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!InertEdit/!ReadMe

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Archimedes archive » Micro User » MU 1992-06.adf » PD
Filename: !InertEdit/!ReadMe
Read OK:
File size: 1E76 bytes
Load address: 0000
Exec address: 0000
File contents

*************  INERTIA SCREEN EDITOR  *************

****************  By Bruce Goatly  ****************

************  Version 1.56, 7 May 1992  ***********

This program is a simple screen editor for the
popular game Inertia from The Fourth Dimension.

HOW TO USE IT:

Open the !Inertia application directory on your
original Inertia disk by double-clicking on the
application while holding down the Shift key. Find
the files !Inertia.scrns and !Inertia.scrnl (these
are the screen files for Levels 1 and 2
respectively). Now insert the disk with this
!InertEdit application and open its application
directory in the same way. (Presumably you already
know how to open application directories - how
else would you be reading this?) Copy the 'scrns'
and 'scrnl' files across from the !Inertia
directory to the !InertEdit one.

Start up the InertEdit application in the usual
way and choose whether you want to edit Level 1 or
Level 2 (it's cheating but it's fun), whether you
want to edit a different map - make sure it's
inside the !InertEdit directory - that you've
already been working on (there's some error
checking but don't try editing non-Inertia-screen
files because I won't take responsibility for the
consequences), or whether you want to start a
completely new map. In the first three cases the
edited version will be saved over the one that was
loaded for editing; in the last case you will be
asked to give a file name for saving the new map
to.

Displaying a map file takes a little while - it's
90K long, after all, and I'm not into ARM code yet
- but before long the mouse pointer will appear
and you can start. It's quicker with an ARM3!


Screen layout:

Most of the screen is taken up by a plan view of
the map itself, with each tile displayed as a
two-pixel square. Sorry that the scale is so
small, but there is a way to enlarge it (see
below); sorry too about the plan view, but in fact
it's more useful than a perspective view when it
comes to working out tile positions (and far
easier to program!).

At the bottom left is a stack of four tiles,
representing the four possible levels at which a
tile can be placed; the current level is indicated
by the light-coloured tile. Above the stack
various messages appear, the most important of
which are the coordinates of the pointer. The 'Q'
icon to the left of the stack is for quitting, and
the 'S' icon below it is for saving your work.
Next come two tile representations: the top one
shows what tile is at the pointer position at the
indicated level; the bottom one, in a frame, shows
what tile you have selected for placing on the
map. The panel at the bottom right is your stock
of 19 different sorts of tile. For reference they
are:

Top row: normal green base, score tile, light grey
base, normal grey base, darker grey base, darkest
grey base, turquoise base, three slopes
(away-right, away-left, towards-left).

Middle row: slope (towards-right), four inner
corners (devise your own definitions of
direction), four outer corners (ditto), jump.

Bottom row: ice, brake, vertical speed (help! - I
just can't get used to this tile's effect),
transform to slow vehicle, transform to normal
vehicle, four conveyor belts (away-right,
towards-right, towards-left, away-left).


Using the editor:

Pick up a tile by clicking Select on one of the
tile shapes in the panel.

Place the selected tile by clicking Select at the
appropriate place on the map.

Remove a tile by clicking Adjust at the
appropriate place on the map.

The pointer can be forced to move only horizontally
or vertically around the map by pressing the H or
V keys. This is useful for drawing straight lines.

You can store the pointer's position on the map by
pressing the S key (*not* clicking on the S icon -
see below) and restore the old position with the R
key. This lets you use the mouse to change your
tile selection and then jump straight back to
where you were.

Move up and down the levels with the up-arrow and
down-arrow cursor keys. (I chose this way because
you can use the mouse with one hand to place tiles
while using the arrow keys with the other to
change levels.)

Clicking Menu while the pointer is over the map
doubles the scale, which spares your watering eyes
especially if (like me) you have only the standard
Acorn non-multisync monitor. The program detects
which part of the map you click over and enlarges
only that particular quarter. Everything else
works in the same way as at normal scale, except
that a position saved at one scale isn't
translated to the same map coordinates at the
other scale - restoring the saved position just
returns the pointer to the same screen position
(as you might expect). Click Menu again over the
map to return to normal scale.

Save your work from time to time by clicking
Select on the S (Save) icon. This will use the
file name already supplied.

Quit the editor by clicking Select on the Q (Quit)
icon. You will be asked if you want to save your
map first - just click Select on the Save icon to
save it before quitting, or on the Quit icon a
second time if you don't want to save it. Or you
can just click anywhere else on the screen to
abort the quit operation.


Notes on the screen maps:

When the editor starts up, the pointer is placed
at the starting point of the game, coordinates
(19,37). *Always* place a tile there for a
playable game!

Every map *must* have at least one score tile to
be playable. However, don't place too many score
tiles in a map (170 is about the maximum) to avoid
corrupting the game screen.

Getting used to the perspective view of the slope
and corner tiles takes a little time. Remember
that the game view of the map is from the
southwest (i.e. towards the northeast) as you look
at the map in the editor, so for instance the
first tile in the second row of the panel is a
ramp upwards in a southerly direction on the plan
view. Don't worry, it gets easier after a while.
The colouring on the green tiles is lighter at the
highest point and darker at the lowest, if that
helps you visualize things.

The bottom of the map wraps around to the top (and
vice versa, of course), but displaced one tile
sideways in so doing. Thus, for example, a tile at
(27,95) is connected to one at (28,0).


PLAYING THE NEW SCREENS

You need to fool the Inertia application into
thinking that the new map files are on the
original disk, so make a backup copy of your
original Inertia disk (the protection makes it a
non-working copy, for copyright reasons) and copy
the new map files into the !Inertia directory on
it. Remember that one of the files has to be
called 'scrns' (Level 1) and the other 'scrnl'
(Level 2). Then insert your original Inertia disk
and start up the game as usual, but change to your
backup disc before selecting Level 1 or Level 2.


STANDARD BORING COPYRIGHT NOTICE

This software and documentation is copyright �
1992 Bruce Goatly.  It is in the public domain and
you are therefore free to give the entire
application to anyone you please via any medium
provided it it delivered with all the supplied
files, unaltered. The original Inertia screens are
copyright � 1990 The Fourth Dimension, which is
why they are *not* supplied with the screen
editor. Buy the game!

This software is supplied 'as is'; no warranty,
express or implied, of the merchantability of this
software or its fitness for any particular purpose
is given, In no circumstances shall the author, or
any provider or distributor of this software, be
liable for any damage, loss of profits, or any
indirect or consequential loss arising out of the
use of this software or inability to use this
software.


Correspondence, suggestions, money, praise, offers
of work, etc. (but no complaints, please) to:

Bruce Goatly
Walnut Cottage
Liberty Avenue
LONDON
SW19 2RN

7 May 1992
00000000  0a 0a 2a 2a 2a 2a 2a 2a  2a 2a 2a 2a 2a 2a 2a 20  |..************* |
00000010  20 49 4e 45 52 54 49 41  20 53 43 52 45 45 4e 20  | INERTIA SCREEN |
00000020  45 44 49 54 4f 52 20 20  2a 2a 2a 2a 2a 2a 2a 2a  |EDITOR  ********|
00000030  2a 2a 2a 2a 2a 0a 0a 2a  2a 2a 2a 2a 2a 2a 2a 2a  |*****..*********|
00000040  2a 2a 2a 2a 2a 2a 2a 20  20 42 79 20 42 72 75 63  |*******  By Bruc|
00000050  65 20 47 6f 61 74 6c 79  20 20 2a 2a 2a 2a 2a 2a  |e Goatly  ******|
00000060  2a 2a 2a 2a 2a 2a 2a 2a  2a 2a 0a 0a 2a 2a 2a 2a  |**********..****|
00000070  2a 2a 2a 2a 2a 2a 2a 2a  20 20 56 65 72 73 69 6f  |********  Versio|
00000080  6e 20 31 2e 35 36 2c 20  37 20 4d 61 79 20 31 39  |n 1.56, 7 May 19|
00000090  39 32 20 20 2a 2a 2a 2a  2a 2a 2a 2a 2a 2a 2a 0a  |92  ***********.|
000000a0  0a 54 68 69 73 20 70 72  6f 67 72 61 6d 20 69 73  |.This program is|
000000b0  20 61 20 73 69 6d 70 6c  65 20 73 63 72 65 65 6e  | a simple screen|
000000c0  20 65 64 69 74 6f 72 20  66 6f 72 20 74 68 65 0a  | editor for the.|
000000d0  70 6f 70 75 6c 61 72 20  67 61 6d 65 20 49 6e 65  |popular game Ine|
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000000f0  75 72 74 68 20 44 69 6d  65 6e 73 69 6f 6e 2e 0a  |urth Dimension..|
00000100  0a 48 4f 57 20 54 4f 20  55 53 45 20 49 54 3a 0a  |.HOW TO USE IT:.|
00000110  0a 4f 70 65 6e 20 74 68  65 20 21 49 6e 65 72 74  |.Open the !Inert|
00000120  69 61 20 61 70 70 6c 69  63 61 74 69 6f 6e 20 64  |ia application d|
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00000150  61 20 64 69 73 6b 20 62  79 20 64 6f 75 62 6c 65  |a disk by double|
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000001b0  6e 65 72 74 69 61 2e 73  63 72 6e 73 20 61 6e 64  |nertia.scrns and|
000001c0  20 21 49 6e 65 72 74 69  61 2e 73 63 72 6e 6c 20  | !Inertia.scrnl |
000001d0  28 74 68 65 73 65 0a 61  72 65 20 74 68 65 20 73  |(these.are the s|
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000002a0  61 70 70 6c 69 63 61 74  69 6f 6e 20 64 69 72 65  |application dire|
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000002c0  73 65 20 77 6f 75 6c 64  20 79 6f 75 20 62 65 20  |se would you be |
000002d0  72 65 61 64 69 6e 67 20  74 68 69 73 3f 29 20 43  |reading this?) C|
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00000a70  20 73 6f 72 74 73 20 6f  66 20 74 69 6c 65 2e 20  | sorts of tile. |
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00001e20  73 2c 20 70 6c 65 61 73  65 29 20 74 6f 3a 0a 0a  |s, please) to:..|
00001e30  42 72 75 63 65 20 47 6f  61 74 6c 79 0a 57 61 6c  |Bruce Goatly.Wal|
00001e40  6e 75 74 20 43 6f 74 74  61 67 65 0a 4c 69 62 65  |nut Cottage.Libe|
00001e50  72 74 79 20 41 76 65 6e  75 65 0a 4c 4f 4e 44 4f  |rty Avenue.LONDO|
00001e60  4e 0a 53 57 31 39 20 32  52 4e 0a 0a 37 20 4d 61  |N.SW19 2RN..7 Ma|
00001e70  79 20 31 39 39 32                                 |y 1992|
00001e76