Martianoids - The Map Editor V1.0 ---------------------------- Written by Matthew Carrier, 20th June 2002 In good old Sinclair Basic using X128(PC DOS) V0.93 by James McKay ----------- What is it? ----------- It`s a map editor for game Martianoids by Ultimate. So you can edit the position of objects within the game and make it easier (or harder) to complete. ------------- Requirements. ------------- 1. ZX Spectrum emulator that supports TAP and TZX data formats. 2. TZX of Martianoids by Ultimate that was released in 1987 for the Sinclair ZX Spectrum. 3: Knowledge of loading a TZX file Knowledge of loading and saving TAP files If you do not know how to load or save a TAP or TZX file then read the instructions that came with your emulator. I cannot give help on this. Notes: Extracting the map data from Z80 or SNA edition of the game will not work due to the way the game alters the map data once it has started. This is why a TZX file of the game is required. The Map data might not work on a re-release/compilation version as some of the coding/loading system may have been changed. ------------- Not included. ------------- 1. I cannot and will not supply a `mapdata.tap` file to anyone that requests it as the mapdata is part of the WoS/Ultimate/US Gold DISTRIBUTION DENIED collection. 2. That also means I will NOT supply a copy of Martianoids to anyone that requests it. 3. The world, moon on a stick. The ladies of B*Witched. ------------- Distribution. ------------- 1. This editor must not be distributed with mapdata or a copy of Martianoids in any shape or form - ie Z80, SNA, TZX, TAP or any other data format. --------------- With thanks to. --------------- 1. Jame McKay - for the best ZX Spectrum emulator on the PC. Any hints and tips that are included with the editor program are based only on X128 (PC DOS) v0.93 by James McKay. 2. Threlfal & Hodgson and Hisoft for Colt ZX Basic Compiler Used For speeding up the editing part and mainly for the `draw map on screen` routine. --------- Warranty. --------- This program is supplied `as is`. It won`t screw up your hard drive, computer or dump things where it shouldn`t do. PLEASE work on a back up copy of your all important TAPs,TZXs and SNA files as you may corrupt them - you shouldn`t, but you might overwrite the wrong file by mistake - if you do make a complete balls up, then don`t come running to me about it. ---------------------------- Martianoids - The Map Editor ---------------------------- Written by Matthew Carrier, 20th June 2002 email: carcass@cazzer.freeserve.co.uk Site: www.cazzer.freeserve.co.uk In good old Sinclair Basic using X128 by James McKay Any suggestions for this editor are welcome. ---------------------------------------------------------------- Extracting the map data using a TZX file of Martianoids IN SPECTRUM 48k/128k MODE 1 CLEAR 24576: LOAD "" CODE : LOAD "" CODE 2 SAVE "Mapdata" CODE 50453,3647 RUN Once everything has loaded it`ll put the "Start tape, press any key" massage up, so sort out a .TAP file and save it. --Remember to save your mapdata as a TAP file-- --------- Loading your personal map data back into Martianoids IN SPECTRUM 48k MODE 1 CLEAR 24576: LOAD "" CODE : LOAD "" CODE RUN (this will load the screen pic CODE - but not display it. also, the game code will be loaded.) Now select your altered mapdata TAP file LOAD "" CODE 50453 which will load the code back into the game IMPORTANT - The 50453 is absolute vital!!! To run the game PRINT USR 24576 ---------------------------- Using the Martianoids Editor ---------------------------- Before the map can be edited, it must be loaded, via a TAP file. So, select the map TAP file, press 1 to load, read what is on the screen and it should load in. Loading will take a few seconds. Once loaded, press a key and the main menu will reapper. The map can now be edited. Enter the editor. Instructions are given on screen Map Editing Mode: QAOP move the cursor around the screen Z will removed (when possible) an object from the map SPACE BAR or M will place the current selected object on the map. G will allow the user to select an area of the whole map D will return to the main menu 1 - 9, E,R select an object ----------------------------------- Items that cannot be edited/removed ----------------------------------- The sender (a black triangle) The receiver (a box with antenna) The Start position (letter S) The reason why these items cannot be removed is because the location of these objects are coded into the game and it is unwise to alter them. Map Area Selecting (When G is pressed) QAOP will move the cursor around the small grid SPACE BAR will select the grid area. The new area will begin to draw. 0 will abort the selection and return back to the map editor. Beyond the bounderies of the orginal map. The original map is made up of 9 areas, each 16x16 in size. These are numbered 1 to 9 (as in the original game) and the starting area is number 5 - marked as an `S` There are infact 16 areas that can be explored and edited when a section of wall is removed. The extra areas are marked A to G. Areas E,F and G can be fully edited with batteries, spare cones, walls and exhaust pipes. Areas A,B,C and D can only be partially edited as it is used as work space/data buffer for game variables. The Areas displayed in A,B,C and D can be safely edited. The complete map will loop around itself. For example, removing a left hand section of wall in area 1 will loop the robot to the right hand side of area E. Removing the bottom wall section in area 9 will loop the robot to the TOP of area C (which cannot be edited). If the robot continues to walk, the workspace/data buffer will be displayed - it will be a random line of objects that will either remain static or flash constantly. ------------------ Hints for editing. ------------------ a) If you are editing the map to make it easier for the paper data to reach the receiver (ie. an enclosed pathway) always put atleast 2 black blocks in the enclosing wall as the paper may get trapped in an endless loop and you`ll have to rescue it. b) Also, not all Sender/transmitters actually send data... while others may send 2 bits of data during the game, so you`ll have to link the paths together - tricky, but it can be done. Some receivers requie data from a different zone. c) Don`t put more than 36 poles with bases in any one section - it could be bad for the game. d) Removing of exhaust ports is a good thing. --------------- Known Problems. --------------- Sometimes the menu screen will freeze and not accept any input from the number keys. I think that this may be down to a memory conflict with the compiler overwriting some of the BASIC variables. it happens randomly. Solution: Just `break out` of the program and RUN it again - it should clear the problem - save your map data often. Have fun and enjoy. mat