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A'P8 A) 8F:Ad,"@&$6-@. A'P8 A1# "F:Ad,"@Q" A2 @wVk} A%` ԠŠś - (}AdAU-AR@ --@@-(Enter font namVl}e :   A'`@  4 ' A" AE@ $$7@<@,4A( 9"@!-@Vm}@1( SAVING :-9(  :"@!-@@2( LOADING :-:( , @$@ +ARVn}@'-@@+(J -A T A'`^ Šԛh *@ AR@* A1uVo} @@ ]AP@'AR9ASA@KAV]AW@Vp} *6-?:C:hhhLV,<@,*@b AdAU A"g =-@@=(# 򠭠Vq}h -A i @ A"l Ġԛv @ AR@ A20 Vr}@@ @ A2` <-@@<("򠭠 -Vs}A  @ A" @ @@ ]AP@'AR9AVt}SA@KAV]AW@ *6-?:C:hhhLV,<@,*@R AdAU A"Vu}ŠқAR@ 6. 467@,. %67@,. 467@,.467@,. Vv}%67@,. 467@,.467@,. %67@,. 467@,.67@<@,. =7@6-6-H7<,4  AG@R7<,4. AG@\"@ AG@Vz}f6-%@pM5+7<,1A*7<,/Z,)+7<,10*7<,/9,C6-%@M AFz AH L%7<,0 *V{}7<,0.*"@B6. Name too long !L AH067@<@,.''67@<@,.7<&@,V|}##67&%@<@,..FNT AH06. Invalid name !AR@$ٛ(>:A%V}},#-@#( DIRECTORY#-@@#( L APV.D:*.*~+@+@V~}@36-!-@@3@@!-@@! AP`@(V} B(6-@&@@!8-@!@B AP'@'AdAUJ-@V}"8( PRESS A KEY FOR MENUJAdAU F:Ad,"AUAPpAdAU A"7V} (} ((7(# CHECK YOUR DISK DRIVE IS ON LINE !?( ( (-( PRESS A KEY FOR MENU?AdAU2@wV}2F:Ad,"AUAPAdAU A"@J-@J(@' !$%(),-01458V}9<=@ADEHILMPQTUXY\]B?-(% #&'*+./2367:;>?BCFGJKNORSVWZ[^_?B@Db,($   `adehilmpqtuxyV}|>BxA%PBa@bBb@Fs+(#   bcfgjknorsvwz{=B @OB V}@aB @sB A&GB A'\6-@$B1B%@EBCV}%@YBD%@\$D:COLRFONT.BASV}""V}""TCOLORFONT MAP EDITOR by Robert Stuart------------------------------------- This program is a utility which was designed toZ} help create background graphics for scrolling games. The program uses ANTIC mode 4 (Basic Mode 12) for high resolution multZ}icolour graphics, and the Fonts created by COLORFONT (from Excel issue 1) are perfect to load into this utility. A Basic proZ}gram is also on the disk called DEMO.BAS which will show you how the backdrops can be incorporated into your own games. The Z}playfields created can be used in games similar to Super Mario Bros, Fred, etc, or for scrolling shoot 'em ups such as TransmZ}uter, Astromeda or Extirpator. The scrolling section of the screen measures 16 characters high by 256 characters across, whiZ}ch gives over six screen widths of playfield, or 8 screens if you use a 32 column screen (as in Fred). Once loaded you willZ} see a brown square at the top left of the screen, together with two flashing cursors. The first thing you must do to use thZ}e editor is load a FONT, and if you don't have one handy or can't be bothered creating one right away, there is one on the diZ}sk already called DEMO.FNT. Hold the 'D' key for the disk menu and select option 1 to load a character set. Return to the MZ}ap Editor and you are now ready to build your first character box. These are displayed inside the large brown box at the uppZ}er left of the screen, and you can store 64 of them in memory at a time. Once you have built up a collection of boxes, you wZ}ill be ready to use the Edit Map option. Leave the first block (0) blank as it is handy for rubbing out unwanted sections ofZ} map.COLOURS------- When your Font is loaded you will probably want to change the colour registers. To do this hold dowZ}n 'C' and then move up or down to select colour number, and left or right to change colour. Hold down '1' to reset the colouZ}rs to grey shades, or '2' for rainbow colours (Red, Green, Blue, Yellow). Hold down the '5' key to toggle between normal andZ} inverse (Fifth colour) characters but only when you have selected 'C' to change colours! You can use only four colours in eZ}ach character, but five are available in total by using this option, which enables characters designed using colour 4 to be pZ}lotted also in colour 5 without re-defining a seperate character.CHARACTER BOXES--------------- To build a 4 x 4 charactZ}er box, simply move the small cursor with the joystick to the character you want and press fire. The cursor will now appear Z}in the Character Box, and you can plot the character anywhere in the box. To select a new character, move the cursor onto thZ}e top border of the box and press fire. Once you have completed a Box, you can select another Box. Hold down the 'M' key unZ}til the Mode changes to Choose Box, and move the joystick up to Box number two, then press fire to return. Continue this wayZ} until you have all the blocks that you will need for your background scenery.EDIT THE MAP------------ Press 'E' to begiZ}n editing your game map, and you will find yourself in control of the large flashing cursor, which can scroll from the start Z}to the end of your map and plot the currently selected Box. The map positions range from 0 at the start of your map to 63 atZ} the end. To select another Box, press key 'M' again, use the joystick to select, and press fire to continue plotting boxes Z}in the Map. Once finished press the 'Escape' key to return to 'Edit Box' mode, and then hold key 'D' for the disk menu and yZ}ou can save the entire map using the SAVE DATA option. If you are unhappy with the Map and want to start all over again, holZ}d the CONTROL key with 'W' to wipe out the Map from the computer's memory. Loading a new Font at any time will also cause thZ}e Boxes and Map to be erased from memory.DISK MENU--------- To load a font, get a disk directory, save or load a Map, hoZ}ld down the 'D' key. There is no facility to save a font, as this is unnecessary; the program does not allow fonts to be altZ}ered in any way. Any font created by COLORFONT can be loaded, but if using your own colour scheme, you will have to change tZ}he colours yourself. Both COLORFONT and the MAP EDITOR use shades of grey as default values. When saving a MAP, the FONT anZ}d BOXES are also saved, so you can load them back into the MAP EDITOR in one go if you wish to make alterations to the Map orZ} create some new Boxes. Also, when using the playfields in your own programs, the Character Set will of course be required, Z}but the memory space used by the Boxes is no longer needed. The Map uses 4K of memory (page 140 (location 35840) to page 155Z} (location 39935), the Font uses 1K (pages 136-139 (locations 34816 - 35839) and the Boxes also use 1K (pages 132-135 (locatiZ}ons 33792 - 34817). The display list starts from page 156, so everything is right up at the top of free memory, well out of Z}the way. The file LEVEL1.DAT (used by the Basic demonstration program) can be loaded into the MAP EDITOR, which will enable Z}you to see the different blocks used to create the demo Map.COLORFONT SCREEN EDITOR by R.Stuart & S. Logie-----Z}---------------------------------------- This program is very similar to the Map Editor but is for designing individual scrZ}eens for screen flipping games such as Blinky's Scary School, Draconus or Star Quake. To begin using the program, go to the Z}Disk Menu by pressing 'D' and load the font DEMO.FNT. Each screen designed with the Editor measures 40 characters across by Z}20 down (10 x 5 blocks) and these are stored in a compressed format; only the blocks are stored as opposed to the actual charZ}acters. There are again 64 boxes which can be designed (0-63) and box 0 MUST be left blank, as this is used by the computer Z}to fill up any empty space on the screens. Try plotting a character in Box 0 to see the effect! Of course for certain purpoZ}ses, this could be very useful! You can store up to 64 different screens in memory at any one time. All the functions in tZ}he Screen Editor program are very similar to those in the Map Editor, including the Disk Menu screens, the Color change optioZ}ns, Editing the Boxes and the Screen. The only real difference is this program has no facility to wipe all 64 screens from mZ}emory. The Wipe option only works in 'Edit Screen' Mode and only erases the current screen. Again, there is a demo routine (Z}DEMO2.BAS) which shows how to use the saved data in a Basic program, and this data (SCREENS1.DAT) can be loaded into the ScreZ}en Editor if you want to look at it. The screens, font and boxes take up roughly the same area of memory as in the Map EditZ}or, although the screen and Display List has been moved slightly and a small machine code routine is saved with the data and Z}this is called with a Basic USR comand to display the screen required. Pages 132-135 of memory are always required as the daZ}ta for the boxes is needed to build up the screens; remember only the box numbers are stored in memory, so the computer has tZ}o know which characters each box contains. I hope these two programs are put to good use by the creative people among you! Z} With a bit of practice and some good old fashioned imagination you can create superb playfields using these two utilities toZ}gether with the COLORFONT Character Editor. I Hope you enjoy them! If you have any problems with these programs, then dropZ} me a line: Robert Stuart, 21 STRONSAY WAY, BROOMLANDS, IRVINE, STRATHCLYDE, KA11 1HL, SCOTLANDth these programs, then dropXa@H@? ?6}A4`2 D7 :`6}>? # , @@# @Cp@@6}@@@@@` @@@8@`@F800@6}App= /8 'p@??L&6}8 A@A??L! @@<@``@@8:@06}@@M?p|1E@(@@@C,~@@D@@@ CC@ O@C6}(@@@@@@@pp@@@@@@@0@@@@ @@@@`0 @@@A@@@` 6}, @AA 3 0p@P6}oda=@Pp990@Hp11O(!I1110@H1)*G6}F*)1QHHIJF2JIIHHIFIIHDEG 6}