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F0Ξ05: [ BDEHI%} VY8 B V  @  /DE `E:D1:DUP.SYSERROR-SAVING USER MEMORY ON DISKTYPE Y TO &}STILL RUN DOS B;DE J  (` 9 V⪍ ઍ  -'}LLu ÝDEHILV 9 .l 9 .l  `` s$B BH(}I|DE V BLV nB,DE JLV B V BLVDEIʩ BꭝLu } Robomash Construction Set by Scott Johnson *} This is for all of you hackers out there who can beat Robomash with your hands tied behind your back, blindfolde+}d, and with a defective joystick, etc. etc. etc. This is also for those of you who are creative, and have a few ni,}fty ideas for Robomash screens. Whichever you are, this program was designed with you in mind. (OK I lied. I wro-}te it so I wouldn't have to do the @#%#! screens by hand!) When you first load Robo-C-Set up, you will h.}ave to wait a few seconds for it to draw the screen. When it is done, the yellow cursor will appear in the upper l/}eft of your screen. You move the cursor around with the joystick, and when you want to plot an item, sel0}ect an item, or perform a function where the cursor is at, you press the button. The cursor will wrap around the s1}creen. The screen is divided into several areas. The majority of the screen is the design window. Th2}is is where you design your screen. You may notice that the design window is without a left boundary. Don't worry3}. The boundary is there in the game, there just was not enough room to put it on the screen. The other three boundarie4}s are there, and you cannot alter them. On the right side of the screen is the icon menu. Here are the different 5}icons you can use. There is a white cursor showing which icon is currently selected. Everything down to the bomb i6}con is self-explainatory. The next 5 icons after the bomb are the security robots. The arrow next to these icons shows7} the direction that they will start. The last three icons are the mutation box, the exit portal, and the starting 8}square. At the bottom of the screen is the status line and the command window. The status line tells you how many9} of certain objects are on the screen, and how much time the player gets. The command window has the options "SAVE", :} "LOAD", and "CLR" on it. In the bottom right hand corner is two arrows, a question mark, and a clock. These will be;} explained later. To edit, all you have to do is select the icon you want in the icon window, move to th<}e design window, and plot wherever you want. If you make a mistake in editing, you can move to the error and press =} the SPACE BAR and it will be erased. When you are done with one icon, select another and continue editing. >} Some items have limits on them. You may have up to 60 security robots on the screen, and no more. The program kee?}ps track and will not let you plot any more. You may have up to 99 pieces of uranium and plutonium (all together),@} and up to 99 blocks. You may have one and only one starting square, mutation box, and exit portal. On A}the status line, you can see how many of each of these items you have. Plutonium, blocks and robots are piB}ctured with a number next to them. This number is how many there are. If the number is green, it is OK. If the nC}umber is red, there are too few of the item. The program will not allow you to have more than the maximum of each. D} Also on the status line, are indicators showing if you have a mutation box, starting square, and exit portaE}l. You cannot have more than one of each. If you plot a security robot, you will notice a little arrow F}next to it. This shows the direction that the robot will start in. There are two ways to change the arrows. You G}can press the arrow key, or you can select the arrow icon in the bottom right corner of the screen. Changing the aH}rrow direction will not affect robots already plotted. If you are burnt out creatively, you can randomlyI} put items on the screen. Simply select an icon with the cursor, and then move to the question mark and press the J}button. The item you selected will be placed randomly on the screen until you release the button or it reaches itsK} limit. To change the time allowed per screen, simply move the cursor to the clock icon and press the buL}tton. You can select the # of minutes, from 1 to 18, by moving the stick horizontally. Press up on the stick whenM} you are done. The time allowed is displayed on the status line. If you want to clear the screen, move the cN}ursor to the "CLR" at the bottom of the screen and press the button. The program will ask you to confirm by pressiO}ng Y. If you do, the data on the screen will be erased, never to be seen again. Pressing any other key will abort P} the clear. If you wish to load screen you worked on previously, select LOAD at the bottom of the screenQ}. The computer will check the disk for legal files, and if it finds any, the computer will respond with, "SELECT FR}ILE: A - Z". Type a letter between A and Z and it will print "INSERT DISK, TYPE X". Type X to load the file, any otherS} to abort the load. If the file you have selected isn't there, the computer will go back to the "SELECT FILE: A - T}Z" prompt. Press ESC or RETURN to abort. If the computer gives you an error message, press the button and try agaU}in. If you decide to save your file, look at the color of the word SAVE at the bottom of the screen. IfV} it is red, the screen has all the required objects (2-60 robots, 1-99 blocks, 1-99 pieces of plutonium/uramium, a W}mutation box, an exit portal, and a starting square) and the screen that is saved can be used with ROBOMASH. If it X} is a lavendar color, the screen is not complete, and cannot be used with ROBOMASH until it is completed. It can be savY}ed and loaded back into Robo-C-Set, it can't just be played. Regardless of the color, when you select "SZ}AVE" the following message will appear on the screen: "SELECT FILE: A - Z" (It should sound familiar.)[} Select the file you want (this letter will be the letter used to identify the screen in ROBOMASH), or press ESC or \} RETURN to abort. If you do select a file, the computer will print "INSERT DISK, TYPE X". If you press any other key,]} the save will be aborted. If you do press X, one of the following things will happen: The file will be saved, or^} the file will already exist, or there will be an error. If the file exists, a message will appear telling you so,_} and will ask if it is OK to overwrite. If you type Y the file will be overwritten, otherwise the save will be aborted.`} If there is an error, correct the problem, press the button, and try again. By now you are probably asa}king how you use these screens with ROBOMASH. It is simple. You first load ROBOMASH so the title screen appears, ab}nd insert a disk with screen data on it. There can be anywhere between 1 and 26 screen files on a disk, and they can bec} called anything you want (ie D, I, Q, V, and Z.) They DO NOT have to start with A. After the disk is inserted, pd}ress CONTROL-SHIFT-D. The drive will whirr for a few seconds, and if there are any legal screen files on the disk,e} the screen will turn grey. You can select the screen you want to start on by pressing OPTION. (You can only do this f} when playing off of the disk.) Press START to begin, as normal. If you wish to change disks, press CONTROL-SHIFT-Dg} again. Don't change disks in the middle of a game, or an error is the likely result. To use the screens in memorh}y, press SYSTEM RESET or CONTROL-SHIFT-M. Good luck with this editor and with the game in general. 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