   Installing on Hard Disk
   =======================

   Make a new drawer on the hard disk and name it "JSB" or something. Copy
   from disk to this new drawer the following files: JSB_Editor, JSB_Game 
   and JSB_Icons.abk (and perhaps Instructions). If you want the playfields
   copy them also to the new drawer or somewhere else.

   Then open the Libs-drawer on the floppy disk and copy AMOS.library into
   the System:Libs-drawer on hard disk. (If you don't already have it there.)
   And then, because JSB_Editor needs the JSB_Icons.abk file, you must make
   a proper assign statement in startup-sequence or user-startup to tell the
   Editor where the Icons file is.



   JSB Game instructions
   =====================

   When you start to play, first a file selector is shown. Only the file
   names with .JSB extension are shown if you don't change that. Double click
   the name of the playfield you want to play. Then the file is loaded and
   some information is shown (how many items you have to collect, how many
   rooms there are and how many lives Billy has). The Amal strings for bob
   movement patterns are made, and that may take a few seconds. After that
   press any key to start the game.

   Use the joystick to move Billy. You have to find youre way from the start
   room to the end room and collect all items (the ones with flashing colour).



   JSB Editor instructions
   =======================

   When you start to design a new playfield, you must first create a room,
   and give map coordinates and number for the room. After that, you can start
   drawing the room using any kind of tiles you like. You can also put some
   moving killers (bobs) in this room at any time (but perhaps it is better to
   put them after the room is drawn ready).

   When you are drawing a room, make sure that Billy cannot leave the room
   (in the Game program) to any direction, where there is not another room
   to enter. When you are playing the JSB Game and you leave a room to a
   direction where there is no room, the program will crash. So, it is on your
   responsibility to correctly design the playfield. When you are drawing a
   room and you make a door or leave out a wall or make a hole in the floor
   or something, you must, at some point, make a room there for Billy to enter.

   When you have the room ready you have to put the data into a memory bank.
   For that you pick the Save-option from the Room menu. This option does not
   save anything to disk, but saves the current room data into memory, before
   you start drawing another room. When you want to save your playfield to the
   disk, select the Save option from Project menu.


   The qualities of tiles
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   The tiles you use when drawing a room are picked from the Tiles menu. There
   are six groups of tiles: Wall, Bridge, Block (which has two sub-groups),
   Trap, Item and Ladder. When you pick up a tile, it will have a quality
   based on the group (Wall, Bridge, Wall, Trap, Item, Ladder). However, you
   can change the quality of some items. The qualities are as follows:

     Wall (WL)        This quality does not let Billy go through it in any
                      direction. It is the quality for tiles in Wall and
                      Block groups.

     Background (BG)  Billy can move through this kind of tile in any
                      direction. You can take this quality for the tiles
                      in Wall and Block groups.

     Bridge (BR)      This kind of tile does not let Billy go through it
                      downwards (Billy walks on it), but in other directions
                      it has no effect. This quality is for tiles in Wall,
                      Bridge and Block groups.

     Convoy Belt      This is like Bridge quality, but when Billy is standing 
     Left (CL) or     on it, the convoy belt will take him left or right at
     Right (CR)       normal walking speed. When Billy is walking to the same
                      direction the speed will be double and when walking to
                      the opposite direction, the speed will be only half of
                      the normal speed.

     Trap (TR)        A Trap tile kills Billy, when he walks to the block
                      where the Trap is. The idea is that Billy has to jump over
                      the tile. This quality is for tiles in Trap group.

     Items (IT)       These tiles are supposed to be collected. Billy takes
                      the Items by touching them. The game is over only when
                      Billy finds his way to the End room with all the Items
                      collected.

     Ladder (LD)      Ladders are for Billy to go up or down. When Billy is
                      on the Ladder, it will take him up. If you want Billy to
                      go down, you must push the joystick down. When you push
                      the joystick up, the Ladder will take him up at double
                      speed.

   The tiles in the Wall or Block groups may have the quality of the Wall,
   Background, Bridge or Convoy Belt.
   The tiles in the Bridge group may have the quality of the Bridge or the
   Convoy Belt.


   Drawing the room
   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
   The room area is divided into blocks of 8x8 pixel. The room is 40 blocks
   wide and 30 blocks high. When you are drawing the room, you can put one
   tile in each block. With left mouse button you draw the current tile, with
   right mouse button the tile under the pointer will be erased.

   The first row on the screen will give you some information. First on the
   left there are the block coordinates of the room area indicating where the
   mouse pointer is. Next to the right there is the image of the current tile
   and the two-letter indicator for the quality of the current tile. After that,
   there is the room number and the map coordinates of the room.

   At the end of the top row there is a two-letter indicator, which shows you
   what the quality of the tile under the mouse pointer is. This is very
   useful, because sometimes it is hard to remember the qualities when you
   have used tiles with the same image but different qualities.
 

   The Menu items
   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
   When you want to select a menu item with the mouse, you have to move the
   mouse pointer into the top row of the screen and press the right mouse
   button. Some of the most often needed menu items have keyboard shortcuts,
   which are marked on the right side of the menus.

   Here are all the menu items explained in detail.


   PROJECT

     New      Erases all data of the current playfield from the memory and
              restarts the JSB Editor.

     Load     You can load a playfield project from disk, which you have
              saved earlier. If the name of the project is not shown on the
              file selector, find it by pressing the [devices]-button if
              you want to change the disk drive. Or select the right directory
              name from the list. When you see the name of the project, double
              click on it.

     Save     When you want to save the project and continue with it at some
              other time, select this option. An AMOS file selector will be
              shown. If you are not in the right disk drive and directory,
              use first the [devices]-button and/or the directory name in the
              list to get there. If you have saved the project earlier and
              want to save it with the same name then double click the name.
              If you want to save the project with a new name or if you have
              not saved it earlier, then type the name on the second input
              line. It is recommended to use a ".JSB" extension in the name
              because the file selector directly shows the file names only
              with this extension.

     Save L   Save Locked. When you have finished the project and it is
              ready to play, then save it with this option. When the playfield
              is locked, it cannot be loaded into the Editor no more, but only
              into the Game program. Remember to use the ".JSB" extension.

     Quit     Quit the editor.


   ROOM

     Create   Use this when starting with a new room. A dialog box will be
              opened, where you are asked for the map coordinates and room
              number for the new room. You can type them all. Use left mouse
              button (LMB) to select a requester box and type in a correct
              value. With "Del"-key you can make corrections.
              It may be better to pick the map coordinates from the map. When
              you press this button, the map will be shown. There are 30x20
              room locations on the map. The ones that are already used,
              are shown with yellow boxes, the other ones with grey boxes. 
              You select one of these with LMB or you exit from the map with
              RMB.

     Get      When you want to make some changes to a room which is saved in
              memory bank but is not the current room, you can get it for
              editing with this option. You give the room number either by
              writing it or picking it from the map.

     Copy     This option will copy the data of one room to the current room,
              so right after this you will have two identical rooms with
              different numbers. Of course, after this, you can do whatever
              you want to with the current room.

     Save     This puts the data of the current room into the memory bank.
              This option has to be used before you can create a new room and
              before you save the project to disk.

     Delete   You can erase one room from the memory bank by using this
              option. When deleted, you cannot get it back.

     Map      By selecting this option, you can see the map, but you cannot
              pick anything from it. Use RMB to exit.

     Play     With this option, you can testplay the current room. Before
              using this, it may be a good idea to save the project to disk.
              When you've selected this, you first have to mark the starting
              point. Place the figure of Billy where you want to start and
              press LMB. If Billy overlaps with a wall tile or trap, the place
              will not be accepted and you have to do it again. You play the
              room by moving Billy with the joystick. If Billy dies or exits
              the room, he will jump back to the starting point. The items
              are not collected (like in the Game program), but there is a
              bell sound when Billy gets an item. You end the testplay by
              pressing any key. During the testplay the screen is double
              buffered.

     Palette  This option will show you a palette requester. When the editor
              program is started, it will have a default palette. Then there
              is the game palette, and until no changes have been made,
              the default and game palette have the same colours. Also, every
              room has its own room palette. When a new room is created, the
              game palette is copied to the room palette.

              With this option, you can change the colours of the tiles (the
              #1..16 colours of the palette of 32 colours). Colour #0 (back-
              ground) is black and cannot be changed. With LMB pick the colour
              from the row to be edited. With the tree sliders you can change
              the RGB values. When you have made the changes you want to,
              press one of the two "OK" buttons.

              "OK for this room" will copy the new values only to the room 
              palette of the current room, and every new room created after
              this room will have the game palette as room palette.
              "OK for new rooms" will copy the values to both the current
              room palette and the game palette, so all the new rooms will 
              also have this new palette. But this will not change the
              palettes of the old rooms in the memory bank.

              Pressing the "Game" button will copy the values of the current
              game palette to the palette editor.
              Pressing the "Default" button will copy the values of the
              default palette to the palette editor.
              Pressing the "Restore" button will copy the values of the
              current room palette to the editor.
              Pressing the "Cancel" button will get you out of the palette
              requester and ignores any changes that have been made.

     Teleport is the thing that takes Billy from one room to another, and
              the goal room can be anywhere on the map. Before you can make
              a teleport, both rooms have to be in memory. First you have to
              get the start room, if you don't already have it. After that,
              you mark the block which Billy has to enter. Then you have to
              pick the goal room (type the number or pick it from the map).
              The room will be shown and then you place Billy to that point,
              where you want him to appear, and that's it. If you choose the
              delete option for teleport, it will be deleted from the current
              room, if there is one. By the way, the start room and goal room
              in the teleport effect could also be the one and same room.


   DRAW

     Walls    This option will draw the walls around the current room with
              the current tile.

     Doors    This will erase the tiles from the walls where the next rooms
              don't have walls. This option is rather useful, because now you
              don't have to remember, where the doors are in each room. The
              fact is, when Billy is leaving a room using a door in the wall,
              the room into which he is going, must also have a door. Otherwise
              Billy is right in the middle of the wall and cannot move any
              more. This option will also make doors, if there are background,
              bridge, convoy belt, ladder, item or trap tile in the wall of
              the other room.

     Rect H   Both these options draw rectangulars using the current tile.
     Rect F   Rect H draws an outline (hollow rectangular) and Rect F draws
              a filled one. You place the mouse pointer to one of the corners,
              press the LMB and keep it down. Then you draw the mouse to the 
              opposite corner and release LMB. If you use RMB and Rect F,
              anything inside the outlines will be erased. If you use Rect H
              only the outlines will be erased. You can use both options if
              you want to draw or erase straight lines.

     Change   Use this option if you want to change some tile to the current
              one. You must move the mouse pointer over one of the tiles
              and press LMB. Then all the tiles with the same figure and
              quality will be changed to the current tile.
 
     Clear    Erases everything from the current room, but in the screen
              only, not in the memory bank if the current room data is there.


   TILES

     Wall     These six groups contain all the tiles. The first four groups
     Bridge   show only one colour for each tile, and when you pick one of
     Block    them, all the colours of that item are shown and you pick one of
     Trap     them and get the current tile. Item and Ladders groups have 
     Item     all items in the first window. Notice that in the Editor the
     Ladders  Items are white, only in the Game program they have a flashing
              colour.

     Use as   With this option, you can change the qualities of some tiles.
              All in the first three groups can be used as bridge or convoy
              belt. The tiles in the Wall and Block group can also be used as
              a wall or a background.

     Pick     If you want to use some tile already drawn on the screen, you
              can pick it up with this option. This is much faster and easier
              than picking the tile from the menu, especially when using the
              keyboard shortcut (P or p).


   GAME

     Start    Before trying to play your project with the Game program,
              you have to define the start with this option. First you 
              are asked to give the number of the starting room, and the room
              will be loaded from memory to the screen. Then you must mark
              the starting point. After that, it is best to save the
              project on disk.

     Finish   The ending room of the game is defined with this option.

     Lives    The default number of lives is 10. If you want to change it,
              use this option. The maximum number is 99.

     Info     This option will give you some information of the game.

     Final    With this option you can type in a message for the player
              to read when he completes the game. There will be window for
              you to type the message on six lines. On the right side is
              red line. Hit enter key to change the line before cursor is
              on the line. If you are not using all lines, hit enter anyway
              on every line. The colour used for text is #1. If you want
              any other colour than light grey, change the room palette of
              the ending room. The default text is "End of the game".


   BOB

     Make     When you have drawn the room ready and want to put some
              moving enemies there, use this option. You can create up to six
              bobs in any room. On the left side of the dialog box are the
              buttons for speed. Speed value 1 is about the same speed as
              Billy's walking speed. Value 3 means three times faster and
              value 0.5 means half of Billy's speed and so on.

              In the top right hand corner is the image for bob. Pressing the
              button you can change the image.

              Then there are three connected buttons. Use them to select the 
              type of bob movement before (!) you place the bob in the room.
              If you have placed the bob and then change the type, you must
              replace the  bob. The types are:

              Reverse. Bob moves from start point to end point using a way
                       of up to eight straight lines. Then it will return to
                       start point using the same way.

              Repeat.  Bob moves from start point to end point using a way
                       of up to seven lines. Then it will move straight to
                       start point (which could be the line number eight).

              Circle.  A circling bob comes to the room from the left or right
                       border and moves horizontally across the room and
                       disappears in the opposite border. After a short while,
                       it will become visible again.

              Pressing the "Place bob" button lets you first mark the start
              point with one pixel precision. After that you mark the movement
              pattern with straight lines with eight pixel (one block) 
              precision. If you use the Reverse type, make no more
              than eight lines. If you use the Repeat type, no more than seven
              lines (you can also make the 8th line but that must go to the
              starting point and the program does that automatically so don't
              do it). When you have marked the maximum number of lines (eight)
              the operation is stopped and returned to the dialog box. If you
              want less than an eight-line movement pattern hit any key.

              If you use Circle type you mark only one line, either to the
              left or right from the starting point and the length of the line
              has no significance. That only gives the direction of the bob
              movement: from left to right or vice versa. After that you must
              type in the off screen time (for how long the bob is hiding) in
              1/10 seconds. For instance value 20 is about 2 seconds.

              If you want to see how the bob will move, press the "Test"
              button. Press any key to exit testing. If you are not satisfied
              you can then make any changes you want to. Press "OK" button
              if the bob is what you want. When testing the bob movement, the
              screen is not double buffered, so the bob movement here may be
              a little jerky.

              Both the Editor and Game program have been written with AmosPro
              and the bob movement has been made with the Amal animation
              language. So, when starting the game, the Amal strings are made
              ready for each room, and that may take a little while, depending
              on how many bobs have a complex movement pattern.

     Change   If you want to change the movement or image of some bob, which
              is already made, then use this option. It will show the images
              of all bobs in this room and you pick the one you want with
              LMB. After that the bob dialog box is shown and you continue
              just like when you were making the bob.

     Delete   You can delete one bob at a time if you want to. Again, the
              images are shown and you delete one of them with LMB.

     Palette  With this option you can change the colours of the bobs. 
              14 colours #17..30. Look the room palette for instructions.
