Program:     Alien Breed II Level Editor
Version:     2.1
Author:      James Vernon (TCPA/Jimsoft Software)
Description: On-calc level editor for Alien Breed II v3.1
Machine:     TI-83/TI-83+
Language:    Z80 Assembly Code
Platform:    ION 83, ION 83+
Released:    May 2000
Size:        Editor Program File (83)    - 2358 bytes
             Editor Program File (83+)   - 2365 bytes
             Uncompressed External Level - 1634 bytes each (1637 bytes on 83+)

Compressed levels can't be edited with the editor.


** Version History **

v1.0: (2033 bytes)
- First version
- Compatible with SOS

v2.0: (2417 bytes)
- Added map feature
- Added statistics feature
- Can set time and destruction variable between 0-255
- Can warp to player start position
- Checks level version
- Optimised
- Now for ION83/83+ and not SOS
- External levels from previous version can't be used with this version

v2.1: (2358 bytes)
- Calculator APD's after a bit of inactivity whilst editing a level
- When setting time/destruction variable, starts at previous value instead of 0 every time
- Fixed a bug that made the last 7 bytes of every level disappear
- Included a Patch to fix levels made with v2.0!
- Optimised to the max!
- Can Compress your own levels using the Level Compression Utility (on computer)!


** Features **
- Create your own levels for Alien Breed II
- Have as many aliens as you want!
- Set up Queen Aliens
- Have mission objectives just like the original levels


** Setup **
WARNING: External levels can't be accessed from Flash (83+ only). This could be changed in future versions!

  Send the file "ab2edit.83p" (or ab2edit.8xp for TI-83+) to your calculator. Run ION and select "ABII Level Editor v2.1". The Editor doesn't require any free memory to run or edit levels but you need 1634 (1637 on 83+) bytes of free memory for each new level that you create (to check free mem, look at the bottom right of your screen whilst in ION).

  Compressed external levels can't be edited on the calculator because a compression routine wouldn't fit on the calculator.


** Getting Started **
  In the main menu you have the option to either edit and old level or create a new level. To toggle old levels highlight "Edit Old Level" with the keypad and press [ALPHA] to move to the next level. Press [2nd] to select the highlighted option.

  When you make a new level you will be prompted to enter a 3 letter name for the level. Use the [Up]+[Down] keys to toggle letters and [2nd] to select the letter shown. If you don't press a key for a few seconds, the calculator will automatically turn off. When you press [ON] you'll be where you left off.

  If you select "New Level" and the program just goes straight back to the Main Menu then you don't have enough free memory to create a new level.


** Using the Editor **
IMPORTANT: BEFORE YOU EDIT LEVELS THAT WERE MADE WITH v2.0 OF THE EDITOR, PLEASE MAKE SURE THAT YOU RUN THE PATCH ON THE LEVEL TO FIX A BUG THAT v2.0 MADE, OTHERWISE A SMALL PART OF YOUR CALCULATORS RAM MIGHT GET CORRUPTED!!

  Once in the editor the level will be shown almost exactly as it would look in the game. Placing items such as keys or ammo clips is easy. Just press [+] or [-] to get to the item you wish to place and press [2nd] to place it.

  To set Alien and Worm triggers, use the [+] and [-] keys to get to the Alien or Worm picture and press [2nd] to place it. This means that when a person playing the level walks towards the trigger and it appears on the screen the trigger will execute and an Alien/Worm will appear at that spot. Once the trigger has been executed once it becomes normal floor and will not do anything after that. Although you can place as many aliens on a level as you want, the number of aliens the game can control whilst someone is playing is limited to 30. This means that if 30 triggers have been executed none of the others will execute until one or more of the aliens have been killed and then more triggers can be executed. Triggers that aren't executed aren't disabled permanently, only until there are less than 30 aliens/worms.

  Safe and Dangerous Air Ducts are distinguished in the editor by a "D" or an "S" in the middle of them. Remember that safe air ducts will take the player straight to the end of the level. Because of this they probably won't be used very often.

  Extra Lives and Bombs can also be distinguished in the editor. Extra lives look the same as usual but Bombs look like they do in the game after being triggered (they have an open mouth).

  To set the start position of the player press the [Y=] button. You can't actually see the start position of the player but pressing the [Y=] button will make it the spot the cursor is on when you press it. If you wish to warp to the start position, press the [XTOn] button and the cursor will go straight there.

  There are two main types of levels: Normal and Hatchery levels. Normal levels generally have normal floor and Hatchery levels generally have hatchery floor (such as the final level in the game). The default for a level is Normal and this means that when the player picks up things such as ammo, credits, etc. a normal floor tile is placed. On Hatchery levels a hatchery floor tile is placed. To toggle between Normal and Hatchery modes, press the [MODE] button.

  There is a counter for each level for mission objectives. I call this counter is called the "destruction" variable. It can take values from 0-255. When it equals 0, the deck lift can be used, ie. when the player walks on to the deck lift that's the end of the level. When the destruction variable equals 1, the destruction sequence is on, which means the deck lift is also enabled but the player has only a certian amount of time to get to it. To set the initial time left in the destruction sequence on a level, press [ALPHA] and up the arrow keys to choose a value between 0-255. Press [2nd] to choose this value.

  When the destruction sequence is any value between 2-49 inclusive, it means that the player still has mission objectives to be completed before the destruction sequence starts. After each part of the mission objectives is completed, the destruction variable is decremented by 1, eg. on Level 2 of the game the destruction variable is initially set to 5. Thus it will decrement each time a Power Dome is destroyed and once all 4 domes are destroyed the variable will equal 1, setting off the destruction sequence. Note though, that once the destruction variable is decremented to 1, it will not decrement any further, so the destruction sequence cannot be stopped. Once you finish Level 3 of the game you should understand how this is useful.

  The following occurances during a level will cause the destruction variable to be decrement: Guardian/Queen being killed; a Bomb being triggered;  a Power Dome being shot; and a Fire Door being closed.

  The remaining possible values of the destruction variable (50-255) are for another feature. If you set it to say, 60, it will decrement each frame of gameplay until it gets to 50, then it will jump down to 1 and the destruction sequence will be triggered. This is useful if you want to have a small amount of time at the start of a level for the player to view their map before the destruction sequence is automatically triggered. To set the destruction variable, press the [GRAPH] button and choose a value in the same way as you would for the initial time value.

  Perhaps the most difficult part of designing a level is when you wish to add a Guardian/Queen alien. The only difference between a Guardian and a Queen is that the Queen has a lot more energy. Other than that, it doesn't really matter which one you choose to use. A level can only have one Guardian/Queen. There are 5 things you need to do to properly set up a Queen alien. The first is to make a room in which the battle will take place. The room must be exactly 9 blocks in length and 3 or more blocks wide - I find that 7 blocks wide is a good width. The room must be totally enclosed except for the entrance. The next thing to do is place the trigger. The trigger for a Guardian is the "G" and for the Queen it's the "Q". Find these by pressing the [+] and [-] buttons. Press [2nd] to place the trigger. Once the player walks on to the trigger, the Queen will be activated. There are 3 other things you must do. You need to set the position of the entrance to the room so that the game knows where to put a wall in order to totally close off the room. To do this, press the [WINDOW] button. So, of course you have to also set the position of the spot where the player will exit the room once he/she has defeated the Queen so that the game knows where to open up a wall. To do this, press the [ZOOM] button. Finally, you need to set what block will go in place of the wall that's removed when the Queen is killed, eg. if I have the Extra Life tile currently selected and I press [TRACE], that means that when the Queen is killed an Extra Life will appear at the coordinates specified when I pressed [ZOOM]. Basically, pressing [TRACE] sets the current selected tile to be what will fill the space when the wall is removed after the death of the Queen. This can be any of the tiles that you can access in the editor, it's up to you. Below are some examples of Guardian/Queen rooms:


            G= Guardian Trigger
                          P= Position where wall will be put
                          R= Position where wall will be removed
                          = Wall
                   
                   
                   
                   
                   
   G   R     PG      R
P     

  Note that the Guardian/Queen trigger must along the bottom row of the room, because when the trigger is activated the game automatically puts the Queen 8 blocks above where the trigger was. Because of this it is imperative that the length of the room is 9 blocks (refer to the examples). Note also that both the positions of the wall to put and the wall to remove can be in the same spot.

  If you want to view a map of the level as you're designing it, press the [DEL] button. A map will displayed, press any key to go back to the editor.

  Another good feature is that you can tally up how many keys, how much ammo, how many credits, etc. a level contains. Press the [STAT] button to view the statistics for a level. Remember that each ammo clip contains 10 bullets - the ammo counter shows how many bullets are on the level, not how many ammo clips.

  Press [CLEAR] whilst in the editor to quit back to the main menu. The level is automatically saved as you edit it.

  If you leave the calculator doing nothing for a little while, it will APD (automatically power down). Press [ON] to return to where you were.


** Controls **
MAIN MENU:
[Up]+[Down]       - Toggle highlighted menu item
[2nd]             - Select highlighted item
[ALPHA]           - Next level (only when "Edit Old Level" highlighted)

NEW LEVEL:
[Up]+[Down]       - Toggle letter
[2nd]             - Select letter

EDITOR:
Keypad            - Move
[+]               - Next tile
[-]               - Previous tile
[2nd]             - Place tile
[Y=]              - Set start position
[WINDOW]          - Set position of wall to put
[ZOOM]            - Set position of wall to remove
[TRACE]           - Set block to type to replace removed wall
[GRAPH]           - Set destruction variable
[ALPHA]           - Set initial time
[MODE]            - Set level mode
[DEL]             - View map
[STAT]            - View statistics
[XTOn]            - Warp to start position
[CLEAR]           - Quit to main menu


  If you have any trouble understanding some of the features of the editor or you have any comments, suggestions, bug reports or general questions do not hesistate to e-mail me or you can try to catch me on ICQ. Also remember to check TCPA Member Page for updates of Alien Breed II and my other programs.


Alien Breed II Level Editor v2.1
Copyright 1999-2000 Jimsoft Software/TCPA
Written and Programmed by James Vernon
E-Mail: james@calc.org
        jimbob_v@hotmail.com
URL:    http://tcpa.calc.org/members/james/
ICQ#:   71589304