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Unfortunately, as you may have heard, the advert in the STOS newsletter was supposed to have read  "available NOV" instead of "available NOW", and so we have now had quite a few orders fo Qr TOME, before it has been finished ! " However, as quite a few of you want to start programming using TOME as soon as possible. I have put together a package to make it possible for you to use TOME until the full version is finished. The work to be done is upon the  improved version of the map editor, and the demo game (Now TIN GLOVE). The  actual STOS extension and the MK1 (Development) version of the editor are fully working, so I have sent these to you so that you can start work with TOME. As soon as the new version of the editor, and the demo game have been finished, I will send them to you at no extra charge (of course !). These should be ready in early November. > P The rest of this text is the rough version of the manual for TOME. A full  version will be provided with the update, this version is purely to get you  started with using the TOME commands, and using the MK1 version of the editor. P Installing TOME & To install the TOME commands in STOS, you must run the program TINSTALL.BAS from within STOS. The program will ask you whether you wish to install the  interpreter extension or the compiler extension. When you reply, it will prompt you to insert your interpreter or compiler disk and then the program will  install the appropriate TOME extension. The installer will then load up your  STOS Title picture (\STOS\PIC.PIn) and you can then place the TOME extension  sticker on your screen. 9 The Commands ' You get an extra 8 commands and 3 functions with TOME. These are installed as an extension to STOS's command set using the TINSTALL.BAS program (see above). Once installed, they become part of the STOS system.  P Command: DO MAP A P Syntax : DO MAP scrn,x,y 8 P This command draws a map/screen onto the screen scrn. The co-ordinates of the top left of the map to draw are given by x & y. ! P e.g M P 20 DO MAP logic,3,5 : rem draws a map to the logical screen from map co-ordinates 3,5 @ P 20 DO MAP start(8),x,y : rem draws map to bank 8 (screen or data screen) with co-ordinates x,y @ Command: MAP BANKS > Syntax: MAP BANKS m1,m2,m3,m4,scrn - Before using the DO MAP command, you must tell TOME where the maps and tile screen are stored. The MAP BANKS command lets you set up 4 maps and a Tilescreen in memory. ; The Maps contain the map data generated by the TOME.ACB accessory, these are saved from the editor and then BLOAD'ed at the start of a reserved work or data bank e.g H reserve as work 6,10004 : rem 10004 is the length of the map file to load (use dir "*.MAP" to view the maps on disk , P bload "mymap.MAP",start(6) 6 P The Tile screen, is a Degas or Neochrome picture which contains the graphics for the tiles to be used with the map. These are stored as 16x16 pixel tiles in Low resolution, 32x16 in medium res. and 32x32 in high resolution. You can  store 240 tiles on each screen. At the moment TOME can only access one tilescreen at a time, but a future version is planned, where multiple tile  screens can be used. < P Once you have your maps and tilescreen loaded in, you can use the MAP BANKS command to tell TOME where they are. The parameters m1,m2,m3,m4 tell TOME the addresses of the maps in memory. These must be ADDRESSES, as TOME can access  maps stored as strings. So for a map stored in bank 6 you would use start(6) as the parameter, for a map stored in M$ the parameter would be varptr(M$).  You do not have to have 4 maps loaded to use TOME, you just simply repeat the address of the previous maps if you do not require more.  Similarly the s parameter for the tilescreen must be an address. This is to provide compatability with future versions of TOME, in which tile data will be able to be stored as strings. 3 P So for an example of using MAP BANKS * P 10 S6=start(6) : rem map stored in bank 6 ' 15 S5=start(5) : rem tile screen stored in bank 5  20 MAP BANKS S6,S6,S6,S6,S5 : rem onlu uses 1 map.  P Command: MAP VIEW ? P Syntax : MAP VIEW x1,y1,x2,y2 3 P e.g M 10 MAP VIEW 16,16,256,160 7 P The MAP VIEW command must also be used before you can use the DO MAP command, as it tells TOME whereabouts on the screen to display the map. The x1,y1,x2,y2 parameters are the co-ordinates (in pixels) of the box to display the map in  (as in the BOX command). 8 Most of the time you will only need to use MAP VIEW once to set up your  viewing window, although it can be used as many times as you want in a program to move the viewing area around the screen for example.  P Command: MAP CHANGE = Syntax: MAP CHANGE n < e.g M 10 MAP CHANGE 3 : rem n goes from 0-3 + The MAP CHANGE command lets you select which map is to be viewed from the 4 that you have in memory. When you use the MAP BANKS command, the first map is allways selected. ? Command: BLOCK BANK = Syntax : BLOCK BANK addr 8 e.g M P 20 BLOCK BANK start(8) : P BLOCK BANK tells TOME where you have stored your map blocks (created with the BLOCK cut/paste options in the editor). TOME's block commands give you a very simple way of moving whole sections of your map around, or changing areas of it while your program is running. As with MAP BANKS, BLOCK BANK requires the  address of your block bank. 5  = Command: BLOCK B P Syntax : BLOCK n,x,y < P e.g M 30 BLOCK 3,x,y B P The BLOCK command places a pre-defined block n at co-ordinates x,y on your  map. For instance, if you had designed a large door that used more than one  tile on your map, and you wanted it to open and close, you could create the  opened and closed blocks with the editor, store them as a block bank (Bloaded into a work or data bank) and then whenever you wanted to change the door, just use the block command to place the relevent block at the correct co-ordinates. Functions D TOME has 3 extra function commands, allowing you to retrieve data from TOME. Function: MAP TILE() < Syntax : =MAP TILE(x,y) 8 P e.g M 30 T=MAP TILE(2,3) > P The MAP TILE function allows you to find out what tile is at a particular  co-ordinate. This is very usefull if you want to do collision detection with  certain tiles for instance. 5 P Function: MAP X() and MAP Y() 3 P Syntax : =MAP X(b) , or =MAP Y(b) . P e.g M 40 print MAP X(0) ? 50 Y=MAP Y(2) C P The MAP X and MAP Y functions return the width and height of the map in map bank b, or the current map width & height if b=0.  P P P P P The Editor & The TOME editor is loaded as an accessory, so to load it type:  accload "TOME.ACB" > After a short intro, the editor should show you a view on the current map, a set of tiles to the right, and a menu underneath the map.  The cursor is controlled with the mouse, the left button selecting and  placing tiles. The joystick is used to move the map around.  The Menu Functions 9 The Locator. The X.Y. Button shows you the top left co-ordinate of the piece of the map you are looking at. By clicking on this button, you go  into locator mode, where you can STORE a location by moving to it and clicking STORE, or RECALL a previously stored location. Up to 10 locations can be  stored. By clicking the locator button again, you can type in the co-ordinates for where you want to view. 5 DISK The disk menu allows you to Load & Save maps, as well as  loading in tiele screens. Although the Tile screen Loader has the suffix ".PI1" on the file selector, you can change it to ".NEO" to load in Neochrome pictures, or to ".MBK" to load in screens that are stored as memory banks.  The RESIZE button allows you to change the size of the map. This version of the editor will let you do maps that are 40-255 tiles wide and 20-255 tiles high. It will take a while to resize the map, and it will destroy the current map, so be carefull ! C TILE This allows you to pick a tile direct from the tile screen rather than scrolling the tile selector box up and down to find the one you want. NICENESS The three niceness controls let you change the colour of the editor's text, buttons and background, to make it easier to work with. BOX The box function allows you to fill large areas of the map with one tile. When selected, the cursor will change to a box corner. Click this on the map  where you want the top left corner of your box to be. Then, when the cursor  changes to the opposite corner, click on the map where you want the bottom  right to be. A box will then be drawn using the current tile.  CLEAR The clear button fills all the map in with the current tile. BLOCK The block edit mode is a powerfull map editing facility unique to TOME, in that the blocks you design with the editor, can be used in your STOS games. There are 2 basic functions in the block editor, CUT and PASTE. There is also an indicator to show you which block you are working on, with scroll arrows to the left and right of it. To view the current block, click on the indicator.  To create a block, click on CUT. You must then mark out the block you want in the same way as you would draw a box. The area of the map marked is then copied to the block bank. You can then click on PASTE and draw with the block as if it were a tile. D So that your blocks can be used in your games, a SAVE to DISK option is  included. This saves your blocks as a ".BLK" file, which must be BLOADed into a memory bank before use. 9 O.K, that's it ! The MK2 version of the editor is basically more user friendly and has a few new features, but you should be able to use this one to create games with (it's the one I've been using so far !). The MK2 version and the demo game, "TIN GLOVE", will be posted to you as soon as they are finished! If you have any problems with TOME, don't hesitate to phone on (0271) 23544 and we will help out. ; LionpoulosBB=:ͦ:b"Scroll Speed of background (1-16):;S1:S1S1`Scroll Speed of overlay (1-16):;S2:S2S2 :ͦ:::,D:,D:: TILES.PI1,:z SCROLMAP.MAP,():z SCROLMP2.MAP,()J: : reserve ourselves a couple of drawing screens: S5(): S6(): S7()L( S6, S7, S6, S6, S5:,,,-q2<:( ),, Y4: ,, Y3,, Y3,,: that just did the background screenA:(),, Y2:(,,)(,, Y1, Y1): that just did the overlayF:: show itjK Y1 Y1 S2: Y3 Y3 S1: Y1 Y2: Y1 Y18L Y3 Y4: Y3 Y3 P Y4Z <tdJJJJJJ            $H       2]^ _`d ddddddddddd d"dzzzzzzztuvwtuvwzzzzzzxyz{xyz{zzzzzz|}~|}~zzzzzzzzzzzztuvwtuvwzzzzzzxyz{xyz{zzzzzz|}~|}~zzzzzzzzztuvwtuvwtuvwtuvwxyz{xyz{xyz{xyz{|}~|}~|}~|}~zzztuvwtuvwzzzzzzxyz{xyz{zzzzzz|}~|}~zzzzzzzzzzz z z z zzzzzz zzzzzz zzzzzz zzzzzz zzz !"#zzz zzzzzz zEz z z z z z z z$%&'(z)*+,-./z012345Hz6789:z<zzJz zzz z zzzzzz PQRz STUz VWXYz Z[\z z` z z6zLionpoulos=:ͦ:VScroll Speed (1-16):;S1:S1S1 :ͦ:::T,D:: TILES.PI1,:z SCROLMAP.MAP,()4: reserve ourselves a drawing screen(S5():S6()#YL(S6,S6,S6,S6,S5:,,,-q2p<(),,Y:,,Y1,,Y1,,: that just did the screenF:: show itRKY1Y1S1:Y1Y:Y1Y1 PYZ< LionpoulosJJ(& :ͦ:qp S6(): S5(): S6, S6, S6, S6, S5:,,,, X, Y$( Y Y$) Yd Y$* X X$+ Xd XcTUQUUUUTQUUUUU.$.,40??@@?U}* UUUU_W_W} }UUUU?@J  :L><0??@@?ů@TUQuUUU+U+@EUU]U  y}80??@@?}U*uT}TUUUUUUUUU_]UUUU1?? 8 ??@@ @ @ @ ?*PTWUU@UﺪDPwUUR @ d??ŝ?UU _UU\*!UUUUUuUu_t uUUUU"- `P1??0 g_ g@oo>=??ŝ?źAU@QwUU;A?@TUUuUax #??` 087??ŝ?]" T ]tUUUUW}W]U*UUUUd@j\ , 3?w!0???Ŝ?*P*UEW]U**TUUUUo`?<?@ǀǀ8?ś%$%U"U_UUUU]]]]U#UUUUUh_ p'??@@@@?ŗ@@@DUᄒ@@UUUծQD@EUUU- p &??@@xx?ŏ _ uU uU*UUUUU ]u uUUUUp|p&0??@@  ?ŀ*A.↑@EWUuUPQEUUUU|&0??@@?ŀUWUW}u}UUUUy'W*_UUUU 60??@@ ?0`0`0` @ @ ?088(_00`%%$00`30`30`03?03?`03?0s?`%%$3?0? `@@3?0?0` 0??`0`0`0 A0`T"`Dfw . `L@` ??L , 0@P7w . 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BsBs B@@@@@?U Lionpoulos(  &:L{:LCJ: L=length of extension, *%, * TOME Accessory Installer V1.0 *, * Interpreter & Compiler *, * Aaron Fothergill. *, * Shadow Software 1989 *, *%A4ͦ:::ͦ::i D0,:TOME Installer Program\,:Install (I)nterpreter or :,:(C)ompiler Extensionf A$:܇ A$I A$C: A$():: A$CJ!,:0Insert your STOS Language disk Backup in Drive A(",:And press a key4# A$:I A$: A$:&d'݆)( lo res)n*{\STOS\TOME.EXT,()() L:, :"TOME Interpreter version Installed+.A,/ \STOS\PIC.PI1,:()j1 S$:ޥ A(()): S$ S$((() A)): A\2:::: K:8 K: K: X: Y3:(, X, Y) S$::::: K(, X, Y) S$: \STOS\PIC.PI1,4::<,: Again Y/N: A$: A$Y A$N: A$():: A$Yh@ A4cd hi resnf{\STOS\TOME.EXT,()()L:, :"TOME Interpreter version Installedhy,i \STOS\PIC.PI3,:()jnS$:A(()):S$S$((()A)):A\p::::K:K:K:X:Yr:(,X,Y)S$:::::K(,X,Y)S$: \STOS\PIC.PI3,w::x< ywDȩ,:+Insert your Compiler Backup disk in Drive A(ʩ,:And press a key4 A$: A$: A$:pҠ{\COMPILER\TOME.ECT,()() LC:, :TOME Compiler Version Installedטߪ<,:, :Use Mouse to position Sticker:, :Then press Mouse button:,: To Stick it1q:6:(,,)ST$::@;6@Z蠜:, :ERROR;; IN LINE #;;..NOT INSTALLED :w:``do mapmap tilemap banksmap xmap viewmap ymap changeblock bankblock *htH Shadow Sofware 89 TOME Extension installed Extension TOME .Shadow Software 1989 AC Nu#AC(EGRNu# @fN&>N&<NP CH~MdaLL~ yN# @f\N&>N&<H~M.aL~ yN# @f&N&>H~MatL~ yN# @fN&>H~MadL~ yN# @fNP(CNz&CNz$CNz"CNz CH~MaL~ yN# @f|N&H~MXavL~ yN# @fPN&>N&<N&:N&8H~MabL~ yN# @f Nz CH~MaL~ yN# @fN&>N&<N&:H~MaL~ yN _LJfNJoH y hNLN _# N&H y hNL y N _# N&H y hNL y N/0.@ @f Nu/0.< @f0.> @f NuNo map banks have been defined with the SETMAPS command Sacre bleu !No view area has been defined with the VIEW commandMerde !You have not defined a block data bank yet !Sacre bleu!E0<`EV0<~` E0<}"y"iN#`p `p`p z0 hN=Ca6.A,CC p0-H(0=@0(=@ abNua\0.B2.Dlmno=D=E=F=G=|>Nu-H(-H,-I0-J4-K80=@0(=@ -L a =|:<ŞF:.B<.Db2a6.c8.d><g:><g<0<!~NENu-H=|@Nu024a nB"p ))H=B H=C n(<:<<<1@4A6.@EXB RDRE4. 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(# #?7/z#g"#f  ˛('?7'#1CB##x~  "8 #/31 } w  =#/?"78 1 w%6  ؽ)/+*#?:?8## ( hl|:c#+,#`"f>$f?,##~2gg?&76 p >,? _ _?>?> p ???"""""0"0????????d???<<t ca???&&| cc?&?&?&&l ?cc???&&dcc''ϟ<<????QS$Y2X2Y1X1t`*"NF2|2.x #*U7ZB_G_L,,,,,,,,,,,,`JHENu&m ,&s" &'C(7|7|7@7A7k7k0+kk lj2+kklb7@ 0k@ k,0AaHRkRk2+kf7k7|RkRk2+k fNuk `k`"k( k$:H<<<4>:<ŞF:+F<+Hb2a6+c8+d><g:><g<0<!~NENu&m ,&s.,k l*kl* FGH k,(-Nuk `ʞk`&m ,&s&'C$&'C<&'C8&'C4&'C0'C, C0(7@ 0(7@7|@Nu&m ,&sH&CA,"p06)-LNu&m ,&sa2.,*(0+F2+Hlmno7D7E7F7G 7|BNuH?<NNTL7|H @l 7|FNu7|F @gNu7|HNu&m ,&sH&CA,"p06)-LNu&m ,&s&A0CC p0'H,07@ 0(7@NuNu&m ,&s&'C 7|DNuNu&m ,&s" $ k B"p ))H7BH7C k,<:<<<1@4A6+ @EXB RDRE4+Bf:<RF4+BfNuH      `DU5(T1??>??>c?ccc#" ""##" #>#"" #>""" #">?""" #">?"cb>#?~]Uj_A@OEO=3< U]Uju@DODOߝ_j_]]^i}\? ?]ןj\/u]]_LOKY]ꛮ]]Uj3]_S??YUYU}]UZ[l{OLOOG{_Y[ݬOU]_WW =m~߭fU]]}imy\O|LKW]_\O?_*}_}]UjD@ODOw@(?_]Uj?411DLU\*UqUUTU]WUUMU\r!( UT}uDCyU\̮#2UT SQ5MM5U\ɘ""b"UQ1~SuOSU\( ( U\<<z+z+z+z+z+z+z+z+z+$%&'(z+)*+,-.(z+012345Hz+ !"#6789:z+ ;<z+z1z6z2z.z.z.z.KLz.MNz.PQRz.STUz.VWXYz.Z[\z.zYz0@P7w . N=@Nuaaa4Rn Rn0.nf=n=| Rn Rn0.nfNu"n, n(:H<<E4: EmE`E26.C8.D:<Lionpoulosԁ( : TOME Editor V2.0 By Aaron Fothergill November 1989(MX :MY ,!,"P1:P2FS$(),#SPR( ,),O$(),!B(,),"UT($),HLP$( , ),"FP( , ),BL$(?),"FX(2),"FY(2),#LCX( ),#LCY( ):O$()OFF:O$()ON ():::,,::A:()}A,:()~A,:A,(),' MDE:::ͦ. () ICONS1.MBK  &: 06#MNU:MBL:USR(::,,: :LT:x: get menus & show tile palette)p- "1LXO^2LXLXOLYLYOd:LXOLX:LYOLY3Z():Z}TDRW#SPR(TDRW,BCNT)ZO}TDRW4TDRWZ},(MX)MXMXMXMX,(MY)MYMYMYMY,:,,,T5TDRWZ}ZZO(DMDE)@6TDRWZ}ZO}8KOK:ZOZ:XOX:YOY:X:Y:K:XXOYYO;9CXOCX:CYOCY:CX(X@)MX:CY(YMY)MY:CXCYCYCX:CY::CXCXOCYCYOgH;K$::K$()SCЛSC6<(SCK)LXLX@=(SCM)LX()LX6>(SCH)LYLY@?(SCP)LY YSIZELYAK,BMNUMNUO ~FSC:SCELX#LCX(SC;):LY#LCY(SC;):LXO:nGSCSSC^#LCX(SCT)LX:#LCY(SCT)LY:HK$0K$9BLN(K$)LBLN:BL$(BLN)BLNLBLN<bRFRSHRFRSH:(c2d,LX,LY:eBC:FC:(@),(@):TL:;(00((LX),),);:;(00((LY),),);fCX(@)MX:CY(MY)MY:CXCYCYCX:CY:m6gCXCXLX:CYCYLYmCRSnBC:FC:(@) ,(@):Curs ;(00((CX),),);:;(00((CY),),):x show tiles"{USR\|A::B::X(LTBYTA):Y(LTBYTA):,XMX,YMY,XMXMX,YMYMY,BMXMX,AMYYTMY:B:BXT:A:A:}`A::B::X"UT(BYTA):Y"UT(BYTA):,XMX,YMY,XMXMX,YMYMY,BMXMX,AMYYTMY:B:BXT:A:AYT::zX1:Y1:X2:Y2:Z~: :,:(^USR);,ȢKMNU:Z():K:MNU,,N,,,z,,B,RʢZZ MNUZ:TDRW:ˢZ ZBNZ ::MNU,,,,X,, ,,,L:,̢Z: helpJ͢ZLTLTLT:xZ΢ZLTYTXTLTLT:xLϢZ~USRUSR:x:ТZ}CXLX(X@)(MX):CYLY(YMY)(MY):(ѢZ|:&ҢZ{N0ӢZnLYLY:ԢZoLT ()LY0բZpLXLX:֢ZqLX()LXۋ"ܢTDRWnݢUSRTILELT(XMX)MX(YO)MY:XTILE"UT((XMX)MX(YO)MY):f"UT((XMX)MX(YO)MY)TILE:x::TFMTTILE:BTFM:: random mode6T"FP(CXFW,CYFH)TCX()CY()CXCY:XS6()CY()CX:S6,T:2R( ):T"UT(R):*TDRWIMTXT:TYT:,TXMX,TYMY,(TX)MX,(TY)MY,@(CXLXO)MX, (CYLYO)MY::+, mode set menu -BN0$.BNL/BN:MX :MY :: &0BNT 1BN@ 2BNJ 3BNr 4BN 5BNL?@ Shadow Software InfoTABC:FC:,:,,,P,,:BCX(:L:B:CXB,L:(kBL);:B:LCH:L:L$:L,:(eL);:, L:L$;:L:2,:(j);VD,:Shadow Software 1989:,:By Aaron Fothergill@H T O T A L,M A P, E D I T O R,V2.0JI:::::RFRSH:J niceness^KBC:FC:,,,P,,::NICENESS SETTINGS<LM$PICK BACKGROUND COLOUR:XP(M$):Y:Z: :M$ PICK TEXT COLOUR :Y:Z: :M$ EVERYTHING IS NICE :XP(M$):Y :Z: MM$Cursor Locator O$(CRS):XP(M$):Y:Z: XO::Z():ZRFRSH::\PZCFC: H:CFCBCC\QZCBC: H:CBCFCC@RZCRSCRS:LSL&T:RFRSH: resize map\UXSO():YSO():XSIZEXSO:YSIZEYSOhVIM:BC:FC:,,,P,,: Resize Map:WM$O.K:X:Y:Z: :M$CANCEL:X:Y:Z: X:,:(\);:X1:Y1:X2:Y2:Z: : ,:(]);:X1 :X2 :Z: Y,:(\);:X1:X2:Y1:Y2:Z: :,:(]);:X1:X2!:Z: TZ,:Map Width (X size):,:Map Height (Y size)p[:Z:X:Y :M$Initialise Map :O$(IM): \:,:(0((XSIZE),),):,:(0((YSIZE),),)]:0^::K:Z()._ZZhf`ZXSIZE(,XSIZE(K) ):\faZXSIZE(,XSIZE(K) ):\fbZYSIZE(,YSIZE(K) ):\fcZYSIZE(,YSIZE(K) ):\<dZIMIM:[g^ hZqiMSXSIZEYSIZE:MS@AL$9The Map would be too big to|Fit in the available memory !:B$Oh for 16 megs !:NB: :q.j :IMo k ,MS:( )( )( ),:AXSIZE:BYSIZE:AXSOBYSO( )BXSIZEA,(()BXSOA)rlB:A:( ),XSIZE:( ),YSIZE::r : :q*o:,MS:(),XSIZE:(),YSIZE:S6():S5():S6,S6,S6,S6,S5:AXSIZE:BYSIZE:CXA:CYB::B:A*qIM:::r print mapsLXOLX:LYOLY:AL$BFast Print (Tile Numbers) or |Detailed(Slow 20x12 Tiles) Print Map:B$CANCEL|FAST|DETAILED:NB: NtQ|QRFRSH:6uP(())FvL():L$(.,P):()(L$):():::L$:A:PA()L$L$.( (((PA,L)),),).L$L$.>wA:()(L$):()::6yL:::::P:RFRSH:| print map in slow mode*},,,:~ Co-ords X=;LXO; Y=;LYO:,LXO,LYO:FC:,,:::,2:RFRSH::: button 2 on mode menuMNU:$RFRSH: disk menuBNAL$Quit !|Are You Sure ? :B$ Byee |Cancel:NB: :Q:>BN,,,,,,RFRSH:Z:AL$Disk Error !| :B$O.K:NB: : load MapPF$(\*.MAP,Load A TOME Map,):F$~#,F$:L(#):#::,L:zF$,():RFRSH: save MapPF$(\*.MAP,Save a TOME Map,):F$fMS()():{F$,()()MS:RFRSH: Load Tiles\F$(FS$(PTYPE),Load A Tile Screen,):F$XT$(F$,((F$),.)):T$T$.BIN0T$.PICzF$,()6T$.MBK:F$,RT$.PAC:zF$,():,:T$.PPC#,F$:L(#):#:zF$,():,L:(),()"()}:()",()}"():J(T$,).PIT$.NEOF$,pS6():S5():S6,S6,S6,S6,S5:q: &: Save TileslF$(\*.MBK,,Save a Map Tile Screen (as a memory bank),):F$F$,:Š load Tile PaletteVF$(\*.PAL,Load User Tile Palette,):F$\Š#,F$:A#:#,"UT(A):A:#RFRSH:̊ save Tile PaletteVF$(\*.PAL,Save User Tile Palette,):F$ZϠ#,F$:A#:#,"UT(A):A:#RFRSH:Ջ֊ Tile Type^תBC:FC:,,,, ,::Pick Tile Screen TypeM$.PI?:X:Y:Z: :M$.NEO:X:Y:Z: M$.MBK:X:Y:Z: :M$.PAC:X:Y:Z: M$.PPC:X:Y:Z: :M$.PIC:X:Y:Z: B۞::Z():Z<RFRSH::PTYPEZ:ߋ button 2MNU: edit menu,BNTDRW:<BNTDRW:BCNT:&BND<BNTDRW:TFM: BN,BNTDRW: BNAL$0Clear Map To Current Tile/Fill|Are You Sure ? :B$ Clear|Cancel:NB: :QIM: :TDRW:A():B(B):CXA:CYB::B:A:RFRSH:IM:TDRW: tile fill" OT(CX,CY) :::,, :():A:B:(LXA,LYB)OTA,B@ B:A::CXLX,CYLY A:B:(A,B)CXLXA:CYLYB:2 B:A::::LXO:TFMTFM:AL$Back to normal |Drawing Mode !:B$Thanks!:NB: :rTFM:AL$Random Drawing|Mode Set !:B$Yippee!:NB: :"D:: pick tile`E::,:BC:FC: Click on tile::nFXXMX:YYMY:::TILEXXYY:RFRSH:N button 2 (Pick Tile)ODWX block menuBYBNTFM:b: cut block<ZBNTDRW:TFM:([BNg:(\BNv:(]BN:(^BN:(_BN:a4bTDRW:BCNT:: cut blockg pick blockhRFRSH:BC:FC:HX$:,,,H,,:: Pick A Block:FC:BC:HX,:(\);:Z:X1HX:X2HX:Y1:Y2: :HX,:(]);:X1HX:X2HX:Z: XiM$Delete:XHX:Y:Z: bjM$Gimme That One!:XHX:Y:Z: kHX$:M$#( (BLN),):XHX:Y:Z: l dm::Z():Z::LBLNBLN:TqZBL$(BLN)v:|:k2rZBLNBLNxsZBLN?BLN:BL$(BLN)BLN:MBLBLNtkbvAL$Delete Block !|Are You Sure:B$Yes|No :NB: wQ xB$: tile fill modeBL$(BLN)AL$ Select a Block First !| :B$OOPS!:NB: :TFMTFM:AL$Block Fill Mode is|Now OFF !:B$O.K:NB: :fAL$Block Fill Mode is|Now Active !:B$Yippee!:NB: XTFM:L(()BLN)():FW(L):FH(L):PL:A(FH, ):B(FW, ):"FP(B,A)(P):P:B:A:FW(FW, ):FH(FH, ):"TFMBBL$(BLN)TFM: load blockshRFRSH:F$(\*.BLK,Load a TOME Block Bank,):F$x#,F$:L(#):#::,L:zF$,():: save blockshRFRSH:F$(\*.BLK,Save a TOME Block Bank,):F$.{F$,()()():XHXLX:YHYLY:B$(X)(Y):AY:BX:B$B$((LXB,LYA)):B:A: store blockBL$(BLN)B$::NB:A:M::BL$(A)NB:MM(BL$(A))vA:A@::,MNB:L():L2()NB:A::BL$(A)B(BL$(A)):L2B,((BL$(A),B,)):B:L,L2():L2L2(BL$(A)):LLA:A@S6():S5():S7():S6,S6,S6,S6,S5:S7:S7: A?:BL$(A)A:A::LBA:A::BL$(A)BALB:BL$(B)BL$(B):B:BL$(LB):LB A:ALB:.(),:ZFL(())():A::L(()A)():X(L):Y(L):BL$(A)(X)(Y):BY:CX:BL$(A)BL$(A)((LBXC)):C:B0A:()AFL: button 2 (Pick Block)g Draw menu&BN(BN:jBNBNZBN :BCNT::TDRW*BNTDRWŋƊ grid edit tile ǐ::,MX,MY:XTILE:YTILE:,XMX,YMY,XMXMX,YMYMY,,:TX:TY:,,,MX,MY,,NȠ,,,MX,MY,,:ɝAMX:BMY:A,B::P(ATX,BTY):P:((P));:B:APNC:NC:NC̝ANC:A:A:MX,A: ;:X1MX:X2X1:Y1A:Y2A:ZA: :AM$O.K:XMX:Y:Z: :X1:X2MX:Y1:Y2MY:Z(: CFCX():Y()::X():Y()::X(,(X,MX)):Y(,(Y,MY)):K:Z():Z(: ѢZ>ҢZZ$CZ&ӢZ(4ԢZ Z|բZ:X1:Y1:X2MX:Y2MY:Z(: ٘ڠ(:AL$"Is This Tile O.K ?|(Yes Saves it).:B$YES|NO :NB: :QTTILE:XT:YT:,,,MX,MY,XMX,YMY6ܠ:::RFRSH:<DXOX:DYOY:DMDE:KKX,Y::C:();:C:X,YX,Y:::();::X,Y(DMDE:DCNT:JDCNTDCNT:TLXX:TLYY:C:DCNT:(X,TLX),(Y,TLY)(X,TLX),(Y,TLY):UD:(DMDE:DCNT:JDCNTDCNT:TLXX:TLYY:C:RX(XTLX):RY(YTLY):츗(X,TLX)RX,(Y,TLY)RY,RX,RY,,:DCNT:UD:(DMDE:BCNT::,MYMX,MY:MX,MYMX,::,MYMX,MY:MX,MYMX,:P1,P2,:C:X,Y:UD:(DMDE:DCNT:JDCNTDCNT:TLXX:TLYY:RDCNT:UD:C:X,YTLX,TLY:rUD:DMDE,,,,:DMDE:UDAMX:BMY:P(A,B):A,B::P:();:B:A::Z ,,,,:<KODXOX:DYOYXC:X,YDXO,DYO:DXOX:DYOY:DXO(DXO,MX):DYO(DYO,MY):CCOL:X:Y:DMDE,,,,,DMDE:^:MX,MY,MYMY :MX,MY,MYMY :C:P1,P2,:X,Y:,,: button 2 (Pick Colour) Locator Menu0!BN*: store location2"BN4: recall location0#BN>: goto location)* store location6+M$Select Store Location:/N,#LCX(L)LX:#LCY(L)LY:RFRSH:b/:BC:FC:CX(:,,,P,,:M$::A :XCX(A):Y(A):ZA:M$((A),) X:(#LCX(A)) Y:(#LCY(A)): :AB0::Z():Z0&1LZ::4 recall location5M$Select Location to Recall:/:LX#LCX(L):LY#LCY(L):RFRSH:>BC:FC:, , ,,,: Goto Location:X Co-ordinate :;LX:Y Co-ordinate :;LY::RFRSH:z button 2{MNU:4:(: pick fill pattern/colourAY::BC:FC:,,,P,,::,,:,:BC:FC:Select Fill Pattern:,: Select Colour:6FC:A :,A,:AMXMX, AYMYAMXMX,AYMY:2A,AMXMX, AYMYAMXMX,AYMY:A&A :,A,:AMXMX,AYMYAMXMX,AYMY:>A,AMXMX,AYMYAMXMX,AYMY:A&A :, A,:AMXMX,AYMYAMXMX,"AYMY:JA,AMXMX,AYMYAMXMX,"AYMY:A&A :,A,:AMXMX,"AYMYAMXMX,*AYMY:VA,AMXMX,"AYMYAMXMX,*AYMY:A,,:ANC:A:AMXMX,()AMXMX,():bA,AMXMX,()AMXMX,():AZP1,P2,:C:,|,>ANCbb:A:AXM$O.K:X(:Y:Z1: ::Z():Z1:::A1r:A:A:COLC:PZ1Z>P1:P2:XZ=ZVP1:P2Z=:XZUZbP1:P2ZU:JZaZrCZb:PNC:NC:NC(C(C,NC):ފ button 2$P:: tile valuer :,BC:FC:A':TAP(:FXT:FYT:XA:YA:,FXMX,FYMY,FXMXMX,FYMYMY,XMX,YMY:(XMXMX),(YMY):( ((()}T)),):A,XMX,YMY(X)MX,YMYMY:A:RX<:Y:M$O.K:Z*: dX:Y:M$ Tile Value :(TV):Z: fX(:Y:M$PAGE:(P):Z+: X:Y:M$ Last Page:Z+: :X<:Y:M$ Next Page:Z,: Z::K:Z():Z*RFRSH:BK:::~ZZ*()}ZP(,TV:AZ:<Z+PP:<Z,PP:2Z:X,,,,,:Enter Tile Value :;TV::XA:YA:(XMXMX),(YMY):( (TV),);:n:::,:BC:FC:"Total View Mode.Right Button ExitslK:K:K::K::::6X:Y:YX(()}YX)TV()}YX,TV:FC::,,:XMX,YMYXMXMX,YMYMY:: L grab mode\M:BC:FC:,,,P,::Grabbing Options`N::M$Grab Tile Screen:Z(:X:Y: ROM$Grab Map:Z):X:Y: VPM$ Grab Blocks:Z*:X:Y: dQM$Done Grabbing !:Z+:X(:Y : BRFC:BC:,:Grabs from Program 18V::Z()::6WZ+:RFRSH:XZ((,),:,:DONE: &:S5():S6():S7():S7:S6,S6,S6,S6,S5:q:V YZ)(,)(((,))((,))),:,:DONE:S5():S6():S7():S7:S6,S6,S6,S6,S5:VHZZ*(,)`:V[V,` check and grab bank 7 from program 1aL((,)):L2((,)):X(L(,)):Y(L(,)):LXYL2b,:,:DONE:S5():S6():S7():S7:S6,S6,S6,S6,S5: help menu:A:,A:BC:FC:HLP$(MNU,A):A:::::Њ clicked on mapFѧTDRW4,,, `, , (, , ҙ:4 box modef5BCNTTLXCX:TLYCY::BCNT:::6LXOLX:LYOLY:BRXCX:BRYCY::LX(TLX,BRX):HX(TLX,BRX):LY(TLY,BRY):HY(TLY,BRY):ALXHX:BLYHYT9CXA:CYB::B:A:BCNT<>LXLXO:LYLYO:LXO: cut mode`BCNTBCNT::TLXCX:TLYCY:::$BCNT:LXOLX:LYOLY:BRXCX:BRYCY::LX(TLX,BRX):HX(TLX,BRX):LY(TLY,BRY):HY(TLY,BRY)::LXLXO:LYLYO:LXO: paste mode&BL$(BLN)4BLN,CX,CY:LXO: _ ` draw mode a Ċ Tile Fill ModeL OT(CX,CY):OTTILETFM ƙ Nj ( Block Fill Mode )  Tile To Palette Mode : grab mode X(MX)MXMXMX:Y(MY)MYMYMY:,X,Y,XMX,YMY,,: : ` :::BC:FC:,:Put new tile on tilescreen :,(MX)MXMXMXMX,(MY)MYMYMYMY,:: X(MX)MXMXMX:Y(MY)MYMYMY:,,,MX,MY,X,Y: : : ::$ :XT:YT FC:BC:A:X(A):Y: :M$(A):FC:BC:(A),:M$;:A A:XX@:YYMY::A,XXAXX,XX(A)XX,YY:A:A A:: A,,YYYYAXX,YYYYA:A:AX M$(MNU):,:BC:FC:M$;^ X1:X2:Y1:Y2:Z: :,:(\);:X1P:X2P:Z: :P,:(]);:P,:();:X1P:X2P:Z{:Y1:Y2:  R |,MX,YTMYMX, A:PA,:(`A);:X1PA:X2X1:Y1:Y2:ZnA: :A MNUO:d ̪FC:BC:A::X:Y(A): z ͩ,(A):M$(A MNU ):FC:BC:M$; εA:AX M$(MNU):,:BC:FC:M$; MNUOMNU Ջ$ ֊ do button using icons at x,y8 ת:FC: , , . ةX,Y:(A);(B);:B ٩X,Y:(C);(D);(D);(E);: ۩X,Y:(F);(J);(J);(H);:X,Y:(G);(K);(K);(I);: :, XS:YS:S6():S5():S6,S6,S6,S6,S5:@,MY,,@` XSIZE(()):YSIZE(()):WRDL(())" !S7():S7@ "},@,MY,@ $() %B &: find best colour in palette for background & Foreground` 'TC:MDETC:MDETC (ATC:A$(00(((A)),),):B($(A$,,))($(A$,,))($(A$,,)):!B(A,)B )B((A$,,))((A$,,))((A$,,)):!B(A,)B:A +FCV:BCV:BC:FC:A::!B(A,)BCVBCV!B(A,):BCA\ ,!B(A,)FCVFCV!B(A,):FCA^ -A:ATC:FCBCFC(FC)(TC)0 .BC:FC / 0 do background. 1,BC,,,. 2,BC,,, 0 do zone z at text co-ords x1,y1 to x2,y2H YY(Y2):Y2YYJ XX(X2):X2PXX: Z,(X1),(Y1)XX,YY: view blockL BC:(),()(B),()L BL$(BLN),:Block is Blank::. BBLN: : L(()B)():SX(L):SY(L):LL:BYSY:BXSX:T(L):L: :BX:BY: BX BYXT:YT:,XMX,YMX,XMXMX,YMYMY,()BXMX,()BYMY: J alert box. 2 line message in al$,buttons in b$,NB=number of buttons :FC:BC:I(AL$,|):L(I,(AL$)I):HX(L:,HX, ,L,,::,:(AL$,,I);:,:(AL$,I);& NB , , r M$B$:XL(B$):Y:Zd: : I(B$,|):XLI:Y:Zd:M$(B$,,I): :Ze:XL:M$(B$,I): : L I(B$,|):XL(B$):Zd:Y:M$(B$,,I): :Ze:XL(B$)I:I2(B$,|,I):M$(B$,I,I2I): x XL(B$)I2:M$(B$,I2):Zf: :::Q()c:QQNB:::Adf:A:A: : " set button m$ at x,y zone z BC:FC:X,Y:M$;:X1X:X2X(M$):Y1Y:Y2Y: :(X),(Y)(X(M$)),(Y):X1X:Y1Y:X2X(M$):Y2Y: : X( :X, :FC:BC::s,,:X, : Please Wait ::& HBC,FC: IMC()6 J,,,, ,::C:A:B:C:C:B,A: ;:B,A: ;:C:CCMC:B:A:BC:FC: Pick a Colourj K::::()()C() I L:* set up help array & Cursor Spritesr:A:B:HLP$(A,B):B:AA:#SPR(A,),#SPR(A,):A:A:FS$(A):A:"Go to Low ResolutionGo to Medium Res. 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