     ****      *****	  ******	     ADVENTURE BANK CREATOR  
    *    *     *   *     *             ======================
    ******     ****      *            For AMOS Written On AMOS
    *    *     *   *     *             ======================
    *	 *  *  *****  *  ******           By Chris Beeson

       It's As Easy As A.B.C.

                        - THE EDITOR MANUAL -

                	    Introduction
   	                    ------------

This program has been written for people who have knowledge of
AMOS, but are not quite sure how to get programming an adventure, 
which is not always a simple task.  The Adventure Bank Creator 
DOES NOT write the main code, you still have to do that. The A.B.C 
simply creates a databank, which can be used in AMOS.  The 
editor is very 'User friendly',  you enter the information in the
game environment and is extremely simple to use. 

Even though it does not write the main code, it makes it 100's
of times easier.  There are procedures to load all the information
and display the bobs etc., all you need do is write the storyline &  
conditions code, draw the pictures and bobs, and write the music.  
See the PROGRAM.DOC file for more information on programming.
 

	             		Note
			        ----

With most of the commands in the Editor, a -/+ must be     
specified at the start of the input.

      -   Means that you cannot.... (I.e. Negative)

      +   Means that you can.... (I.e. Positive)


Note : The default setting is + 


Notes on the layout
-------------------

At the end of each description you will find
an example.  

At the top of the menu screen (The black area, at the bottom)
there is space for messages to be displayed.

E.g.   Get Car  

This is called the "Message Bar" (Surprise, surprise!)
And anything in this area will be surrounded by '='

E.g.  = Get Car =

Examples which start off with '>>' mean that you have to
enter them via the keyboard. 

So...

  = Get Car = 

  >> -|The car is far too big, you could never pick it up.
                                                     
 
You have selected 'Get' the mouse from the Menu Screen, and
then clicked on the car.

A string Requester will then be displayed allowing you to
enter the text.

The Commands
------------

Get
Get (-/+)|(Text)

This command will allow the user to 'Get' an object

TEXT will be the message that is displayed on the screen.
E.g.

= Get Fish =

>> +|You get the fish.  Mind you it stinks!


Put
Put (-/+)|(Text)

This command works in the same was as the 'Get' statement,
the only exception is that it is used for 'Droping'
objects.
E.g.

= Drop Penknife =

>> -|Don't be silly, it may come in handy one day.


Open
Open (-/+)|(Text)

If this command is selected then it is possible for the
object to be opened.
E.g.

= Open Door =

>> -|The door seems to be locked, or jammed

Normally is command would be extended in the main program.


Give
Give (-/+)|(Bob/zone)|(Text)

Bob/zone reefers to the name of the bob/zone.

Note: There is only one 'Give' option per object.

If you cannot give the object to anybody in the current room there is
no point in entering the information.  (Remember the default is negative!)  

E.g.

= Give Pen To Jack =

>> +|Jack|Jack takes the pen and thanks you.
      ^
      |

In later versions this maybe chosen with the mouse.

Examine
Examine (Text)

For this command only the message has to be entered.

E.g.

= Examine Dog =      

>> The dog seems very happy.


Walk to
N/A

This command is not active at any time during the editing
process because there is no character to control.


Use
Use (-/+)|(Object name)|(With/On)|(Text)

OBJECT NAME is the name of the object which is being used ON.

WITH/ON - Decide which on is required (For grammar only) 

        E.g.  Use Key on door
                      ^^
        Or

        E.g.  Use Spoon with bowl
                        ^^^^

Text is the message.

E.g.

= Use Cat =

>> +|Mat|With|You use the cat with the mat
      ^
      |
This maybe done with the mouse in later versions.


 Output would be : 
          Use Cat With Mat -> You use the cat with the mat


Speech

Speech is disabled during Editing because of Memory.  There is NO
Editor for the Speech option as Yet, though I hope to get writing
one soon.  Sorry!

Oh, By the Way : It is still possible to have speech in your game.
                 You will have to write the procedures though!


Save

This command saves any music, graphics, and data which you have entered
into one file.  This file can then be loaded with the load command and
re-designed or it can be used in your finished game.

There is a max of 12 pictures(12 rooms) and 1 song file per group.  See the
technical reference for more details.


Load

Load will allow you to load any files you have saved and ADD to them or
edit the room you were in when you saved.  (You CANNOT go back and edit
old rooms).


Set Zone

This command allows you to select an area which can be picked up by
the mouse.)  


Music

Music Allows you to play a piece of music in the current
room.  The Music HAS to be already converted into the AMOS
bank format(See the AMOS manual for more information).

Note: There is a max of 1 music bank per group.  
(See Tech. ref.)

Next

Moves you on to the next room. (Once you have moved on, you cannot
go back)


Bobs

This command allows you to place a bob in the current room.
Note: There is a max of 10 bobs and 20 zones per room

1. Select an AMOS SPRITE BANK and click on OK.
2. Enter the mask to set the number of colours 
(See the AMOS manual Pg. 151)
2. Enter the bob number you want to display
3. Move the mouse, and click the mouse button when done.

See the 'Graphics.Doc' BEFORE you draw the bobs.
  
Note: This command doesn't support animation, therefore 
this would have to be incorporate in to the main code.

Directions

This command allows you to 'link' the rooms together.

When you execute this command, the menu screen will roll
up and you will be able to set the exits.

To create an exit: As soon as you click on any of the ">" buttons
you will be asked to define a exit, Simply click on Ok and select
the area.  It is then possable to decide what room the game will
jump to when/if you use that exit (Using the "<" and ">" buttons).
The maximum number of exits per room is 4.
 
If 0 is enter then the game will not allow you to
go that way.

It is possible to link rooms from other groups, though you
would need to write the source code (which would be simple).

Remember : You could lay your rooms out like this:
             Group 1 : Rooms 1-14
             Group 2 : Rooms 15(1)-29(14) 
             Group 3 : Rooms 30(1)-44(14)

The numbers in ( ) are the numbers the editor would
give to the rooms.

If this has really confused you don't worry it confused me
to!  Just forget about it!

Backdrop

This allows you to load an IFF picture file, which is 
then compressed, to be the main background picture.

Remember to use the template on the disk("GraphicsTemplate.Iff")
Only draw in the BLACK AREA.
See the text file "Graphics.Doc" for more information on drawing the
graphics.

Note: As the file format is IFF you can create the 
images on Dpaint.  (They cannot the be changed once compressed
by the editor.)


			Technical Reference
			-------------------

The Adventure creator will use all of the 16 AMOS banks.

         	Bank		Information
		----		-----------
		 1 		Bobs/Sprites
		 2		Adventure Data
		 3              Music Data
                4-16		Compressed Pictures

It is possible to change this, and you may need to if
you need more music, or sounds.

How? With alot of difficulty!

As there is only one AMOS music bank, only one song can be 
stored in each group.


Adventure bank format
---------------------

These banks are called "Adv.dat", DO NOT CHANGE THEM.
The format of the banks are protected from being easily changed.
The data can be converted back by simply taking a value of 8 off
each ascii character, except '%'!
'%' are the characters which separate the information.  See the
PROGRAM.DOC file for more info.

Remember: You do not need to convert the information yourself, 
there is an AMOS procedure to do all the work.


Groups and Banks
----------------

Banks hold all different types Of data.  One bank may hold only 
music data, another sprite/bob data etc..  All these different
banks are the saved as one Group.  As AMOS has a max of 16
banks it means that one group can only have 1 music bank, 1
bob/sprite bank, and 14 picture banks (14 rooms (1 picture for
each room)).

To get over this problem it is possible to 'link' all the groups
together.  The editor can only handle one group at a time though,
once it has finished one group, it will quit.  You will then need 
to re-load the editor and create a new group under a different
name.  All this should be saved in a directory called "Rooms/".
So, the directory could look like :

 Grp1.Dat
 Grp2.Dat
 Grp3.Dat 
 Grp4.Dat

There are 56 rooms so far.

There is no need to have any thing else in this directory, any
picture can be deleted as they are stored in the data files.

As AMOS compresses the pictures it saves a large amount of disk
space.

Note: There is no restriction on the number of groups you have.

				------------- 
This program was written on AMOS for AMOS.

AMOS - © Mandarin/Jawx 1990

Thanks to : 

    - François Lionet for making a wonderful programming package.

    -  Pat, Roger and Gary for support and use of the laser!
 
    -  Roy For testing the program over and over again!  Cheers!

If you have any complants, comments or Ideas please send them
to me :

 Chris Beeson
 20 Crossway,
 Plympton,
 Plymouth,
 PL7 4HX


       CHRIS BEESON
