BOXE:TI (edit)
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Intro:
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This is long, but, i feel, necessary. Sorry.


Objective:
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To use this editor to create intresting levels for
my game 'BOXE:TI'.

Pheraps some history...

When writing this game it was my sixth-ish ever assembly
game. It started life on paper, and was half-coded before
i discovered the size problems of storing code in Hex
format. I couldent use DEVPAC83 (see later) and so decided
that, at least, the levels should be in binary.
This meant that the levels *had* to be created on the
calcuator. So a level editor was needed. I decided to
write a releasable one (other than a 30-min hash) and
sell it as an extention to the game. This it that 
editor.

concepts:
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The editor and the game are really made for each other.
The game can deal with certain requests which can only
be accesed through the editor. 
The aim of the editor was to *not* crash the calcuator.
So there are lots of checks and such...just please put
a 'wall' round each level.

After much hassle, my origional idea of one game file
was replaced with a many-game-file version. This is
the way it is. Its better this way?


Each level has two types of objects:

Flags and

Sprites

Flags show where a moving object should start, and sprites
are used to draw an object.

 
Now this might get confusing, because each flag also has
a sprite. For example a platform has a flag to show 
where it starts, but is drawn with a sprite.

This editor was written to allow the placement of
all sprites and all flags.

It follows that there is an icon for drawing the sprite
of a platform and anouther to achually create a platform.

So, how do you do it?


Front screen: 1=edit game (or cant edit game)
	      2=create new game (or cant create new game)
	      3=quit

'edit game':- Edit an existing game. (only if one exists;)  

'create new game':- Create a new blank game. (only if there is free memory)

'Quit':-Back to TI-OS.


edit screen: 1=edit level1
	     2=edit level2
	     3=edit level3
	     4=clear all
	     5=back to title

'edit level':- Edit a level of the selected game.

'Clear all':-Wipes all off the selected file. You have to 
confirm this action.

'back to title':-Returns to the front screen.


in edit: arrow keys=move cursor
	 2ed=increase sprite
	 Alpha=decrease sprite
	 Delete=copy sprite
	 Mode=place sprite
	 Clear=finish edit

'move cursor':-The cursor is always an icon showing what you will
create when you press mode.

'increase/decrease sprite':-Change the icon you are going to place.

'copy sprite':-Copy what is under sprite to current placing icon.

'place sprite':-place sprite (or flag) here

'finish edit':-Fisish editing. You must confirm whether or not
you want to copy the level created to the selected file.

issues:
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Somtimes you cant place a flag, here is why:

+Cant put spikes on top row, because they will pop out the level
 and cause real problems.

+There is a maximum of ten platforms.

+There is a maximum of twenty 'baddies'. A baddie is anything which
 has the option to fire (other than Boxe!)

+There is a maximum of ten spikes.


Also you *must* ensure nothing falls of the level. I did not force 
walls round the level to offer more flexible editing.

The spikes do not check what they move into. So, you can make
a level with spikes which, for example, destroy platforms
when they pop up. This should not do any damage, but is
somthing to avoid (or promote?) in your new levels.

And, if there is *not* a flag to show where Boxe starts, then the
start point is 'top left'.

Also some sprites might have strange effects. For example you can
create a bullet which dossent move, but is just as deadly...or
stationary platforms...or lots of Boxe, each able to be shot but
only one can be moved. I included the full 'pallette' in other 
words.. 

   
The icons?

All of sprites you should have seen before.

The flags *make sense* it should be obvious what
each icon does. yes?


Finally, when using the TI-windows graph link software,
NEVER open a game then click on the send button. Just
select Link::send... and do it that way.

I have no idea why opening a file causes problems, but
it meant that i thought DEVPAC83 wissne working...
(maybe my version is old. i have V1.3 1996)


Thanks to:
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+Everyone who has released source code.
+Whoever made ZASMLOAD, which allows assembly programs
 to be stored in binary. 
+Hannes Edfeldt (Aka 'Movax') for the sprite routine.
 

Disclaimer:
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You have written a level?
Then release it!
I would be quite happy to stick levels on my home
page, so why not post them to me? (e-mail address
at bottom)

You want to put this editor on your web page? sure! 
(It would make sence to include to the game 
as well, of course)
However, please be ever so kind, and include a 
link to my home page (see bottom) as well. 

Oh, and please dont detatch this document from the
game.   


Updates:
--------
I have since written an SoS shell version 
of this editor. However, to allow levels to 
work on both ZASMLOAD and SoS i had to
change one byte...You just cant have
level names which start with Z. Doh! 


For any queries and such, my address: 

B.J.Ellis@hw.ac.uk

Home-page (where you should find the source code):

http://www.cee.hw.ac.uk/~ceebje/

   
Bill J Ellis (Boxe Software)

