Adventurer #09
30 апреля 1999
  Софт  

Presentation - a level editor for games Raven Black: Black Raven Editor v1.0

<b>Presentation</b> - a level editor for games Raven Black: Black Raven Editor v1.0
     BLACK RAVEN EDITOR v1. 2001 demo

           (Mission editor)


         (C) 1999 Compu-Studio Ltd


             Hacker is not a pirate

             a cleaner, promoting

             natural selection

             in the evolutionary development

             society and driven by the same

             society as persecuted any

             predator from the herd bleating

             sheep.

                         (Of sore)


                        Who was the first stolen

                             he and the author.

                          (Russian Radio)


     Hello everyone who reads this!
My name is Max. I and my team are happy to
another meeting with the fans Spectrum! On
This time we present
demo mission editor
to the game, "Black Crow-1. But do not
reap the reset - this is no ordinary demo, which all used to 
seeing! We do not make buggy non-working soft, so the released

nearly finished version of the editor. Was not, only the 
creation of the landscape. Everything else, I think, already 
ready. This version goes to test for bugs, as well as for 
determining the demand for this kind of software products. 
After completing work on a full-fledged editor of our

studio intends to release a second disc with
new missions to the game, "Black Crow".
So watch out for advertising and hurry to make reservations! 
Address and contact numbers studio at the end of the text.



     According to tradition, not our set, I
in two words describe the features editor. So, you can (even 
now!) Read from the disk shipped game or the same shipment, but 
as a standard TR-DOS '-native file, install or remove any 
Warriors for any of the warring parties, to place or remove any 
buildings or mines, adjusted reserves money in the mines and to 
his credit (in Switzerland:), reinstall the performance of 
maternity homes, disguised under the castle and all there 
towers, as well as to record changes in the received

disk as a file or shipment. In the course of
edition there are various little things which, if not forget to 
tell in the narrative. Yes, guys! DIV concocted cool feature in 
the editor: Rotation of the field on a vertical or horizontal 
axis of rotation. Even without rewriting anything in the old 
shipment, remaining after passage of the first disk, do the 
rotation and all - the new level is ready! Painfully familiar 
problems (demons knocked crowds above) immediately preobretut 
different shade - knocked the bottom, and already it is 
necessary to go into another unknown, from another point of 
view aside. Truly cool to get! Given

that such a coup is a miserly amount of memory, I wonder - why
Mednonogov did in the game such a possibility? Or was no one to 
tell? 


     Valex also indebted to the DIV 'Ohm
left and made another useful pribambas Editor - printout of the 
playing field to the printer! While the standard for Spectrum 
port Lprint 'as well. In the demo version there is no settings 
on the other ports. Also, there is no initialization of other 
printers other than our - SM6337. What home is worth, then 
wrote a driver. The full version can do

kind of Set up.


     I also decided to flash the class and
proposed that the multipartite shipping
system with which all gladly agreed, because to keep a whole 
pack of discs under 8 files on the disk is painfully not 
rational. Window envelope too mine. 


     What a dema, if it has no punch? That's it! A nedodelanym 
remained landscape. Well demka yet! Not implemented

and rotation of the field in an underground mission,
Although the full version of the editor is a must!


     Hardware requirements for a computer
Standard - 128 KB and no less bytes!
Everything else - no special meaning
is: give a damn about the stability of the tire and the 
presence / absence of Kempston joystick aigrika and keyboard. 
But you Kempston mouse must have! But not necessarily. Just

in its absence will have to suffer nemeryannom long to move the 
cursor and work in a windowed interface. Namely, such a design 
programs we support their programs from the very first byte 
programmed by us. Close this window by pressing the fire will 
have his limits. Such are the cases.



     And now, actually, let's talk about the program itself. 
Finally a true one of my long dream to write and 
dolgovynashivaemaya prog, which would work for all

mouse. And here he is before you. Manage you
pointer cursor, which runs on
menyuham, chtoto choose reinstall, and the result is a new 
mission game. I hasten to add that this editor can only do this 
"offloading" version of the mission and nothing more. Well I'm 
not , in after all, wrote the game

with bells and whistles. Therefore, make no mistake - the money 
would earn only who are able to alter shipping

in original form and who will understand with
structure of the second disc game. For advanced Hacker does not 
amount to much labor;)))



     Thus, the program is designed for a mouse.
At the 3 buttons. Central is used for
fixation screen scroller. Duplicated
on the keyboard under the "M". Fire button
mouse is the first pressing, lifting - just the opposite. After 
loading the editor and having heard plenty of music, press any 
key on the keyboard. News window can be removed is only fire

button. After all vyshesdelannogo directly into the editor. More
curves? ones will not. Externally, the editor, we
tried to make possible similar
the game. But a couple of nuances yet available.
So, after a long and pointless debate,
we came to a unanimous agreement that the most appropriate 
mission could not be edited in the standard form 12x12 byte 
sprite sizes 2x2 and 24x24 in size 1x1. So do not be surprised 
"small fry" graphics, work a little and After running up and 
down the field, you'll find all the charms This "small fry".



     At the bottom of the screen are the main icon editor. 
Through them caused all the windows edition, etc.

Big on the shield are for information
objects. We did not do anything with them, so
that on board you will go only if will choose mine and want to 
change its resources. In the upper right corner you will find 
information about your financial capabilities and quantity of 
firewood. If you press the fire this area, then rolled the 
window for correction. The most beloved, if not some money 
missing. 


     And where are the warriors? That is the question! I
he wanted to know. He does not get in the same familiarity to 
portray something intelligible, so we took over

Standard same sprites with the only
the difference that your warriors shield is transparent, but 
the enemy is black. To understand the "who's who" need to stick 
the cursor in the object of interest and see that receives the 
program on the shield. In another in any way. Yes, in the 
"Normal" is not all images of soldiers and smoke fires.

This is due to the fact that at the moment
We are experiencing loss of memory, so the final version when 
available We draw this conclusion on the screen. And if

not, by and large, it is not so
too important. The real landscape mode sprites made to control 
bugs in it creation and nothing more. So how it will do, so be 
it. 


     I hope you have a problem with the general
perception is not, therefore turn to
description, to call the windows,
yet not forgotten, for what I did uploaded
text editor, and what am I here all
Uploading:) With a choice of warriors and buildings
problems should not be. Done everything as simply and 
effectively, so tankers help I will not write - Remove

helmet and all will understand. I can only say that
For each object class THERE
OWN ZATIRACHKA, which is in the
Same window, WHERE AND REMOVES ITS FACILITY!
Please remember this and not try to remove
zatirachkoy building from the window of soldiers and vice versa.


     In our editor, you can not do daub on the field, so the 
building and the soldiers do not will place on each other or in 
a river. In short, all close to the game in the maximum. 
Priority is landscape. If you want to vlepit somewhere in a 
house, and it is impossible - then clear the area first, and 
then already engaged in construction. In the demo version so 
far will have to put where possible.



     Disk read / write operations are possible in two forms: as 
a shipping and games standard file TR-DOS. When recording a 
shipment to check for cleanliness drive from any files by value 
in the system sector. In the case of a disk Files will be 
invited once again to confirm the correct disc for recording 
shipment to avoid accidental corruption of information. 


     In reading the mission in the form of a file by selecting 
the following parameters: load address should be # 7700, and 
the size of # 4900. File Type "C". The name can be as

in Russian, and at NATO'vskom.
Assembler job requirements are the same: load address # 7A6B, 
size of 256 bytes. In the presence of such files will be

submitted the entire list. After loading
done checking the file, and if something is not
then exposed to conditions set by us,
then you will receive a message. In the case of reading the 
mission at the entanglement of the system files is killed the 
backbone level, and therefore will be invited to recover it 
through the clearing mission. In the case of the assembler job 
automatically default "kill all". 


     For those who at least knows a little
assembler, will discuss the method of recruitment assignments. 
This is probably the most interesting, I'll say I tell you. In 
the original, almost all jobs were reduced to the order to kill 
everyone and burn everything. We have changed lives for the 
better! But for First I will talk about the structure of the 
shipment, necessary system variables used for such activities.

Here we go:


     The game is available on-peak: 8
mines, with 32 buildings for the player and computer,
on 48 soldiers for those and others, and only 6
your captives. The computer captured
can not be a pity. Information on all
objects placed in special buffers
at the following addresses:


     # 7BC0 - DATA MINING.

     # 7C00 - HOME USER.

     # 7D00 - a computer at home.

     # B800 - WARRIORS USER.

     # BB00 - WARRIORS COMPUTER.

     # BE00 - PRISONERS.


     Descriptors for "real estate" have
size 8 bytes, and for the soldiers and workers
16 bytes.


     For buildings descriptor looks like this:


     +0 +1 +2 +3 +4 +5 +6 +7

     XX YY NN ZD 00 FF TT TT


     Value for you have only XX, YY
and NN. All the rest are not important. For XX, YY
is derived from information on the whereabouts of the building
in the playing field, expressed as a "string" and
"Column." If there are zeros - a building demolished! If, for 
three (health) is also zero, object is dead. By NN - number of 
the building, ie, his name:



     OPTION NAMES IN THE GAME FOR PEOPLE

     # 7C00 # 7D00


     0 - Settlement Farm - 0A

     1 - FORTRESS - 0B

     2 - Sawmill - 0C

     3 - tserkov Sanctuary - 0D

     4 - FORGE - 0E

     5 - Stable Stall - 0F

     6 - TOWER TOWER OF DARKNESS - 10

     7 - Temple RAVEN - 11

     8 - chalet Hibari - 12


     Values ​​do not vary from the membership of the mission, 
ie, not care for whom you play. The most important thing - the 
code name. And there the game itself will understand what to 
write shield. When playing at kung numbers of left and

right column tradeoff.


     Now the names of the soldiers with the game for people. 
Playing as kung Please take into consideration that the content 
of the columns is exchanged, but codes names remain the same!


# B800 # BB00

PEASANT 0-9-Peon
1-CROSS. Forest-10-Peon forest
2-CROSS. C GOLD 11-GOLD WITH Peon
3-ARCHER 12-LANGOLER
4-13-infantryman KUNG
5-Priest 14 Necromancer
6-WIZARD 15-VARLOK/TALABRUK
7-16-Catapult Catapult
8-17-RIDER GRYUNVER


20 Scorpio 18 Spider
Poloz 21-19-Skeleton
22 DUKE 23 GRIZOLDA
26 STENOGRYZ 25-DEMON
24-Bonecrusher


Last warriors can be as one
side and on the other. These characters
have no strategic value, since
or can not fight, or the fetus
anyone for some time. Well that
I immediately crucified - to play and remember.


     Descriptor for the soldiers and workers:


     +0 +1 +2 +3 +4 +5 +6 +7

     X1 Y1 00 00 NN ZD MG 00


     +8 +9 +10 +11 +12 +13 +14 +15

     00 00 00 00 X2 Y2 X3 Y3


     Value for you is only interested in 0
and +1, and +4. The first two represent
position of the character on the field, but by 4 is
his name.


     And now give examples of tasks and
features of their set. To do this, download
your favorite shadow and assembler
ponabiray algorithmics following:

; Example of the job "the collapse of the Raven"


        ORG # 7A6B; standard!

        JR MM; always do

        RET; top of this!
MM PUSH IX; just in case

        LD IX, # 7D00; home companies

        LD DE, 8; step according to

        LD B, 32; number of houses max
MM1 LD A, (IX +2); the name of the building

        CP # 11; code Crow

        JR NZ, MM2; not the

        LD A, (IX +0); position of the building

        OR A; defeated?

        LD A, # 01; token of victory

        JR Z, MM3; victory!
MM2 ADD IX, DE; next

        DJNZ MM1

        LD A, (# 7A62)
MM3 LD (# 7A64), A

        POP IX

        RET

; An example of a universal set of annihilation; Proposition 
church or temple of the enemy. 


        ORG # 7A6B

        JR KK

        RET
KK PUSH IX

        LD IX, # 7D00

        LD DE, 8

        LD B, 32
KK1 LD A, (IX +2)

        CP # 03; Church

        JR Z, KK4

        CP # 0D; sanctuary

        JR Z, KK4
KK2 ADD IX, DE

        DJNZ KK1

        LD A, (# 7A62)
KK3 LD (# 7A64), A

        POP IX

        RET
KK3 LD A, (IX +3); health building

        OR A

        JR NZ, KK2; still alive

        INC A; victory!

        JR KK3

; Example of the output of a warrior to the exit


        ORG # 7A6B

        JR LL

        RET
LL PUSH IX

        LD IX, # B800; your warriors

        LD B, 48; number of soldiers max
LL1 LD A, (IX +4); the name of a warrior

        CP 22, Code of Prince

        JR Z, LL4

        CP 23; code Grizoldy

        JR Z, LL4
LL2 LD DE, 16; step according to

        ADD IX, DE

        DJNZ LL1

        LD A, (# 7A62)
LL3 LD (# 7A64), A

        POP IX

        RET
LL4 LD L, (IX +0); position of a warrior

        LD H, (IX +1)

        LD DE, # 0703; position before

        SBC HL, DE; output (CASE)

        JR NZ, LL2; not on nuzh
        LD A, # 01; Noah position.

        JR LL3; is already

; Example of the job "kill Talabruka" or Prince


        ORG # 7A6B

        JR ZZ

        RET
ZZ PUSH IX

        LD IX, # BB00; warriors com

        LD DE, 16; step

        LD B, 48
ZZ1 LD A, (IX +4); the name of a warrior

        CP 22, Code of Prince

        JR Z, ZZ4

        CP # 0F; code Talabruka or

        JR Z, ZZ4; warlock!
ZZ2 ADD IX, DE DJNZ ZZ1

        LD A, (# 7A62)
ZZ3 LD (# 7A64), A

        POP IX

        RET
ZZ4 LD A, (IX +0)

        OR (IX +1)

        JR NZ, ZZ2; still alive

        INC A; corpse

        JR ZZ3

; Example set of "kill everyone."


        ORG # 7A6B

        JR WW

        RET
WW LD A, (# 7A62)

        LD (# 7A64), A

        RET



     The resulting code block should be using STS 'and write to 
the disk address # 7A6B, size # 0100. Keep in mind that

editor makes the screening of files at boot, and its length! So 
if I said, # 0100, then did so, and do no amateur.


     Now we should emphasize that
fact that the addresses of variables and tables of descriptors 
listed for the version of the game, which I inherited and which 
I hacked and adapted under 512 KB. Namely Black

Raven 1. 01. In the ZX-Format # 8 Mednonogov
mentioned modifications of the game, and this may
lead to material differences between the addresses, although
unlikely. Nevertheless, attention should be paid, if suddenly 
something you will not go wrong. I want to know about

All the problems that you encounter
on progress in the editor, or obtained it shipping. The full 
version of the editor, and a CD with new missions can be 
ordered directly from the authors. Disk with the missions will 
have the full the kind of game, ie, the continuation of "Black 
Crow-1. 


     STUDIO ADDRESS AND PHONE:

                  343116

            Mikhail Maksimenko

            house 79 apartment 12

              m 'n' Western '

               Mr. Dimitrov

             Donetsk Oblast

                 Ukraine


     (06239) 6-21-26, after 18.00 msk





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Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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