. :_V: V - View
  1235. V will allow you to see the current board as it would appear in
  1236. the game. Use the arrows to Scroll the view, and ESC to return
  1237. to the editor.
  1238. :083: X - Exits
  1239. X will bring up a menu where you can select exits for each board
  1240. direction. For example, selecting a destination board of "City"
  1241. for north will cause the player to go to that board when he
  1242. presses against the north edge of the current board. Boards are
  1243. not automatically back-linked- To make "City" lead back here,
  1244. you must go to that board and make a south exit back. Make sure
  1245. the linked boards don't obstruct each other's exits, and that
  1246. they are of the same size.
  1247. :077:Alt+X - Export
  1248. Alt+X will allow you to export a number of different file types.
  1249. You can export a board file (MZB) unique to MegaZeux, good for
  1250. giving single boards to others. (the character set, palette, and
  1251. global info isn't included!) You can export the character set
  1252. (CHR) for transportation or to edit in Software Visions' Z-Cel
  1253. editor. You can export a picture of the board to a ANSi (ANS) or
  1254. text (TXT) file. The ANSi is better for graphical uses, and the
  1255. text file is better for making maps of your boards. Finally, you
  1256. can export palettes (PAL) and sound effect collections (SFX) for
  1257. transportation, both of them file formats unique to MegaZeux.
  1258. :AltY:Alt+Y - Debug Mode
  1259. Alt+Y will toggle a red box in the lower corner of the screen.
  1260. This box shows, on labeled lines, the current position of the
  1261. cursor and the current memory situation. This information is
  1262. quite helpful when programming Robots.
  1263. :AltZ:Alt+Z - Clear (board)
  1264. Alt+Z will clear the current board entirely. You are asked for
  1265. confirmation.
  1266. :F1: F1 - Help
  1267. F1 will bring up help on the current action. You can press F1
  1268. at almost any time.
  1269. :F2: F2 - Text
  1270. F2 will toggle text mode on and off. When text mode is on, Enter
  1271. will go to the next line, and Backspace will delete going
  1272. backwards. All printable characters will type in as text.
  1273. :F3: F3 - Terrain
  1274. :F4: F4 - Item
  1275. :F5: F5 - Creature
  1276. :F6: F6 - Puzzle
  1277. :F7: F7 - Transport
  1278. :F8: F8 - Element
  1279. :F9: F9 - Misc. (thing)
  1280. :F10: F10 - Objects
  1281. The above eight keys will bring up a menu of things to select
  1282. from. Selecting one will ask you to enter settings
  1283. (if appropriate) or choose a character for that thing. Then a
  1284. copy of that thing will be placed at the cursor, and will also
  1285. become the current thing. Scrolls, Signs, Sensors, Robots,
  1286. and Pushable Robots (all in the Objects menu) will be discussed
  1287. in another section. The current thing, color, and settings
  1288. parameter (p##) is shown in the upper left corner of the menu.
  1289. The settings parameter isn't important except for certain
  1290. Robotic programming situations.
  1291. >#SCROLLSS.HLP:1st:Signs and Scrolls in the Editor
  1292. >#SENSORSW.HLP:094:Sensors- What They Are and How to Use Them
  1293. >#ROBOTSWH.HLP:1st:Robots- What They Are and How to Use Them
  1294. >#ROBOTICT.HLP:1st:Robotic Tutorial
  1295. >#ROBOTICR.HLP:087:Robotic Reference Manual
  1296. :ShF1:Sh+F1 - Show InvisWalls
  1297. :ShF2:Sh+F2 - Show Robots
  1298. :ShF3:Sh+F3 - Show Fakes
  1299. :ShF4:Sh+F4 - Show Spaces
  1300. These four keys will flash on-screen the location of the noted
  1301. thing. They are good for locating "hidden" or camouflaged
  1302. Robots, passages, etc.
  1303. :Ar:Arrow - Move
  1304. The arrow keys will move the cursor. The edit window will Scroll
  1305. when necessary.
  1306. :AltAr:Alt+Arrow - Move 10
  1307. Alt with the arrow keys will move the cursor up to ten spaces at
  1308. a time.
  1309. :BkSp: Backspace - Delete
  1310. :Del: Del - Delete
  1311. These two keys will delete everything under the cursor. The
  1312. current thing is not affected.
  1313. :End: End - L/R Corner
  1314. End will jump the cursor to the lower left corner of the entire
  1315. board.
  1316. :En:Enter - Modify+Grab
  1317. Enter will modify the settings of the thing under the cursor, if
  1318. applicable, then select that thing as the current thing. It is
  1319. just like pressing Alt+M and then Ins.
  1320. :Enter2:Enter - Character
  1321. Enter during Overlay editing mode will change the current
  1322. character. Select it from a menu and then press Enter to confirm
  1323. your choice.
  1324. :ESC: ESC - Exit/Cancel Mode
  1325. ESC will exit the editor, asking for confirmation if your world
  1326. has not been saved. If you are in block, overlay, text, or draw
  1327. mode, ESC will instead cancel the current mode and return to
  1328. normal editing.
  1329. :Home: Home - U/L Corner
  1330. Home will jump the cursor to the upper right corner of the
  1331. entire board.
  1332. :Ins: Ins - Grab
  1333. Ins will select the thing under the cursor as the current
  1334. thing. The actual thing is not affected.
  1335. :Sp:Space - Place
  1336. Space will copy the current thing to the location under the
  1337. cursor. Trying to place something over a similar thing will
  1338. instead delete it. Placing something over a floor type will
  1339. actually place it OVER the floor, not deleting the floor.
  1340. Other things will be deleted if they are in the way.
  1341. :Tab: Tab - Draw
  1342. Tab will toggle the current draw mode. When drawing is on, you
  1343. will place a copy of the current thing every time you move the
  1344. cursor.
  1345. :PgDn: PageDown - Next Menu
  1346. :PgUp: PageUp - Previous Menu
  1347. These two keys will cycle through the different menus. The menu
  1348. bar can wrap around. You do not have to be viewing the menu with
  1349. an option before you can use that option- the menus are purely
  1350. for reference.
  1351. :095: * - Protection
  1352. Pressing * will access the protection menu. There are three
  1353. forms of protection- No-save, No-edit, and No-play. No-save
  1354. allows someone to edit your game, thereby learning from it. But
  1355. they cannot export or save it, so they cannot directly rip off
  1356. your work. I suggest the use of this mode, since it encourages
  1357. others to learn from your work but not steal it. No-edit
  1358. prevents anyone from looking at your work in the editor, and
  1359. No-play prevents anyone from playing your game at all. The
  1360. password is used to protect the world and is case-insensitive.
  1361. The entire MZX file is encrypted. Please don't distribute or
  1362. upload files that are No-play protected to the general public.
  1363. >#THEWORLD.HLP:1st:The World Editor
  1364. >#GENERALE.HLP:1st:General Editing Tips
  1365. >#MAIN.HLP:072:Table of Contents
  1366. #CHAREDIT.HLP
  1367. :079:The Character Editor
  1368. The character editor is an important part of MegaZeux. With it,
  1369. you can change the appearance of the character set. For example,
  1370. you can make bricks, rockets, stones, and demons. Although the
  1371. coloration is limited to normal text mode forms, the pixel
  1372. resolution is high- 8x14 per character for a total of 640x350
  1373. for the entire screen.
  1374. To use the character editor, press Alt+C in the editor. You will
  1375. be shown a zoomed version of the current character, a menu of
  1376. options, a list of numbers, and a row of characters. The numbers
  1377. are only important for certain Robotic programming situations.
  1378. To edit the character, move the cursor with the keys and use
  1379. Space to toggle pixels on and off. Use + and - to move one
  1380. character up or down through the character set. Use Enter to
  1381. select the current character from the entire set. The current
  1382. character is highlighted on the row in the upper right corner.
  1383. Use Del to clear the character. Use N to "negative", or
  1384. inverse, the character, turning all on pixels off and all off
  1385. pixels on. Use Alt with the arrow keys to shift the entire
  1386. character to one direction. Pixels shifted off of one edge
  1387. wraparound to the other edge.
  1388. Use M to mirror the character, flipping it left to right. Use
  1389. F to flip the character top to bottom. F2 will copy the current
  1390. character to an internal buffer, while F3 will copy the buffer
  1391. to the current character. The buffer is retained between uses
  1392. of the character editor.
  1393. Tab will toggle draw mode on and off. When draw mode is on,
  1394. every movement of the cursor will produce an effect. There
  1395. are three different draw modes, the current mode listed by
  1396. the word "draw". (set) mode will turn all pixels crossed to ON.
  1397. (clear) mode will turn all pixels crossed OFF. (toggle) will
  1398. toggle the state of all pixels crossed, from ON to OFF and vice
  1399. versa.
  1400. The character editor is a key element in creating decent games
  1401. with MegaZeux. If you can't seem to draw well with it, that's
  1402. okay, since it has awkward limitations. You can copy characters
  1403. or character sets from other games as well, or get a friend to
  1404. draw characters for you.
  1405. >#EDITINGK.HLP:080:Editing Keys and Options Reference
  1406. >#MAIN.HLP:072:Table of Contents
  1407. #PALEEDIT.HLP
  1408. :093:The Palette Editor
  1409. The palette editor, although not needed for most games, can
  1410. certainly spruce up a game. It allows you to change the
  1411. appearance of the 16 different available colors. It is the only
  1412. way to get a decent orange color, for example.
  1413. To use it, press Alt+E in the editor. The palette editing screen
  1414. will appear. The current palette will be shown along the top,
  1415. with the current color marked. The RGB values of the current
  1416. color are shown along the right side of the screen, and the menu
  1417. is shown on the lower half.
  1418. Some color theory is in order here. Computer monitors display
  1419. colors by projecting various amounts of Red, Green, and Blue
  1420. light. Combined, these three colors can produce almost any shade
  1421. and hue of color. This is how colors are represented in MegaZeux
  1422. as well. Each color has a Red, Green, and Blue value, each
  1423. ranging from 0 to 63. 0 is off, 63 is full brightness, and the
  1424. other values range in shade.
  1425. To make colors other than red, green, and blue, you must mix
  1426. them. Purple is red plus blue, cyan is green plus blue, and
  1427. yellow is red plus green. (really.) Whites and grays are made
  1428. from equal amounts of all three. For example, red 42 blue 42
  1429. green 0 would be a deep purple, and all as 20 would be a dark
  1430. gray. To brighten a color, raise all the numbers, or lower them
  1431. to darken it. Orange is made with full red and 31 green.
  1432. Anyway, back to the editor. Use the arrow keys to select the
  1433. current color. R, G, B, and A will increase Red, Green, Blue,
  1434. and All, respectively. Alt+RGBA will decrease the same values.
  1435. Alt+D will reset the palette to it's default colors. 0 will
  1436. blacken the current color. Finally, F2 will store the current
  1437. color to an internal buffer, while F3 will restore the buffer
  1438. to the current color.
  1439. Note that in EGA mode, RGB values can only be 0, 21, 42, or 63.
  1440. Other colors will be shown as the nearest shade possible.
  1441. >#EDITINGK.HLP:080:Editing Keys and Options Reference
  1442. >#MAIN.HLP:072:Table of Contents
  1443. #GLOBALIN.HLP
  1444. :086:Global Info Options
  1445. To edit Global options, press G within the editor. This will
  1446. bring up various dialogs where you can edit options that affect
  1447. the entire world. The first dialog you see has the following
  1448. options-
  1449. $Death board/X/Y/mode
  1450. This tells MegaZeux what happens when the player dies. If mode
  1451. is Same position, then the player will simply lose a life. If it
  1452. is Restart board, then the player will also teleport to the
  1453. location on the board where he entered. If it is Teleport, the
  1454. player will instead teleport to the board and x/y location
  1455. stated in the above three settings.
  1456. $Endgame board/X/Y/mode
  1457. This tells MegaZeux what happens when the player runs out of
  1458. lives. If mode is Game over, then the game will simply end. If
  1459. it is Teleport, the player will be given one last life and then
  1460. he will be teleported to the board and x/y location stated in
  1461. the above three settings. Next time he dies, the game will end.
  1462. $Play game over sfx
  1463. If this option is on, the game over sound effect will be played
  1464. repeatedly when the game has ended and the Game Over message is
  1465. flashing along the bottom of the screen.
  1466. $More
  1467. This button leads to another screen of settings.
  1468. $Edit Chars
  1469. :089:This button leads to a series of dialogs where you can edit the
  1470. characters and colors used to represent various internal things.
  1471. $Edit Dmg
  1472. :090:This button leads to a dialog where you can edit the amount of
  1473. damage done by various internal things.
  1474. $Edit Global Robot
  1475. This button allows you to edit the global Robot, which is a very
  1476. special Robot that is present at all times, although it is not
  1477. physically on every board. It is a very important part of
  1478. MegaZeux. See the Robotic manual for more information.
  1479. >#ROBOTICR.HLP:087:Robotic Reference Manual
  1480. :088:The second dialog of settings for global info has the
  1481. following options-
  1482. $First board
  1483. Here is where you select which board will be the starting board
  1484. for the game. The player will start on this board. This defaults
  1485. to the title screen.
  1486. $Edging color
  1487. This is the color of the border around the entire screen, where
  1488. the viewport does not extend. It defaults to dark gray.
  1489. $Starting/Maximum lives
  1490. This is where you set the number of lives the player starts
  1491. with, and how many lives he can accumulate at any one time.
  1492. $Starting/Maximum health
  1493. Same as above, but for health points.
  1494. $Enemies' bullets hurt other enemies
  1495. If this is on, then bullets shot by enemies, such as tigers,
  1496. will destroy other enemies that they hit. It basically turns
  1497. all Enemy bullets into Neutral bullets.
  1498. $Clear messages and projectiles on exit
  1499. If this is on, the current message and all bullets and shooting
  1500. fire are cleared whenever the player leaves the screen.
  1501. $Can only play world from a 'SWAP WORLD'
  1502. If this is on, then the current world is unplayable in a normal
  1503. fashion. The only way to play it is to swap to it from another
  1504. world, using the Robotic command SWAP WORLD.
  1505. $Previous
  1506. This will go to the previous global settings dialog.
  1507. The character editing dialogs (there are eight of them) are
  1508. screens of characters and colors used to represent internal
  1509. things. Select one to change the color or character used. Use
  1510. Next and Previous to move between the screens, and Done when
  1511. you are finished. Lit Bomb Anim 1 is special, setting it will
  1512. set the other 6 frames of Lit Bomb Animation to the succeeding
  1513. characters.
  1514. The damage editing dialog allows you to change the amount of
  1515. damage dealt by various things within the game. Select one and
  1516. use the usual dialog keys to change the values, which can range
  1517. from 0 to 255. 0 will leave the player invincible versus that
  1518. thing.
  1519. Editing the global Robot is covered in the Robot tutorials, as
  1520. it is exactly the same as editing any other Robot. The actual
  1521. use of a global Robot is covered in the Robotic Reference
  1522. Manual.
  1523. >#ROBOTICR.HLP:087:Robotic Reference Manual
  1524. >#EDITINGK.HLP:080:Editing Keys and Options Reference
  1525. >#MAIN.HLP:072:Table of Contents
  1526. #BOARDINF.HLP
  1527. :085:Board Info Options
  1528. To edit Board options, press I within the editor. This will
  1529. bring up a dialog where you can edit options pertaining to the
  1530. current board. The options are as follows-
  1531. $Board name
  1532. This is the name of the board. It is mainly for reference;
  1533. However, the name of the first board (the title screen) is
  1534. also used to represent the entire world on a file listing.
  1535. $Can shoot/bomb
  1536. These options determine whether or not the player can utilize
  1537. shooting or bombs. If off, then the player cannot perform the
  1538. noted action.
  1539. $Fire burns space/fakes/trees/brown
  1540. These options determine what fire will and will not burn
  1541. through. Space is empty space, NOT floors. Fakes includes fakes,
  1542. floors, carpets, and tiles. Trees are self-explanatory. Brown
  1543. is anything other than the player or a Robot/sign/Scroll that
  1544. is colored brown.
  1545. $Forest to floor
  1546. If on, when the player moves through forest, it will become
  1547. floor. If off, the forest will simply disappear.
  1548. $Collect bombs
  1549. If on, the player will collect bombs normally. If off, bombs
  1550. will be instantly lit when touched.
  1551. $Fire burns forever
  1552. If on, fire will never burn out. If off, fire will eventually
  1553. turn into ash, which is actually a dark gray floor. Of course,
  1554. if fire is set to burn fakes, the ash will probably relight
  1555. immediately.
  1556. $Restart if hurt
  1557. When on, anytime the player loses health, he will be teleported
  1558. to the place on the current board that he entered the board.
  1559. $Time limit
  1560. If greater than zero, the player has the noted amount of time to
  1561. complete the board. The current time is shown in the lower left
  1562. corner during game-play. If time runs out, the player loses ten
  1563. health and the time limit is reset. This option is most useful
  1564. with the Restart if hurt option. The time is in units
  1565. considerably faster than seconds; test the board to get a feel
  1566. for the amount of time needed. The current time is reset if the
  1567. player exits and re-enters the board.
  1568. $Explosions to space/ash/fire
  1569. This determines what explosions will leave in their wake- Empty
  1570. space, ash (dark gray floors), or burning fire.
  1571. $Can save/Can't save/Can save on Sensors
  1572. This determines when the player can save his game. The first two
  1573. options are self-explanatory. Can save on Sensors allows the
  1574. player to only save if he is standing directly over a Sensor.
  1575. Sensors are explained in another section.
  1576. >#SENSORSW.HLP:094:Sensors- What They Are and How to Use Them
  1577. $No/Normal/Static/Transparent overlay
  1578. This sets the type of overlay for the current board. No overlay
  1579. means just that- overlay mode is completely off. Normal overlay
  1580. is a normal overlay that Scrolls with the board. Static overlay
  1581. is a normal overlay that remains in a fixed position even when
  1582. the board Scrolls. A Transparent overlay is similar to no
  1583. overlay in that none is shown, but it allows you to edit it so
  1584. that one may appear later. Overlays are discussed in full in
  1585. another section.
  1586. >#TOVERLAY.HLP:081:Editing and Using the Overlay
  1587. >#EDITINGK.HLP:080:Editing Keys and Options Reference
  1588. >#MAIN.HLP:072:Table of Contents
  1589. #SOUNDEFX.HLP
  1590. :1st:MegaZeux's Sound System
  1591. MegaZeux has two types of sound- Digitized sound, played through
  1592. a sound card, and sound effects, played on the PC speaker only.
  1593. When MegaZeux starts up, you are prompted for the output device
  1594. for digitized sound and music. This can be a SoundBlaster,
  1595. SB-Pro, SB-16, PAS-16, Gravis Ultrasound, or compatible. Then
  1596. you are asked for the desired sound quality. Higher qualities
  1597. take more processing power. You can then choose from between 1
  1598. and 4 digitized sound channels. More channels again takes more
  1599. processing power, but sounds cooler and allows more simultaneous
  1600. sound effects. You then determine whether to have regular PC
  1601. speaker sound effects on or off.
  1602. Note that since the Gravis Ultrasound does all the processing
  1603. on-board, you automatically get the highest quality at no cost
  1604. of processor power. However, MegaZeux does not support sound
  1605. effects on the GUS.
  1606. $Music files
  1607. Music files, referred to as MODULES, can be any one of the
  1608. following formats-
  1609. * MOD (or NST/WOW/OCT)
  1610. * S3M or STM
  1611. * MTM
  1612. * 669
  1613. * ULT
  1614. * FAR
  1615. * MED (MMD0)
  1616. * GDM (converted from one of the above)
  1617. Currently, only MOD/NST/WOW/OCT can be loaded natively. ALL
  1618. other formats must be converted to GDM format using the
  1619. included 2GDM program. To use it, simply type 2GDM [filenames]
  1620. at the DOS prompt, and your music files will be converted to
  1621. GDM format. A .GDM extension will automatically be added. Note
  1622. that GDM is a "proprietary" format and not generally
  1623. compatible with any other software. MODs can be loaded
  1624. directly, without prior conversion. This allows older MegaZeux
  1625. games to play without conversion.
  1626. $Using sound and music in your own games
  1627. There are three ways to utilize sound and music in your own
  1628. games-
  1629. 1- Select default modules for each board.
  1630. 2- Edit the built-in speaker sfx.
  1631. 3- Use Robots to play modules, SAMs, and speaker sfx.
  1632. $Selecting default modules for each board
  1633. This is perhaps the easiest method to get music in your games.
  1634. Simply make sure that the proper module files are in the
  1635. current directory, and use Alt+N to select music for a board.
  1636. Press Alt+N to turn it back off again.
  1637. >#EDITINGK.HLP:AltN:Details on Alt+N
  1638. $Editing the built-in speaker sfx
  1639. To edit the built-in speaker sound effects, use Alt+F. The
  1640. format for them is discussed later in this section.
  1641. >#EDITINGK.HLP:097:Details on Alt+F
  1642. $Using Robots
  1643. Robotic has a large number of commands for playing modules,
  1644. SAMs, and speaker sfx. A knowledge of Robotic basics is
  1645. required, so see the following sections to learn about Robots.
  1646. >#ROBOTSWH.HLP:1st:Robots- What They Are and How to Use Them
  1647. >#ROBOTICT.HLP:1st:Robotic Tutorial
  1648. >#ROBOTICR.HLP:087:Robotic Reference Manual
  1649. The following sections discuss individual commands relating to
  1650. sound and music.
  1651. >#COMMANDR.HLP:_m3:~AMOD "file"
  1652. >#COMMANDR.HLP:_s1:~ASAM # "file"
  1653. >#COMMANDR.HLP:_e2:~AEND MOD
  1654. >#COMMANDR.HLP:_e4:~AEND SAM
  1655. >#COMMANDR.HLP:_e3:~AEND PLAY
  1656. >#COMMANDR.HLP:_p2:~APLAY "string"
  1657. >#COMMANDR.HLP:_p3:~APLAY SFX "string"
  1658. >#COMMANDR.HLP:_w4:~AWAIT PLAY "string"
  1659. >#COMMANDR.HLP:_sL:~ASFX #
  1660. >#COMMAND2.HLP:_j1:~AJUMP MOD ORDER #
  1661. >#COMMAND2.HLP:_m7:~AMOD SAM # #
  1662. >#COMMAND2.HLP:_m5:~AMOD FADE IN "file"
  1663. >#COMMAND2.HLP:_m6:~AMOD FADE OUT
  1664. >#COMMAND2.HLP:_m4:~AMOD FADE # #
  1665. >#COMMAND2.HLP:_w2:~AWAIT MOD FADE
  1666. >#COMMAND2.HLP:_w3:~AWAIT PLAY
  1667. >#COMMAND2.HLP:_c6:~ACHANGE SFX # "string"
  1668. $Format for sound effects
  1669. The sound effects editor and Robotic PLAY commands all use the
  1670. same format for playing sound effects. The format consists of
  1671. a single string of characters, each character representing one
  1672. note or command. Spaces are ignored, and capitalization is not
  1673. important. A knowledge of music is required to use the format
  1674. effectively. The commands-
  1675. ~A A B C D E F G
  1676. Plays the note stated, at the current octave and duration.
  1677. The scale starts at C and continues DEFGAB before going up
  1678. an octave. Use # and $ for sharps and flats, placing them
  1679. after the note.
  1680. ~A # $
  1681. Sharps (#) or flats ($) the previous note. Does not affect
  1682. any note other than the note directly before the sharp or
  1683. flat. Constructs such as B# are allowed.
  1684. ~A 0 1 2 3 4 5 6
  1685. Sets the current octave. Octave 3 starts at middle C. The
  1686. lower the number, the lower the notes.
  1687. ~A + -
  1688. Raises or lowers the current octave by 1, but only if
  1689. possible. You cannot go below octave 0 or above octave 6.
  1690. ~A X
  1691. Plays a rest of the current duration. A rest is a period of
  1692. silence.
  1693. ~A Z T S I Q H W
  1694. These letters change the current duration of notes and
  1695. rests, I.E. the length of time each subsequent note is
  1696. played. Each one is twice as long as the previous one,
  1697. with Z being the fastest and W the slowest. Duration
  1698. defaults to Z. The counterparts to the durations follow-
  1699. Z = sixty-fourth note
  1700. T = ~AT~Fhirty-second note
  1701. S = ~AS~Fixteenth note
  1702. I = e~AI~Fghth note
  1703. Q = ~AQ~Fuarter note
  1704. H = ~AH~Falf note
  1705. W = ~AW~Fhole note
  1706. Duration (and octave) does not carry over from one string to
  1707. the next.
  1708. ~A .
  1709. A dot will change the current duration to 150% that of
  1710. usual. This is a permanent duration change and will only
  1711. affect subsequent notes. It's use is similar to that of a
  1712. dot in regular music, except this dot affects multiple
  1713. notes.
  1714. ~A !
  1715. An exclamation point will change the current duration to 33%
  1716. that of usual. This is a permanent duration change and will
  1717. only affect subsequent notes. It's use is similar to that of
  1718. triplets in regular music, except it affects ALL subsequent
  1719. notes.
  1720. ~A &
  1721. & is a very special command. It is used to play SAM files
  1722. (digitized sounds) within a sfx string. It allows digitized
  1723. sounds within the sound effects editor. The general format
  1724. for & is as follows:
  1725. $"&FILENAME.SAM&3C"
  1726. This will play middle C using FILENAME.SAM. Multiple notes
  1727. are ignored- only the last is played. Duration is
  1728. irrelevant.
  1729. ~A _
  1730. An underscore is usually used in conjunction with &. It
  1731. basically turns off digitized sounds for the rest of the
  1732. string, and ignores the rest of the string IF digitized
  1733. music/sound is on. For example:
  1734. $"&SHOT.SAM&C_+C-C"
  1735. The above will play SHOT.SAM at frequency 428 (middle C)
  1736. if digitized sound is on, OTHERWISE it will play the normal
  1737. shooting sound of "+C-C".
  1738. $Sound effect numbers
  1739. The PLAY SFX command in Robotic plays one of the built-in sound
  1740. effects. The numerical values corresponding to these sound
  1741. effects are listed below.
  1742. 0 - Gem
  1743. 1 - Magic Gem
  1744. 2 - Health
  1745. 3 - Ammo
  1746. 4 - Coin
  1747. 5 - Life
  1748. 6 - Lo Bomb
  1749. 7 - Hi Bomb
  1750. 8 - Key
  1751. 9 - Full on Keys
  1752. 10- Unlock
  1753. 11- Can't Unlock
  1754. 12- Invis. Wall
  1755. 13- Forest
  1756. 14- Gate Locked
  1757. 15- Open Gate
  1758. 16- Invinco Start
  1759. 17- Invinco Beat
  1760. 18- Invinco End
  1761. 19- Door Locked
  1762. 20- Open Door
  1763. 21- Hurt
  1764. 22- AUGH!
  1765. 23- Death
  1766. 24- Game Over
  1767. 25- Gate Closing
  1768. 26- Push
  1769. 27- Transport
  1770. 28- Shoot
  1771. 29- Break
  1772. 30- Out of ammo
  1773. 31- Ricochet
  1774. 32- Out of bombs
  1775. 33- Place bomb (lo)
  1776. 34- Place bomb (hi)
  1777. 35- Switch bomb type
  1778. 36- Explosion
  1779. 37- Entrance
  1780. 38- Pouch
  1781. 39- Ring/Potion
  1782. 40- Empty chest
  1783. 41- Chest
  1784. 42- Out of time
  1785. 43- Fire ouch
  1786. 44- Stolen gem
  1787. 45- Enemy HP down
  1788. 46- Dragon fire
  1789. 47- Scroll/Sign
  1790. 48- Goop
  1791. 49- Unused
  1792. $SAM frequencies
  1793. SAMs played using the SAM command in Robotic need a frequency
  1794. value. Frequencies corresponding to MOD file notes follow-
  1795. C C# D D# E F F# G G# A A# B
  1796. Octave 1 : 856 808 762 720 678 640 604 570 538 508 480 453
  1797. Octave 2 : 428 404 381 360 339 320 302 285 269 254 240 226
  1798. Octave 3 : 214 202 190 180 170 160 151 143 135 127 120 113
  1799. Octave 4 : 107 101 95 90 85 80 75 71 67 63 60 56
  1800. Octave 5 : 53 50 47 45 42 40 37 35 33 31 30 28
  1801. The following table lists frequencies corresponding to PLAY
  1802. statement notes-
  1803. C C# D D# E F F# G G# A A# B
  1804. 0 : 3424 3232 3048 2880 2712 2560 2416 2280 2152 2032 1920 1812
  1805. 1 : 1712 1616 1524 1440 1356 1280 1208 1140 1076 1016 960 906
  1806. 2 : 856 808 762 720 678 640 604 570 538 508 480 453
  1807. 3 : 428 404 381 360 339 320 302 285 269 254 240 226
  1808. 4 : 214 202 190 180 170 160 151 143 135 127 120 113
  1809. 5 : 107 101 95 90 85 80 75 71 67 63 60 56
  1810. 6 : 53 50 47 45 42 40 37 35 33 31 30 28
  1811. $Where to get module and SAM files
  1812. These questions are answered in the Frequently Asked Questions
  1813. section of help.
  1814. >#FAQ.HLP:1st:Frequently Asked Questions
  1815. >#MAIN.HLP:072:Table of Contents
  1816. #TOVERLAY.HLP
  1817. :081:Editing and Using the Overlay
  1818. The overlay is a rather simple but useful part of a board. If
  1819. you look at Floors and Fakes as a floor layer, and Walls as a
  1820. central layer, the overlay is a ceiling layer. Basically, the
  1821. overlay, when on, appears OVER anything on the board. The
  1822. player, enemies, Robots, etc. all move underneath it. The
  1823. overlay is purely for show and graphical effects. For example,
  1824. you could create archways that the player moves under, or have
  1825. a score and lives display that is overlaid over the view at all
  1826. times. (Using Robotic)
  1827. To turn the overlay on, go to board info (I) and set the overlay
  1828. to a mode other than Off. The editor will prevent you from
  1829. editing the overlay if it is Off, since it will not be saved
  1830. if it is. The available overlay modes-
  1831. Off- No overlay is saved, none is shown. Default for boards.
  1832. On- The overlay is shown normally, Scrolling along with the rest
  1833. of the board.
  1834. Static- The overlay is shown, but it does not Scroll with the
  1835. board- It always shows the top left position.
  1836. Transparent- The overlay is saved and can hold info, but is
  1837. currently not shown.
  1838. Once the overlay is on, press Alt+O in the editor to edit it.
  1839. This brings you to the overlay editor. The menu at the bottom
  1840. of the screen will change, and you will have access to the
  1841. following keys and options-
  1842. :074:Alt+B - Block
  1843. Press Alt+B to start block mode. Then move the cursor to the
  1844. opposite corner of a rectangular block, and press Alt+B again.
  1845. You can then select an action to perform upon the block. Copy
  1846. will allow you to duplicate the block by moving the cursor to
  1847. a destination and pressing Enter. The cursor marks the new
  1848. UPPER LEFT corner. Move will allow you to move the block to a
  1849. new location. Clear will erase the contents of the block.
  1850. Flip will flip the block upside down. Mirror will flip the
  1851. block left to right. Paint will change the entire block to the
  1852. current color. Copy to/from overlay will copy the block to the
  1853. main level from the overlay. You will have to select the type
  1854. of thing it will be copied as- Floor, Text, etc. Save as ANSi
  1855. will save the block as an .ANS file, which can later be viewed
  1856. outside of MegaZeux. Destinations for Move and Copy can overlap
  1857. the original block safely.
  1858. :_C: C - Color
  1859. Press C to select a new current color from a menu. The character
  1860. under the cursor is not affected.
  1861. :_F: F - Fill
  1862. Press F to fill in an enclosed area with the current character
  1863. and color. The area must be completely surrounded by characters
  1864. other than the character beneath the cursor. For example, you
  1865. can fill over a solid square of A's with something else. The
  1866. current fill command may not work right for very large and
  1867. complex areas- In this case, you must move to the unfilled areas
  1868. and press F to continue filling. This happens very rarely,
  1869. however.
  1870. :AltO:Alt+O - Edit Overlay
  1871. Alt+O will exit overlay mode and return to editing the main
  1872. board.
  1873. :AltS2:Alt+S - Show Level
  1874. Alt+S will toggle whether the level beneath the overlay is
  1875. shown. Without the level, only the overlay is shown, and no
  1876. board bits are seen through the holes in the overlay. However
  1877. it is a good idea to show the level to see how it looks beneath
  1878. the overlay.
  1879. :F1: F1 - Help
  1880. F1 will bring up help on the current action. You can press F1
  1881. at almost any time.
  1882. :F2: F2 - Text
  1883. F2 will toggle text mode on and off. When text mode is on, Enter
  1884. will go to the next line, and Backspace will delete going
  1885. backwards. All printable characters will type in as text.
  1886. :Ar:Arrow - Move
  1887. The arrow keys will move the cursor. The edit window will Scroll
  1888. when necessary.
  1889. :AltAr:Alt+Arrow - Move 10
  1890. Alt with the arrow keys will move the cursor up to ten spaces at
  1891. a time.
  1892. :BkSp: Backspace - Delete
  1893. :Del: Del - Delete
  1894. These two keys will delete everything under the cursor. The
  1895. current character is not affected.
  1896. :End: End - L/R Corner
  1897. End will jump the cursor to the lower left corner of the entire
  1898. overlay.
  1899. :Enter2:Enter - Character
  1900. Enter will change the current character. Select it from a menu
  1901. and then press Enter to confirm your choice.
  1902. :ESC: ESC - Exit/Cancel Mode
  1903. ESC will exit overlay mode. If you are in block, text, or draw
  1904. mode, ESC will instead cancel the current mode and return to
  1905. normal overlay editing.
  1906. :Home: Home - U/L Corner
  1907. Home will jump the cursor to the upper right corner of the
  1908. entire overlay.
  1909. :Ins: Ins - Grab
  1910. Ins will select the character and color under the cursor
  1911. as the current. The actual character is not affected.
  1912. :Sp:Space - Place
  1913. Space will copy the current character and color to the location
  1914. under the cursor. Trying to place something over itself will
  1915. instead delete it. Other things will be deleted if they are in
  1916. the way.
  1917. :Tab: Tab - Draw
  1918. Tab will toggle the current draw mode. When drawing is on, you
  1919. will place a copy of the current character every time you move
  1920. the cursor.
  1921. The basic method of editing the overlay is to use C and Enter to
  1922. select characters and colors, and use Space, arrows, and Tab to
  1923. draw with them. Do not switch overlay mode to Off once you have
  1924. drawn your overlay, or it may be permanently erased.
  1925. The overlay and overlay mode can also be changed using Robotic.
  1926. A knowledge of Robotic basics is required, so see the following
  1927. sections to learn about Robots.
  1928. >#ROBOTSWH.HLP:1st:Robots- What They Are and How to Use Them
  1929. >#ROBOTICT.HLP:1st:Robotic Tutorial
  1930. >#ROBOTICR.HLP:087:Robotic Reference Manual
  1931. The following sections discuss individual commands relating to
  1932. overlays.
  1933. >#COMMAND2.HLP:_cL:~ACOPY OVERLAY BLOCK # # # # # #
  1934. >#COMMAND2.HLP:_c4:~ACHANGE OVERLAY [color] [char] [color] [char]
  1935. >#COMMAND2.HLP:_c5:~ACHANGE OVERLAY [color] [color]
  1936. >#COMMAND2.HLP:_o2:~AOVERLAY ON
  1937. >#COMMAND2.HLP:_o3:~AOVERLAY STATIC
  1938. >#COMMAND2.HLP:_o4:~AOVERLAY TRANSPARENT
  1939. >#COMMAND2.HLP:_pE:~APUT [color] [char] OVERLAY # #
  1940. >#COMMAND2.HLP:_w7:~AWRITE OVERLAY [color] "string" # #
  1941. >#MAIN.HLP:072:Table of Contents
  1942. #SCROLLSS.HLP
  1943. :1st:Signs and Scrolls in the Editor
  1944. Signs and Scrolls are a simple way to get messages across in the
  1945. game. To place them in the editor, press F10 and select Sign or
  1946. Scroll from the list. You must then edit the text of the Sign or
  1947. Scroll.
  1948. The Scroll editor is very simple. You can move the cursor among
  1949. the different lines and characters. Type to insert text
  1950. anywhere. Press Ins to toggle between insert mode (default)
  1951. and overwrite mode, where typed characters will overwrite any
  1952. characters already there. Backspace and delete work as normal,
  1953. as do PageDown, PageUp, End, and Home. Finally, use Enter to
  1954. start or insert new lines.
  1955. Press ESC when you are done editing your Scroll. It will be
  1956. placed at the current cursor position and will become the
  1957. current thing. Note that although you can now copy the Scroll
  1958. freely, there is a limit of 19 Scrolls and Signs per board. This
  1959. limit shouldn't ever be a problem, however.
  1960. >#MAIN.HLP:072:Table of Contents
  1961. #ERRORMES.HLP
  1962. :1st:Error Messages
  1963. The following is a list of error messages in alphabetical order,
  1964. which link to descriptions of the error and possible remedies.
  1965. Pressing F1 during an error message will take you directly to
  1966. the description.
  1967. >035:All Robots in use
  1968. >045:All Scrolls in use
  1969. >030:All Sensors in use
  1970. >004:Attempt to load nonexistent board
  1971. >001:Attempt to overwrite board in storage
  1972. >036:Bad Robot command
  1973. >022:Board is from a more recent version of MegaZeux
  1974. >032:Can't test password-protected world
  1975. >027:Cannot import password protected world
  1976. >062:Cannot overwrite player- move him first
  1977. >034:Code/message is too large to fit into Robot memory
  1978. >007:Error accessing boards
  1979. >038:Error accessing clipboard file, ~ROBOCLP.TMP
  1980. >047:Error exporting .SFX file
  1981. >048:Error importing .SFX file
  1982. >015:Error exporting ANSi
  1983. >018:Error exporting board
  1984. >019:Error exporting char. set
  1985. >046:Error exporting palette
  1986. >039:Error exporting Robot
  1987. >020:Error exporting text
  1988. >025:Error importing ANSi
  1989. >021:Error importing board
  1990. >024:Error importing char. set
  1991. >036:Error importing palette
  1992. >040:Error importing Robot
  1993. >026:Error importing world
  1994. >059:Error initializing sound card/music code
  1995. >051:Error loading module
  1996. >060:Error loading MSE music driver
  1997. >053:Error loading SAM
  1998. >033:Error loading save game
  1999. >013:Error loading world
  2000. >055:Error opening module file
  2001. >012:Error saving world
  2002. >003:Error storing current board
  2003. >044:Error swapping to next world
  2004. >054:File "MZXBLANK.FIL" not found; Music code compromised
  2005. >037:Invalid "thing" for parameters
  2006. >016:Invalid password
  2007. >041:Line too long to import
  2008. >006:Low on memory; Music code compromised
  2009. >050:Music is off- Module is set for board but not loaded
  2010. >043:Music is off- SAM cannot play
  2011. >061:MVSOUND.SYS must be loaded for PAS support
  2012. >011:No available boards
  2013. >010:No available Scrolls
  2014. >008:No available Sensors
  2015. >009:No available Robots
  2016. >023:No files found to select from
  2017. >002:Out of memory and/or disk space
  2018. >042:Out of memory for SAM
  2019. >005:Out of Robot memory
  2020. >017:Overlay mode is not on (see Board Info)
  2021. >056:Sound card I/O address detection failure
  2022. >057:Sound card IRQ level detection failure
  2023. >058:Sound card DMA channel detection failure
  2024. >029:Too many boards- only partial import will be done
  2025. >031:Windowing code bug
  2026. >014:World is from a more recent version of MegaZeux
  2027. >028:World is from version 1- Use conversion program
  2028. >049:You can only play this game via a swap from another game
  2029. :001:~AAttempt to overwrite board in storage
  2030. This is an internal error. It occurs when two boards try to
  2031. occupy the same slot. Try to isolate the reason for the problem
  2032. and notify Software Visions, as this error signifies a bug in
  2033. MegaZeux.
  2034. :002:~AOut of memory and/or disk space
  2035. You have no more free core memory, EMS, or hard disk space on
  2036. the current drive. Clear up some memory and disk space before
  2037. running MegaZeux again.
  2038. :003:~AError storing current board
  2039. This can be caused by file errors or a hard disk space shortage,
  2040. sometimes caused by TSRs or other programs not closing their
  2041. files. This can also be caused by a bug in MegaZeux, although
  2042. this is unlikely.
  2043. :004:~AAttempt to load nonexistent board
  2044. This is an internal error. MegaZeux tried to load up a board
  2045. that does not exist. This error may signify a bug in MegaZeux.
  2046. If so, try to locate the problem and notify us. This error can
  2047. also be caused when boards or worlds are imported. The boards
  2048. may contain references to other boards that do not exist through
  2049. their entrances and exits.
  2050. :005:~AOut of Robot memory
  2051. This error occurs when you try to copy Scrolls or Robots, and
  2052. there is not enough room within Robot memory to make another
  2053. copy. Robot memory for normal Robots is limited to 64k total;
  2054. use Alt+Y in the editor to view current memory usage.
  2055. :006:~ALow on memory; Music code compromised
  2056. This error occurs when memory is VERY limited. No digitized
  2057. music or sound effects will be able to play. This error can
  2058. also occur if the file MZXBLANK.FIL is corrupted.
  2059. :007:~AError accessing boards
  2060. This is an internal error. Try to isolate the reason for the
  2061. problem and notify Software Visions, as this error signifies a
  2062. bug in MegaZeux.
  2063. :008:~ANo available Sensors
  2064. You tried to make a duplicate of a Sensor in the editor; but
  2065. you had already reached the limit of 19 Sensors per board.
  2066. :009:~ANo available Robots
  2067. You tried to make a duplicate of a Robot in the editor; but
  2068. you had already reached the limit of 199 Robots per board.
  2069. :010:~ANo available Scrolls
  2070. You tried to make a duplicate of a Robot in the editor; but
  2071. you had already reached the limit of 49 Scrolls per board.
  2072. :011:~ANo available boards
  2073. You tried to add a board or import a world, but you already
  2074. had the limit of 150 boards for the current world.
  2075. :012:~AError saving world
  2076. This is caused by file errors or a hard disk space shortage,
  2077. sometimes caused by TSRs or other programs not closing their
  2078. files. It can also result from an attempt to overwrite a
  2079. read-only file.
  2080. :013:~AError loading world
  2081. This can be caused by file errors or a hard disk space shortage,
  2082. sometimes caused by TSRs or other programs not closing their
  2083. files.
  2084. :014:~AWorld is from a more recent version of MegaZeux
  2085. The .MZX file you tried to load or import is from version 3.00
  2086. or greater of MegaZeux; at this time, version 3.00 does not
  2087. exist and is not planned to exist; however, this error message
  2088. will alert you to its existence if necessary.
  2089. :015:~AError exporting ANSi
  2090. This is caused by file errors or a hard disk space shortage,
  2091. sometimes caused by TSRs or other programs not closing their
  2092. files. It can also result from an attempt to overwrite a
  2093. read-only file.
  2094. :016:~AInvalid password
  2095. You entered the wrong password for the world.
  2096. :017:~AOverlay mode is not on (see Board Info)
  2097. You cannot edit or copy to the Overlay if it is Off; go to
  2098. board info and turn it to On, Static, or Transparent.
  2099. :018:~AError exporting board
  2100. :019:~AError exporting char. set
  2101. :020:~AError exporting text
  2102. This is caused by file errors or a hard disk space shortage,
  2103. sometimes caused by TSRs or other programs not closing their
  2104. files. It can also result from an attempt to overwrite a
  2105. read-only file.
  2106. :021:~AError importing board
  2107. This can be caused by file errors or a hard disk space shortage,
  2108. sometimes caused by TSRs or other programs not closing their
  2109. files.
  2110. :022:~ABoard is from a more recent version of MegaZeux
  2111. The .MZB file you tried to load or import is from version 3.00
  2112. or greater of MegaZeux; at this time, version 3.00 does not
  2113. exist and is not planned to exist; however, this error message
  2114. will alert you to its existence if necessary.
  2115. :023:~ANo files found to select from
  2116. You tried to select a file somehow (load world, restore game,
  2117. select module, etc.) but there were no files of that type in the
  2118. current directory. In cases where directories are listed, a file
  2119. box will be brought up with no files and a list of directories.
  2120. :024:~AError importing char. set
  2121. :025:~AError importing ANSi
  2122. :026:~AError importing world
  2123. This can be caused by file errors or a hard disk space shortage,
  2124. sometimes caused by TSRs or other programs not closing their
  2125. files.
  2126. :027:~ACannot import password protected world
  2127. You cannot import a world with any form of password protection;
  2128. load up the world separately and save it without any protection.
  2129. :028:~AWorld is from version 1- Use conversion program
  2130. You tried to load a .MZX file from version 1.00g, 1.01, 1.02, or
  2131. 1.03 of MegaZeux. In order to use these worlds, they must first
  2132. be converted to 2.51 format using the included VER1TO2 program.
  2133. Run VER1TO2 without any command line arguments and it will tell
  2134. you what to do.
  2135. :029:~AToo many boards- only partial import will be done
  2136. You are attempting to import a world, but that world's boards,
  2137. plus the boards in the current world, will total over 150
  2138. boards. If you select Fail, the import will be canceled. If you
  2139. select OK, the import will take place, but boards will only be
  2140. imported up to number 150.
  2141. :030:~AAll Sensors in use
  2142. You tried to create a Sensor in the editor, but the limit of 19
  2143. Sensors per board had already been reached.
  2144. :031:~AWindowing code bug
  2145. This is an internal error. Try to isolate the reason for the
  2146. problem and notify Software Visions, as this error signifies a
  2147. bug in MegaZeux.
  2148. :032:~ACan't test password-protected world
  2149. You cannot test a protected world from the editor; remove the
  2150. protection or play it normally.
  2151. :033:~AError loading save game
  2152. This can be caused by file errors or a hard disk space shortage,
  2153. sometimes caused by TSRs or other programs not closing their
  2154. files.
  2155. :034:~ACode/message is too large to fit into Robot memory
  2156. The Robotic line you just inputted will cause the Robot to
  2157. overflow Robot memory. Shorten the line or remove it. This
  2158. message indicates that either Robot memory is near full or
  2159. that the current Robot is close to 31k in size.
  2160. :035:~AAll Robots in use
  2161. You tried to create a Robot in the editor, but the limit of 199
  2162. Robots per board had already been reached.
  2163. :036:~AError importing palette
  2164. This can be caused by file errors or a hard disk space shortage,
  2165. sometimes caused by TSRs or other programs not closing their
  2166. files.
  2167. :036:~ABad Robot command
  2168. The Robotic line you entered cannot be translated to a known
  2169. command. Look up the command in the command reference to be
  2170. sure you are spelling it right and have the correct parameters.
  2171. :037:~AInvalid "thing" for parameters
  2172. You used F4 in the Robot editor to enter a parameter, but the
  2173. word right before the cursor is not a valid thing, such as Gem,
  2174. Ammo, or CustomBlock.
  2175. :038:~AError accessing clipboard file, ~ROBOCLP.TMP
  2176. There is a problem reading from or writing to ~ROBOCLP.TMP,
  2177. which is used for storage of blocks cut or copied from the
  2178. Robot editor. This can be caused by file errors or a hard disk
  2179. space shortage, sometimes caused by TSRs or other programs not
  2180. closing their files. You may also be trying to overwrite a
  2181. read-only file. Finally, the file may simply not exist, if you
  2182. are trying to paste and you haven't copied or cut anything yet.
  2183. :039:~AError exporting Robot
  2184. This is caused by file errors or a hard disk space shortage,
  2185. sometimes caused by TSRs or other programs not closing their
  2186. files. It can also result from an attempt to overwrite a
  2187. read-only file.
  2188. :040:~AError importing Robot
  2189. This can be caused by file errors or a hard disk space shortage,
  2190. sometimes caused by TSRs or other programs not closing their
  2191. files.
  2192. :041:~ALine too long to import
  2193. The file you were importing contained a line that is too long to
  2194. read in and translate. Shorten all lines over 200 characters and
  2195. try again.
  2196. :042:~AOut of memory for SAM
  2197. A SAM file couldn't fit into memory to play. This error will not
  2198. occur in normal game-play unless the debug menu is active. (the
  2199. SAM will simply not play.)
  2200. :043:~AMusic is off- SAM cannot play
  2201. A SAM file couldn't play because music is off. This error will
  2202. only occur in the editor or when testing games from the editor.
  2203. (Otherwise the SAM will simply not play.)
  2204. :044:~AError swapping to next world
  2205. A Robotic command, SWAP to WORLD, was issued, but the stated
  2206. world could not be found or otherwise could not be swapped to,
  2207. due to version conflicts, file errors, etc.
  2208. :045:~AAll Scrolls in use
  2209. You tried to create a Scroll in the editor, but the limit of 49
  2210. Scrolls had already been reached.
  2211. :046:~AError exporting palette
  2212. :047:~AError exporting .SFX file
  2213. This is caused by file errors or a hard disk space shortage,
  2214. sometimes caused by TSRs or other programs not closing their
  2215. files. It can also result from an attempt to overwrite a
  2216. read-only file.
  2217. :048:~AError importing .SFX file
  2218. This can be caused by file errors or a hard disk space
  2219. shortage, sometimes caused by TSRs or other programs not closing
  2220. their files.
  2221. :049:~AYou can only play this game via a swap from another game
  2222. This error occurs when you try to play a game that has the
  2223. option set to disallow normal game-play. The world can only be
  2224. played as a swap from another game. For example, this may be
  2225. the second half of another game.
  2226. :050:~AMusic is off- Module is set for board but not loaded
  2227. A module file couldn't play because music is off. This error
  2228. will only occur in the editor or when testing games from the
  2229. editor. (Otherwise, the module will simply not play.) The module
  2230. is still current for this board, however.
  2231. :051:~AError loading module
  2232. The module file could not be loaded, possibly because it hasn't
  2233. been converted to GDM format. (only required for files other
  2234. than MODs) The file may also be corrupted. This error will not
  2235. occur in conventional game-play unless the debug menu is active.
  2236. (Instead the module will simply not play.) This error will also
  2237. occur if there is not enough memory (EMS or otherwise) to hold
  2238. the module file. A small amount of non-EMS memory is required to
  2239. load a module, no matter how much EMS you have.
  2240. :053:~AError loading SAM
  2241. The SAM file could not be loaded, because of a file error, or
  2242. it was too large. This error will not occur in conventional
  2243. game-play unless the debug menu is active. (Otherwise, the SAM
  2244. will simply not play.)
  2245. :054:~AFile "MZXBLANK.FIL" not found; Music code compromised
  2246. The file MZXBLANK.FIL must be in the MegaZeux directory for the
  2247. music code to work properly. Otherwise, you will not be able to
  2248. play sound effects on levels without music.
  2249. :055:~AError opening module file
  2250. The module file could not be loaded because there was an error
  2251. in opening it. Perhaps it does not exist in the current
  2252. directory.
  2253. :056:~ASound card I/O address detection failure
  2254. :057:~ASound card IRQ level detection failure
  2255. :058:~ASound card DMA channel detection failure
  2256. The settings for your sound card could not be detected. Either
  2257. your sound card is not configured or installed properly, or you
  2258. need to specify the settings by hand. See command-line options
  2259. for details on sound card settings.
  2260. >#CMDLINE.HLP:1st:Command Line Options
  2261. :059:~AError initializing sound card/music code
  2262. There was an error initializing the sound card or the music
  2263. code. Perhaps your card is not installed or configured properly,
  2264. or possibly there is an extreme shortage of non-EMS memory. The
  2265. MSE files (see next error message) may also be corrupted.
  2266. :060:~AError loading MSE music driver
  2267. The MSE file for your sound card could not be loaded properly.
  2268. For music/sound support, MegaZeux requires that the MSE files
  2269. be in the MegaZeux directory. The MSE files contain drivers and
  2270. code to control the sound card. The file required for each sound
  2271. card is as follows:
  2272. SB1X.MSE - Soundblaster 1.x
  2273. SB2X.MSE - Soundblaster 2.x
  2274. SB16.MSE - Soundblaster 16
  2275. SBPRO.MSE- Soundblaster Pro
  2276. PAS.MSE - Pro Audio Spectrum 16
  2277. GUS.MSE - Gravis Ultrasound
  2278. If you do not plan on using certain sound cards, you can safely
  2279. delete the corresponding MSE file(s).
  2280. :061:~AMVSOUND.SYS must be loaded for PAS support
  2281. For MegaZeux to support the Pro Audio Spectrum, the resident
  2282. driver 'MVSOUND.SYS' must be loaded. See your sound card
  2283. documentation for details.
  2284. :062:~ACannot overwrite player- move him first
  2285. In the editor, the player must always exist exactly once on the
  2286. current board. You cannot delete him or overwrite him with
  2287. something else. This warning is primarily in place to prevent
  2288. you from trying to overwrite the player with a Robot, typing in
  2289. a lot of code, then having the Robot just disappear since it
  2290. can't be placed over the player.
  2291. >#MAIN.HLP:072:Table of Contents
  2292. #SENSORSW.HLP
  2293. :094:Sensors- What They Are and How to Use Them
  2294. Sensors have two real purposes. The first, is to act as save
  2295. points. The second, is to interact with Robots as a type of
  2296. floor. The first use is simple- Just set the board to "Save only
  2297. on Sensors," and then the player can only save when standing on
  2298. a Sensor.
  2299. The second use is more complex, and requires a knowledge of
  2300. Robotic. Sensors are like controllable CustomFloors. When
  2301. creating one, give it a name and a character, then enter the
  2302. name of a Robot that it will interact with.
  2303. Sensors interact with Robots using labels (messages) and SEND
  2304. commands, just like Robots interact with each other. Any Robot
  2305. can SEND a message to a Sensor, but the Sensor will only SEND
  2306. messages to the Robot stated in its settings. If you entered a
  2307. Robot of ALL, then it will SEND messages to all Robots.
  2308. $Messages TO Sensors
  2309. The following messages can be sent to a Sensor. A Sensor can
  2310. receive messages even when it is beneath the player.
  2311. ~EDIE
  2312. This will cause the Sensor to disappear forever.
  2313. ~ECHAR'X'
  2314. This will cause the Sensor to change its character to X.
  2315. ~ECHAR###
  2316. This will cause the Sensor to change its character to that
  2317. represented by the number ###, from 0 to 255.
  2318. ~ECOLORxx
  2319. This will cause the Sensor to change its color to that
  2320. represented by the code xx, a hexadecimal number from 00 to
  2321. FF. The color coding is the same as used for Robotic commands,
  2322. except without the c and ?'s are not allowed.
  2323. ~EN
  2324. ~ES
  2325. ~EE
  2326. ~EW
  2327. This will cause the Sensor to move north, south, east, or west,
  2328. respectively. If the player is on top of the Sensor, he will
  2329. move along with it. If the Sensor tries to move towards the
  2330. player, it will instead move beneath him.
  2331. $Messages FROM Sensors
  2332. Sensors will send Robots the following messages.
  2333. ~ESENSORON
  2334. This is sent when the player steps onto the Sensor, or when the
  2335. Sensor is told to move and it ends up beneath the player, or
  2336. when something pushes the player onto the Sensor.
  2337. ~ESENSORTHUD
  2338. This is sent when the Sensor is told to move, but it is blocked.
  2339. ~ESENSORPUSHED
  2340. This is sent when something (not the player, of course) pushes
  2341. the Sensor.
  2342. $Notes on Sensors
  2343. Only the player can step onto a Sensor; other things will push
  2344. it. The Sensor, when moving, will move UNDER the player if he is
  2345. in the way, or will take the player with it if he is on the
  2346. Sensor.
  2347. >#MAIN.HLP:072:Table of Contents
  2348. #ROBOTICR.HLP
  2349. :087:Robotic Reference Manual
  2350. Use the following help links to see your desired topic(s).
  2351. >#COMMANDS.HLP:1st:Command Syntax
  2352. >#COMMANDR.HLP:1st:Command Reference
  2353. >#USINGTHE.HLP:1st:Using the Editor
  2354. >#SENSORSW.HLP:094:Sensors
  2355. >#COMMANDS.HLP:dir:Directions
  2356. >#COMMANDS.HLP:col:Colors
  2357. >#BUILTINL.HLP:1st:Built-in Labels
  2358. >#COUNTERS.HLP:1st:Counters and Built-in Counters
  2359. >#COMMAND2.HLP:pre:Prefixes
  2360. >#STRINGSA.HLP:1st:Strings and Special Formatting
  2361. >#COMMANDS.HLP:con:Conditions
  2362. >#SOUNDEFX.HLP:1st:Sound and Music
  2363. >#BULLETTY.HLP:1st:Bullet Types
  2364. >#CHANGECH.HLP:1st:CHANGE CHAR ID- The CHAR ID Table
  2365. >#ROBOTSWH.HLP:1st:Robots- What They Are and How to Use Them
  2366. >#ROBOTICT.HLP:1st:Robotic Tutorial
  2367. >#MAIN.HLP:072:Table of Contents
  2368. #COMMANDS.HLP
  2369. :1st:Command Syntax
  2370. Commands in Robotic must conform to a certain syntax-
  2371. COMMAND [param] [param] ...
  2372. COMMAND is the words or symbol that specifies exactly which
  2373. command you are using. Params are the values used to supplement
  2374. the command's function-
  2375. ~E"string" or "counter" or "label" or "Robot" or "file"
  2376. Strings are a series of characters surrounded by quotes.
  2377. Counters are strings representing the name of a counter. Labels
  2378. are strings representing the name of a label, a point within a
  2379. Robot. Robots are strings representing the name of a Robot.
  2380. Files are strings representing a file on disk, always including
  2381. the extension. Examples- "Hi", "Gems", "Label5", "*1230 +725",
  2382. etc. The quotes can be left off if the string contains no spaces
  2383. and is not the same as any word found in any command or
  2384. parameter, I.E. a word that the editor could not mistake for a
  2385. part of a command. For example, "Tooly" and "Drive" don't need
  2386. quotes, but "Ammo", "N", "Goto", and "You died" do.
  2387. ~E#
  2388. Numbers are allowed to be integers within the range of -32768 to
  2389. 32767. They can also be represented in hexadecimal, using $xxxx
  2390. format. In this case, xxxx can be any number from 0 to FFFF.
  2391. Numbers can be replaced with a string representing the name of a
  2392. counter at any time. Examples of legal numbers- 3200, -79k,
  2393. $FA9, "Ammo".
  2394. :col:~E[color]
  2395. The format for colors is cXX, where X is 0-9, A-F, or ?. The
  2396. first X represents the background color, the second X represents
  2397. the foreground color. The numbers and symbols represent the
  2398. following colors-
  2399. 0 Black ~0(color #0)
  2400. 1 Blue ~1(color #1)
  2401. 2 Green ~2(color #2)
  2402. 3 Cyan ~3(color #3)
  2403. 4 Red ~4(color #4)
  2404. 5 Purple ~5(color #5)
  2405. 6 Brown ~6(color #6)
  2406. 7 Lt. Gray ~7(color #7)
  2407. 8 Dk. Gray ~8(color #8)
  2408. 9 Lt. Blue ~9(color #9)
  2409. 10 Lt. Green ~A(color #10)
  2410. 11 Lt. Cyan ~B(color #11)
  2411. 12 Lt. Red ~C(color #12)
  2412. 13 Lt. Purple ~D(color #13)
  2413. 14 Yellow ~E(color #14)
  2414. 15 White ~F(color #15)
  2415. ? Any color/No change in color
  2416. The use of ? is not always a logical option for some commands.
  2417. When used, it signifies to replace it with the current color or
  2418. ignore that part of the color for that command. Colors may be
  2419. selected from a menu within the Robot editor using F2. Colors
  2420. can also be replaced with the name of a counter at any time. In
  2421. this case, the value of the counter is BK*16+FG, where BK and FG
  2422. are 0-15. To use ?, use the following values-
  2423. 256+FG = c?X
  2424. 272+BK = cX?
  2425. 288 = c??
  2426. A color of c?? will be inserted into commands when you have a
  2427. thing and you do not put a color as well. Examples of legal
  2428. colors- cF9, c02, c?5, c??, "Colored".
  2429. ~E[char]
  2430. Characters are a single character surrounded by apostrophes-
  2431. 'X'. X can be any character except #0. A character can be
  2432. selected from a menu in the Robot editor using F3. Numbers and
  2433. counters can be used to represent characters as well, with
  2434. values from 1 to 255. Examples of legal characters- 'a', '±',
  2435. 20, "Count".
  2436. :dir:~E[dir]
  2437. Directions are used to denote a direction on the board. A
  2438. direction is one of the following-
  2439. NORTH (or N or UP)
  2440. SOUTH (or S or DOWN)
  2441. EAST (or E or RIGHT)
  2442. WEST (or W or LEFT)
  2443. IDLE
  2444. NODIR
  2445. ANYDIR
  2446. RANDNS
  2447. RANDEW
  2448. RANDNE
  2449. RANDNB
  2450. RANDB
  2451. SEEK
  2452. FLOW
  2453. RANDANY
  2454. UNDER (or BENEATH)
  2455. The four cardinal directions (N, S, E, W) are self explanatory.
  2456. Descriptions of the other directions-
  2457. ~BIDLE
  2458. No direction, as in the absence of any direction. Used with-
  2459. :_w5:~AWALK [dir]
  2460. >#COMMANDS.HLP:con:Conditions
  2461. ~BNODIR
  2462. No directions satisfy the condition. Used with-
  2463. >#COMMANDS.HLP:con:Conditions
  2464. ~BANYDIR
  2465. Any direction satisfies the condition. Used with-
  2466. >#COMMANDS.HLP:con:Conditions
  2467. ~BRANDNS
  2468. Randomly NORTH or SOUTH.
  2469. ~BRANDEW
  2470. Randomly EAST or WEST.
  2471. ~BRANDNE
  2472. Randomly NORTH or EAST.
  2473. ~BRANDNB
  2474. Randomly any direction that the Robot is not blocked by
  2475. something in.
  2476. ~BRANDB
  2477. Randomly any direction that the Robot is blocked in.
  2478. ~BSEEK
  2479. The direction towards the player. If the player is on a
  2480. diagonal, it will randomly be one of the two directions
  2481. comprising the diagonal.
  2482. ~BFLOW
  2483. The direction the Robot is currently walking in.
  2484. ~BRANDANY
  2485. Randomly NORTH, SOUTH, EAST, or WEST.
  2486. ~BUNDER
  2487. The direction signifying whatever is BENEATH something, such
  2488. as floors. Used with-
  2489. :_l1:~ALAYBOMB [dir]
  2490. :_l2:~ALAYBOMB HIGH [dir]
  2491. >#COMMANDS.HLP:con:Conditions
  2492. Most directions can be used with the following modifying
  2493. prefixes-
  2494. ~BOPP
  2495. The opposite direction. NORTH becomes SOUTH, etc.
  2496. ~BCW
  2497. The direction clockwise of the named direction. NORTH becomes
  2498. EAST, etc.
  2499. ~BRANDP
  2500. Randomly a direction perpendicular to the named direction.
  2501. NORTH becomes EAST or WEST, etc.
  2502. ~BRANDNOT
  2503. Randomly any direction OTHER than the given direction.
  2504. ~E[thing]
  2505. The name of any thing from the editor, other than the player.
  2506. Use the name from the thing list, minus any punctuation or
  2507. spaces. In addition to the things on the lists, you can use
  2508. Lazer for any lazer walls shot by lazer guns or Robots. You can
  2509. use OpenGate for a gate that has been opened. Examples of legal
  2510. things- Gem, CustomFloor, LitBomb, Robot.
  2511. ~E[param]
  2512. A code representing the settings for a thing. (see above) The
  2513. format is p# or p??. # is a hexadecimal code from 0 to FF. ??
  2514. represents settings that you don't care about or shouldn't
  2515. change. To enter parameter codes easily, use F4 in the Robot
  2516. editor after you have typed in a thing. p?? will be inserted
  2517. automatically any time you have a thing without a parameter.
  2518. ~E[item]
  2519. One of the following- TIME, SCORE, GEMS, AMMOS, LIVES, LOBOMBS,
  2520. HIBOMBS, COINS, HEALTHS. Note the plural format- This
  2521. distinguishes items from things.
  2522. ~E!<>=
  2523. A conditional for comparing two numbers or counters-
  2524. = or == Equal to
  2525. .< Less than
  2526. .> Greater than
  2527. .<= or =< Less than or equal to
  2528. .>= or => Greater than or equal to
  2529. != or <> or >< Not equal to
  2530. :con:~E[condition]
  2531. A word, sometimes followed by a direction, signifying a certain
  2532. condition, use in IF [condition] and IF NOT [condition] commands
  2533. to test whether a condition is currently present.
  2534. ~BWALKING [dir]
  2535. Tests whether the Robot is currently walking in a given
  2536. direction. IDLE, NODIR, and ANYDIR are allowed here.
  2537. ~BSWIMMING
  2538. Tests whether the Robot is currently in water.
  2539. ~BFIREWALKING
  2540. Tests whether the Robot is currently in either lava or fire.
  2541. ~BTOUCHING [dir]
  2542. Tests whether the player is next to the Robot in the given
  2543. direction. NODIR and ANYDIR are allowed here.
  2544. ~BBLOCKED [dir]
  2545. Tests whether the Robot is blocked by something in the given
  2546. direction. NODIR and ANYDIR are allowed here. This condition
  2547. has a special mode- If the IF command has a REL PLAYER prefix
  2548. before it, it will instead check next to the PLAYER for being
  2549. blocked. If the IF command has a REL COUNTERS prefix before
  2550. it, it will instead check next to the position pointed to by
  2551. the counters XPOS and YPOS.
  2552. >#COMMAND2.HLP:pre:REL COUNTERS
  2553. >#COMMAND2.HLP:_r2:REL PLAYER
  2554. ~BALIGNED
  2555. Tests whether the player is aligned with the Robot either
  2556. horizontally or vertically.
  2557. ~BALIGNEDNS
  2558. ~BALIGNEDEW
  2559. Tests whether the player is aligned with the Robot, but only
  2560. tests horizontally (EW) or vertically (NS), not both.
  2561. ~BLASTSHOT [dir]
  2562. Tests whether the last direction the Robot was shot in was
  2563. the given direction. For example, if the Robot had just been
  2564. shot on the north side, then LASTSHOT NORTH would be true.
  2565. ~BLASTTOUCH [dir]
  2566. Similar to the above, tests whether the last direction the
  2567. Robot was touched by the player is the given direction.
  2568. ~BRIGHTPRESSED
  2569. ~BLEFTPRESSED
  2570. ~BUPPRESSED
  2571. ~BDOWNPRESSED
  2572. ~BSPACEPRESSED
  2573. ~BDELPRESSED
  2574. Tests whether the indicated key is currently being held down.
  2575. ~BMUSICON
  2576. Tests whether digitized music and sound effects are currently
  2577. on.
  2578. ~BPCSFXON
  2579. Tests whether PC speaker sound effects are currently on.
  2580. ~EMiscellaneous
  2581. When typing in a command, the following symbols and words, as
  2582. well as spaces, can be used freely- They have no effect on the
  2583. final command and are only used to clarify its meaning.
  2584. , (comma)
  2585. ; (semicolon)
  2586. A
  2587. AN
  2588. AND
  2589. AS
  2590. AT
  2591. BY
  2592. ELSE
  2593. FOR
  2594. FROM
  2595. INTO
  2596. IS
  2597. OF
  2598. THE
  2599. THEN
  2600. THERE
  2601. THROUGH
  2602. THRU
  2603. TO
  2604. WITH
  2605. >#MAIN.HLP:072:Table of Contents
  2606. >#ROBOTICR.HLP:087:Robotic Reference Manual
  2607. #STRINGSA.HLP
  2608. :1st:Strings and Special Formatting
  2609. Generally, a string is a series of symbols within quotes- "BUG",
  2610. "Hi there!", or even "Åà*A9 _±Ç". There are two special aspects
  2611. or features of strings that may be useful at times.
  2612. $Color
  2613. Used in Robotic commands *, %, ?, and &, strings can contain
  2614. color codes. There are two color symbols- ~~ for changing
  2615. foreground, and @@ for changing background. These should be
  2616. followed by one of these characters-
  2617. 0 Black (color 0) 8 Dk. Gray (color 8)
  2618. 1 Blue (color 1) 9 Lt. Blue (color 9)
  2619. 2 Green (color 2) A Lt. Green (color 10)
  2620. 3 Cyan (color 3) B Lt. Cyan (color 11)
  2621. 4 Red (color 4) C Lt. Red (color 12)
  2622. 5 Purple (color 5) D Lt. Purple (color 13)
  2623. 6 Brown (color 6) E Yellow (color 14)
  2624. 7 Lt. Gray (color 7) F White (color 15)
  2625. To show a ~~, use a ~~~~. To show a @@, use @@@@.
  2626. $Counters
  2627. Strings can show the values of counters, using the counter name
  2628. surrounded with &'s. For example, if the player has 55 gems,
  2629. "You have &GEMS& gems." will become, "You have 55 gems." If you
  2630. use &INPUT&, then the last inputted string will be shown. Use &&
  2631. to show a true '&'. The above features are available in ALL
  2632. Robotic commands that use strings, including in the name of
  2633. OTHER counters. This can be used to simulate array-like
  2634. constructs.
  2635. >#ROBOTICR.HLP:087:Robotic Reference Manual
  2636. >#MAIN.HLP:072:Table of Contents
  2637. #COMMANDR.HLP
  2638. :1st:Command Reference
  2639. The following table is a list of all Robotic commands in
  2640. MegaZeux. They are listed as help links, in alphabetical order.
  2641. After the table are the actual command descriptions, in order of
  2642. importance/difficulty. Note that because of it's size, the
  2643. command reference is split into two parts.
  2644. >__1:% "string"
  2645. >__2:& "string"
  2646. >__3:* "string"
  2647. >__4:. "string"
  2648. >_4b:. "@@string"
  2649. >__5:/ "string"
  2650. >__6:: "label"
  2651. >__7:? "counter" "label" "string"
  2652. >__8:? "label" "string"
  2653. >__9:[ "string"
  2654. >#COMMAND2.HLP:__0:| "label"
  2655. >_a1:ABORT LOOP
  2656. >#COMMAND2.HLP:_a2:ASK "string"
  2657. >#COMMAND2.HLP:_a3:AVALANCHE
  2658. >_b1:BECOME [color] [thing] [param]
  2659. >#COMMAND2.HLP:_b2:BECOME NONLAVAWALKER
  2660. >#COMMAND2.HLP:_b3:BECOME NONPUSHABLE
  2661. >#COMMAND2.HLP:_b4:BECOME LAVAWALKER
  2662. >#COMMAND2.HLP:_b5:BECOME PUSHABLE
  2663. >#COMMAND2.HLP:_b6:BLIND #
  2664. >#COMMAND2.HLP:_b7:BOARD [dir] "string"
  2665. >#COMMAND2.HLP:_b8:BOARD [dir] NONE
  2666. >#COMMAND2.HLP:_b9:BULLETCOLOR [color]
  2667. >#COMMAND2.HLP:_b0:BULLETE [char]
  2668. >#COMMAND2.HLP:_bA:BULLETN [char]
  2669. >#COMMAND2.HLP:_bB:BULLETS [char]
  2670. >#COMMAND2.HLP:_bC:BULLETW [char]
  2671. >#COMMAND2.HLP:_c1:CENTER MESG
  2672. >_c2:CHANGE [color] [thing] [param] [color] [thing] [param]
  2673. >#COMMAND2.HLP:_c3:CHANGE CHAR ID # [char]
  2674. >#COMMAND2.HLP:_c4:CHANGE OVERLAY [color] [char] [color] [char]
  2675. >#COMMAND2.HLP:_c5:CHANGE OVERLAY [color] [color]
  2676. >#COMMAND2.HLP:_c6:CHANGE SFX # "string"
  2677. >#COMMAND2.HLP:_c7:CHANGE THICK ARROW CHAR [dir] [char]
  2678. >#COMMAND2.HLP:_c8:CHANGE THIN ARROW CHAR [dir] [char]
  2679. >_c9:CHAR [char]
  2680. >#COMMAND2.HLP:_c0:CHAR EDIT [char] # # # # # # # # # # # # # #
  2681. >#COMMAND2.HLP:_cA:CLEAR MESG
  2682. >#COMMAND2.HLP:_cB:CLIP INPUT
  2683. >_cC:COLOR [color]
  2684. >_cD:COLOR FADE OUT
  2685. >_cE:COLOR FADE IN
  2686. >#COMMAND2.HLP:_cF:COLOR INTENSITY # PERCENT
  2687. >#COMMAND2.HLP:_cG:COLOR INTENSITY # # PERCENT
  2688. >#COMMAND2.HLP:_cH:COPY # # # #
  2689. >#COMMAND2.HLP:_cI:COPY [dir] [dir]
  2690. >#COMMAND2.HLP:_cJ:COPY BLOCK # # # # # #
  2691. >#COMMAND2.HLP:_cK:COPY CHAR [char] [char]
  2692. >#COMMAND2.HLP:_cL:COPY OVERLAY BLOCK # # # # # #
  2693. >_cM:COPYROBOT "Robot"
  2694. >_cN:COPYROBOT # #
  2695. >_cO:COPYROBOT [dir]
  2696. >_cP:CYCLE #
  2697. >_d1:DEC "counter" #
  2698. >_d2:DEC "counter" RANDOM # #
  2699. >_d3:DIE
  2700. >_d4:DIE ITEM
  2701. >#COMMAND2.HLP:_d5:DISABLE MESG EDGE
  2702. >#COMMAND2.HLP:_d6:DISABLE SAVING
  2703. >_d7:DIVIDE "counter" #
  2704. >_d8:DOUBLE "counter"
  2705. >_d9:DUPLICATE SELF # #
  2706. >_d0:DUPLICATE SELF [dir]
  2707. >_e1:END
  2708. >_e2:END MOD
  2709. >_e3:END PLAY
  2710. >_e4:END SAM
  2711. >_e5:ENDGAME
  2712. >_e6:ENDLIFE
  2713. >#COMMAND2.HLP:_e7:ENABLE MESG EDGE
  2714. >#COMMAND2.HLP:_e8:ENABLE SAVING
  2715. >#COMMAND2.HLP:_e9:ENABLE SENSORONLY SAVING
  2716. >#COMMAND2.HLP:_e0:ENEMY BULLETCOLOR [color]
  2717. >#COMMAND2.HLP:_eA:ENEMY BULLETE [char]
  2718. >#COMMAND2.HLP:_eB:ENEMY BULLETN [char]
  2719. >#COMMAND2.HLP:_eC:ENEMY BULLETS [char]
  2720. >#COMMAND2.HLP:_eD:ENEMY BULLETW [char]
  2721. >#COMMAND2.HLP:_eE:EXCHANGE PLAYER POSITION
  2722. >#COMMAND2.HLP:_eF:EXCHANGE PLAYER POSITION #
  2723. >#COMMAND2.HLP:_eG:EXCHANGE PLAYER POSITION # DUPLICATE SELF
  2724. >_eH:EXPLODE #
  2725. >#COMMAND2.HLP:_f1:FIREWALKER #
  2726. >#COMMAND2.HLP:_f2:FILLHEALTH
  2727. >#COMMAND2.HLP:_f3:FLIP CHAR [char] [dir]
  2728. >#COMMAND2.HLP:_f4:FREEZETIME #
  2729. >#COMMAND2.HLP:_g1:GIVE # [item]
  2730. >#COMMAND2.HLP:_g2:GIVEKEY [color]
  2731. >#COMMAND2.HLP:_g3:GIVEKEY [color] "label"
  2732. >_g4:GO [dir] #
  2733. >_g5:GOTO "label"
  2734. >_g6:GOTOXY # #
  2735. >_h1:HALF "counter"
  2736. >_i1:IF "counter" !<>_= # "label"
  2737. >#COMMAND2.HLP:_i2:IF [condition] "label"
  2738. >#COMMAND2.HLP:_i3:IF # # "label"
  2739. >#COMMAND2.HLP:_i4:IF [dir] PLAYER [color] [thing] [param] "label"
  2740. >#COMMAND2.HLP:_i5:IF [color] [thing] [param] # # "label"
  2741. >#COMMAND2.HLP:_i6:IF [color] [thing] [param] [dir] "label"
  2742. >#COMMAND2.HLP:_i7:IF ALIGNEDROBOT "Robot" "label"
  2743. >#COMMAND2.HLP:_i8:IF ANY [color] [thing] [param] "label"
  2744. >#COMMAND2.HLP:_i9:IF FIRST STRING "string" "label"
  2745. >#COMMAND2.HLP:_i0:IF NO [color] [thing] [param] "label"
  2746. >#COMMAND2.HLP:_iA:IF NOT [color] [thing] [param] [dir] "label"
  2747. >#COMMAND2.HLP:_iB:IF NOT [condition] "label"
  2748. >#COMMAND2.HLP:_iC:IF PLAYER # # "label"
  2749. >#COMMAND2.HLP:_iD:IF STRING "string" "label"
  2750. >#COMMAND2.HLP:_iE:IF STRING MATCHES "string" "label"
  2751. >#COMMAND2.HLP:_iF:IF STRING NOT "string" "label"
  2752. >_iG:INC "counter" #
  2753. >_iH:INC "counter" RANDOM # #
  2754. >#COMMAND2.HLP:_iI:INPUT STRING "string"
  2755. >#COMMAND2.HLP:_j1:JUMP MOD ORDER #
  2756. >#COMMAND2.HLP:_l1:LAYBOMB [dir]
  2757. >#COMMAND2.HLP:_l2:LAYBOMB HIGH [dir]
  2758. >#COMMAND2.HLP:_l3:LAZERWALL [dir] #
  2759. >#COMMAND2.HLP:_l4:LOAD CHAR SET "file"
  2760. >#COMMAND2.HLP:_l5:LOAD PALETTE "file"
  2761. >#COMMAND2.HLP:_l6:LOCKPLAYER
  2762. >#COMMAND2.HLP:_l7:LOCKPLAYER ATTACK
  2763. >#COMMAND2.HLP:_l8:LOCKPLAYER EW
  2764. >#COMMAND2.HLP:_l9:LOCKPLAYER NS
  2765. >#COMMAND2.HLP:_l0:LOCKSCROLL
  2766. >_lA:LOCKSELF
  2767. >_lB:LOOP #
  2768. >_lC:LOOP START
  2769. >#COMMAND2.HLP:_m1:MESSAGE ROW #
  2770. >#COMMAND2.HLP:_m2:MISSILECOLOR [color]
  2771. >_m3:MOD "file"
  2772. >#COMMAND2.HLP:_m4:MOD FADE # #
  2773. >#COMMAND2.HLP:_m5:MOD FADE IN "file"
  2774. >#COMMAND2.HLP:_m6:MOD FADE OUT
  2775. >#COMMAND2.HLP:_m7:MOD SAM # #
  2776. >_m8:MODULO "counter" #
  2777. >#COMMAND2.HLP:_m9:MOVE ALL [color] [thing] [param] [dir]
  2778. >_m0:MOVE PLAYER [dir]
  2779. >_mA:MOVE PLAYER [dir] "label"
  2780. >_mB:MULTIPLY "counter" #
  2781. >#COMMAND2.HLP:_n1:NEUTRAL BULLETCOLOR [color]
  2782. >#COMMAND2.HLP:_n2:NEUTRAL BULLETE [char]
  2783. >#COMMAND2.HLP:_n3:NEUTRAL BULLETN [char]
  2784. >#COMMAND2.HLP:_n4:NEUTRAL BULLETS [char]
  2785. >#COMMAND2.HLP:_n5:NEUTRAL BULLETW [char]
  2786. >#COMMAND2.HLP:_o1:OPEN [dir]
  2787. >#COMMAND2.HLP:_o2:OVERLAY ON
  2788. >#COMMAND2.HLP:_o3:OVERLAY STATIC
  2789. >#COMMAND2.HLP:_o4:OVERLAY TRANSPARENT
  2790. >_p1:PERSISTENT GO "string"
  2791. >_p2:PLAY "string"
  2792. >_p3:PLAY SFX "string"
  2793. >#COMMAND2.HLP:_p4:PLAYER BULLETCOLOR [color]
  2794. >#COMMAND2.HLP:_p5:PLAYER BULLETE [char]
  2795. >#COMMAND2.HLP:_p6:PLAYER BULLETN [char]
  2796. >#COMMAND2.HLP:_p7:PLAYER BULLETS [char]
  2797. >#COMMAND2.HLP:_p8:PLAYER BULLETW [char]
  2798. >_p9:PLAYER CHAR [dir] [char]
  2799. >_p0:PLAYER CHAR [char]
  2800. >_pA:PLAYERCOLOR [color]
  2801. >#COMMAND2.HLP:_pB:PUSH [dir]
  2802. >_pC:PUT [color] [thing] [param] # #
  2803. >_pD:PUT [color] [thing] [param] [dir]
  2804. >#COMMAND2.HLP:_pE:PUT [color] [char] OVERLAY # #
  2805. >_pF:PUT [color] [thing] [param] [dir] PLAYER
  2806. >_pG:PUT PLAYER # #
  2807. >_pH:PUT PLAYER [dir]
  2808. >#COMMAND2.HLP:pre:REL COUNTERS
  2809. >#COMMAND2.HLP:_r2:REL PLAYER
  2810. >#COMMAND2.HLP:_r3:REL SELF
  2811. >#COMMAND2.HLP:_r4:REL COUNTERS FIRST
  2812. >#COMMAND2.HLP:_r5:REL PLAYER FIRST
  2813. >#COMMAND2.HLP:_r6:REL SELF FIRST
  2814. >#COMMAND2.HLP:_r7:REL COUNTERS LAST
  2815. >#COMMAND2.HLP:_r8:REL PLAYER LAST
  2816. >#COMMAND2.HLP:_r9:REL SELF LAST
  2817. >#COMMAND2.HLP:_r0:RESETVIEW
  2818. >#COMMAND2.HLP:_rA:RESTORE "label" #
  2819. >#COMMAND2.HLP:_rB:RESTORE PLAYER POSITION
  2820. >#COMMAND2.HLP:_rC:RESTORE PLAYER POSITION #
  2821. >#COMMAND2.HLP:_rD:RESTORE PLAYER POSITION # DUPLICATE SELF
  2822. >#COMMAND2.HLP:_rE:ROTATECW
  2823. >#COMMAND2.HLP:_rF:ROTATECCW
  2824. >_s1:SAM # "file"
  2825. >#COMMAND2.HLP:_s2:SAVE PLAYER POSITION
  2826. >#COMMAND2.HLP:_s3:SAVE PLAYER POSITION #
  2827. >#COMMAND2.HLP:_s4:SCROLL CHAR [char] [dir]
  2828. >#COMMAND2.HLP:_s5:SCROLLARROW COLOR [color]
  2829. >#COMMAND2.HLP:_s6:SCROLLBASE COLOR [color]
  2830. >#COMMAND2.HLP:_s7:SCROLLCORNER COLOR [color]
  2831. >#COMMAND2.HLP:_s8:SCROLLPOINTER COLOR [color]
  2832. >#COMMAND2.HLP:_s9:SCROLLTITLE COLOR [color]
  2833. >#COMMAND2.HLP:_s0:SCROLLVIEW [dir] #
  2834. >#COMMAND2.HLP:_sA:SCROLLVIEW POSITION # #
  2835. >_sB:SEND # # "label"
  2836. >_sC:SEND "Robot" "label"
  2837. >_sD:SEND [dir] "label"
  2838. >_sE:SEND [dir] PLAYER "label"
  2839. >_sF:SET "counter" #
  2840. >_sG:SET "counter" RANDOM # #
  2841. >#COMMAND2.HLP:_sH:SET COLOR # # # #
  2842. >#COMMAND2.HLP:_sI:SET EDGE COLOR [color]
  2843. >#COMMAND2.HLP:_sJ:SET MAXHEALTH #
  2844. >#COMMAND2.HLP:_sK:SET MESG COLUMN #
  2845. >_sL:SFX #
  2846. >_sM:SHOOT [dir]
  2847. >_sN:SHOOTMISSILE [dir]
  2848. >_sO:SHOOTSEEKER [dir]
  2849. >#COMMAND2.HLP:_sP:SLOWTIME #
  2850. >_sQ:SPITFIRE [dir]
  2851. >#COMMAND2.HLP:_sR:STATUS COUNTER # "counter"
  2852. >#COMMAND2.HLP:_sS:SWAP WORLD "file"
  2853. >#COMMAND2.HLP:_sT:SWITCH [dir] [dir]
  2854. >#COMMAND2.HLP:_t1:TAKE # [item]
  2855. >#COMMAND2.HLP:_t2:TAKE # [item] "label"
  2856. >#COMMAND2.HLP:_t3:TAKEKEY [color]
  2857. >#COMMAND2.HLP:_t4:TAKEKEY [color] "label"
  2858. >#COMMAND2.HLP:_t5:TELEPORT PLAYER "string" # #
  2859. >#COMMAND2.HLP:_t6:TRADE # [item] # [item] "label"
  2860. >_t7:TRY [dir] "label"
  2861. >_w1:WAIT #
  2862. >#COMMAND2.HLP:_w2:WAIT MOD FADE
  2863. >#COMMAND2.HLP:_w3:WAIT PLAY
  2864. >_w4:WAIT PLAY "string"
  2865. >_w5:WALK [dir]
  2866. >#COMMAND2.HLP:_w6:WIND #
  2867. >#COMMAND2.HLP:_w7:WRITE OVERLAY [color] "string" # #
  2868. >#COMMAND2.HLP:_u1:UNLOCKPLAYER
  2869. >#COMMAND2.HLP:_u2:UNLOCKSCROLL
  2870. >_u3:UNLOCKSELF
  2871. >#COMMAND2.HLP:_v1:VIEWPORT # #
  2872. >#COMMAND2.HLP:_v2:VIEWPORT SIZE # #
  2873. >_v3:VOLUME #
  2874. >#COMMAND2.HLP:_z1:ZAP "label" #
  2875. $Command Descriptions
  2876. :__3:~A* "string"
  2877. This command displays the given string as a message on the
  2878. message line, usually shown at the bottom of the screen.
  2879. >#STRINGSA.HLP:~A1st:~AStrings and Special Formatting
  2880. :__5:~A/ "string"
  2881. :_p1:~APERSISTENT GO "string"
  2882. :_g4:~AGO [dir] #
  2883. Use / followed by a string to move the Robot around the board.
  2884. The string must consist of a series of N, S, E, W, and I. NSEW
  2885. will move the Robot in that direction, and I will wait for one
  2886. cycle. One action is performed each cycle.
  2887. Use PERSISTENT GO in the same way as /. However, if the Robot
  2888. attempts to move in a given direction and it cannot, the Robot
  2889. will wait until it can before moving on to the next symbol.
  2890. Use GO to move in a single direction for a given number of
  2891. spaces.
  2892. >#COMMANDS.HLP:dir:Directions
  2893. :__6:~A:~A "label"
  2894. A : is used to denote actual LABELS within a Robotic program.
  2895. These labels are used as points within the program to branch
  2896. to when a Robot receives a message from another Robot, GOTO's
  2897. a label of its own, or otherwise receives an external message.
  2898. Label names can be any length and consist of any characters.
  2899. They are not case-sensitive.
  2900. >#BUILTINL.HLP:1st:Built-in Labels
  2901. :_g5:~AGOTO "label"
  2902. This will send the current Robot to the label given.
  2903. :_sC:~ASEND "Robot" "label"
  2904. :_sD:~ASEND [dir] "label"
  2905. :_sE:~ASEND [dir] PLAYER "label"
  2906. :_sB:~ASEND # # "label"
  2907. Use SEND to send another Robot to the label given. This is
  2908. called "messaging" a Robot, and the label given is the
  2909. "message". The target Robot can be given one of four ways,
  2910. as listed above respectively-
  2911. 1- State the target Robot's name. Use "ALL" to message all
  2912. Robots.
  2913. 2- State the direction of target Robot.
  2914. 3- State the direction of target Robot, relative to the player.
  2915. 4- State the x/y coordinates of target Robot.
  2916. >#COMMANDS.HLP:dir:Directions
  2917. :__9:~A[ "string"
  2918. :__2:~A& "string"
  2919. :__1:~A% "string"
  2920. :__8:~A? "label" "string"
  2921. :__7:~A? "counter" "label" "string"
  2922. Use these commands to bring up a "Scroll", or box-message,
  2923. during the game, containing the given text. The box-message will
  2924. contain all consecutive lines using the commands [, &, %, or ?.
  2925. Blank lines and labels will be skipped over. Description of box
  2926. message commands-
  2927. [ will simply display the given message.
  2928. & will display the given message, centered within the box.
  2929. % will display the given message, which can have color
  2930. codes.
  2931. ? will display an option, which, when selected, will send
  2932. the current Robot to the given label. If a counter is
  2933. included, the option will only be shown if the counter is
  2934. NOT zero.
  2935. All box-message commands can use ~~ and @@ color codes, EXCEPT
  2936. for [. The advantage of [ is that it will be clipped to 64
  2937. characters if it is too long, thereby preventing the display
  2938. from being screwed up. The other commands are not clipped and,
  2939. if too long, can mess up the display. (no permanent damage is
  2940. done- it just looks stupid.)
  2941. >#COUNTERS.HLP:1st:Counters and Built-in Counters
  2942. >#STRINGSA.HLP:1st:Strings and Special Formatting
  2943. :__4:~A. "string"
  2944. This command does nothing. It is used for comments and other
  2945. notes you may wish to make within your Robots. There is one
  2946. exception- If "string" begins with a @@. (see next)
  2947. :_4b:~A. "@@string"
  2948. If a comment's string begins with a @@, then the rest of the
  2949. string becomes the new name for the robot. For example,
  2950. "@@hiya" would name the robot "hiya".
  2951. :_e1:~AEND
  2952. This command ends the Robot's program. The Robot will not run
  2953. any further commands until an external event affects it.
  2954. :_d3:~ADIE
  2955. :_d4:~ADIE ITEM
  2956. These commands destroy the Robot forever. DIE ITEM will also
  2957. put the player at the location the Robot previously occupied,
  2958. useful for creating Robots that simulate items.
  2959. :_w1:~AWAIT #
  2960. This command will cause the Robot to do absolutely nothing for
  2961. a given number of cycles.
  2962. :_c9:~ACHAR [char]
  2963. This command will change the Robot's character (appearance) to
  2964. that given.
  2965. :_cC:~ACOLOR [color]
  2966. This command will change the Robot's color.
  2967. >#COMMANDS.HLP:col:Colors
  2968. :_sF:~ASET "counter" #
  2969. :_sG:~ASET "counter" RANDOM # #
  2970. These commands set a counter to a certain value. Counters are
  2971. internal variables that can be changed through Robots. They are
  2972. usually used for custom purposes, although there are many
  2973. counters with pre-defined uses as well, such as "Gems". The
  2974. RANDOM version will set the counter to a random number within
  2975. the given range, inclusive.
  2976. >#COUNTERS.HLP:1st:Counters and Built-in Counters
  2977. :_iG:~AINC "counter" #
  2978. :_d1:~ADEC "counter" #
  2979. :_iH:~AINC "counter" RANDOM # #
  2980. :_d2:~ADEC "counter" RANDOM # #
  2981. These commands will increase or decrease a given counter by a
  2982. given amount. The RANDOM versions will increase or decrease by
  2983. a random number within the given range, inclusive.
  2984. >#COUNTERS.HLP:1st:Counters and Built-in Counters
  2985. :_i1:~AIF "counter" !<>= # "label"
  2986. This command tests to see if a given counter is equal to, less
  2987. than, etc. another counter or value. If the conditional is met,
  2988. the current Robot is sent to the given label. The following
  2989. conditionals are allowed- = Equal, < Less than, > Greater than,
  2990. .<= Less than/equal, >= Greater than/equal, <> Not equal.
  2991. >#COUNTERS.HLP:1st:Counters and Built-in Counters
  2992. :_cP:~ACYCLE #
  2993. This command changes the Robot's speed to one command for every
  2994. given number of update cycles. An update cycle is how often
  2995. everything on-screen is updated, such as most enemies. Every
  2996. time a given Robot gets to run commands, is called a cycle in
  2997. terms of that Robot.
  2998. :_e6:~AENDLIFE
  2999. :_e5:~AENDGAME
  3000. These commands will end the player's current life or the entire
  3001. game, just as if the player died or lost.
  3002. :_w5:~AWALK [dir]
  3003. This will cause the Robot to move one space in the given
  3004. direction every cycle. Use a direction of IDLE to turn walking
  3005. off.
  3006. >#COMMANDS.HLP:dir:Directions
  3007. :_sM:~ASHOOT [dir]
  3008. :_sN:~ASHOOTMISSILE [dir]
  3009. :_sO:~ASHOOTSEEKER [dir]
  3010. :_sQ:~ASPITFIRE [dir]
  3011. These four commands all shoot a weapon in the given direction-
  3012. A bullet, a missile, a seeker, or a shooting fire, respectively.
  3013. >#COMMANDS.HLP:dir:Directions
  3014. :_t7:~ATRY [dir] "label"
  3015. This will have the Robot attempt to move in the given direction.
  3016. If it can, it will. If it can't, it will jump to the given
  3017. label.
  3018. >#COMMANDS.HLP:dir:Directions
  3019. :_b1:~ABECOME [color] [thing] [param]
  3020. The Robot will end its program permanently, and instead become
  3021. a specified object with a given color and parameter. Becoming
  3022. another Robot type will not destroy the program.
  3023. >#COMMANDS.HLP:col:Colors
  3024. :_c2:~ACHANGE [color] [thing] [param] [color] [thing] [param]
  3025. All objects on-screen of the given type will become objects of
  3026. a new type. This command, if used too much, can slow down the
  3027. game.
  3028. >#COMMANDS.HLP:col:Colors
  3029. :_pC:~APUT [color] [thing] [param] # #
  3030. :_pD:~APUT [color] [thing] [param] [dir]
  3031. :_pF:~APUT [color] [thing] [param] [dir] PLAYER
  3032. This will put a given object somewhere on-screen. The target
  3033. location can be given in one of three ways-
  3034. 1- State the direction.
  3035. 2- State the direction, relative to the player.
  3036. 3- State the x/y coordinates.
  3037. >#COMMANDS.HLP:col:Colors
  3038. >#COMMANDS.HLP:dir:Directions
  3039. :_m3:~AMOD "file"
  3040. Load up the given module file as background music.
  3041. >#SOUNDEFX.HLP:1st:Sound and Music
  3042. >#STRINGSA.HLP:1st:Strings and Special Formatting
  3043. :_s1:~ASAM # "file"
  3044. Play the given SAM file at a given frequency.
  3045. >#SOUNDEFX.HLP:1st:Sound and Music
  3046. :_e2:~AEND MOD
  3047. :_e4:~AEND SAM
  3048. :_e3:~AEND PLAY
  3049. Ends the playing of the current module, SAM, or PC speaker
  3050. sound effects, respectively.
  3051. >#SOUNDEFX.HLP:1st:Sound and Music
  3052. :_d8:~ADOUBLE "counter"
  3053. :_h1:~AHALF "counter"
  3054. Doubles or halves (rounding down) the value of the given
  3055. counter, respectively.
  3056. >#COUNTERS.HLP:1st:Counters and Built-in Counters
  3057. :_mB:~AMULTIPLY "counter" #
  3058. :_d7:~ADIVIDE "counter" #
  3059. :_m8:~AMODULO "counter" #
  3060. Multiplies, divides, or modulos (rounding down) the value of
  3061. the given counter by the given value or counter. To modulo is
  3062. to set to the remainder when dividing. Example- 7 modulo 3 is
  3063. equal to 1, since 7 divided by 3 gives a remainder of 1.
  3064. >#COUNTERS.HLP:1st:Counters and Built-in Counters
  3065. :_p2:~APLAY "string"
  3066. :_p3:~APLAY SFX "string"
  3067. :_w4:~AWAIT PLAY "string"
  3068. These all play a series of PC speaker sound effects notes. PLAY
  3069. SFX will only play if there are no other notes currently
  3070. playing, while PLAY will add its notes to the end of the current
  3071. sound effects queue. WAIT PLAY will wait until the queue is
  3072. almost empty before adding its notes.
  3073. >#SOUNDEFX.HLP:1st:Sound and Music
  3074. :_sL:~ASFX #
  3075. Play the given built-in sound effect.
  3076. >#SOUNDEFX.HLP:1st:Sound and Music
  3077. :_eH:~AEXPLODE #
  3078. The Robot will explode, destroying it and its program forever.
  3079. The radius of the explosion is stated in the command.
  3080. :_cD:~ACOLOR FADE OUT
  3081. :_cE:~ACOLOR FADE IN
  3082. Fade the palette out to black or in to full color. Fading in
  3083. will not work if you haven't faded out, and neither will affect
  3084. the current palette or current intensities.
  3085. :_g6:~AGOTOXY # #
  3086. The Robot will go to the given x/y coordinates on the current
  3087. board.
  3088. :_lC:~ALOOP START
  3089. :_lB:~ALOOP #
  3090. :_a1:~AABORT LOOP
  3091. These three commands define a loop, or sequence of commands to
  3092. be repeated. LOOP START marks the start of a loop. LOOP # will
  3093. loop back to LOOP START the given number of times. ABORT LOOP
  3094. will jump out of the loop, to the command after LOOP #. The loop
  3095. count is kept in the Robot-specific counter, LOOPCOUNT.
  3096. :_m0:~AMOVE PLAYER [dir]
  3097. :_mA:~AMOVE PLAYER [dir] "label"
  3098. The player attempts to move in the given direction. If he is
  3099. blocked, and the command contains a label, the Robot will jump
  3100. to that label.
  3101. >#COMMANDS.HLP:dir:Directions
  3102. :_p0:~APLAYER CHAR [char]
  3103. :_p9:~APLAYER CHAR [dir] [char]
  3104. Changes the character (appearance) of the player. The second
  3105. form allows you to change the appearance of one of the four
  3106. directions at a time, while the first form changes all four
  3107. directions at once.
  3108. >#COMMANDS.HLP:dir:Directions
  3109. :_pA:~APLAYERCOLOR [color]
  3110. Changes the color of the player.
  3111. >#COMMANDS.HLP:col:Colors
  3112. :_pG:~APUT PLAYER # #
  3113. :_pH:~APUT PLAYER [dir]
  3114. The player will go to the given x/y coordinates or to the given
  3115. direction of the Robot.
  3116. >#COMMANDS.HLP:dir:Directions
  3117. :_lA:~ALOCKSELF
  3118. :_u3:~AUNLOCKSELF
  3119. Locks or unlocks, respectively, the current Robot. When a Robot
  3120. is locked, no external messages will be acknowledged- Only
  3121. internal GOTOs, etc. will be processed.
  3122. :_v3:~AVOLUME #
  3123. Changes the volume of the MOD playing. From 0 (silent) to 255.
  3124. :_cM:~ACOPYROBOT "Robot"
  3125. :_cN:~ACOPYROBOT # #
  3126. :_cO:~ACOPYROBOT [dir]
  3127. The current Robot becomes an exact duplicate of the noted Robot,
  3128. and then begins its program anew at the first command. The Robot
  3129. to copy can be stated in one of three ways-
  3130. 1- State the target Robot's name.
  3131. 2- State the direction of target Robot.
  3132. 3- State the x/y coordinates of target Robot.
  3133. >#COMMANDS.HLP:dir:Directions
  3134. :_d9:~ADUPLICATE SELF # #
  3135. :_d0:~ADUPLICATE SELF [dir]
  3136. The current Robot creates an exact duplicate of itself and
  3137. places it at the noted x/y coordinates or direction. That Robot
  3138. then begins its program at the first command.
  3139. >#COMMANDS.HLP:dir:Directions
  3140. ~EThe remaining Robotic commands are covered in another section.
  3141. >#COMMAND2.HLP:1st:Command Reference Part II
  3142. >#ROBOTICR.HLP:087:Robotic Reference Manual
  3143. >#MAIN.HLP:072:Table of Contents
  3144. #COMMAND2.HLP
  3145. :1st:Command Reference Part II
  3146. >#COMMANDR.HLP:1st:Command Reference (Part I)
  3147. :_b9:~ABULLETCOLOR [color]
  3148. Changes the color of all bullets.
  3149. >#COMMANDS.HLP:col:Colors
  3150. :_p4:~APLAYER BULLETCOLOR [color]
  3151. :_e0:~AENEMY BULLETCOLOR [color]
  3152. :_n1:~ANEUTRAL BULLETCOLOR [color]
  3153. Changes the color of a specific type of bullet- Player, Enemy,
  3154. or Neutral (ricocheted/Robot) bullets.
  3155. >#COMMANDS.HLP:col:Colors
  3156. >#BULLETTY.HLP:1st:Bullet Types
  3157. :_bA:~ABULLETN [char]
  3158. :_bB:~ABULLETS [char]
  3159. :_b0:~ABULLETE [char]
  3160. :_bC:~ABULLETW [char]
  3161. Changes the character (appearance) of one of the four directions
  3162. of bullet, across all three types.
  3163. :_p6:~APLAYER BULLETN [char]
  3164. :_p7:~APLAYER BULLETS [char]
  3165. :_p5:~APLAYER BULLETE [char]
  3166. :_p8:~APLAYER BULLETW [char]
  3167. :_eA:~AENEMY BULLETE [char]
  3168. :_eB:~AENEMY BULLETN [char]
  3169. :_eC:~AENEMY BULLETS [char]
  3170. :_eD:~AENEMY BULLETW [char]
  3171. :_n3:~ANEUTRAL BULLETN [char]
  3172. :_n4:~ANEUTRAL BULLETS [char]
  3173. :_n2:~ANEUTRAL BULLETE [char]
  3174. :_n5:~ANEUTRAL BULLETW [char]
  3175. Changes the character of one of the four directions of bullet,
  3176. for one of the three types of bullet- Player, Enemy, or Neutral
  3177. (ricocheted/Robot) bullets.
  3178. >#BULLETTY.HLP:1st:Bullet Types
  3179. :_b5:~ABECOME PUSHABLE
  3180. :_b3:~ABECOME NONPUSHABLE
  3181. The Robot becomes a pushable or nonpushable Robot, respectively.
  3182. :_i2:~AIF [condition] "label"
  3183. :_iB:~AIF NOT [condition] "label"
  3184. These test whether a given condition is present or not, and if
  3185. it is, the first will jump to the given label. If it isn't, the
  3186. second will jump to the given label. Conditions are covered in
  3187. another section.
  3188. >#COMMANDS.HLP:con:Conditions
  3189. :_i3:~AIF # # "label"
  3190. Jump to the given label if the current Robot is at the x/y
  3191. coordinates given.
  3192. :_i4:~AIF [dir] PLAYER [color] [thing] [param] "label"
  3193. Jump to the given label if the given thing is to a given
  3194. direction of the player.
  3195. >#COMMANDS.HLP:col:Colors
  3196. >#COMMANDS.HLP:dir:Directions
  3197. :_i5:~AIF [color] [thing] [param] # # "label"
  3198. :_i6:~AIF [color] [thing] [param] [dir] "label"
  3199. :_iA:~AIF NOT [color] [thing] [param] [dir] "label"
  3200. Jumps to a label if a given thing is at the given x/y
  3201. coordinates or to the given direction of the current Robot.
  3202. The third form jumps if the thing is NOT in the given
  3203. direction.
  3204. >#COMMANDS.HLP:col:Colors
  3205. >#COMMANDS.HLP:dir:Directions
  3206. :_i7:~AIF ALIGNEDROBOT "Robot" "label"
  3207. Jump to the given label if the current Robot is aligned either
  3208. vertically or horizontally with the named Robot.
  3209. :_i8:~AIF ANY [color] [thing] [param] "label"
  3210. :_i0:~AIF NO [color] [thing] [param] "label"
  3211. If there are ANY of a given thing on the current board, jumps
  3212. to the given label. The second form searches for the absence
  3213. of the given thing. These commands can slow down your game
  3214. if used too often.
  3215. >#COMMANDS.HLP:col:Colors
  3216. :_iC:~AIF PLAYER # # "label"
  3217. If the player is at the given x/y coordinates, jump to the given
  3218. label.
  3219. :_g2:~AGIVEKEY [color]
  3220. :_g3:~AGIVEKEY [color] "label"
  3221. :_t3:~ATAKEKEY [color]
  3222. :_t4:~ATAKEKEY [color] "label"
  3223. Attempts to give or take keys to or from the player. The
  3224. label-less forms will give or take the key if possible,
  3225. otherwise they will do nothing. The forms with labels will jump
  3226. to them if you try to give a key when they have no room for
  3227. keys, or you try to take a key they don't have.
  3228. >#COMMANDS.HLP:col:Colors
  3229. :_g1:~AGIVE # [item]
  3230. :_t1:~ATAKE # [item]
  3231. :_t2:~ATAKE # [item] "label"
  3232. Gives or takes a number of a certain item. The third form jumps
  3233. to a label if the player doesn't have enough of the stated item.
  3234. :_t6:~ATRADE # [item] # [item] "label"
  3235. Gives the player a number of the first item and takes a number
  3236. of the second item in exchange. If the player doesn't have
  3237. enough of the second item, jumps to label and has no other
  3238. effect. This command eases the writing of shops and vendors.
  3239. :_l6:~ALOCKPLAYER
  3240. :_l9:~ALOCKPLAYER NS
  3241. :_l8:~ALOCKPLAYER EW
  3242. :_l7:~ALOCKPLAYER ATTACK
  3243. :_u1:~AUNLOCKPLAYER
  3244. The first four commands lock the player, preventing him from
  3245. doing anything, moving north or south, moving east or west,
  3246. and attacking, respectively. The fifth command will clear all
  3247. locks on the player, allowing him free movement and attacking.
  3248. These have no relation to the Board Info options "Can Bomb" and
  3249. "Can Shoot". Player locking is local, only affecting the current
  3250. board.
  3251. :_b7:~ABOARD [dir] "string"
  3252. :_b8:~ABOARD [dir] NONE
  3253. Changes the board exit in the given direction to lead to the
  3254. given board or to nowhere.
  3255. >#COMMANDS.HLP:dir:Directions
  3256. >#STRINGSA.HLP:1st:Strings and Special Formatting
  3257. :_z1:~AZAP "label" #
  3258. :_rA:~ARESTORE "label" #
  3259. :__0:~A| "label"
  3260. ZAP will scan the Robotic program from the top down, changing
  3261. a given number of the stated label to a ZAPPED label. A ZAPPED
  3262. label is inactive- It cannot be jumped or sent to under any
  3263. circumstance. This has two uses- It will prevent interference
  3264. from a certain outside event, and it allows multiple instances
  3265. of the same label. For example, you could have five SHOT labels
  3266. in a row, and ZAP one each time the Robot was shot, and the
  3267. last one could lead to an explosion.
  3268. RESTORE will scan the Robotic program from the bottom up,
  3269. changing a given number of the stated label from a ZAPPED label
  3270. back to a normal label. Both ZAP and RESTORE can have a number
  3271. larger than the number of instances of the stated label. The
  3272. final command, |, is a ZAPPED label, allowing you to have labels
  3273. in your Robotic programs that are already ZAPPED and inactive.
  3274. :pre:~AREL COUNTERS
  3275. :_r2:~AREL PLAYER
  3276. :_r3:~AREL SELF
  3277. These are a special type of command, called PREFIXES. Prefixes
  3278. don't do a thing by themselves, but when placed before another
  3279. command that uses x/y coordinates, they change the origin of
  3280. the x/y coordinate system for that one command. REL COUNTERS
  3281. moves the origin to the x/y location stated in the counters
  3282. XPOS and YPOS. REL PLAYER moves the origin to the x/y of the
  3283. player. REL SELF moves the origin to the x/y of the current
  3284. Robot.
  3285. The movement of the origin changes the 0/0 coordinates from the
  3286. upper left of the board to somewhere else, effectively adding
  3287. that x/y position to any coordinates entered. For example, if
  3288. the Robot is at the 5/5 position and uses REL SELF on a 2/2
  3289. coordinates, it will effectively be 7/7. If the player is at
  3290. the 7/2 position and a Robot uses REL PLAYER on a -3/6 pair
  3291. of coordinates, it will effectively be 4/8.
  3292. Let's look at an example-
  3293. ~EPUT c0E GEM p?? 5 5
  3294. This places a gem at the x/y coordinates 5,5.
  3295. ~EREL PLAYER
  3296. ~EPUT c0E GEM p?? 5 5
  3297. This places a gem 5 spaces to the right and 5 spaces below
  3298. where the player currently is.
  3299. ~EREL SELF
  3300. ~EPUT c0E GEM p?? -2 -3
  3301. This places a gem 2 spaces to the left and 3 spaces above
  3302. where this Robot currently is.
  3303. ~EREL COUNTERS
  3304. ~EPUT c0E GEM p?? 1 -4
  3305. This places a gem at the coordinates XPOS+1,YPOS-4.
  3306. Prefixes only have an effect on the very next command.
  3307. Prefixes also affect two other things- The built in counters
  3308. THISX and THISY will be offset by a prefix, and the command
  3309. IF [dir] BLOCKED will check next to the player or next to the
  3310. position noted by the counters, if a prefix is present. See
  3311. these for details.
  3312. :_r4:~AREL COUNTERS FIRST
  3313. :_r5:~AREL PLAYER FIRST
  3314. :_r6:~AREL SELF FIRST
  3315. :_r7:~AREL COUNTERS LAST
  3316. :_r8:~AREL PLAYER LAST
  3317. :_r9:~AREL SELF LAST
  3318. These prefixes are similar to the above prefixes, but they only
  3319. affect the first or last x/y coordinates in the next command.
  3320. For example, COPY accepts two pairs of coordinates. If you
  3321. precede it with the following-
  3322. REL PLAYER FIRST
  3323. REL SELF LAST
  3324. Then the first pair of coordinates will be relative to the
  3325. player, and the second, relative to the Robot. There is one
  3326. other difference with these commands- REL COUNTERS FIRST works
  3327. off of FIRSTXPOS and FIRSTYPOS, and REL COUNTERS LAST works off
  3328. of LASTXPOS and LASTYPOS.
  3329. :_j1:~AJUMP MOD ORDER #
  3330. The current module jumps to the stated order. For example,
  3331. JUMP MOD ORDER 3 will begin playing the fourth order in the
  3332. module, which is the fourth section of the module. Sometimes
  3333. your music editor will refer to this as 'Pattern' or 'Track'.
  3334. >#SOUNDEFX.HLP:1st:Sound and Music
  3335. :_l1:~ALAYBOMB [dir]
  3336. :_l2:~ALAYBOMB HIGH [dir]
  3337. Places a bomb (high strength for the second form) next to the
  3338. Robot in the given direction. Use a direction of UNDER or
  3339. BENEATH to place the bomb underneath the Robot.
  3340. >#COMMANDS.HLP:dir:Directions
  3341. :_l3:~ALAZERWALL [dir] #
  3342. The Robot shoots a lazer in the given direction, and the lazer
  3343. has the color of the Robot and the duration given.
  3344. >#COMMANDS.HLP:dir:Directions
  3345. :_cH:~ACOPY # # # #
  3346. :_cI:~ACOPY [dir] [dir]
  3347. :_sT:~ASWITCH [dir] [dir]
  3348. Copies the thing at one location to another, with the location
  3349. stated through x/y coordinates or directions relative to the
  3350. current Robot. The third command will swap the things at the
  3351. two directions.
  3352. >#COMMANDS.HLP:dir:Directions
  3353. :_cJ:~ACOPY BLOCK # # # # # #
  3354. :_cL:~ACOPY OVERLAY BLOCK # # # # # #
  3355. Copies a block of things from one location on the board or
  3356. overlay to another section. The first two numbers state the
  3357. upper-left corner, the second two numbers state the size of
  3358. the block, and the third two numbers state the destination
  3359. block's upper-left corner. This command can slow down the game
  3360. if used too much.
  3361. >#TOVERLAY.HLP:081:Editing and Using the Overlay
  3362. :_s2:~ASAVE PLAYER POSITION
  3363. :_s3:~ASAVE PLAYER POSITION #
  3364. Saves the player's coordinates and board in one of eight
  3365. internal slots. If no number is given, slot one is used.
  3366. :_rB:~ARESTORE PLAYER POSITION
  3367. :_rC:~ARESTORE PLAYER POSITION #
  3368. :_rD:~ARESTORE PLAYER POSITION # DUPLICATE SELF
  3369. Relocates the player to the coordinates and board stored in
  3370. the given slot, or slot number one if none is given. The third
  3371. form also duplicates the current Robot where the player used to
  3372. be, this Robot then starts its program at the first command.
  3373. :_eE:~AEXCHANGE PLAYER POSITION
  3374. :_eF:~AEXCHANGE PLAYER POSITION #
  3375. :_eG:~AEXCHANGE PLAYER POSITION # DUPLICATE SELF
  3376. Exchanges the player's current coordinates and board with the
  3377. coordinates and board stored in the given slot, or slot number
  3378. one if none is given. The third form also duplicates the current
  3379. Robot where the player used to be, this Robot then starts its
  3380. program at the first command.
  3381. :_f2:~AFILLHEALTH
  3382. The player's health is refilled to maximum.
  3383. :_cA:~ACLEAR MESG
  3384. The message row is cleared to show no message.
  3385. :_m1:~AMESSAGE ROW #
  3386. The message row is moved to the stated row, from 0 to 24.
  3387. :_sK:~ASET MESG COLUMN #
  3388. The message is displayed at the given column, from 0 to 79.
  3389. :_c1:~ACENTER MESG
  3390. The message is centered on its row instead of being shown at a
  3391. constant column. (see above)
  3392. :_l4:~ALOAD CHAR SET "file"
  3393. :_l5:~ALOAD PALETTE "file"
  3394. Loads in the specified character set or palette, exported using
  3395. Alt+X from the world editor. The new character set or palette is
  3396. permanent and affects the entire world, until a new one is
  3397. loaded.
  3398. >#STRINGSA.HLP:1st:Strings and Special Formatting
  3399. :_t5:~ATELEPORT PLAYER "string" # #
  3400. Teleports the player to the given board at the stated x/y
  3401. coordinates.
  3402. >#STRINGSA.HLP:1st:Strings and Special Formatting
  3403. >#STRINGSA.HLP:1st:Strings and Special Formatting
  3404. :_c4:~ACHANGE OVERLAY [color] [char] [color] [char]
  3405. :_c5:~ACHANGE OVERLAY [color] [color]
  3406. All of the stated character and color are changed to the new
  3407. character and color on the overlay. The second form doesn't
  3408. care about the character, only the color.
  3409. >#COMMANDS.HLP:col:Colors
  3410. >#TOVERLAY.HLP:081:Editing and Using the Overlay
  3411. :_m9:~AMOVE ALL [color] [thing] [param] [dir]
  3412. All of the stated thing are moved in the given direction.
  3413. Overuse of this command can slow down your game.
  3414. >#COMMANDS.HLP:col:Colors
  3415. >#COMMANDS.HLP:dir:Directions
  3416. :_o1:~AOPEN [dir]
  3417. If there is a gate or door in the given direction, it will open.
  3418. If the door is going to open towards the Robot, the Robot will
  3419. be pushed out of the way if necessary. It is suggested that you
  3420. wait a couple cycles before then continuing on through the door.
  3421. (gates aren't a problem.)
  3422. >#COMMANDS.HLP:dir:Directions
  3423. :_m7:~AMOD SAM # #
  3424. Plays a sample (instrument) from the current module file. The
  3425. first number states the frequency to play it at, the second is
  3426. the number of the sample, from 1 on.
  3427. >#SOUNDEFX.HLP:1st:Sound and Music
  3428. :_l0:~ALOCKSCROLL
  3429. :_u2:~AUNLOCKSCROLL
  3430. Locks or unlocks Scrolling. When Scrolling is locked, the view
  3431. will remain showing the same thing, even if the player moves. It
  3432. will not Scroll.
  3433. :_c0:~ACHAR EDIT [char] # # # # # # # # # # # # # #
  3434. Changes the appearance of the given character, using a 14-number
  3435. code from the character editor. To insert these codes easily,
  3436. use F5 in the Robot editor, select the desired character, and
  3437. press ESC.
  3438. :_m5:~AMOD FADE IN "file"
  3439. Fades in the stated module file, from 0 volume to 255 volume.
  3440. >#SOUNDEFX.HLP:1st:Sound and Music
  3441. >#STRINGSA.HLP:1st:Strings and Special Formatting
  3442. :_m6:~AMOD FADE OUT
  3443. Fades out the current module file, from current volume to 0
  3444. volume.
  3445. >#SOUNDEFX.HLP:1st:Sound and Music
  3446. :_m4:~AMOD FADE # #
  3447. Fades the current module file to a given volume at the given
  3448. rate. The first number is the target volume, the second number
  3449. is the speed at which to fade.
  3450. >#SOUNDEFX.HLP:1st:Sound and Music
  3451. :_m2:~AMISSILECOLOR [color]
  3452. Changes the color of all missiles fired from this point on.
  3453. >#COMMANDS.HLP:col:Colors
  3454. :_pB:~APUSH [dir]
  3455. Pushes anything in the given direction one space forward, if it
  3456. is pushable. The Robot itself does not move.
  3457. >#COMMANDS.HLP:dir:Directions
  3458. :_sI:~ASET EDGE COLOR [color]
  3459. Changes the color of the edging shown around the view.
  3460. >#COMMANDS.HLP:col:Colors
  3461. :_sJ:~ASET MAXHEALTH #
  3462. Changes the player's health limit, or maximum health rating.
  3463. :_w2:~AWAIT MOD FADE
  3464. Waits for the module to finish its fading. (see MOD FADE IN,
  3465. MOD FADE OUT, and MOD FADE)
  3466. >#SOUNDEFX.HLP:1st:Sound and Music
  3467. :_w3:~AWAIT PLAY
  3468. Waits for all queued PC speaker sound effects to finish playing.
  3469. >#SOUNDEFX.HLP:1st:Sound and Music
  3470. :_a2:~AASK "string"
  3471. Brings up a dialog box asking the player a question. The player
  3472. can select YES or NO. The Robot is then sent to either the YES
  3473. or NO label. If the player presses ESC, the NO label is used.
  3474. >#STRINGSA.HLP:1st:Strings and Special Formatting
  3475. :_a3:~AAVALANCHE
  3476. Enacts the potion/ring effect, Avalanche, placing boulders
  3477. randomly about the board.
  3478. >#POTIONFX.HLP:1st:Potion and Ring Effects
  3479. :_b4:~ABECOME LAVAWALKER
  3480. :_b2:~ABECOME NONLAVAWALKER
  3481. The current Robot can or cannot move on lava now. Robots can
  3482. always move over fire.
  3483. :_b6:~ABLIND #
  3484. :_f1:~AFIREWALKER #
  3485. :_f4:~AFREEZETIME #
  3486. :_sP:~ASLOWTIME #
  3487. :_w6:~AWIND #
  3488. The stated potion/ring effect is now active for the given
  3489. number of cycles. Potion/ring effects are global, IE they
  3490. affect the entire world.
  3491. >#POTIONFX.HLP:1st:Potion and Ring Effects
  3492. :_c3:~ACHANGE CHAR ID # [char]
  3493. Changes the character/color/number at the stated (numerically)
  3494. location within the CHAR ID table. The CHAR ID table is internal
  3495. and is covered in another section.
  3496. >#CHANGECH.HLP:1st:CHANGE CHAR ID- The CHAR ID Table
  3497. :_c6:~ACHANGE SFX # "string"
  3498. The PC speaker sound effect referenced by the given number is
  3499. changed to the new string. This is the same as editing sound
  3500. effects with Alt+F in the world editor.
  3501. >#SOUNDEFX.HLP:1st:Sound and Music
  3502. :_c8:~ACHANGE THIN ARROW CHAR [dir] [char]
  3503. :_c7:~ACHANGE THICK ARROW CHAR [dir] [char]
  3504. Changes the character used to represent thin arrows (for guns)
  3505. or thick arrows (for pushers and spikes) for the specified
  3506. direction.
  3507. >#COMMANDS.HLP:dir:Directions
  3508. :_iI:~AINPUT STRING "string"
  3509. Asks the player to input a string, using the given string as
  3510. a prompt, or question. The inputted string is stored in memory.
  3511. This string can be displayed within box messages or on the
  3512. message row by using &INPUT& within a message. Inputted strings
  3513. are local to the current board.
  3514. >#STRINGSA.HLP:1st:Strings and Special Formatting
  3515. :_iD:~AIF STRING "string" "label"
  3516. :_iF:~AIF STRING NOT "string" "label"
  3517. Jumps to the given label if the inputted string is or is not
  3518. equal to the given string. Case is ignored.
  3519. :_iE:~AIF STRING MATCHES "string" "label"
  3520. If the string matches a given pattern, jump to the given label.
  3521. (Case is ignored) The pattern is a series of characters and
  3522. symbols to match. Characters must match exactly. The following
  3523. symbols apply-
  3524. .# matches any number from 0-9
  3525. _ matches any letter from A-Z or a-z
  3526. ? matches any character
  3527. * matches the remainder of the input string
  3528. :_i9:~AIF FIRST STRING "string" "label"
  3529. If the first word in the inputted string matches the given
  3530. string, jump to the given label.
  3531. :_cB:~ACLIP INPUT
  3532. Chops off the first word of the inputted string. For example,
  3533. "Hello there" will now read in memory as "there".
  3534. :_cF:~ACOLOR INTENSITY # PERCENT
  3535. :_cG:~ACOLOR INTENSITY # # PERCENT
  3536. The first command changes the intensity of the entire palette
  3537. from 0 to 100 percent. The second command only changes one
  3538. color, stated by number from 0 to 15.
  3539. :_cK:~ACOPY CHAR [char] [char]
  3540. The character picture of the first character is copied to the
  3541. second character.
  3542. :_d5:~ADISABLE MESG EDGE
  3543. :_e7:~AENABLE MESG EDGE
  3544. Disables or enables the edging on the message row- When enabled,
  3545. all messages have a space tacked on to each end for display
  3546. clarity.
  3547. :_d6:~ADISABLE SAVING
  3548. :_e8:~AENABLE SAVING
  3549. :_e9:~AENABLE SENSORONLY SAVING
  3550. Disables or enables saving on this board, or enables saving on
  3551. Sensors only.
  3552. >#SENSORSW.HLP:094:Sensors
  3553. :_f3:~AFLIP CHAR [char] [dir]
  3554. The character picture of the stated character is flipped up and
  3555. down if direction is north/south, or left and right if direction
  3556. is east/west.
  3557. >#COMMANDS.HLP:dir:Directions
  3558. :_o2:~AOVERLAY ON
  3559. :_o3:~AOVERLAY STATIC
  3560. :_o4:~AOVERLAY TRANSPARENT
  3561. Turns the overlay on, to static mode, or to transparent mode.
  3562. >#TOVERLAY.HLP:081:Editing and Using the Overlay
  3563. :_rE:~AROTATECW
  3564. :_rF:~AROTATECCW
  3565. Rotates all pushable items around the Robot in a clockwise or
  3566. counter-clockwise direction, respectively. This is done in the
  3567. same manner as a CW Rotate or CCW Rotate.
  3568. :_s4:~ASCROLL CHAR [char] [dir]
  3569. The character picture of the stated character is Scrolled one
  3570. pixel in the given direction, with wraparound.
  3571. >#COMMANDS.HLP:dir:Directions
  3572. :_s5:~ASCROLLARROW COLOR [color]
  3573. :_s6:~ASCROLLBASE COLOR [color]
  3574. :_s7:~ASCROLLCORNER COLOR [color]
  3575. :_s8:~ASCROLLPOINTER COLOR [color]
  3576. :_s9:~ASCROLLTITLE COLOR [color]
  3577. Changes the color used to represent a specific element of the
  3578. Scroll and box-message system-
  3579. ARROW = The arrows used to denote options
  3580. BASE = The overall box and text color
  3581. CORNER = The color of the corners of the box, and of the
  3582. options in the option box at the bottom
  3583. POINTER = The color of the pointers on the left and right
  3584. TITLE = The color of the Scroll/box title
  3585. >#COMMANDS.HLP:col:Colors
  3586. :_s0:~ASCROLLVIEW [dir] #
  3587. :_sA:~ASCROLLVIEW POSITION # #
  3588. :_r0:~ARESETVIEW
  3589. The first two commands Scroll the current view a number of
  3590. spaces in one direction or until the given coordinates are in
  3591. the upper-left corner. RESETVIEW resets the view to normal,
  3592. showing the player in the center of the screen when possible.
  3593. >#COMMANDS.HLP:dir:Directions
  3594. :_sH:~ASET COLOR # # # #
  3595. The given color (stated by the first number, from 0-15) is
  3596. changed to the RGB values of the next three numbers. The RGB
  3597. values must range from 0 to 63. These are the same numbers
  3598. shown in the palette editor.
  3599. :_sR:~ASTATUS COUNTER # "counter"
  3600. The status screen counter stated is changed to the given
  3601. counter. The numbers of the counters range from 1 to 6.
  3602. >#COUNTERS.HLP:1st:Counters and Built-in Counters
  3603. :_sS:~ASWAP WORLD "file"
  3604. Transfers play to the first board in the stated world file.
  3605. All counters, items, keys, etc. are retained from the current
  3606. world.
  3607. >#STRINGSA.HLP:1st:Strings and Special Formatting
  3608. :_pE:~APUT [color] [char] OVERLAY # #
  3609. :_w7:~AWRITE OVERLAY [color] "string" # #
  3610. Puts the given color/character at the given coordinates on the
  3611. overlay, or writes a message in the given color at the given
  3612. coordinates on the overlay.
  3613. >#STRINGSA.HLP:1st:Strings and Special Formatting
  3614. >#TOVERLAY.HLP:081:Editing and Using the Overlay
  3615. >#COMMANDS.HLP:col:Colors
  3616. :_v1:~AVIEWPORT # #
  3617. Moves the viewport's upper-left corner to the given screen
  3618. coordinates. X ranges from 0 to 79, and Y ranges from 0 to 24.
  3619. :_v2:~AVIEWPORT SIZE # #
  3620. Changes the size of the viewport. X size must be from 1 to 80,
  3621. and Y size must be from 1 to 25.
  3622. >#COMMANDR.HLP:1st:Command Reference (Part I)
  3623. >#ROBOTICR.HLP:087:Robotic Reference Manual
  3624. >#MAIN.HLP:072:Table of Contents
  3625. #BULLETTY.HLP
  3626. :1st:Bullet Types
  3627. There are three different types of bullets in MegaZeux- Player,
  3628. Enemy, and Neutral. The player shoots Player bullets, enemies
  3629. shoot Enemy bullets, and ricocheted bullets become Neutral
  3630. bullets. A Robot can shoot any type of bullet, according to its
  3631. BULLETTYPE counter, but it defaults to Neutral bullets. All
  3632. Enemy bullets become Neutral bullets when the option "Enemies
  3633. can hurt enemies" is set.
  3634. Player bullets can only hurt enemies. Enemy bullets can only
  3635. hurt the player. Neutral bullets can hurt either. Robots go to
  3636. different labels when shot with each one, or to a generic SHOT
  3637. label if there are none of the specific PLAYERSHOT, ENEMYSHOT,
  3638. or NEUTRALSHOT labels.
  3639. >#ROBOTICR.HLP:087:Robotic Reference Manual
  3640. >#MAIN.HLP:072:Table of Contents
  3641. #CHANGECH.HLP
  3642. :1st:CHANGE CHAR ID- The CHAR ID Table
  3643. The Robotic command CHANGE CHAR ID has many uses. It basically
  3644. changes a character, color, or number from the Global Chars
  3645. or Damage tables from Global Info. The first number in the
  3646. command states what is to change. (note- if noted, the number
  3647. corresponds to a color or damage. Otherwise, it is a character)
  3648. These numbers are also listed next to things in the Global Edit
  3649. Chars menus.
  3650. Number Changes
  3651. ------ -------
  3652. 0 Space
  3653. 1 Normal
  3654. 2 Solid
  3655. 3 Tree
  3656. 4 Line
  3657. 6 Breakaway
  3658. 8 Boulder
  3659. 9 Crate
  3660. 11 Box
  3661. 13 Fake
  3662. 14 Carpet
  3663. 15 Floor
  3664. 16 Tiles
  3665. 20 Still Water
  3666. 21 N Water
  3667. 22 S Water
  3668. 23 E Water
  3669. 24 W Water
  3670. 27 Chest
  3671. 28 Gem
  3672. 29 Magic Gem
  3673. 30 Health
  3674. 31 Ring
  3675. 32 Potion
  3676. 33 Energizer
  3677. 34 Goop
  3678. 36 Bomb
  3679. 38 Explosion
  3680. 39 Key
  3681. 40 Lock
  3682. 43 Stairs
  3683. 44 Cave
  3684. 47 Gate
  3685. 48 Open Gate
  3686. 50 Coin
  3687. 55 Pouch
  3688. 57 Slider NS
  3689. 58 Slider EW
  3690. 65 Forest
  3691. 67-70 Whirlpool Anim 1-4
  3692. 71 Invis Wall
  3693. 73 Ricochet
  3694. 80 Snake
  3695. 81 Eye
  3696. 82 Thief
  3697. 83 Slimeblob
  3698. 84 Runner
  3699. 85 Ghost
  3700. 86 Dragon
  3701. 87 Fish
  3702. 88 Shark
  3703. 89 Spider
  3704. 90 Goblin
  3705. 91 Spitting Tiger
  3706. 94 Bear
  3707. 95 Bear Cub
  3708. 125 Sign
  3709. 126 Scroll
  3710. 128-143 Thin Lines (Web) (see below)
  3711. 144-159 Thick Lines (Thick Web, Lines) (see below)
  3712. 160 Ice
  3713. 161-163 Ice Anim 1-3
  3714. 164-166 Lava Anim 1-3
  3715. 167 Small Ammo (below 10)
  3716. 168 Large Ammo (above or equal to 10)
  3717. 169-175 Lit Bomb Anim 1-7
  3718. 176-183 Energizer Color Anim 1-8
  3719. 184-187 Explosion Colors 1-4
  3720. 188 Horizontal Door
  3721. 189 Vertical Door
  3722. 190-193 CW Rotate Anim 1-4
  3723. 194-197 CCW Rotate Anim 1-4
  3724. 230-233 Transport N Anim 1-4
  3725. 234-237 Transport S Anim 1-4
  3726. 238-241 Transport E Anim 1-4
  3727. 242-245 Transport W Anim 1-4
  3728. 246-249 Transport All-Dir Anim 1-4
  3729. 250 Thick Arrow N (Pusher/Spike)
  3730. 251 Thick Arrow S (Pusher/Spike)
  3731. 252 Thick Arrow E (Pusher/Spike)
  3732. 253 Thick Arrow W (Pusher/Spike)
  3733. 254 Thin Arrow N (Guns)
  3734. 255 Thin Arrow S (Guns)
  3735. 256 Thin Arrow E (Guns)
  3736. 257 Thin Arrow W (Guns)
  3737. 258-261 Horizontal Lazer Anim 1-4
  3738. 262-265 Vertical Lazer Anim 1-4
  3739. 266-271 Fire Anim 1-6
  3740. 272-277 Fire Color Anim 1-6
  3741. 278-281 Life Anim 1-4
  3742. 282-285 Life Color Anim 1-4
  3743. 286 Ricochet Panel \
  3744. 287 Ricochet Panel /
  3745. 288-289 Mine Anim 1-2
  3746. 290-291 Shooting Fire Anim 1-2
  3747. 292-293 Shooting Fire Color Anim 1-2
  3748. 294-297 Seeker Anim 1-4
  3749. 298-301 Seeker Color Anim 1-4
  3750. 302-305 Whirlpool Color Anim 1-4
  3751. 306-309 Player Bullets, NSEW
  3752. 310-313 Neutral Bullets, NSEW
  3753. 314-317 Enemy Bullets, NSEW
  3754. 318-321 Player, NSEW
  3755. 322 Player Color
  3756. 323 Missile Color
  3757. 324 Player Bullet Color
  3758. 325 Neutral Bullet Color
  3759. 326 Enemy Bullet Color
  3760. 353 Lava Damage
  3761. 365 Explosion Damage
  3762. 386 Lazer Damage
  3763. 388 Bullet Damage
  3764. 389 Missile Damage
  3765. 390 Fire Damage
  3766. 402 Spike Damage
  3767. 403 Custom Hurt Damage
  3768. 405 Shooting Fire Damage
  3769. 406 Seeker Damage
  3770. 407 Snake Damage
  3771. 410 Slimeblob Damage
  3772. 411 Runner Damage
  3773. 412 Ghost Damage
  3774. 413 Dragon Damage
  3775. 414 Fish Damage
  3776. 415 Shark Damage
  3777. 416 Spider Damage
  3778. 417 Goblin Damage
  3779. 418 Spitting Tiger Damage
  3780. 421 Bear Damage
  3781. 422 Bear Cub Damage
  3782. Do not use any numbers that are not listed above- They may cause
  3783. strange things to happen in the game.
  3784. To change a character, use the following form:
  3785. CHANGE CHAR ID # [char]
  3786. .# is the number corresponding to the character that you want to
  3787. change, or a counter representing that number. [char] is the
  3788. character (or counter representing the character) that you wish
  3789. to change it to.
  3790. To change a color, use the following form:
  3791. CHANGE CHAR ID # [color]
  3792. .# is the same as above, but corresponding to a color. [color]
  3793. is the color or a counter representing the color that you wish
  3794. to change it to.
  3795. To change damage values, use a number or counter in place of the
  3796. [char] or [color].
  3797. After typing in a [color] or damage value, it may change to a
  3798. character representation, but the value will still remain the
  3799. same.
  3800. To change line characters-
  3801. Take the base number for the type of line you wish to change
  3802. (128 for thin, 144 for thick) and add one of the following
  3803. values to represent which sides are connected via other web or
  3804. lines-
  3805. 0 -
  3806. 1 N
  3807. 2 S
  3808. 3 N S
  3809. 4 E
  3810. 5 E N
  3811. 6 E S
  3812. 7 E N S
  3813. 8 W
  3814. 9 W N
  3815. 10 W S
  3816. 11 W N S
  3817. 12 W E
  3818. 13 W E N
  3819. 14 W E S
  3820. 15 W E N S
  3821. >#COMMAND2.HLP:_c3:CHANGE CHAR ID # [char]
  3822. >#ROBOTICR.HLP:087:Robotic Reference Manual
  3823. >#MAIN.HLP:072:Table of Contents
  3824. #BUILTINL.HLP
  3825. :1st:Built-in Labels
  3826. Robotic has many built-in labels (messages) that are activated
  3827. on certain external events. The cause of each label is listed
  3828. below.
  3829. ~ETOUCH
  3830. This is sent when the player touches the Robot, I.E. he stands
  3831. next to it and presses an arrow key towards it.
  3832. ~ETHUD
  3833. This is sent when the Robot is walking and it runs into a wall.
  3834. >#COMMANDR.HLP:_w5:WALK [dir]
  3835. ~EEDGE
  3836. This is sent when the Robot is walking and it runs into the edge
  3837. of the board. If EDGE is not found, the Robot is sent to THUD.
  3838. >#COMMANDR.HLP:_w5:WALK [dir]
  3839. ~EBOMBED
  3840. This is sent when the Robot is hit with an explosion.
  3841. ~EKEY?
  3842. This is sent when the player presses a key from A to Z or from 1
  3843. to 9. ? is replaced with the key pressed.
  3844. ~EINVINCO
  3845. This is sent when the player grabs an energizer.
  3846. ~EPUSHED
  3847. This is sent when a pushable Robot is pushed by something other
  3848. than the player.
  3849. ~EENEMYSHOT
  3850. ~EPLAYERSHOT
  3851. ~ENEUTRALSHOT
  3852. One of these is sent when the Robot is shot, according to the
  3853. type of bullet used. If the appropriate label is not found, the
  3854. Robot is sent to SHOT instead.
  3855. ~ESHOT
  3856. This is sent when the Robot is shot by a bullet and the more
  3857. specific label cannot be found.2
  3858. ~EPLAYERHIT
  3859. This is sent when the player is shot. If not found, the Robot is
  3860. sent to PLAYERHURT instead.
  3861. ~EPLAYERHURT
  3862. This is sent when the player is hurt by anything other than a
  3863. bullet. Bullets send the Robot to PLAYERHIT, and only send it
  3864. to PLAYERHURT if PLAYERHIT cannot be found.
  3865. ~ESPITFIRE
  3866. This is sent when the Robot is hit with shooting fire.
  3867. ~EJUSTLOADED
  3868. This is sent when the world was just loaded or restored from a
  3869. saved game.
  3870. ~EJUSTENTERED
  3871. This is sent when the board was just entered or the world was
  3872. just started on this board.
  3873. ~ESENSORON
  3874. This is sent by a Sensor when it is stepped upon by the player,
  3875. or the Sensor moves beneath the player.
  3876. >#SENSORSW.HLP:094:Sensors
  3877. ~ESENSORTHUD
  3878. This is sent by a Sensor when it tries to move and is blocked.
  3879. >#SENSORSW.HLP:094:Sensors
  3880. ~ESENSORPUSHED
  3881. This is sent by a Sensor when it is pushed by something.
  3882. >#SENSORSW.HLP:094:Sensors
  3883. ~ELAZER
  3884. This is sent when the Robot is hit with a lazer.
  3885. ~EGOOPTOUCHED
  3886. This is sent when the player touches Goop.
  3887. >#ROBOTICR.HLP:087:Robotic Reference Manual
  3888. >#SENSORSW.HLP:094:Sensors
  3889. >#MAIN.HLP:072:Table of Contents
  3890. #COUNTERS.HLP
  3891. :1st:Counters and Built-in Counters
  3892. Counters are built-in variables, or stored values with names.
  3893. Each counter has a name, such as "Yellow" or "Apple Pies". A
  3894. counter can hold a value from -32768 to 32767, in most cases.
  3895. A counter is "active" when it has a value other than 0. There
  3896. can be up to 50 active counters at any one time, in addition
  3897. to the built-in counters. Counters retain values between
  3898. different boards.
  3899. The following is a list of built-in counters, which all have
  3900. special meanings. There are three types of built-in counters-
  3901. Global, which affect everything, Robot, which are different for
  3902. each Robot and are only available to read by that Robot, and
  3903. Local, which are specific to the current board. Some built-in
  3904. counters are read-only.
  3905. $Global Built-in Counters
  3906. ~BGEMS, AMMO, LOBOMBS, HIBOMBS, COINS, LIVES, HEALTH
  3907. These contain the current number of the stated item that the
  3908. player currently has.
  3909. ~BINVINCO
  3910. The number of cycles of invincibility the player currently has.
  3911. ~BSCORE
  3912. The player's current score. Only use INC and DEC on SCORE if it
  3913. will ever exceed 32767. If you only use INC and DEC, SCORE can
  3914. reach over four billion.
  3915. $Local Built-in Counters
  3916. ~BKEY
  3917. The last key from A-Z and 1-9 that the player inputted.
  3918. Numerical values- 65 through 90 for A-Z, and 49 through 57 for
  3919. 1-9.
  3920. ~BTIME
  3921. The current timer value, between 0 and the time limit for the
  3922. current board.
  3923. ~BTIMERESET
  3924. The time limit for the current board. 0 for no time limit.
  3925. ~BINPUT
  3926. The numerical value of the last string inputted.
  3927. >#COMMAND2.HLP:_iI:INPUT STRING "string"
  3928. ~BINPUTSIZE
  3929. The size, in characters, of the last string inputted.
  3930. >#COMMAND2.HLP:_iI:INPUT STRING "string"
  3931. $Robot Built-in Counters
  3932. ~BBULLETTYPE
  3933. The current type of bullet shot by the Robot. 0 for Player, 1
  3934. for Neutral, and 2 for Enemy.
  3935. >#BULLETTY.HLP:1st:Bullet Types
  3936. ~BPLAYERDIST (read-only)
  3937. The distance from the Robot to the player, in spaces. The sum
  3938. of HORIZPLD and VERTPLD.
  3939. ~BHORIZPLD (read-only)
  3940. ~BVERTPLD (read-only)
  3941. The horizontal or vertical distance from the Robot to the
  3942. player, in spaces.
  3943. ~BTHISX (read-only)
  3944. ~BTHISY (read-only)
  3945. The current X or Y coordinate of the Robot. Affected by
  3946. prefixes- If a command that uses THISX and THISY is prefaced
  3947. with a REL PLAYER command, THISX and THISY will be generated
  3948. based on the player's current position. For example, if the
  3949. player is at 2,2 and the Robot is at 5,5, THISX and THISY
  3950. will be 3. If the player is at 7,7, THISX and THISY will be
  3951. -3. If a command that uses THISX and THISY is prefaced with
  3952. a REL COUNTERS command, THISX and THISY will be generated
  3953. based on XPOS and YPOS. Basically, THISX and THISY will be
  3954. set to THISX-XPOS and THISY-YPOS.
  3955. >#COMMAND2.HLP:pre:REL COUNTERS
  3956. >#COMMAND2.HLP:_r2:REL PLAYER
  3957. ~BLOOPCOUNT
  3958. The counter used for looping commands in Robotic- LOOP START,
  3959. LOOP #, and ABORT LOOP.
  3960. >#COMMANDR.HLP:_lC:LOOP START
  3961. ~BPLAYERLASTDIR
  3962. The last direction the player moved- 0 for none, or 1 2 3 4 for
  3963. N S E W. Used to determine ice slippage and certain other
  3964. effects.
  3965. ~BPLAYERFACEDIR
  3966. The direction the player is facing- 0 1 2 3 for N S E W. Used to
  3967. determine which player character to display.
  3968. >#ROBOTICR.HLP:087:Robotic Reference Manual
  3969. >#MAIN.HLP:072:Table of Contents
  3970. #USINGTHE.HLP
  3971. :1st:Using the Editor
  3972. The Robotic editor is quite simple to use. After selecting your
  3973. Robot's character and name, you will enter the editor screen.
  3974. There are three major sections to the editor screen- The top
  3975. box, showing current statistics; The middle box, showing the
  3976. Robot's program with the current line highlighted in the center;
  3977. The bottom box, showing the available editing commands.
  3978. To edit the Robot, you enter lines just as in editing Scrolls.
  3979. Use up and down or PageUp and PageDown to Scroll between lines,
  3980. and use Enter to insert new blank lines.
  3981. When you enter a line, it will be checked for proper syntax. You
  3982. will be told if the command fails syntax checking. If it passes,
  3983. it will be reformatted and redisplayed, and you can then enter
  3984. another line. The reformatting is unpreventable- Since MegaZeux
  3985. tokenizes Robotic lines to conserve space, all irrelevant
  3986. information such as extra spaces is lost. The editor attempts to
  3987. print the lines in a visually pleasing manner.
  3988. All lines other than the current line will have the various
  3989. elements such as strings and numbers highlighted in different
  3990. colors. Color codes will be shown as their actual color. The
  3991. current line is shown in a solid color and color codes are shown
  3992. in the usual cXX format.
  3993. The following keys are active within the editor-
  3994. >_a:F1 - Help
  3995. >_b:F2 - Color
  3996. >_c:F3 - Character
  3997. >_d:F4 - Parameter
  3998. >_e:F5 - Char edit
  3999. >_f:F6-F10 - Macro
  4000. >_g:Alt+Home - Mark block top
  4001. >_h:Alt+End - Mark block end
  4002. >_i:Alt+Esc - Unmark block
  4003. >_j:Alt+Enter- Block action
  4004. >_k:Alt+Ins - Paste
  4005. >_l:Alt+O - Options
  4006. >_m:Alt+X - Export
  4007. >_n:Alt+I - Import
  4008. :_a:F1 - Help
  4009. Use F1 to bring up context-sensitive help at any time.
  4010. :_b:F2 - Color
  4011. F2 will bring up a menu of colors. Select one and press Enter to
  4012. insert a cXX color code into the current line corresponding to
  4013. that color.
  4014. :_c:F3 - Character
  4015. F3 will bring up a menu of characters. Select one and press
  4016. Enter to insert that character into the current line. No quotes
  4017. or apostrophes are added.
  4018. :_d:F4 - Parameter
  4019. If you have just typed in the name of a thing, such as Ammo,
  4020. F4 will allow you to select settings for it in order to insert
  4021. a pXX parameter code.
  4022. :_e:F5 - Char edit
  4023. Use F5 to insert series of numbers corresponding to character
  4024. pictures, for use with the Robotic CHAR EDIT command.
  4025. :_f:F6-F10 - Macro
  4026. F6 through F10 will insert short macros, customizable using
  4027. Alt+O.
  4028. :_g:Alt+Home - Mark block top
  4029. :_h:Alt+End - Mark block end
  4030. Alt+Home/End will mark the top or bottom of a block of lines.
  4031. You can then perform various block actions on these lines. The
  4032. marked lines are highlighted.
  4033. :_i:Alt+Esc - Unmark block
  4034. The current block is unmarked.
  4035. :_j:Alt+Enter- Block action
  4036. Allows you to perform an action on the current block of lines-
  4037. Copy it to an internal clipboard, Cut it to an internal
  4038. clipboard (copy it and then delete it), Clear it from memory,
  4039. or Export the block to a text file on disk.
  4040. :_k:Alt+Ins - Paste
  4041. Alt+Ins will paste in the block last copied to the internal
  4042. clipboard. The clipboard is preserved between Robots and even
  4043. between worlds.
  4044. :_l:Alt+O - Options
  4045. Alt+O will bring up a dialog box where you can edit settings
  4046. pertaining to the Robot editor. You can change the values of
  4047. the five macros here. Use ^ for Enter in the macros.
  4048. :_m:Alt+X - Export
  4049. Use Alt+X to export either the current block or the entire
  4050. Robot program to a text file on disk. You can then edit the
  4051. program outside of MegaZeux, or use the text file in other
  4052. ways.
  4053. :_n:Alt+I - Import
  4054. Use Alt+I to import a text file into the current Robot. The
  4055. new lines will be inserted into the current program. Any
  4056. errors will stop the importation. This allows you to edit Robot
  4057. programs outside of MegaZeux. The import process may take a
  4058. while, so be patient.
  4059. The following Robot editor options can be changed through Alt+O-
  4060. ~EMacros
  4061. You can change the text of the five macros here. Use ^ for
  4062. Enter.
  4063. ~EShow Colors
  4064. If this is off, then color codes will always be shown in cXX
  4065. format, never as the actual color.
  4066. ~ESyntax Highlighting
  4067. If this is off, then the program will not have different colors
  4068. for the various programming elements such as strings and
  4069. numbers.
  4070. ~EUppercase
  4071. If this is on, uppercase will be used. If this is off, lowercase
  4072. letters will be used.
  4073. ~EBase 10/16
  4074. If set to base 10, numbers will be shown in decimal. If set to
  4075. base 16, numbers will be shown in hexadecimal, in $xxxx format,
  4076. where xxxx is a number from 0 to FFFF.
  4077. The statistics line across the top of the Robot editor shows the
  4078. current line number, the current character within the line, and
  4079. the size of the Robot program versus the maximum size this Robot
  4080. can reach, based on remaining Robot memory and the 31k per Robot
  4081. limit.
  4082. Use ESC to exit the Robot editor when you are done editing your
  4083. Robot program.
  4084. >#ROBOTICR.HLP:087:Robotic Reference Manual
  4085. >#MAIN.HLP:072:Table of Contents
  4086. #CMDLINE.HLP
  4087. :1st:Command Line Options
  4088. The following command line options are available for use when
  4089. starting MegaZeux. To use them, type them in after MEGAZEUX
  4090. at the DOS prompt. Separate all options with spaces.
  4091. ~A-?
  4092. Bring up command line option help screen.
  4093. ~A-lxxxxxxxx.MZX
  4094. Loads up xxxxxxxx.MZX at start up. (the .MZX is optional)
  4095. ~A-nomouse
  4096. Don't activate the mouse, even if one is present. Use if the
  4097. mouse gets in the way or MegaZeux seems to think you have a
  4098. mouse when you don't.
  4099. ~A-noems
  4100. Don't use any EMS memory. Use if MegaZeux's use of EMS memory
  4101. is causing a problem. Note that with this option, you will
  4102. probably not have enough memory for module and SAM files.
  4103. ~A-ega
  4104. Use EGA mode even on VGA or higher. This only affects the
  4105. granularity of palette fades and color changes.
  4106. ~A-keyb2
  4107. Use another style of keyboard handler. Use if your keyboard is
  4108. locking up or otherwise causing problems.
  4109. $Sound Card Options
  4110. ~A-port###
  4111. ~A-irq#
  4112. ~A-dma#
  4113. Allows you to specify the settings for your sound card. -port
  4114. sets the base port and must be followed by a hexadecimal number
  4115. such as 220. -irq sets the IRQ line number, and should be
  4116. followed by a single digit such as 7. -dma sets the DMA number
  4117. and should be followed by a single digit such as 1. See your
  4118. sound card manual for details. These options are only neccesary
  4119. if autodetection fails. An example of a command line for the
  4120. default SoundBlaster settings-
  4121. MEGAZEUX -port220 -irq7 -dma1
  4122. >#ROBOTICR.HLP:087:Robotic Reference Manual
  4123. >#MAIN.HLP:072:Table of Contents
  4124. #MEMORY.HLP
  4125. :1st:EMS Memory/Boot Disk Tips
  4126. MegaZeux makes extensive use of EMS and conventional (first
  4127. 640k) memory. The more you have available, the better it will
  4128. run.
  4129. To have EMS memory available, you must have an EMS driver
  4130. installed. Most EMS drivers also require an XMS/HIMEM driver
  4131. loaded first. You will need lines similar to the following in
  4132. your CONFIG.SYS to load HIMEM and an EMS driver, respectively-
  4133. DEVICE=C:\DOS\HIMEM.SYS
  4134. DEVICEHIGH=C:\DOS\EMM386.EXE 3072 H=160
  4135. The second line has three parts that are optional. The -HIGH
  4136. after DEVICE is optional, but recommended, as it conserves
  4137. conventional memory, a valuable resource. The 3072 tells DOS to
  4138. reserve up to 3072K of memory (3 megabytes) for EMS. Feel free
  4139. to lower or raise this value, but a minimum of 2048K (2
  4140. megabytes) is recommended. The H=160 tells DOS to reserve at
  4141. least 160 EMS handles. A number of 160 or greater is required
  4142. here for MegaZeux to run at maximum efficiency.
  4143. To help free up conventional memory, you may need to create a
  4144. boot disk. This is a common procedure for many games, and if a
  4145. certain boot disk works for one game, it may work just fine for
  4146. MegaZeux. However, you must remember to include HIMEM and an EMS
  4147. driver if you have EMS, and include a mouse driver if you want
  4148. your mouse to be available.
  4149. To create a boot disk, stick a blank disk into your A: drive and
  4150. type the following:
  4151. FORMAT A: /S <enter>
  4152. Answer Yes to all questions. Give the disk a label if you wish.
  4153. Answer No to "Format another?" and then type:
  4154. COPY CON A:CONFIG.SYS <enter>
  4155. DEVICE=C:\DOS\HIMEM.SYS <enter>
  4156. DEVICEHIGH=C:\DOS\EMM386.EXE 4096 H=160 <enter>
  4157. DOS=HIGH <enter>
  4158. .<ctrl+z>
  4159. The 4096 can be increased or decreased, depending on how much
  4160. memory you have. Use 1024 * the number of megabytes. Now type:
  4161. COPY CON A:AUTOEXEC.BAT <enter>
  4162. PATH C:\DOS <enter>
  4163. C:\MOUSE\MOUSE <enter>
  4164. C: <enter>
  4165. CD \MEGAZEUX <enter>
  4166. MEGAZEUX <enter>
  4167. The line to load the mouse driver is optional, and may vary on
  4168. different computers. The drive and directory you have MegaZeux
  4169. in may differ as well. Insert other lines for SMARTDRV, etc. if
  4170. appropriate. It is best if you get a computer-wise friend to
  4171. help you, if you can't get the above to work.
  4172. >#MAIN.HLP:072:Table of Contents
  4173. #ROBOTSWH.HLP
  4174. :1st:Robots- What They Are and How to Use Them
  4175. Robots are the heart and soul of MegaZeux. Anything you could
  4176. want to do in MegaZeux, anything you see done in a MegaZeux
  4177. game, many things you didn't know were possible, can be done
  4178. with MegaZeux's Robots.
  4179. Robots are programmed in their own programming language, called
  4180. Robotic. Robotic is a fairly simple language to learn, somewhere
  4181. along the lines of BASIC, although a bit more complex. If you've
  4182. ever used Epic Megagame's ZZT, Robotic is a bit more complex
  4183. than ZZT-OOP, although it is similar and more logical in style
  4184. and syntax.
  4185. To place a Robot in the editor, press F10 and select Robot, or
  4186. Pushable Robot if you want things to be able to push the Robot.
  4187. Then name the Robot, and select a character to represent it. Now
  4188. you are brought to the Robot editor, where you can program the
  4189. Robot in Robotic.
  4190. >#ROBOTICT.HLP:1st:Robotic Tutorial
  4191. >#MAIN.HLP:072:Table of Contents
  4192. >#ROBOTICR.HLP:087:Robotic Reference Manual
  4193. #ROBOTICT.HLP
  4194. :1st:Robotic Tutorial
  4195. (note- if you've never used Robots before, you should probably
  4196. print this out so you can read it while doing the tutorial in
  4197. the editor.)
  4198. Robotic has a few concepts that you must understand before you
  4199. begin to program in it. You can skip this if you want, but it
  4200. will help you learn Robotic much faster. A large portion of this
  4201. will be obvious to anybody who has ever programmed in any
  4202. language or used computers extensively.
  4203. $Commands
  4204. You can have one command per line. A command is an instruction
  4205. to MegaZeux or the Robot telling it to do something. A program
  4206. is a series of commands, that are run right after another.
  4207. $Parameters
  4208. A parameter is the part of the command that can change, such
  4209. as numbers or colors. They specify how the command should be
  4210. run or what it should effect. For example, in the command-
  4211. WAIT 6
  4212. WAIT is the command, and 6 is the parameter. Many commands have
  4213. multiple parameters. Parameters are often specified using #,
  4214. "string", or [color] [char] etc.
  4215. $Labels
  4216. A label is a point in a Robotic program that has been given a
  4217. name. It is used as a reference point so the Robot can return
  4218. to that point at any time, to allow repeating sections of
  4219. commands, etc. Labels are written as follows- :"label"
  4220. $Messages
  4221. A message is something one Robot sends to another, or an
  4222. external event sends to a Robot, to tell it to do something.
  4223. That something entails jumping to the label corresponding to
  4224. that message. For example, a Robot can tell another Robot to
  4225. "Bounce"; That Robot will now be executing commands starting
  4226. at the label :"Bounce".
  4227. $Coordinates
  4228. X/Y coordinates are a pair of numbers representing a point on
  4229. the current board. 0/0 is the upper left corner of the board,
  4230. and the coordinates increase going down and right. You can find
  4231. coordinates easily using Alt+Y in the editor, or F6 in the game.
  4232. X/Y coordinates can be negative, but this is uncommon and used
  4233. for special purposes only.
  4234. $Strings
  4235. A string is a series of letters or characters, inside quotes.
  4236. For example, "STRING", "Booga!", "MegaZeux Rocks", or "[[]]".
  4237. $Characters
  4238. A character is a single symbol, letter, number, punctuation
  4239. mark, space, graphic, etc. All things are viewed as single
  4240. characters. When using single characters in Robotic, they must
  4241. be enclosed in apostrophes- 'X'.
  4242. $Colors
  4243. A color is a code representing a background/foreground color
  4244. pair. They follow the format cXX, where X is 0-9 or A-F. To
  4245. enter color codes easily, use F2 in the Robot editor. The exact
  4246. format of color codes is covered in another section.
  4247. $Directions
  4248. Directions represent one of the four cardinal directions of
  4249. NORTH, SOUTH, EAST, or WEST. They can be abbreviated to N, S,
  4250. E, and W. There are other directions, but these are the most
  4251. commonly used.
  4252. Hopefully you understood the above material, as knowledge of it
  4253. is essential to program in Robotic. If you don't quite grasp
  4254. it, you can return to it later, but you will need to understand
  4255. it eventually.
  4256. $Your First Robotic Program
  4257. Create a Robot in the editor, and give it the following program-
  4258. .: "start"
  4259. GO NORTH 2
  4260. GO SOUTH 2
  4261. GOTO "start"
  4262. Now test the world. As you can see, this program makes the Robot
  4263. move up and down. Let's analyze it line by line-
  4264. ~B: "start"
  4265. As we know, this is a label. It marks the beginning of the
  4266. program.
  4267. ~BGO NORTH 2
  4268. This quite plainly tells the Robot to move north two spaces.
  4269. ~BGO SOUTH 2
  4270. This tells the Robot to move south two spaces.
  4271. ~BGOTO "start"
  4272. GOTO tells the Robot to jump to a label. In this case, the Robot
  4273. returns to the label "start", effectively restarting it's code.
  4274. Pretty easy so far, huh? You will probably find that Robotic's
  4275. basics are easy to grasp. Let's try something a little more
  4276. complex.
  4277. $Your Second Robotic Program
  4278. Try the following Robot program-
  4279. .: "loop"
  4280. / "NNEESSWW"
  4281. GOTO "loop"
  4282. .: "touch"
  4283. * "Hello!"
  4284. CHAR 'X'
  4285. END
  4286. Testing will show you that this Robot runs around in a small
  4287. square. Now try touching it. If you can catch it, the Robot
  4288. will change to an X and greet you! Let's look at this program-
  4289. ~B: "loop"
  4290. A label.
  4291. ~B/ "NNEESSWW"
  4292. The / command tells the Robot to move along a given path. The
  4293. path is represented with a string of the letters N, S, E, W, and
  4294. I. NSEW represent the four cardinal directions, while I tells
  4295. the Robot to wait for a sec before continuing. Our path tells
  4296. the Robot to go north twice, east twice, south twice, and west
  4297. twice, forming a square path.
  4298. ~BGOTO "loop"
  4299. The Robot will now return to the "loop" label, continuing in a
  4300. square path forever. Without an outside stimuli, the Robot will
  4301. never do anything else.
  4302. ~B: "touch"
  4303. Another label, but this one is special. When the player touches
  4304. a Robot, by standing next to it and pressing against it, the
  4305. Robot is sent the message "touch". So the following commands
  4306. will be run when the player touches the Robot.
  4307. ~B* "Hello!"
  4308. The * command displays a message along the bottom of the screen.
  4309. In this case, the message is a traditional greeting.
  4310. ~BCHAR 'X'
  4311. This tells the Robot to assume the appearance of character X.
  4312. Make sure that the X is in apostrophes ' and NOT quotes ".
  4313. ~BEND
  4314. This tells the Robot to end it's program and do nothing more.
  4315. The Robot will sit there until an outside event wakes it up,
  4316. such as the player touching it again. If the Robot reaches the
  4317. end of it's program, it will automatically END, so this END is
  4318. not technically necessary. However, it will be important if you
  4319. need the Robot's program to END somewhere in the middle.
  4320. $Robot Interaction
  4321. Let's get some Robots to interact with each other. Put two
  4322. Robots on a board, right next to each other. Name the left one
  4323. Lefty, and give it this program-
  4324. .: "dance"
  4325. / "WWWEEE"
  4326. SEND "Righty" to "dance"
  4327. END
  4328. Name the right one Righty, and give it this program-
  4329. END
  4330. .: "dance"
  4331. / "EEEWWW"
  4332. SEND "Lefty" to "dance"
  4333. END
  4334. Now test this board out. You will see a silly pair of dancing
  4335. Robots, as they bump each other left and right. Let's examine
  4336. their programs more closely.
  4337. Since Righty has an END command as the first line, he isn't
  4338. going to be doing anything until told to. So we look at Lefty.
  4339. Nothing we haven't seen, until the SEND command.
  4340. ~BSEND "Robot" to "message"
  4341. The SEND command allows one Robot to send messages to another,
  4342. telling it what to do. In this case, Lefty will tell Righty to
  4343. "dance", sending Righty to the label "dance".
  4344. Knowing this, the behavior of the two Robots should be clear.
  4345. Each one, in turn, moves away and back again, then it tells
  4346. the other one to do this. This repeats ad infinitum.
  4347. For a little practice, see if you can get them each to display
  4348. a message at the start of their dance step. Make the messages
  4349. different for each Robot.
  4350. $Some New Commands
  4351. The following Robot will demonstrate some new commands and
  4352. features. Make sure you put some ammo and bombs on the screen
  4353. with this Robot-
  4354. END
  4355. .: "shot"
  4356. COLOR c2C
  4357. [ "Owie! That hurt!"
  4358. [ "Now I'm all icky bloody. Thank you."
  4359. END
  4360. .: "bombed"
  4361. .. "Check this out..."
  4362. DIE
  4363. .: "touch"
  4364. * "Watch out!"
  4365. WAIT 10
  4366. SHOOT NORTH
  4367. END
  4368. Test this Robot out, bombing, shooting, and touching it. The
  4369. new commands and labels are explained below.
  4370. ~B: "shot"
  4371. When the Robot is shot by a bullet, it is sent this message.
  4372. ~BCOLOR c2C
  4373. This changes the Robot's color. The c2C represents Lt. Red on
  4374. Red. To enter colors, press F2 in the Robot editor and select
  4375. the color you want. The appropriate cXX code will be typed in
  4376. for you.
  4377. ~B[ "Owie! That hurt!"
  4378. The [ command is very cool. When encountered, all the [ commands
  4379. in the same area are put together to form one long message,
  4380. which is then displayed in a Scroll-like window, which can be
  4381. Scrolled and viewed by the player.
  4382. ~B: "bombed"
  4383. When the Robot is bombed, or otherwise hit by an explosion,
  4384. it is sent this message.
  4385. ~B. "Check this out..."
  4386. Notice how this message was not shown in any way. The . command
  4387. is used for comments, I.E. messages that are not to be shown.
  4388. They are good for your own reference, so you know what you were
  4389. trying to do with this Robot, or so you can keep notes of
  4390. important things.
  4391. ~BDIE
  4392. Very simple, this command destroys the Robot forever.
  4393. ~BWAIT 10
  4394. WAIT causes the Robot to stop and sit for an amount of time, the
  4395. amount of time specified as a number. The time is in cycles,
  4396. which is the amount of time it takes to update the board once,
  4397. moving all the enemies and bullets, etc.
  4398. ~BSHOOT NORTH
  4399. The Robot will shoot a bullet in the indicated direction.
  4400. $Conclusion
  4401. You now should know enough Robotic for simple programs. Even
  4402. more importantly, you should be able to scan the Robotic
  4403. reference manual, including the command reference, and be able
  4404. to learn many new commands. There are many important commands
  4405. in the command reference that we have not yet mentioned,
  4406. such as ENDGAME and GOTOXY. It is recommended that you at least
  4407. browse over each of the Robotic reference manual sections.
  4408. Make sure you (eventually) read over every part of the reference
  4409. manual, as there are many sections not covered in the tutorials.
  4410. Especially of interest will be the 'Strings and Special
  4411. Formatting' section for more advanced programming.
  4412. >#ROBOTICR.HLP:087:Robotic Reference Manual
  4413. >#MAIN.HLP:072:Table of Contents
  4414. #NEWINVER.HLP
  4415. :1st:NEW in Version 2.51! (Changes Since Version 1.03)
  4416. For information on mzx s2, read readme.1st.
  4417. $~ENEW in version 2.51- ALL NEW music/sound code! 32-channels;
  4418. $~Ebug-free; support for stereo, 16-bit, GUS, and PAS-16;
  4419. $~Esupport for many formats and effects; up to four
  4420. $~Esimultaneous sound effects!
  4421. Note that the new music support requires that you CONVERT all
  4422. non-MOD files using the included program, 2GDM. See 'MegaZeux's
  4423. Sound System' for details on the NEW music system.
  4424. >#SOUNDEFX.HLP:1st:MegaZeux's Sound System
  4425. Note- This is a direct translation from the file WHATSNEW.251,
  4426. included with MegaZeux. If you haven't used version 1.03 or
  4427. before, you probably won't understand much of this list.
  4428. ~E2.51s2final release:
  4429. + Fixed bug involving mod * settings being lost when loading
  4430. + Should have fixed ems problems some were reporting, if not,
  4431. just try to get more conventional memory. Enclosed document
  4432. (convmem.txt) should help you.
  4433. + Fixed a bug involving direction checking.
  4434. + Pressing ']' at most any time will now save a screenshot to
  4435. screen.pcx
  4436. + Pressing alt+8 in the editor will set the current mod to *.
  4437. ~E2.5.1s2beta release:
  4438. + Added MOD "*", which allows a board to use whatever module
  4439. the previous board was using; this necessitated a change in
  4440. the .SAV file format (still need changes in the editor UI
  4441. to access this feature outside of Robotic)
  4442. + inmate's semantics for MOD "SOMETHIN.MOD*" aren't
  4443. immediately possible, although a rough hack is in already
  4444. + char edits are now not displayed until the beginning of the
  4445. next cycle; the deferred display should eliminate a lot of
  4446. flickering
  4447. + an (at least partial) fix for the infamous UNDER bug
  4448. + MOUSEX, MOUSEY and BUTTONS are now buffered.
  4449. + more sane magic handling
  4450. + can load MZX 2.51 and 2.51S1 worlds, but will only save
  4451. 2.5.1spider2 format
  4452. ~ENew in version 2.51: (quick fix before I do 3.00!)
  4453. * Bug where moving north or west towards a board that is
  4454. larger than 100 tiles in a dimension may not work properly
  4455. fixed.
  4456. * Bugs in 2GDM.EXE preventing proper conversion of some S3Ms
  4457. fixed.
  4458. * A rare bug preventing internal MOD conversion fixed.
  4459. * "Error opening MOD" will no longer appear during normal
  4460. gameplay.
  4461. * Exporting ANSis now adds a color to the end returning text
  4462. to normal grey.
  4463. ~ENew in version 2.50:
  4464. * FOR ALL YOU 2.07 USERS- THE MAJOR UPGRADE is the new sound
  4465. code! Support for stereo, 16-bit, more cards, 4 sound
  4466. effects channels, 32 music channels, higher quality, and
  4467. faster sound code! Less bugs! More formats supported! All
  4468. non-MOD files MUST be converted to GDM using the included
  4469. 2GDM.EXE program. Formats supported- MOD (up to 32 channels),
  4470. WOW/OCT/NST, S3M, 669, and MTM.
  4471. * Volume controls (overall and SAM) added to F2-Settings (saved
  4472. in .CFG file)
  4473. * SAMs play at 2x volume.
  4474. * MTM support added to 2GDM.EXE. Other formats aren't added
  4475. because they aren't needed (not used often enough) or in the
  4476. case of XM, because they support too many advanced features
  4477. that MZX does not support. Partial XM support MAY be added
  4478. later.
  4479. * Many minor bug fixes in 2GDM.EXE's conversion routines.
  4480. * Internal MOD conversion (in MegaZeux) sped up considerably.
  4481. * For all those that upgraded from 2.07, see 2.49g and 2.48b
  4482. WHATS-NEW for more stuff, including a couple interesting
  4483. new Robotic features
  4484. ~ENew in version 2.49g-
  4485. * New Import function added- You can import an ANSi to any
  4486. position on the board.
  4487. * Full SAM sound effect support as in the original 2.07 version
  4488. (but using the new MOD code for up to 4 simultaneous
  4489. channels)
  4490. * The OPEN Robotic command will now push the Robot out of the
  4491. way if the door would be blocked by the robot.
  4492. * REL PLAYER and REL COUNTERS now affects the THISX/THISY
  4493. counters (giving the distance FROM the player/counters TO
  4494. the Robot) and the prefixes also affect the IF [dir] BLOCKED
  4495. command, allowing you to check for blocked status next to
  4496. the player or an arbitrary position.
  4497. * [ box message statements now clip their message to 64
  4498. characters (the maximum) on display. Note that all other
  4499. box-message statements are NOT clipped!
  4500. * Color codes are allowed in ? and & box message statements
  4501. * Invalid sound card settings no longer cause a lock-up
  4502. * You can hold down the mouse button to cycle through RGB
  4503. values in the palette editor
  4504. * Changing something to an explosion no longer can cause weird
  4505. colors
  4506. * Whats New section of help sorted by version
  4507. * Placing a robot over the player is prevented with a warning
  4508. * The "Alt+N- Music" lights up properly in the editor now
  4509. * When chaning from a larger board to a smaller board, you can
  4510. no longer accidentally have the cursor outside of the board
  4511. size
  4512. * GUS owners don't need to enter # of SFX channels, since
  4513. MegaZeux cannot support GUS sound effects anyways.
  4514. * Fileboxes (loading MODs, worlds, etc.) can now hold as many
  4515. filenames as memory allows.
  4516. * GUS setup shown properly on configuration screen
  4517. * 2GDM.EXE rewritten- In THIS release, it can only convert
  4518. MOD, NST, WOW, OCT, 669, and S3M files! The final (2.50)
  4519. release will have support for the remaining file formats.
  4520. It is being rewritten to fix many small bugs and make it
  4521. smaller and faster, as well as possibly add more file
  4522. formats.
  4523. * 2GDM.EXE- F00 effect in MODs deleted during conversion
  4524. * 2GDM.EXE- Bad effects S8x, S0x, and Xxx deleted during S3M
  4525. conversion
  4526. * 2GDM.EXE now works properly from other directories
  4527. * INTERNAL MOD loading support. You can now load MODs, NSTs,
  4528. WOWs, and OCTs from within the game without having to
  4529. convert them to GDM first. The only exception is 15-
  4530. instrument MODs- they must first be converted. Note that
  4531. all other formats, such as S3M, 669, etc. must still be
  4532. converted. NST/WOW/OCT support was only added because they
  4533. are extremely similar to MODs, and MODs were required for
  4534. backward compatibility.
  4535. * Insert doesn't display those "Lo bomb selected" messages,
  4536. etc. if the player is Attack Locked or settings say he
  4537. cannot bomb.
  4538. * Minor bugs in ANSi import corrected. (problem fixed- caused
  4539. errors on import of ANSis with more or the same number of
  4540. lines as the current board size maximum)
  4541. * "Ammo <10" and "Ammo >9" entries in Global Chars changed to
  4542. "Small Ammo" and "Large Ammo" to prevent confusion.
  4543. ~ENew in version 2.48b-
  4544. * ALL NEW music code! Features include faster, NO BUGs, 32
  4545. channels, more formats supported (sorry, no MID or XM) etc.
  4546. * Bug where selecting "(no board)" to add a board caused an
  4547. error if that wasn't the first "(no board)" on the list.
  4548. * Bug where if a robot line entered consisted of only
  4549. semicolons, spaces, and commas, it would screw up that
  4550. robot's program, fixed.
  4551. * Command line options (-port,-dma,-irq) added for setting
  4552. sound card parameters. Only needed if auto-detection fails.
  4553. * Minor help corrections.
  4554. * Save/load during testing in editor disabled.
  4555. * Pressing \ no longer causes problems during gameplay.
  4556. * Bug where "Restart board" for death option in global
  4557. options didn't function properly on first board, nor did
  4558. restart-if-zapped. (fixed)
  4559. * Filling in the overlay no longer locks up if you fill over
  4560. something of the same color and picture.
  4561. * Overlay no longer messed up when resizing board.
  4562. * Lock up on Import World removed.
  4563. * Setting the counter "INVINCO" to 0 works properly.
  4564. * Hopefully fixed rare lockups after robot box messages.
  4565. * Added confirmation for board deletion in editor.
  4566. * All included worlds are NO LONGER password protected. (The
  4567. old password was "megahertz".)
  4568. * Minor bugs in passage search algorithms corrected.
  4569. * Obscure bug involving REL prefixes if used in "infinite-
  4570. loop" type constructs (fixed)
  4571. * In editor- Alt+Dir to move 10 spaces now works as expected
  4572. with draw mode on. (IE it will draw in ALL 10 spaces)
  4573. * Bug where passages on screens wider than 256 spaces didn't
  4574. work properly. (fixed)
  4575. * Bug where fire-to-player's-right would lock up and kill him
  4576. FIXED.
  4577. * Counters can be used in ALL strings in &COUNTER& notation.
  4578. For example, SEND "ROBOT" "LABEL&COUNTER&" will replace
  4579. &COUNTER& with a number. This works for ALL strings-
  4580. counternames, labels, robots, etc. See Robotic help for
  4581. details.
  4582. ~ENew in version 2.07-
  4583. * Labels and NON-valid counter-regulated options in robot box
  4584. messages are not blank lines; Instead they are just removed
  4585. from the message.
  4586. * Passage (stairs/caves/whirlpools) search algorithm
  4587. corrected.
  4588. * Digitized sample SFX works properly with the note B now.
  4589. * Bug where getting multiple energizers in a row screwed up
  4590. player's color is fixed.
  4591. * Bug where chests with invinco potions will die when taken
  4592. is fixed.
  4593. * Filling in editor, with a robot/scroll/sensor over itself,
  4594. is now handled properly.
  4595. * Whee!! More minor help typos fixed.
  4596. ~ENew in version 2.06-
  4597. * Yet more cursor safegaurds inserted. (Where do you GET
  4598. these problems!? :)
  4599. * Saving a game no longer asks for overwrite confirmation if
  4600. the file doesn't really exist.
  4601. * Help and tutorial- Minor textual errors fixed
  4602. * Save dialog boxes only allow entry of 12 characters now,
  4603. instead of 13.
  4604. * Help file can be accessed from any directory.
  4605. * -l cmd line option will no longer cause a loading error with
  4606. an oversized filename. (it will instead be ignored)
  4607. ~ENew in version 2.05-
  4608. * Cursor bug fixed. (If it isn't, then get a new BIOS! :p)
  4609. * MegaZeux now utilizes overlaid code, for almost 50k core
  4610. memory savings.
  4611. * LOCKSCROLL cmd fixed
  4612. * Moving into the lower-right corner of full-size boards no
  4613. longer warps you to the upper-left corner.
  4614. * SET COLOR and COLOR INTENSITY don't blow up if the color is
  4615. not from 0 to 16.
  4616. * Code for activating 16 background colors is now shorter and
  4617. uses BIOS calls for compatibility.
  4618. ~ENew in version 2.04-
  4619. * Slight modifications to Robotic Tutorial (help file)
  4620. * Sending a robot a message, when it hadn't done anything yet
  4621. that turn, activates it immediately. This helps with
  4622. syncronized activities, such as large, multi-robot
  4623. creatures.
  4624. * ALT+Numerics feature of BIOS keyboard routine DISABLED (IE
  4625. ALT+3 will no longer break to DOS)
  4626. * Counters' code optimized.
  4627. * The temp file ~EDITRSZ.TMP created when resizing a board is
  4628. now deleted when finished.
  4629. * a KEYBOARD CODE kink was worked out (hopefully got 'em
  4630. all...)
  4631. * Made printer code more general (should work on any printer
  4632. in text mode)
  4633. * PALETTE BUG on some SVGA cards FIXED. (black now looks like
  4634. black) If it still isn't, please notify me.
  4635. * HOME and END will jump to the top/bottom of a box
  4636. message/help/scroll.
  4637. * PgUp/PgDn/Mouse navigation work properly in box
  4638. messages/help/scrolls
  4639. * HOME and END in dialogs works properly now- Unless you are
  4640. editing a number, they will jump to the FIRST item and the
  4641. NEXT or OK button, respectively. In a string, they will
  4642. still jump to the start/end unless you are already there,
  4643. then they will jump to the proper dialog location.
  4644. * Robots (especially when there are lots of them) sped up.
  4645. * DUPLICATE SELF and COPY ROBOT cmds sped up some, except when
  4646. used by global robot.
  4647. * Palette intensities reset when going into editor after the
  4648. title screen changes them.
  4649. * MODULO "str" # will no longer crash if # is 0.
  4650. * Extreme palette activity no longer causes snow or (on EGA)
  4651. screen breakup. Palette activity also sped up.
  4652. * Bug fixed- If a SAM/MOD command had to free up board memory
  4653. (showing the little "freeing up board memory..." meter) then
  4654. that robot stopped running.
  4655. * Bug fixed- If the robot changed it's surroundings (IE
  4656. Putting a SPACE to it's NORTH) and then did a RANDNB or
  4657. RANDB, the new surroundings weren't always taken into
  4658. consideration.
  4659. * DIVIDE ERROR crash/bug fixed. (It was related to usage of
  4660. RANDNB and RANDB)
  4661. * CHAR "A" vs. CHAR 'A' question added to F.A.Q.
  4662. * README.TXT changed- Boot disk/support info added.
  4663. * Help on cmd ."@string" corrected.
  4664. * SPEED defaults to 4 (settings) and is saved in MEGAZEUX.CFG.
  4665. ~ENew in version 2.03-
  4666. * Intensity of palette (and other stuff?) now resets after a
  4667. test game.
  4668. * Messed-up black color on certain graphics cards- Attempted
  4669. to fix.
  4670. * Minor bug in VER1TO2.EXE fixed
  4671. * Robot section of Tutorial corrected (the descriptor scrolls)
  4672. * Speeds based on real time (IE speed 3 will be the same on
  4673. ANY computer, unless the computer itself is so slow that it
  4674. forces a slower speed.)
  4675. * CAVERNS has game over screen fixed
  4676. * MOVE PLAYER [dir] "label" command now works properly.
  4677. (Before, the label was almost always ignored)
  4678. ~ENew in version 2.02-
  4679. * Bugs with Enter in text mode on small boards fixed
  4680. * Bugs with slime fixed
  4681. * If you have screen faded out (COLOR FADE OUT) and go to
  4682. another screen, it no longer fades it in for you
  4683. automatically.
  4684. * HELP.DOC- CHANGE CHAR ID section fixed
  4685. * Fill really does now fill properly on boards larger than
  4686. 127x127. :)
  4687. * Sped up sensor interactions somewhat
  4688. * Fixed problems with boards not scrolling with the player,
  4689. in the game on over-sized boards. Run FIX.EXE in all
  4690. directories containing version 2.01 or 2.00 .MZX/.MZB files.
  4691. * Nothing can give you negative coins, gems, etc. (such as
  4692. thieves)
  4693. * Minor robot speed improvements
  4694. * Turning Music Off (Settings in Game) really keeps it
  4695. off... :)
  4696. ~ENew in version 2.01-
  4697. * Sensor command CHAR'X' fixed
  4698. * TAKEing health now counts as hurting the player for the
  4699. :playerhurt label
  4700. * Can load help from any drive/directory
  4701. * Copy block in editor now properly clips the block's
  4702. destination
  4703. * Move block in editor now properly clips the block's
  4704. destination
  4705. * ."@new_robot_name" command added
  4706. * If the player runs up against a player bullet, it won't
  4707. hurt him
  4708. * JUSTENTERED, JUSTLOADED, and GOOPTOUCHED labels fixed
  4709. * UNLOCKSCROLL and locked scrolling in general fixed
  4710. * Global info now properly sets endgame/death boards
  4711. * Robot ASK command works properly now
  4712. * Help- internet address/address validity date corrected
  4713. * Help- CHANGE CHAR ID help section- added note about how the
  4714. numbers are also listed in the Global Edit Chars menus
  4715. * ENTER can now exit robot box messages/scrolls
  4716. * Message line (bottom) shows color correctly
  4717. * EXCHANGE/RESTORE w/DUPLICATE SELF fixed
  4718. * Attempted to fix cursor problems in editor. If it doesn't
  4719. work now, then I have no solution, as I use documented BIOS
  4720. routines with many safegaurds.
  4721. * Minor speed improvements
  4722. * Minor size reduction
  4723. * Fill in editor now works with board sizes over 127x127
  4724. >#NEWIN200.HLP:1st:New in version 2.00
  4725. >#MAIN.HLP:072:Table of Contents
  4726. #NEWIN200.HLP
  4727. :1st:~ENew in version 2.00-
  4728. * All code has been rewritten or at least stepped through line
  4729. by line, except for the music code.
  4730. * New user interface style and startup screen. Lots of neat
  4731. little items like shadows, nicer colors, etc. Mostly
  4732. aesthetic but nice. Mouse support also improved.
  4733. * Keyboard code rewritten (again) All alt-lock, shift-lock,
  4734. and ctrl-lock problems, as well as most other keyboard
  4735. problems, should not be a problem anymore. You may have to
  4736. use the -keyb2 command line option. If a key locks, tap it
  4737. a couple times.
  4738. * No flicker- The game engine now page flips.
  4739. * Better string input- ANYWHERE you can enter a string, you
  4740. can now move with the cursors and insert in the middle...
  4741. * Better character selection box- Shows all the characters.
  4742. * New default character set- Much nicer, more general use
  4743. characters.
  4744. * Now detects processor to avoid lock ups on an old 8086/8088.
  4745. If an invalid graphics card is found, DOS services are used
  4746. for printing.
  4747. * Different command line options. (use -? to get info on them)
  4748. * Context sensitive help.
  4749. * Bombs and Sensors under the player no longer mess up floors,
  4750. etc.
  4751. * CHANGEing something to lava, fire, etc. now works correctly.
  4752. * Transporting onto a Sensor works properly.
  4753. * New conditions- MUSICON and PCSFXON
  4754. * Changing things to spaces CLEARS them, to avoid screwing up
  4755. floors.
  4756. * Restart position not changed during a save/load
  4757. * Label- :playerhurt for when player is hurt, not sent on
  4758. invincible hurts
  4759. * Maximum Robot commands per cycle is 40, not 25
  4760. * Global Robot runs normally in freeze/slow time
  4761. * Choice of 100x100, 200x50, 400x25, 80x125, or 60x166 for
  4762. each board.
  4763. * Character editor remembers character you were editing.
  4764. * Robo-P renamed to Robotic
  4765. * Scrolls now allow proper use of mouse, pgup, and pgdn.
  4766. * Scrollborder became Scrollcorner.
  4767. * :gooptouched auto label added, for when the player touches
  4768. Goop.
  4769. * Messages like "You got a red key" are now "You got a key" so
  4770. palette fiddling won't make strange words. :)
  4771. * Within Robotic messages (box/line) a &INPUT& will be
  4772. replaced by the exact text of the currently inputted string
  4773. * Notes in play of same freq. won't run together
  4774. * Explosions won't destroy entrances, lava, water, ice, or
  4775. goop
  4776. * Robots are stopped from firing if there is already a bullet
  4777. of the same dir/type in that dir.
  4778. * Other things will push the player ONTO a Sensor.
  4779. * The above will trigger the SENSORON label.
  4780. * If player is on an entrance without having been there before
  4781. the update, use it. (I.E. can now be pushed onto entrances)
  4782. * Teleporting or walking onto a screen and starting on a
  4783. Sensor will trigger the SENSORON label
  4784. * Non-players/puzzle pieces now transport properly.
  4785. * PLAYERLASTDIR (0-4) and PLAYERFACEDIR (0-3) as counters.
  4786. * Points for killing enemies (3) and points for rings/potions
  4787. (5)
  4788. * Way to disable edging spaces on message row- ENABLE MESG
  4789. EDGE, DISABLE MESG EDGE.
  4790. * Cmds- LOOP START, LOOP # TIMES, ABORT LOOP, uses Robot
  4791. counter LOOPCOUNT
  4792. * Counter limit increased to 50 plus built-in.
  4793. * New passage search order- 1) Same type, same color 2) Same
  4794. color 3) Same type, same foreground 4) Same foreground 5)
  4795. Same type 6) Default player position
  4796. * Palette import/export
  4797. * If the starting board is deleted, change starting board to
  4798. title.
  4799. * "Sets of five" numerical input actually increase by fives
  4800. * Holding the mouse button on a numeric arrow button cycles
  4801. the num.
  4802. * Removed the "." Directory from file menus
  4803. * Six (not four) status counters.
  4804. * CHANGE blah p?? blah p?? (notice the p?? added for the first
  4805. thing)
  4806. * Doors, if can't move, don't advance in anim. I.E., doors
  4807. won't get "stuck" if they are blocked.
  4808. * PERSISTENT GO command, like /"nsew" but WAITS to move if
  4809. blocked.
  4810. * No chest message on empty.
  4811. * Startup "help" screen on first use.
  4812. * Explosions Leave Empty doesn't mess up ANY floors, etc.
  4813. * Much better fill routine.
  4814. * Entering a non-cmd with the first character as a [, ., :,
  4815. etc. automatically formats it. Leading and trailing spaces
  4816. and quotes are cleared first.
  4817. * Save/Load game/etc. are accessed through F-keys in the game.
  4818. * Removed special menu for Alt+M (modify) in editor
  4819. * In editor, keeps track of whether world has been modified.
  4820. * Ceiling layer- noninteractive, but overlays things and looks
  4821. neat. Included in editor- Edit, display toggle. Robots-
  4822. changing it by character, copying areas of it, and filling
  4823. an area of it by cmd or string (I.E. set area to "A string")
  4824. Char of 32 is see-thru. Layer during game can be on, off, or
  4825. static (I.E. not Scrolling, just showing upper left portion)
  4826. * Robot commands to change the mode of saving.
  4827. * Limit any one Robot/Scroll to 31k.
  4828. * Allow placing shooting fire in editor.
  4829. * Make all enemies without speed arguments move 1/2 their
  4830. speed.
  4831. * Player CANNOT be overwritten, you must place him anew to
  4832. move him.
  4833. * First line of Robot now shows if it is a box mesg.
  4834. * Speed 1 in game does NOT page flip, for speed.
  4835. * Inputted strings allow input of spaces.
  4836. * Time limits- Out of time zaps to entrance automatically,
  4837. THEN RESETS TIMER. Counter TIMERESET holds reset value for
  4838. timer, and the TIME counter holds the current time.
  4839. * MOD code has only an error on no memory. Errors for loading
  4840. MODs and SAMs (I.E. not enough memory) are active if the
  4841. debug menu (F6) is shown. SAMs have errors for file errors/
  4842. out of memory. These errors are always in the editor/testing
  4843. games.
  4844. * First test of a game doesn't give GAME OVER.
  4845. * Sound effects aren't cut off across screens.
  4846. * Placing a bomb while upon a passage no longed warps to title.
  4847. * Sensors are pushable by things other than the player.
  4848. * New Sensor-activated label- SENSORPUSHED, when the Sensor is
  4849. pushed, with or without the player on it.
  4850. * Label- JUSTENTERED when the player just entered the screen
  4851. or the game is started. (NOT restored)
  4852. * Command- Can lock/unlock board Scrolling temporarily-
  4853. LOCKSCROLL, UNLOCKSCROLL.
  4854. * IF ALIGNEDROBOT "Robot" "label"
  4855. * Damage editing- Changing the amount of damage things
  4856. inflict.
  4857. * Load title screen directly when loading game for title.
  4858. Prevents music on first board from playing, and saves time.
  4859. * New Robot-specific auto-counters- (read only) THISX, THISY.
  4860. * Anywhere a number can go in a Robotic command, a counter can
  4861. too. Wherever there is a number, character, or color, you
  4862. can use a counter name in quotes instead.
  4863. * Cmd line- load MZX file. (-lxxxxxxxx.MZX)
  4864. * Config file for options, ask "OK?" on startup. Removed all
  4865. config cmd line options.
  4866. * Cmd- SCROLLVIEW X Y. (upper left hand corner is specified)
  4867. Based off of current player position.
  4868. * Cmd- SWAP TO WORLD "world.mzx" as if starting the world up.
  4869. Skips any title screen. (you could put a message there) The
  4870. other world can have a "Only play from swap" option set.
  4871. * Quicksave key in game- Saves without asking for filename and
  4872. confirmation.
  4873. * Quickload key in game- Same idea.
  4874. * Option (default off) on world to clear messages, bullets,
  4875. and spitfires from a screen when exited.
  4876. * Label JUSTLOADED sent to as soon as the game is started or
  4877. restored. (including the title screen and actual playing)
  4878. * Shows character number on char edit and char selection.
  4879. * Shows color number on color selection.
  4880. * Multiple spots to SAVE/RESTORE/EXCHANGE PLAYER POSITION. (8)
  4881. * RESTORE/EXCHANGE PLAYER POSITION with the option to
  4882. duplicate the Robot to take his place. When the player moves
  4883. back, the Robot is, of course, deleted.
  4884. * Remove RANDOM POS/SIZE options.
  4885. * Allow labels to interrupt in a Robot's box-message code and
  4886. have the message still show uninterrupted.
  4887. * Show a pic of the item next to it in the THINGS menus.
  4888. * Different bullet pics/colors for player, neutral, and enemy
  4889. bullets.
  4890. * Status shown counters won't show if the value is 0.
  4891. * Prefixes that affect only the first or last x y pair of a
  4892. command. (REL COUNTERS LAST, REL SELF FIRST, etc.)
  4893. * Mod fading commands (background)
  4894. * Allow lives/health to max out at 65535.
  4895. * Score as a counter.
  4896. * Maximum of 150 boards. (not 127)
  4897. * Cmd- COPY BLOCK x y x y x y.
  4898. * Label for SpitFire hitting a Robot- "spitfire"
  4899. * Label for Lazer hitting a Robot- "lazer"
  4900. * Cmd- CLIP INPUT (chops first word + spaces off of input)
  4901. * Cmd- IF FIRST INPUT "str" "label"
  4902. * KEY1 through KEY9 labels. (like KEYA thru KEYZ)
  4903. * Allow viewport sizes down to 1x1.
  4904. * PUSH Robot command- push things to dir without moving there.
  4905. * ONE global Robot. (No ID) Stored seperate from a board, and
  4906. is active on ALL boards.
  4907. * Robots- Allow importing of a character into a CHAR EDIT
  4908. command.
  4909. * Robots- Have SCROLL CHAR, FLIP CHAR, and COPY CHAR commands.
  4910. * Full backward compatibility w/old Megazeux via a conversion
  4911. program. (VER1TO2.EXE)
  4912. * Editable built-in sfx. (including to digitized)
  4913. * Elements- Goop, which is like Water from ZZT.
  4914. * EGA/VGA palette editor, with easy fading. Commands- COLOR
  4915. INTENSITY # PERCENT, COLOR INTENSITY "counter" PERCENT,
  4916. COLOR FADE IN, COLOR FADE OUT, SET COLOR # TO r g b, SET
  4917. COLOR # TO INTENSITY # PERCENT, SET COLOR "counter" TO
  4918. INTENSITY "counter" PERCENT. (note- the FADE OUT/IN cmds
  4919. are "quick" fades, IE not in the bk, but they actually
  4920. stall the game a bit. They also end the current cycle.)
  4921. * Display counters within strings, IE. * "You have &GEMS&
  4922. gems." (use && for &)
  4923. * Robot command- LOAD CHAR SET "file.chr"
  4924. * New default characters for global chars and char set.
  4925. * When adding another board, copy most of the options (can
  4926. attack, etc.) from the current board, including MOD file.
  4927. * Edit ANY character/color from Global Chars.
  4928. * Char editor- Revert to Ascii, Revert to Megazeux, changed
  4929. REVERSE to NEGATIVE.
  4930. * Alt-Y Debug info LABELs each line.
  4931. * Block command- Paint (w/color).
  4932. * Board editor- Scroll when cursor is five spaces from the
  4933. edge.
  4934. * Fade in/out between screens and program areas.
  4935. * Ice does NOT keep pushing you against something. If you are
  4936. blocked, cease movement.
  4937. * Make sound test available in editor as an option, from the
  4938. sound effects editing screen.
  4939. * Can't test a save-locked game w/o pw, and it no longer locks
  4940. up from this.
  4941. * REMOVED Scroll coloring on line by line. (using ! codes)
  4942. * Export .ANS file.
  4943. * Energizer will return player color to old color.
  4944. * Capture and throw away Ctrl-C, PrintScreen, SysRq, and
  4945. Pause.
  4946. * Return in editor at end of program can now add a blank line.
  4947. * Allow marking of a section of Robot, in lines. You can now
  4948. Copy, Cut, Clear, or Paste blocks.
  4949. * Remove useless "pro" mode.
  4950. * Robot commands- DIVIDE, MULTIPLY, MODULO.
  4951. * Different player pics per direction.
  4952. >#NEWINVER.HLP:1st:New in versions 2.01 to 2.51
  4953. >#MAIN.HLP:072:Table of Contents