Copyright: ® 1994-1997 Hubert Achthaler


Julietta 5.0

A SHAREWARE PINBALL GAME

for MS-WINDOWS

General

•	What is Julietta?

•	How to do?

•	Registration

•	Installation

•	System Requirements

The Programs

•	Julietta

•	The Editor

•	The Picture Generator

•	The Source Generator for POV-Ray

•	The Program Generator !!!

•	POV-Ray

etc......

•	Supported Graphic Formats

•	File Formats

•	Sound and Music

•	More

•	How to order

•	Version 6.0

•	Liste of Files

•	Copyright


General
General Information

The Pinball Factory

Julietta is a pinball game for MS-Windows with multiball, multi-flipper and a large number of tables.

With a level generator to create own tables easily.

The program now supports user defined graphics and MIDI music

and creates stand alone EXE-files!

The programs are shareware. They may be copied an given away without any restriction.

You may test this programs as long as you like before you decide to spend money on it.

If you like the programs please register. Registers users will get a code that blasts away the shareware restrictions.

If you found the programs on CD Installation on your hard disk is not required.


Required
Required:

•	AT 386 or higher (better higher)

•	Mouse

•	MS Windows 3.1 or higher

•	optional: sound card

Windows should run in hi color mode!

256 color mode is not supported.


Installation
The Installation

To have a look at the programs installation on your hard disk is not required if you found them on CD (unpacked).

The programs do not need any special DLLs and do not change any system files.

The programs store their data in JULIETTA.INI (in your windows directory). This file may be deleted if you no longer want to play Julietta.

If there are strange words in the menu bar don't worry. It's not a bug - it's only german. Select 'Help' and then 'english'.

For Installation simply start SETUP.EXE and follow the instructions.

This setup program is written by

  Bernd Herd

  Rudolf-Virchow-Str. 8

  D-68642 Buerstadt

  herdsoft@aol.com


Julietta - the pinball game
Julietta - the pinball engine

JUL500.EXE

•	load a table

•	start the game

•	keyboard & mouse

•	setup

•	how it scores

•	names of the players

•	game information


Keyboard & Mouse
Operating Instructions

The Keys

•	adjust power:  [Up arrow][Down arrow]

•	launch:  [Return]

•	left flipper: [Left arrow]  or [Ctrl]

•	right flipper: [Right arrow] or [Shift]

•	pause:  [Pause]

•	bump the table:  [Space]

[Escape] moves the ball that is next to the cursor position.

Mouse

To adjust the power move cursor up and down inside the 'power' frame and keep left mouse button pressed.

To launch release left mouse button.

To control the flippers use left and right mouse button (and keep the cursor inside the window while you play).


Load a file in Julietta

To load the table you exported from the editor select 'TEST'.

When you load a table the program searches automatically for the correspondig graphics and the MIDI-file.

All files (*.J4T *.BMP *.MID) must be in the same folder and must have the same name.

I.e. if you load C:\JULIETTA\MYPIN.J4T the program will try to load C:\JULIETTA\MYPIN.BMP and C:\JULIETTA\MYPIN.MID.

The program will load a separate hiscore list for each table.


Names of the players
The Names of the Players

Enter the names of the players here once. The program will not ask for your name any time you break a record.

The score of the three best players will be stored in a different file for each table.


Start a Game

When you start a game, a select box will appear.

Enter the number of players and the mode.

Mode

•	auto

 means that the computer plays instead of a human player 1.

•	Demo:

 means that the computer plays alone indefinitely.


Table Information

It the author of a table wants to give you some information about the table or about himself you will find it here.


How it scores

If a ball hits an element the following will happen:

The player will get a number of points depending on the element and the number of the yellow stars lit up.

new score = old score + value + value/10 x number of illuminated yellow stars.

in other words: each yellow star lit up will add 10% to the value.

The bonus will increase depending on the element and the number of the lit up green lights.

new bonus = old bonus + value/10 x number of green lights on.

If a ball gets into a green hole, the bonus multiplied with the number of green lights lit will be added to the current players score.

new score = old score + bonus x number of green lights turned on.

if no green light is on the bonus will be lost.

If a ball gets into a blue hole, the player will get 100 points plus 100 points for each blue light on.

new score = old score + 100 + 100 x number of blue lights on.

if a yellow star is lit up:

new score = old score + (100 + 100 x number of blue lights on) x (1+ 0.1 x yellow stars on).

If all the nuggets or bricks are hit they will appear again and the sum of their points will be given to the current player.

If all red-green arrow symbols show the same face you will get an extra ball.

If you hit all drop-down targets or yellow lights you will get a golden ball. A golden ball works like other balls, but all points you make with it will be multiplied by 5.

You will find more information in the element table of the editor.


Editor
The Editor

JULED500.EXE

Construction Kit - Level Generator

This program makes it easy to create and modify tables for Julietta (Version 4 or 5).

•	File

•	View

•	Area

•	Repair

•	Info

It works a bit like a text program and a bit like a graphic program

You can work on two tables at the same time. All block and file operations will only affect the visible table. To swap the visible and hidden table press [TAB].

This second buffer makes it easy to 'steal' areas of other tables and make them part of your own table.

You may undo up to for changes.

The elements

To add new elements to your table:

Press  [SPACE]. The element window appears. Click on an object or, if you like to select more than one, press left mouse button at one corner and drag to the diagonally opposite corner of the selected area.

Moving the cursor across the border will cancel the selection.

When selection is made this window will close automatically.

You may now copy the chosen element(s) to the main window by a simple click or fill an area by clicking at one corner and dragging to the diagonally opposite corner.

To cancel this operation after left button is pressed keep it down and press right mouse button.

Objects will only overwrite objects of the same category, so you may fill an area with another ground without deleting any elements.

To delete an object click on it with right mouse button.

The flippers  (paddles) need a space of 3x3 tiles to work correctly. Elements inside this area will be deleted automatically when you select 'Shadows', 'Repaint' or 'Grid' or when you save the table.

To delete a flipper click on its axis with right mouse button.

The three layers

The program works on 'tiles'. You may place one background texture, one design symbol and one element on each of the 891 (33x27) tiles. Design hides background. Elements hide design and background.

Preset

You can determin the 'physical behaviour' of your table, the colour of the ball and the frame.


File in Editor
File formats

The programm recognises 2 file types:

1. The editor files with the extension '.J4E'

These data can be saved, loaded and changed by the editor.

The program will save the visible table only.

These files are also used by the picture generator and the sourcode generator for POV-Ray.

2. The Julietta files with the extension '.J4T' which you need to play.

These files cannot be loaded by the editor and cannot be changed.

Unregistered users cannot create J4T-files!

more about file types


View in Editor
View (editor)

There are two tools:

Ruler  and      Grid. Grid size is 16 pixels.

If you select Shadow the screen will look (after a few seconds) like in the simulator, with shadows and highlights.

If the picture looks 'dirty' or if you would like to undo shadowing select Repaint from the menu.


Area in Editor
Area (editor)

You can copy, erase or mirror ( >|< ) any rectangular area of your image.

To mark an area press [M] and then click at top left corner of the rectangle and drag to the diagonally opposite corner.

To delete the marked area press [DEL].

To mirror the marked area select AREA -> MIRROR from menu.

To copy   the marked area to the internal buffer press[CTRL]+[INS].

To copy the contents of the internal buffer into the current image press [INS].

The image will remain inside the the buffer until you overwrite it by copying another area.


Repair in Editor
Repair (editor)

You can undo and reundo four steps.

The internal buffer

The editor can work on two tables at the same time, a visible and a hidden one.

Only the visible table will be stored to a file.

Select REPAIR -> STORE from the menu to copy the visible table to the buffer.

You should do this before you make a large number of changes because you can undo four steps only.

Select REPAIR -> SWAP from the menu to copy the visible table to the buffer and make the hidden table visible.

When you quit the program the contents of the hidden table will get lost!

To save the hidden table press [TAB], save it and press [TAB] again.


Info in Editor
Info (editor)

Menu: WINDOWS -> GAME INFORMATION

If you want to give your table a name longer than eight chars or give some information to the user of your table enter it here.

This will be stored in the J4t-File.

It will be shown in Julietta and in the EXE file generated with JUL2EXE.


picture generator
The Picture Generator

JUL2BMP

This program makes it easy to create graphics and fit them on Julietta.

It can add shadows and elements to an existing photography or create an outline graphic from a j4e-file to be used in any graphic program

You can change the appearance of any single tile.

•	You can...

•	File

•	View

•	Quick

•	Global

•	Area

•	Bar

•	undo


JUL2BMP

You can i.e.

•	create an outline bitmap of a table. Save it, work on it with any graphic program, reload it, make some standard elements visible and add shadows.

•	select a new background by loading a photography.

•	load a second photography that only hides the elements.

•	save this graphic, reload it as bitmap1 and load another graphic to hide some elements.

•	make any element look like Bitmap 1, Bitmap 2, black, white or like the standard elements - or hide it.


File in Picture generator
File (picture generator)

You can load a table (J4E editor file) and two different Bitmaps (BMP).

If no bitmaps are loaded Bitmap 1 will be shown as white and Bitmap 2 as black.

If the graphic is smaller than the screen it will be interpreted as a tile.

Opened Objects will be shown immediately. Select UNDO after loading.

The graphic will be saved like it looks on the screen.

It will be saved in HI COLOR MODE.


View in picture generator
View (picture generator)

If some tiles don't differ from others selectGrid   from menu.

Outline draws a black line around elements (groups of elements).

Shadows and hilights make the table look more realistic

Shadows will not be created after every single change, because it needs a little time.

To make them visible select SHADOW from menu.


Quick in picture generator
Quickview (picture generator)

To make the graphic look like in the editor screen select Standard.

To view an opened graphic select  Bitmap 1 or 2.

Outline on white will give you a black and white drawing to be used in a graphics program.


Global in picture generator
Global (picture generator)

Select the appearance of background, elements and design objects here.

This selection is valid for all objects of the table that belong to the selected class (elements, background or design).


Area in picture generator
Area (picture generator)

Make your choice here  and then click on a single tile or mark the area you want to change by clicking on the upper left tile of the area and drag to the diagonally opposite corner.

You cannot change those elements which will be changed by the pinball game (i.e. lamps).


Bar in picture generator

On the bar on right side of the screen the pinball game will show the score.

Change the appearance here.


Undo in picture generator
Undo (picture generator)

You can undo and reundo up to four actions.


Sourcecode Generator for POV-Ray

JUL2POV creates automatically sourcecode (description of a scene) for POV from a J4E-file.

First load the table for which you want to generate the graphic.

Now you can assign new colours or materials to the objects.

If you i.e. want to change all yellow elements to chrome, first click on the chrome element on the left side and then click on the yellow element on the right side.

Do the same with all other elements you want to change.

Save your source code. The extension is 'POV'.

Now start POV-Ray and open the source.

Set the image size to 640x480 (right side in menu bar) and select 'Start Rendering' from menu.

It needs a few minutes now but its worth to wait.

That's it!

POV saves the picture as a TGA file.

This file must be converted to a BMP file (most graphic programs can do this).

Please pay attention to supported grafic formats.

The Sourcecode

The sourcecode you have created can be used as it is - or you can change it.

It is structured and commented.

For the names of the elements I have used the same numbers  I have used in the editor.

In the chapter Declarations you will find a description of the forms of all elements used in this table.

The surfaces of grey and turquoise elements are defined multiple.

To change them activate one of the lines below this coment:

//XXXXXXXXXX to change turquoise/gray elements activate one of the lines below

To activate a line delete the two slashes at the beginning of the line.

This (colour reduced) graphic shows how the elements will look afterwards:

The  Height of the yellow elements (1.0) can be changed in the line:

#declare HI_YEL=1.0 //default height yellow elements

There are two different predefined forms for the Bumpers. To change the appearance of 100-bumper delete the lines

/*XXXXXX to change bumper 100      delete this line 1 of 2 XXXXXXXXXXXXXXXX

and

XXXXXXXX to change bumper 100      delete this line 2 of 2 XXXXXXXXXXXXXXXX*/

In chapter two the positions of the declared elements are defined.

You should not change the camera position.

You can move or add light sources.

All elements of one colour are united to one single element (Union).

So you need to change one single line only if you like to add new features to a group of elements.


MIDI and SOUND Setup

To hear Midimusik your sound card, the MCI-drivers and the MIDI-Mapper must be configured correctly.

Some tables come with MIDI files, optimised for Soundblaster-AWE-cards.

If such a card is inside your computer select <AWE> in Setup and make sure that the wavetables are in use.

Files with the extension AWE are normal MIDI files (*.MID). So you can find out yourself which type sounds better on your computer.

You will get best results by setting volume of synthesizer to 70 % and volume of wave to 30%.

To adjust volume under Windows 95 click on the loudspeaker symbol (taskbar) with right mouse button.

To combine a table and a MIDI file. the files must be in the same folder and the names must be the same.

I.e. if the table is MYPIN.J4t the music file must be MYPIN.MID or MYPIN.AWE.

Most of the music files that come with Julietta are composed and arranged by  Rainer Schulte

I'm really proud on 'my' musician.


Graphics

My programs only support one graphic format: BMP files in HI COLOR

There are different types of HI COLOR BMP and my programs don't know them all.

You will find this out if you i.e. try to load a PC-Paintbrush pic in Julietta or JUL2BMP. The colours are wrong and the picture will look disordered.

If this happens:

Start PAINTBRUSH or PAINT (part of MS-Windows)

open the picture

change on single pixel

save it again.

Julietta does not support 256 colour mode!


Set Up

You can set the 'physical behaviour' of your table, the colour of the balls and the frame.

•	Speed:

You may change the number of computations per frame here. This will not affect to the physics of the game.

•	Impact:

Select how the balls will be reflected when they hit a passive element. Like a rubber ball thrown against a wall or like a ball falling on sand.

•	Speed up:

The energy of the yellow arrows.

•	Repunch:

The energy of the bumpers.

•	Balls max. simult.:

Select the number of balls you want to play with at the same time. Extra balls will only appear if the number of balls on the screen is lower than this value.

•	Balls per game:

This value means the number of rounds to be played.

•	Blaster:

To hear digital sound your sound card and the MCI-drivers must be configured correctly.

•	Midi:

To hear MIDI-Music the MCI-drivers and the MIDI-Mapper must be configured correctly.

If you have a Soundblaster-AWE-card select AWE.

•	Default:

Loads the standard setting.

•	From File:

From File: Loads the setting that comes with the current J4T file.

•	Reload:

Loads the setting that was saved last (Julietta.INI).

•	Save:

Stores the current setting (this will not happen automatically).

•	Fix:

the settings that go with a table file will be ignored.

•	changeable:

the settings that go with a table file will be accepted. changeable.


Elements
The Elements

If you select an element its number will appear as the title in the selection window of the editor.

This is what the elements will do:

(The elements may look different if an userdefined bitmap is active)

000 - 179

  passive elements

180 - 181

  One way barrier

182

  Launch mechanism. May be placed eight times.

  A ball on the tile above this element will be accelerated when you press [RETURN].

183

  Extra balls come out here.

184

  100 Points Brick. If they are all knocked out they will be build up again (with element 204).

185 ...

  blue Bumper - 100 points.

187 ...

  red Bumper - 1000 points.

189 - 197

  Electric (active) Border

198

  Blue Hole - will give you 100 points plus 100 points for each blue light (218) on.

199

  Green Hole - the bonus multiplied with the number of green lights (219) lit will be added to the current players score.

200

  Start Hole - balls come out here. Must be used exactly one time!

201

  Ramp - like an empty tile, but slope is lower.

202

  No function. Stylistic completion for element 182.

203

  Red Hole. Captures the ball and gives you an extra ball. The captured ball willbe released when all other balls finished.

204

  200 Points Brick. If they are all knocked out they will be build up again (with element 184).

209 - 217

  Electric (active) Border

218

  Blue Light - Counter for element 198.

219

  Green Light - Bonus multiplier.

220

  Exit - can be closed by 234 and 236.

221

  Three Step Hole:

  Will be opened at first contact.

  Will give an extra ball at second contact if another one is opened.

  Will be closed at third contact and the ball will be deleted.

222

  Nugget - gives 100 points. If they are all hit they will be build up again.

223 - 224

  Drop Down Target - Destroy them all to get a golden extraball.

  A golden ball works like other balls, but all points you make with it will be multiplied by 5.

225 - 232

  Accelerators

233

  Yin Yang - the ball swings around this element (like a planet).

234 - 236

  Locks and opens the exit (220).

237

  Changes the face when hit. Extraball when all look the same

238

  Yellow Stars. Each yellow star lit up will add 10% to the points you make.

239

  Yellow Light - Golden Ball when all of them are on.

  A golden ball works like other balls, but all points you make with it will be multiplied by 5.


Julietta 5.0

Copyright ©  1994-97 by

     Hubert Achthaler

     Kongress Str. 6

     D-52070 Aachen

All rights reserved.

     Tel.: +49 241 90 28 07

     Fax:  +49 241 90 28 76

     email: Achthaler@T-Online.De

     URL: http://members.aol.com/achthaler/root.htm

Most of the MIDI files by

von Rainer Schulte.


Code
The Code

The code you will get looks like this:

     GZ8FMM TK7Q4T MO37TV KL94ST.

This code will blast away all limitations of the pinball game and the editor.

It's not a serial number, it includes your name and a validity test.

What is this code good for?

You don't need to install the program twice and you don't need to make a backup of the original disk.

You can be sure that the program will run and that I did not build in new bugs.

You don't have to be afraid of viruses coming with the disk.

I don't need to waste my time on copying, verifying and labeling.

Of course this code may not be given away.


Shareware
Shareware and Registered Version

Shareware Version is absolute identical with Registered Version!

You can create save and modify your tables and generate the graphics.

Only the export function of the editor is disabled.

This means that you cannot create J4T files and therefore you cannot play at your tables or create EXE-files.

To get rid of this restriction you need a codes.

If you are sure that the programs are worth to spend money on them order your code to make your tables alive.


Order
How to order

Shareware Version is absolute identical with Registered Version!

You will not get a disk but a code.

To get the code you have to pay only 30.00 DM (German Marks) or an equivalent amount in your currency.

To get the code mail a cheque (or cash) to:

Hubert Achthaler

Kongress Str. 6

D52070 Aachen

Germany

phone: 	        +49 241 90 28 07

fax: 	+49 241 90 28 76

email: 	achthaler@t-online.de

account:	530 971-506

Postbank Koeln (BLZ 370 100 50)

code word: Julietta4

If you want, the code will be sent by fax or email. You should receive the code within 24 hours.

Please use the orderform ORDER.WRI

Special offers:

If You load the program up to any mailbox or online service or if you are a student you have to pay 20,-- DM only.

Update:

if you already have the Version 4.0 code you don't need to update.

Version 5.0 will find the old code and accept it.


File Formats

Julietta recognises two types of files:

the editor files with the extension'.J4E'.  These data can be saved, loaded and changed by the editor. The program will only save the visible table.

These files are also used by the picture generator and the sourcode generator for POV-Ray.

The Julietta files with the extension'.J4T' which you require to be able to play. These files cannot be loaded by the editor and cannot be changed. Unregistered users cannot create J4T-files.

AWE is not an 'official' format. It's a normal *.MID-File, but it's optimised for wavetable soundcards.

TGA is a graphic format used by POV-Ray. To use such a file under Julietta it must beconverted to a  BMP file.

Julietta does not support all grafic formats.


POV-Ray

POV-Ray Persistence of Vision

This is not one of my programs and it is not   part of Julietta.

POV-Ray is a Ray-Tracer.

It can create a realistic picture from a scene description.

POV-Ray is one of the best programs I know.

POV-Ray is FREEWARE

You'll find it on

http://www.povray.org


More

For more information see

JUL500.WRI

For more programs please visit my homepage:

http://members.aol.com/achthaler/root.htm

More features?

If you have any good ideas how to make Julietta better, please let me know.


List of Files

The following files are part of Julietta 5.0:

•	JUL500.EXE - The Simulation

•	JULED500.EXE - The Editor

•	JUL2BMP.EXE - The Picture Generator

•	JUL2POV.EXE - The Source Generator for POV-Ray

•	JUL2EXE.EXE - The Program (EXE) Generator

•	JUL2EXE.WOM - Resources for JUL2EXE

•	JUL500_D.HLP - German Help

•	JUL500_E.HLP - English Help (this file)

•	PINBALL.HLP - Help for your own games (german and english in one)

•	JUL500.WRI - more information

•	FILE_ID.DIZ

•	VENDOR.DIZ

a growing number of

•	*.J4T files - The Tables

•	*.J4E files - Editor files

•	*.BMP files - Graphic files

•	*.MID files - MIDI music

•	*.AWE files - MIDI files optimised for Soundblaster AWE

If you are CD distributor and have some MB free space:

People will love you if they find POV-Ray on this CD too.


INI file
Julietta.INI

The program stores its data in JULIETTA.INI (in your windows directory).

I.e. language, code, hisocre, setup ...This file will be created when you start Julietta for the first time.

It may be deleted if you no longer want to play Julietta.


how to
How to do it

The main points of a project

It needs some time and patience to build your first table.

If you consider that a team of highly talented and highly paid programmers, designers, musicians and other people spend months on a 'professional' pinball game ...

I'm sure you'll find that half an hour is not much.

Before you start constructing your first table you should startJulietta and play for a while.

Load different tables and watch what happens. This is the best way to find out how the elements work and become familiar with the physics of the game.

•	Create a table

The first step is creating a J4t-file.

Start theEditor and build your table element by element.

Before you create graphics test the table thoroughly with Julietta. If there are bugs in the table (i.e. the ball is stuck) correct this problem and save (export to julietta) again.

Julietta will show standard elements if no corresponding BMP file can be found.

If you are not registered you cannot create a J4T-file and you cannot test ist (now).But you can save it as aJ4E-file and create graphics.

•	Create a picture

There are tow different ways to get a picture.

The easiest way is to let theSourcecode Generator and POV-Ray work for youto get a realistic illustration and convert it to a BMP-file.

You are free to use your favourite graphic program to complete an outline bitmap of your table created with the Picture Generator.

Not allgraphic formatsare supported.

The names of your table and your graphic file must be identical and the files must be in the same folder.

If your table is C:\GAMES\JULIETTA\MYPIN.J4T  the program will search for C:\GAMES\JULIETTA\MYPIN.BMP!

•	Music

It's more fun if you assign aMIDI-file (or AWE-file) to the table.

The names of your table and your music file must be identical and the files must be in the same folder.

If your table is C:\GAMES\JULIETTA\MYPIN.J4T  the program will search for C:\GAMES\JULIETTA\MYPIN.MID (...  .AWE)


Version 6

may be


Program Generator
The Program Generator

JUL2EXE

The 'Compiler'

This program creates 'real EXE files' from a J4T-File and (if you like) a graphic-file.

First load a table file. if there is a bitmap with the same name in the same folder the program will load this too.

If no bitmap can be found the standard elements will be shown.

You may add own text to the welcome screen:

Line 1 uses a small yellow font.

Lines 2 and 3 use a large green font.

Select 'do it' from the menu to generate your own EXE-file. This file will be stored in the same folder where the J4T-file was found and will have the same name.

This program may be given away as a freeware program.

You can add HLP and MID-files. If you don't like to write own helpfiles use 'PINBALL.HLP'.

These files (HLP, MID and AWE) have to be renamed and must be found in the same folder where the EXE-File is.

Julietta does not support long file names.

If you use music or graphics not created by yourself it is good style to mention the author in the text or screen graphic.

Make sure that you don't violate any copyright when you give away music or graphics with this program!

Of course this is not a real Compiler. This program is compiled with   BORLAND C++ 3.1. JUL2EXE simply rebuilds a program taken to pieces (JUL2EXE.WOM) and inserts your graphics and data at the right place.

EXE-files created using JUL2EXE may not be changed or recompiled. Don't even think of removing my copyright or my homepage from the code.

But I don't mind if you change the graphics of the paddles and the elements and the sounds.

You can do this i.e. with the  Resource Wokshop, which is part of 'Borland C', 'Turbo C' and 'Turbo Pascal' or another program that can make changes to the resources of an EXE-file.

The size of the elements is limited to 16x16 pixels.

The sounds are normal wav-files. they are stored under 'TON'. You can export them to a *.wave file or replace them by your own waves.