Год: 1989
Издатели: Clockwize
Языки:
Английский
Формат:
TZX лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Издатели: Clockwize
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
16x6 Map Editor (c) CLOCKWIZE 1989
==================================
This program was written for in-house use only and allowed us to generate game
maps for titles such as Punch and Judy, and Gilbert (see these titles for example
tiles and maps to load in)
Each screen or 'room' of the game was made by piecing together pre-drawn
2x2 character sized blocks or 'tiles'. Although the editor can create rooms that
are 16 tiles wide, each room of Punch and Judy, and Gilbert were only 14 tiles
wide so the unused data was deleted from the source code
Editor Menu Options
====================
1. SCREEN$s of tiles are loaded using this. The screen is loaded higher up
in RAM. The tiles must be 2x2 characters in size (16x16 pixels) and must
be laid out 'snapped' to character (attribute) positions, starting top left,
with one free character in between horizontally and vertically. A full
screen can therefore contain 88 tiles (8 rows of 11 tiles)
2. Grab screen. This 'grabs' the tiles from the screen loaded using the above
menu item. The program asks you the starting index of the tiles you
are to grab, the first tile is at index 0. All tiles are grabbed from left
to right starting at the top of the screen. The bitmaps are stored separately
from attribute data
3. View screen simply shows you the SCREEN$ loaded using menu item 1
4. Load tiles. Pre-grabbed tiles can be re-loaded from tape with this option
5. Load Maps. Maps can be re-loaded from tape
6. Save Maps. Working maps can be saved to tape
7. Save tiles. Grabbed tiles can be saved to tape
8. Enter designer...
Designer Keys
=============
Q, A, O, P move cursor
SPACE choose tile / draw with tile
ENTER cycle through pages of grabbed tiles
6, 7 move through rooms (7-left, 6-right)
1, SYMBOL SHIFT quit editor
To build up a room, move the cursor to the bottom to choose a tile, then move
to the top to 'draw' with it
<end>
==================================
This program was written for in-house use only and allowed us to generate game
maps for titles such as Punch and Judy, and Gilbert (see these titles for example
tiles and maps to load in)
Each screen or 'room' of the game was made by piecing together pre-drawn
2x2 character sized blocks or 'tiles'. Although the editor can create rooms that
are 16 tiles wide, each room of Punch and Judy, and Gilbert were only 14 tiles
wide so the unused data was deleted from the source code
Editor Menu Options
====================
1. SCREEN$s of tiles are loaded using this. The screen is loaded higher up
in RAM. The tiles must be 2x2 characters in size (16x16 pixels) and must
be laid out 'snapped' to character (attribute) positions, starting top left,
with one free character in between horizontally and vertically. A full
screen can therefore contain 88 tiles (8 rows of 11 tiles)
2. Grab screen. This 'grabs' the tiles from the screen loaded using the above
menu item. The program asks you the starting index of the tiles you
are to grab, the first tile is at index 0. All tiles are grabbed from left
to right starting at the top of the screen. The bitmaps are stored separately
from attribute data
3. View screen simply shows you the SCREEN$ loaded using menu item 1
4. Load tiles. Pre-grabbed tiles can be re-loaded from tape with this option
5. Load Maps. Maps can be re-loaded from tape
6. Save Maps. Working maps can be saved to tape
7. Save tiles. Grabbed tiles can be saved to tape
8. Enter designer...
Designer Keys
=============
Q, A, O, P move cursor
SPACE choose tile / draw with tile
ENTER cycle through pages of grabbed tiles
6, 7 move through rooms (7-left, 6-right)
1, SYMBOL SHIFT quit editor
To build up a room, move the cursor to the bottom to choose a tile, then move
to the top to 'draw' with it
<end>