
                        The Fantasy Project

                        Beta-Version 8/2/92


In this version:  c/test           : the game itself
                  c/towned         : an editor to make the dungeon-layout
                  c/makeplane      : conversion program for 3d-look
                  c/convert#?      : IFF-converters
                  c/linker#?       : linker for the packed graphicfiles
                  docs/*           : doc files to other tools
                  source/*.s       : the devpac-sources of the dungeon
                  source/*.def     : definitions of the used structures
                  source/internals : a description of the language used
                  levels/*         : the towned readable levels of the
                                     sample game

On disk 2:        pictures/*       : The Pictures in IFF, so you can see
                                     how the picture shall look like
                  graphics/*       : The graphicsets

                  both dirs including dmakefile (only start on a HD
                  because this takes more space than free on the disk)

NOTE   : THIS DISK HAS TO BE NAMED/ASSIGNED TO game:
WARNING: THE GAME CONSUMES 410K CHIP AND 120K FAST MEMORY ON STARTUP!
         IT WONT RUN WITH 512K!
         DURING GAMEPLAY IT WILL CONSUME ANY AVAILABLE FASTMEM FOR STORING
         LOADED PICTURES.

Please apologize that all files inside of source are at most written in
german, but i think one can figure out at least the *.s files.
To create your own dungeon simply reassemble the labdata.s file with
your changes and use
                    game:c/scypmon game:source/lbatch
to strip the loadseg headers, so that the game can read it.

You can test your game with game:c/test <yourgame>
or just load it from the menu.

Enhancements:

This game is PAL - if your amiga has OS2.0 or higher installed and is
capable of switching between PAL and NTSC, the game will automatically
switch to pal.monitor, if you are bound on NTSC you wont see the list
of characters at the bottom of the display, but you can still play the
game.

The game now opens a screen, and lets intuition switch between the screens.
The game will only activate its own copper-list, when:
-The game-screen is the first-screen
-The screen is on top (pos 0)
-There are no requesters open on the screen

The game now gets its key over a window, so it can happen, that the game
shows on, and is not taking any key. If so, just press the left mouse-
button to aktivate the window.
The game now also uses the keymap set with setmap. If you don't like to
play with the german keyboard, delete the "setmap d" command from the
s/startup-sequence.

The Display noew uses Max. Overscan used by Workbench. Some error at
setting colors are removed.

Have much fun in testing.

The demo-version of this game is freely distributable.

Pictures and Bug-Reports to:

bublath@kirk.fmi.uni-passau.de

Snail-Mail:

  Jrg Bublath
  Holzheimerstr. 4/E07
  W-8390 Passau
  Germany


