Ruppelware Emerald Mine Editor v2.0 by RuppelWare International Software Updates for version 2.0 (by No One Inc.) ======================================== 1) The 2 walls were mixed in the editor and in show (fixed). 2) In show . and : were mixed (fixed). 3) Documentation adjusted and partially rewritten. 4) Several colors changed in Time&Score 5) Name changes in the editor, show and T&S: beetle -> butterfly (butfly) mine -> dynamite (dyna) red wheel -> wheel green cheese -> ameuba 6) Show displayed the wrong time when using the game type with the score at the bottom. Should be times 5. (fixed) 7) When placing a text on the screen that JUST fitted, the message input passed EOL appeared. (fixed) Text "input passed EOL" changed into "text split over 2 lines" 8) The time&score window in the editor displayed >>>> when there was ameuba, magic wall or wheel(s) in the screen. Now the actual number of ameuba etc. will appear. When there is no ameuba, magic wall or wheel is will display 'no' 9) The FILL routine didn't work quit perfect. Especially with large areas. FILL routine totaly rewritten. Now FILL FILLs all! 10) LOAD and SAVE now first ask for a cavenumber instead of using the current cavenumber. 11) The C (cave number) function is now: change a character 12) UNDO now works on mouseclicks (fixed by Ruppelware). 13) New function: Make Box 14) New function: Make Filled Box 15) New function: Make Acid Bassin 16) New functions: Buffer IN and Buffer OUT 17) New functions: FLIP Buffer and MIRROR Buffer 18) New gadget symbols (easier to reconize (we hope)) 19) LOAD and SAVE now have a CANCEL option. 20) TIME & SCORE now tells you, if you have forgotten to put EXIT's in the screen. Updates for version 1.0 (by Ruppelware) ======================================= 1) It's no longer neccesary to type the / when you want to edit caves in a subdirectory. 2) If the file show.bobs was unavailable it didn't tell you.Now it does! 3) There was a small bug in updating the screen which has been removed. 4) There was a small bug in the sliders for time and score. Fixed! 5) Show now has got an exit gadget. 6) It now starts standard with pla/nn fields instead of aa0 fields. 7) The system GURU'd when MineEdit.Bobs was unavailable. Fixed! 8) There was a small bug with choosing a field. When you just clicked on OK the cave number was reset to zero. Fixed! 9) Several new functions (for specification see below. 10) The Time & Score window now shows how many emeralds yams etc there are in the field. It also shows if there are wheels etc available. 11) It took a long time to build the screen when you choose Edit Yams We fixed this and now it works immediatly 12) We changed the name of Player to Game Type for the kind of caves you wish to edit (aa0 or pla/0) 13) You now see the cavenumber on the upper right of the screen 14) Instead of using pull down menu's for all the functions there are small graphics for all the functions. 15) The score & time editor now shows the maximum number of emeralds in the field (including butterflies for 11 points) 16) To leave the YAM-editor click again on the YAM-edit symbol instead of the copyright symbol 17) When you left the YAM-editor you now will have the same edit symbol as you had when you left it. 18) And last but not least new graphics made by NO ONE INC. (Thanx!) STARTING THE EDITOR =================== Boot the Emerald Mine Editor disk v3.1a (with the data disk) in df1: Press f1 when the main menu appears. When finishing a program press HELP for main menu. GENERAL ======= The Screen Lay-out looks like this: EEEEEEEEEEEEEEEEE AA GG Where E = 16 x 16 Edit Area (1/8th of Field) EEEEEEEEEEEEEEEEE nnn GG A = Active Graphic EEEEEEEEEEEEEEEEE GGG G = Graphic Gadgets EEEEEEEEEEEEEEEEE cc GGG c = Function Gadgets EEEEEEEEEEEEEEEEE cc GGG nnn = current cave number EEEEEEEEEEEEEEEEE cc GGG EEEEEEEEEEEEEEEEE cc GGG EEEEEEEEEEEEEEEEE cc GGG EEEEEEEEEEEEEEEEE cc GGG EEEEEEEEEEEEEEEEE cc GGG EEEEEEEEEEEEEEEEE cc GGG All functions except the actual editing of the field are put in the Function Strip. (the cc row) If you get a message-screen and want to leave it, just click on OK or click on the text. FUNCTION GADGETS ================ 2) Buffer IN 3) Buffer OUT 4) Flip Buffer 5) Mirror Buffer 7) Acid Bassin 8) Box 9) Filled Box a) Undo b) Show c) New field d) Yam edit e) Load f) Save g) Toggle bobs h) Game type i) Fill j) Time & score k) Help l) Change character m) Qty for Random n) Random fill o) Text p) Change Path q) His empty r) Exit s) 1/2 screen up t) 1/2 screen down u) Top of screen v) Bottom of screen w) 1/2 screen left x) 1/2 screen right y) 1 screen left z) 1 screen right -) Left border +) Right border BUFFER IN and BUFFER OUT ======================== With these functions you can copy a part of the field to another part or create a (partial) backup copy in memory. It works like this: a) Create a part on the screen b) Click on the left top corner of the part c) Click on right bottom corner of the part d) Click on BUFFER IN It looks like nothing happening, but in fact the part that you just have marked has been copied into memory. e) Go to an empty spot on the screen (you may scroll to any place you want) f) Click on the spot where you want the left top corner of the buffer to appear. g) Click on BUFFER OUT h) Now an exact duplicate of the part will appear! i) if you want to have another duplicate then do step e,f and g again. REMARK! if you place the left top corner of step f so far to the right or so far to the bottom, that it's not possible to place the complete buffer, only the part that fits will appear! Like always UNDO can erase all mistakes (!) FLIP BUFFER =========== With this function it's possible to FLIP the buffer. FLIP means rotate horizontal. It works like this: a) Mark a part of the field and put in BUFFER IN b) Click on FLIP (nothing seems to happen) c) Click somewhere on the field and then on BUFFER OUT d) a FLIPped image of your BUFFERed part will appear. Here is an example: Let's say this is your BUFFER IN: abcd (where a-p are several) efgh (differents characters) ijkl mnop After FLIPping it will like this: dcba hgfe lkji ponm Why do I need this you may ask? Well suppose you have made a nice part on the left side of the field and you want a copy of it on the right side, only the other way round. The only thing you have to do is to copy the desired part into the BUFFER IN, then scroll to the right side, click on FLIP and place the BUFFER OUT on the screen. SOME WARNINGS: a) The players can NEVER be FLIPped! They always stay on there place (otherwise you would have 4 players!!) b) Everything FLIPs so an Acid Bassin isn't right anymore after flipping! Adjust it by clicking on the correct Acid Bassin pieces or build a new bassin by using the ACID BASSIN gadget. c) Text will also be FLIP (hard to read!) Well just try it out and see what happens... MIRROR BUFFER ============= MIRROR BUFFER works likes FLIP, only MIRROR works vertically. Here is an example: Let's say this is your BUFFER IN: abcd (where a-p are several) efgh (differents characters) ijkl mnop After MIRRORing it will like this: mnop ijkl efgh abcd You can also use FLIP and MIRROR together like this: a) Put something in BUFFER IN b) Click on FLIP c) Click on MIRROR d) Click somewhere on the screen and then click BUFFER OUT Working with the previous example you get this: ponm lkji hgfe dcba Well like we said with FLIP: Just try it out and see what happens... BOX (open box) ============== With this function you can create a box on the field. Just click on 2 positions in the field (you can scroll between the 2 clicks. Then click on the box gadget and a box will appear. FILLED BOX (black box) ====================== Works like BOX, only the inside of the box will also be filled with the current character. ACID BASSIN (small bassin) ========================== Click on 2 different positions of the same line. Between the 2 positions a water bassin will be drawn. The current character is NOT important. UNDO (!) ======== UNDO will return the field to the layout it had when you released the mousebutton for the last time! You can also UNDO any one of the following options: TEXT, FILL, RANDOM, SCORE, EDIT YAMS, UNDO, NEW FIELD, CHANGE But the most important thing about UNDO is that it will protect you from LOAD/SAVE mistakes!!! If you made a field and want to SAVE it but by accident choose LOAD you would have lost your field, but by simply choosing UNDO as next action your field is back. If you SAVE a field over another field, the other field is destroyed. But the RUPPELWARE editor even protects you from this mistake! There are two possibilities: 1) You discover the error right away and havedone nothing else: Just click UNDO and the old field is put back on it's place and the new field is on your screen or 2) You have done something else in the editor: Follow this procedure step by step. (Let's assume you made field 1 and SAVEd it as field 0) a) Exit the editor b) Now type the following things 1 by 1 (using score on bottom) (using score in left top) Copy pla/0 to pla/1 (or) copy aa0 to aa1 Copy pla/102 to pla/0 (or) copy ak2 to aa0 c) Reenter the editor and start editing again SHOW (small and big box) ======================== This function shows the complete cave. On the right side of the screen the yams and time&score will be shown. Click EXIT to leave SHOW. NEW FIELD (N) ============= Gives you a completely empty field with the 2 players in Top-Left. The field will be filled with the current character. All T&S values are reset to zero, as are the Yam-Yams. . . YAMYAMS (. .) ================ Not all graphics are allowed, that's why certain gadgets are not there. Left -Top = Yam 1 (This is what you get when you stone the first Yam) Right-Top = Yam 2 Left -Bot = Yam 3 Right-Bot = Yam 4 (the 5th Yam you kill, is again Yam 1) To exit the Yam-edit screen, click the Yam-edit again. LOAD (L) ======== Choose the number by using the Slide Gadget. Then press OK. Press CANCEL if you don't want to LOAD. Teamwork fields must be LOADed by there real number. ------------- Here is the complete teamwork list: --------------------- field 0 = teamwork 81 / ai1 field 44 = teamwork 92 / aj2 field 4 = teamwork 82 / ai2 field 48 = teamwork 93 / aj3 field 8 = teamwork 83 / ai3 field 52 = teamwork 94 / aj4 field 12 = teamwork 84 / ai4 field 56 = teamwork 95 / aj5 field 16 = teamwork 85 / ai5 field 60 = teamwork 96 / aj6 field 20 = teamwork 86 / ai6 field 64 = teamwork 97 / aj7 field 24 = teamwork 87 / ai7 field 68 = teamwork 98 / aj8 field 28 = teamwork 88 / ai8 field 72 = teamwork 99 / aj9 field 32 = teamwork 89 / ai9 field 76 = teamwork 100 / ak0 field 36 = teamwork 90 / aj0 field 80 = teamwork 101 / ak1 field 40 = teamwork 91 / aj1 Missing numbers (1,2,3,5,6,7 etc.) are equal for single+teamwork. If you want to edit field 60 in teamwork mode, then LOAD field 96. To copy a cave: LOAD it as for instance 13 and SAVE it as 14. SAVE (S) ======== Choose the number by using the Slide Gadget. Then press OK. Press CANCEL if you don't want to SAVE. When you want to SAVE a "single player cave " and a "teamwork cave" then first SAVE it for instance as number 24; choose SAVE again and SAVE cave 87 See LOAD for the teamwork list. TOGGLE BOBS ( \ ) ================= The editor uses a total of 92 graphics, which can be put into the field, (We tried everything, there just aren't anymore). This function allows you to switch between the two sets of 46 graphics. Basically the first 46 are normal graphics, while the second set is text. (To keep the acid basin in one piece, we had to move it to set two) Also notice that if you Switch sets, your currently active graphic switches too. GAME TYPE (small box with a thick line under it) ================================================= This will give you a requestor, asking you to choose the game type, from/to which the editor will LOAD/SAVE the fields. If you choose 'Score on bottom' it will LOAD/SAVE 'PLA/nnn' (where nnn is the real number you entered and PLA being a subdirectory of the current directory you're in). The editor starts standard with pla/nnn fields. Should you wish to use the other game type, then the fieldnumber will be translated to 'axx' (aa0 = 0, ab0 = 10 , ag3 = 63, etc.) which should be present in the current directory. ------------------------------------------------------------ Emerald Mine Editor v3.1a is based on the PLA/nnn structure. ------------------------------------------------------------ FILL (sprout piece) =================== This is the most important feature of this editor (besides text), because it will put an end to the endless shuffle with the mouse to FILL all open spaces with a certain graphic. Just try it: 1) Build a square in the edit area using any character 2) Put any character within that square 3) Select FILL 4) Your square will be FILLed with the character from step 2. It will FILL all field-positions in direct contact with your selected field-position having the same value as your field-position had before you put the new character over it. Depending on howmany FILLs must be performed, it will take some time. If you use FILL on an empty screen, it will take approx. 2,5 seconds. TIME & SCORE (3 colored lines) ======================================= The TIME & SCORE window looks like this: nnnn value emerald nnnn [--------slider-----------] | | | | | | | |- value adjuster | | |qty needed | |- text |-qty in screen a) qty in screen: the number shows the total of items in the field. if it says 13 on the line 'value emerald' then there are 13 emeralds VISIBLE in the screen. (the emeralds in the yams are NOT in this qty!) b) text: 18 lines of text for the several TIMEs * SCOREs c) qty needed: On the lines values it means the number of points you get for picking up that item. 10 on the line NUT CRACKING means that you get 10 point for every NUT you CRACK. 250 on the line TIME means that the player gets 250 seconds to complete the cave. 15 on the line REMAINING TIME means that the player gets 3 (15 divided by 5) points for every second he/she has left when he/she enters the exit. Points needed: The number that is displayed is counted as follows: for every emerald +1 for every sapphire +3 for every nut +1 for every butterfly +11 if the yamyams contain emeralds etc. then they also will be counted. REMEMBER: they are only counted ONCE (#1 till #4 ; yam 5 is NOT counted!) 3 emeralds;5 sapphires;10 nuts;2 butterflies= 3x1 + 5x3 + 10x1 + 2x11 = 48 Look out for butterflies that can't be killed for 11 points! *** EXPERIMENT TO LEARN HOW IT WORKS *** Use the sliders to adjust the values. Some hints for AMEUBA,MAGIC WALL and WHEEL: AMEUBA: 0=NO grow;1=slow grow;6=normal drops;15=heavy drops;400=RUNRUNRUN!! MAGIC WALL: 0=NO magic;1=blink;992=appr.200 seconds WHEEL: 0=NO turn;10=fast;50=easy pass;992=will it never stop? "YAM IN YAM, VALUES MAYBE HIGHER" This means that you've put a yam in another yam. TIME&SCORE warns you that the possible points a player can get, can be higher! "WARNING: NO EXITS IN FIELD OR YAM" To complete a field there must be at least 1 exit "ONLY 1 EXIT! (REMEMBER TEAMWORK) If there are no exits in the field AND in the yams, then this message will appear. The only way that this message is NOT correct, can be that you have put 1 exit in a yamyam and the player can kill 5 or more yams! (think about it) ABOUT (?) ========= When clicking ABOUT you will get a help-screen CHANGE (C) ========== This feature is very handy when you made a complete cave and when testing you discover that the butterflies fly the wrong way or that you have used the wrong kind of wall. To correct this mistake do as follows: a) Click on the correct character (it becomes your current character) b) Click on the character in the edit area you want to change. c) Click on the C (change) gadget. Now all the characters on the complete screen will be changed. RANDOM QUANTITY (#) =================== This one will set the number of times RANDOM will put the character on the screen. It works with steps of 25 and startswith 25. So the values are 25, 50, 75, 100 etc RANDOM (R) ========== This one puts the current character X times on screen depending on the QUANTITY. TEXT (T) ======== When clicking this one you will get a screen where you can type a sentence. After pressing (RETURN) you will be back in the main screen and by clicking anywhere in it, the text will be printed there. WARNING! you can't scroll when using this option! If the text doesn't fit on the line you've clicked, then the rest will be placed on the next line. If the next line is the bottom then the rest of the text will be placed on the first line! The editor will warn you with the text: TEXT SPLIT OVER 2 LINES! PATH (P) ======== This lets you change the drive or directory where the editor will LOAD and SAVE your fields. If the PATH is empty (default) then the current directory will be used. If you only use Emerald Mine Editor v3.1a then don't bother about it! HIS (H) ======= This one will set the highscores of the current cave to 100, with no names in front of the score. EXIT (E) ======== When you have changed a field and didn't save it, when you click on EXIT, you get a warning asking you if you want to SAVE the field. Click right for NO save (EXIT) and left for YES save. ARROW KEYS ( < and > in 3 colors) ================================ a) 1/2 screen left d) 1/2 screen right b) 1 screen left e) 1 screen right c) Left border f) Right border The total screen looks like this: +-------+-------+-------+-------+ | | | | | | 1 | 2 | 3 | 4 | | | | | | +-------+-------+-------+-------+ | | | | | | 5 | 6 | 7 | 8 | | | | | | +-------+-------+-------+-------+ 1,2,3 etc. is 1 screen. With the arrows you can move: half screens ; from 1 to 2 ; from 3 to 7 ; from 5 to 8 ; from 4 to 1 etc. CURSOR KEYS (arrows on the keyboard) ==================================== With the cursor keys you can go 1 place up,down,left or right. This is the only function of the keyboard! all the other functions are controlled by the mouse. Users request ============== 1. Version 2.0 it is still open for improvement, please report any bugs and/or improvement requests to us and we'll see what we can do. 2. Any levels (CAVES they are called) you build, either put them out on your own disk (send us a copy, we collect them) or send them to RuppelWare or No One Inc. for inclusion on one of our/their disks. Leave a message on BBS: The Snakepit (020-319313) adressed to Ruppelware.