-- NaCHAOShi INSTRUCTION MANUAL --



This program is freeware.  You may distribute it freely as long as it is absolutely free of charge and in its unaltered form, with nothing added or removed.



INSTALLATION & USAGE


NaCHAOShi is an easy-to-use level editor for Panic in Nakayoshi World ("PNW") for the Super FamiCom.  To use it, you'll need Windows 95 or later, or Windows NT 3.51 or later.  In addition, you'll need a working copy of the PNW read-only-memory game image file ("GIF").  (Sorry, but I can't provide that--don't even ask.)

To install, just unzip the file to its own directory.  (It's assumed that you managed to get that far if you're reading this text file.)  Once unzipped, the program and dependant bitmap files take approximately 200 KB of disk space.

WARNING!  Make a backup of your original PNW GIF before starting, just in case you make a mistake.

To start the program, run NACHAOSI.EXE.  If you get any error messages during startup, you may not have all the necessary system files (VB runtime, etc.) to run the program.  In that case, you'll need the support files as well.  (See README.TXT in that package for instructions on usage.)

If all goes well, you'll be presented with an empty dialogue box.  Now you'll need to open up the PNW GIF.  Choose "Open..." from the "File" menu and you can open up your file from the resulting dialogue box.

TIP:  If you're not sure whether you've got the right file, the first thing the program does is to make sure the file's length is exactly 524800 bytes.  If that qualifies, it then looks in the file for a 21-character string, starting at position 33217 (first position is 1), that reads "SFC PANIC IN NAKAYOSI" (no quotes).  If both of these criteria match, the file is recognized as genuine.  Otherwise an error is returned.

If the file is genuine, the level data is read into memory (starting at file position 211585) and the data for "Stage 1, Round 1" is displayed in graphical form, the way it would normally show up in the game.

The appropriate steps for editing the various levels now appear on the form.  If you need more details about what to do, just let the mouse pointer rest for a second on top of a spot you'd normally click and a little help message will pop up.

When saving your work, you must save back into an existing file; you can't create a new one.  The "Save As..." routine checks the file in the same way the "Open..." routine does.



TECHNICAL & DESIGN ISSUES


The players' and ally's starting positions in a level cannot be altered.  Therefore, make sure that those tiles can be walked on by the player.

Whether you add, delete or move enemy generators, enemies will always appear in the original generators' original spots as though you'd done nothing.

If you assign to a tile an object that would not normally appear in that part of the game, a blank spot is shown--unless it's a global object (appears in list below with "*").  But, that doesn't necessarily mean that it wouldn't work there.

The player warp holes (objects 15-18) are circularly linked.  That is, each one in a level leads to the next--but the last one leads back to the first.

Objects 75 and 76 are simply part of the animation sequence for a regular block that has been destroyed; don't bother using those.



GENERAL OBJECT LIST


   0:	empty space
   1:	enemy generator (appearance only)
   2:	spikes (player can walk on alone, but not with ally)
*  3:	extra shot power icon
*  4:	block weakener icon
*  5:	invincibility icon
*  6:	stop time icon
*  7:	extra special attack icon
*  8:	total enemy destruction icon
*  9:	1up icon
* 10:	2up icon
* 11:	extra special attack capacity icon
* 12:	moon icon (purpose currently unknown, simply adds to score)
* 13:	key icon (should only be used in battle mode levels!)
* 14:	cat icon (makes player/opponent sick)
* 15-18:player warp holes
* 19:	fan (deflects players' and enemies' shots)
* 20-23:wheels--up,right,down,left (sends player across screen without ally)
* 24:	ally warp hole
  25-71:appearances vary between levels, most can be jumped over without ally
  72:	normal block (intact)
  73:	normal block (hit once)
  74:	normal block (hit twice)
* 77-80:arrow blocks--up,right,down,left (shoot the way it's facing to clear)
* 81-84:special attack blocks--Sailor Moon's, Kurumi's, Wapiko's, Nagisa's
  85:	strong block (only cleared by shot of maximum power)
  86-255:Never tested.  Use at own risk!



I've included a sample patch (NAKAYOSI.IPS) that can be applied to the original Japanese version of the game.  In it, the first three rounds of Stage 1 have been redesigned.  Are you up for the challenge?

Thanks for trying NaCHAOShi!  :)



Panic in Nakayoshi World:  1994 Bandai, Kodansha.
NaCHAOShi:  Circa 2000-2001 The Melody Maker.