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Course Maker version 1.0 for BBSGolf
From "FairWare"
Table of Contents:
Logo/Copyright...................................................... Pg 1
Course Maker Overview............................................... Pg 2
Quick Start Instructions............................................ Pg 3
Course Maker Function Key definitions............................... Pg 6
Function Key/Obstacle descriptions.................................. Pg 8
Course Creation Help/Tips (PLEASE READ)
Angled Walls...................................................... Pg 14
Walls............................................................. Pg 15
Sand and Water.................................................... Pg 16
Tunnels........................................................... Pg 17
Hills............................................................. Pg 18
Starting Pad and Hole............................................. Pg 19
Help with Course Creation/Editing
Editing........................................................... Pg 20
Arrow keys........................................................ Pg 21
Saving a hole..................................................... Pg 22
Exiting Course Maker.............................................. Pg 22
┌─────────────────────────────────────────────────────┐ Pg 1
│ Course Maker for... │
│ ╕ ╕ │
│ │ │ ╕ ╒══ │ │
│ ╞══╕╞══╕╒══╕ ╒══╕╒══╕│ ╞═ │ │
│ │ ││ │╘══╕ │ ││ ││ │ ver 1.0 │ │
│ ╘══╛╘══╛╘══╛ ╘══╡╘══╛╘══╛╛ ▄▄▄▄│▄▄▄ │
│ │ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄█ │ █ │
│ ╛ █ │
│ o ▄▀ │
│ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ │
└─────────────────────────────────────────────────────┘
Written by: James Fair
Compiled in Turbo Pascal v6.0
BBS Door game written for
───────────────────────────
RA/QBBS/RBBS - Spitfire - PCB12.x
PCB14.x - Wildcat v2.x - Wildcat3.x
───────────────────────────
(c)Copyright 1993
────────────────────────────────────────────────────────────────────────────────
Pg 2
╔════════════════════════════════════════════════════════════════════════╗
║ ■ Course Maker Overview ■ ║
╚════════════════════════════════════════════════════════════════════════╝
═ Overview ═
The Course Maker program is an easy to use interface to create your own courses
for the great "FairWare" Door game BBSGolf. Quite simply it is a program which
brings up a screen much like the door game itself, with the hole shown on the
left side of the screen and a key legend on the right. This allows you to be
as creative as you wish and make up to 10 courses (9 holes each) of your own.
You may alter the holes as often as you like, or even create entire new courses
as often as you see fit. If you change just one hole (even the par for that
hole) all aspects of that hole are carried over immediately. That is, the par
for the course will change accordingly as well as users scores, and the next
player on the game will see the new hole just as you saved it. No additional
changes are necessary.
Course Maker uses the F1 through F10 keys and Shift-F1 through Shift-F10 keys
to place the obstacles on the hole. This allows you almost unlimited
possibilities for courses. Put lots of water/sand etc. just as you see fit!
Please take a few minutes to fully read the instructions and suggestions below
for best results when creating new holes/courses. But most of all...Enjoy!
────────────────────────────────────────────────────────────────────────────────
Pg 3
╔════════════════════════════════════════════════════════════════════════╗
║ ■ Course Maker Quick Start Instructions ■ ║
╚════════════════════════════════════════════════════════════════════════╝
We will get you started quickly here but Please read the rest of this document
for all of Course Maker's functions and the tips/hints for course creation. To
start Course Maker simply type "CRSMAKER" at the dos prompt. The course maker
main menu will come up. At the left will be the list of courses numbered 1
through 10. Existing courses will be shown and numbered. Any open slots will
be numbered and have "Open" next to the number. At the bottom will be the
options to Load (N)ew / (E)xisting Course or e(X)it. Simply hit an N, E, or X.
┌─────────────┐
│(N)ew Course:│
└─────────────┘
Pressing N will clear the hole and allow you to start creation of a New Course.
The cursor will be at the top left corner. Use the arrow keys to move the
cursor around the hole. PgUp/PgDn will take you to the top or bottom of the
current cursor position and Home/End will take you to the far left or right of
the current cursor position. Once at the desired location hit the Function Key
for the obstacle you want. Continue this for all obstacles you want to appear
on this particular hole. Press Esc when done editing.
────────────────────────────────────────────────────────────────────────────────
Pg 4
┌──────────────────┐
│(E)xisting Course:│
└──────────────────┘
Pressing E will load an existing course and allow you to edit any hole on that
course. You will be prompted for the Course Number and then the Hole Number.
Once you select the hole you want, use the arrow keys to move the cursor
around (including Home/End, PgUp/PgDn) and then use the F-Keys to modify any
obstacles. Add or delete water, sand, walls etc. wherever you want. Press Esc
when done editing.
┌───────┐
│e(X)it:│
└───────┘
This should be self explanatory. Simply press X to exit the Course Maker
program immediately.
┌───────────────┐
│ Saving a Hole │
└───────────────┘
Once you have created/edited a hole and are ready to save it, Press Esc. You
────────────────────────────────────────────────────────────────────────────────
Pg 5
will be prompted for the course name. If this is a new course then select a
name of your choice (20 characters max) and press Enter. If this is a hole on
an existing course then be sure to give that same course name! Next it will
ask for which hole number this is, and what the par is. Valid hole numbers
are 1 - 9 and par is 1 - 10. If you are modifying an existing hole it will
tell you that it exists and ask "Do you wish to OverWrite?". Press "Y" to save
your changes, "N" to abort.
*** Special Note ***
Be sure to create 9 holes for each course. Should a hole be missing from the
course when a player is On-Line the game will inform him/her that a hole is
missing and the game will abort and go back to the board. A good idea might
be to copy CRSMAKER.EXE and BBSGolf1.cfg over into another directory, make
the new courses in that directory and when you are ready copy COURSE*.* to
the BBSGolf directory.
********************
────────────────────────────────────────────────────────────────────────────────
Pg 6
╔════════════════════════════════════════════════════════════════════════╗
║ ■ Course Maker Function Key definitions ■ ║
╚════════════════════════════════════════════════════════════════════════╝
═ Function Key Definitions ═
Below is a quick reference of all function key definitions for Course Maker.
The character within ( ) is what will be drawn on the course when that
key is pressed.
Key Obstacle Name Character Description Color
─── ─────────────── ─────────── ─────────────────────────────── ───────────
F1 Greens ( █ ) This is a full Green Block Dark Green
F2 Water ( █ ) This is a full Water Block Dark Blue
F3 Sand ( █ ) This is a full Sand Block Brown
F4 Wall ( █ ) This is a full Wall Block Light Gray
F5 Down Hill Left ( ) This is a Down-Left arrow Black
F6 Down Hill Right ( ) This is a Down-Right arrow Black
F7 Down Hill Top ( ) This is a Down-Top arrow Black
F8 Down Hill Bottom ( ) This is a Down-Bottom arrow Black
F9 Hole ( O ) This is the Hole Black
F10 Tunnel In ( ) This is the Tunnel In Light Green
────────────────────────────────────────────────────────────────────────────────
Pg 7
With Shift Key
──────────────
Key Obstacle Name Character Description Color
─── ─────────────── ─────────── ─────────────────────────────── ───────────
F1 Green/Water ( ▀ ) Green on Top/Water on bottom Green/Blue
F2 Water/Green ( ▄ ) Water on Top/Green on bottom Blue/Green
F3 Green/Sand ( ▀ ) Green on Top/Sand on bottom Green/Brown
F4 Sand/Green ( ▄ ) Sand on Top/Green on bottom Brown/Green
F5 Water/Sand ( ▀ ) Water on Top/Sand on bottom Blue/Brown
F6 Sand/Water ( ▄ ) Sand on Top/Water on bottom Brown/Blue
F7 Green/Wall ( ▀ ) Green on Top/Wall on bottom Green/Gray
F8 Wall/Green ( ▀ ) Wall on Top/Green on bottom Gray/Green
F9 Starting Pad (███) Starting Pad-ball placed here Black
F10 Tunnel Out ( ) This is the Tunnel out Black
Now a brief description of each obstacle and some course creation tips/hints:
────────────────────────────────────────────────────────────────────────────────
Pg 8
F1 - Greens ( █ )
This is quite simply the greens for a hole. No roughs are used in BBSGolf. This
will draw a green block and the ball will roll over this block with no effect
other than slowing down from normal friction.
F2 - Water ( █ )
This is a full block of water. This will draw a Dark Blue block. If the ball
hits a block of water the game will beep and notify the user of a 1 stroke
penalty. Then the game will drop their ball back on the green where it entered
the water.
F3 - Sand ( █ )
This is a full block of Sand. This will draw a Brown block. If the ball hits a
block of sand it will stop almost immediately depending on how hard the ball
was hit when it entered the sand trap. You must hit it hard to get out too!
F4 - Wall ( █ )
This is a full block of Wall. This will draw a Gray block. If the ball hits a
full wall block it will bounce off accordingly. If the ball is moving north
when it hits a full wall block, the ball will bounce back south. If moving
SouthEast and hits a wall below, it will bounce back up NorthEast etc.
────────────────────────────────────────────────────────────────────────────────
Pg 9
F5 - Down Hill Left ( )
This is a Down hill block pointing Left. This will draw a black Left-hand arrow.
If the ball hits a down hill left arrow and is moving West, it will increase
the ball's roll speed. If it is moving East it will decrease the ball's speed.
If moving any other direction, and moving slowly enough the ball will be pulled
West. That is, if the ball is moving North and is about to stop when it hits a
down hill left arrow, it will be pulled West and start rolling that direction.
F6 - Down Hill Right ( )
This is a Down hill block pointing Right. This will draw a black Right-hand
arrow. If the ball hits a down hill right arrow and is moving East, it will
increase the ball's roll speed. If moving West it will decrease the ball speed.
If moving any other direction, and moving slowly enough, the ball will be pulled
East.
F7 - Down Hill Top ( )
This is a Down hill block pointing Up. This will draw a black Up arrow. If the
ball hits a down hill top arrow and is moving North, it will increase the
ball's roll speed. If moving South it will decrease the ball speed. If moving
any other direction, and moving slowly enough, the ball will be pulled North.
────────────────────────────────────────────────────────────────────────────────
Pg 10
F8 - Down Hill Bottom ( )
This is a Down hill block pointing Down. This will draw a black Down arrow. If
the ball hits a down hill bottom arrow and is moving South, it will increase the
ball's roll speed. If moving North it will decrease the ball speed. If moving
any other direction, and moving slowly enough, the ball will be pulled South.
F9 - Hole ( O )
This is the Hole! Your objective on each course. The ball must roll directly
over it to go in, so line up your shots well. If the ball rolls on the hole and
does not go in (actually share the same block) then it is sitting on the edge of
the cup. You must hit it out elsewhere on the course and then back in. Be
careful not to hit it too hard though, It will jump right over the cup!
F10 - Tunnel-In ( )
This is the Tunnel-In block. It will draw a Light Green tunnel ( ) character.
If your ball hits this directly, it will go into the tunnel and come out at the
Tunnel-Out block and continue the same direction as when it entered the
Tunnel-In. Be sure when creating a hole to include both a Tunnel-In and
Tunnel-Out!
────────────────────────────────────────────────────────────────────────────────
Pg 11
Shift+F1 - Green/Water ( ▀ )
This is a Half Greens/Half Water Block. It will draw a Half Green/Half Blue
block. Use this for making little streams of water where you don't want it to
be an entire block of water. When the ball rolls over this it will not go into
the water since it is a half block of greens as well. The ball will roll over
it as if it were greens (giving you the benifit of the doubt and avoiding the
water).
Shift+F2 - Water/Green ( ▄ )
This is a Half Water/Half Greens block. It will draw a Half Blue/Half Green
block. It acts exactly like the Shift+F1 with the water being on the top half
of the block. Again, the ball will roll over this block and not go into the
water.
Shift+F3 - Green/Sand ( ▀ )
This is a Half Greens/Half Sand Block. It will draw a Half Green/Half Brown
block. Use this for making half blocks of sand where you don't want it to be
an entire block of sand. When the ball rolls over this it will not go into the
sand since it is a half block of greens as well. The ball will roll over it as
if it were greens (giving you the benifit of the doubt and avoiding the sand).
────────────────────────────────────────────────────────────────────────────────
Pg 12
Shift+F4 - Sand/Green ( ▄ )
This is a Half Sand/Half Greens block. It will draw a Half Brown/Half Green
block. It acts exactly like the Shift+F3 with the sand being on the top half
of the block. Again, the ball will roll over this block and not go into the
sand.
Shift+F5 - Water/Sand ( ▀ )
This is a Half Water/Half Sand Block. This will draw a Half Blue/Half Brown
block. Use this for making little streams of water with sand where you don't
want it to be an entire block of water. When the ball rolls over this it will
not go into the water since it is a half block of sand as well. The ball will
roll over it as if it were sand (giving you the benifit of the doubt and
avoiding the water).
Shift+F6 - Sand/Water ( ▄ )
This is a Half Sand/Half Water block. This will draw a Half Brown/Half Blue
block. It acts exactly like the Shift+F5 with the water being on the bottom
half of the block. Again, the ball will roll over this block and not go into
the water.
Shift+F7 - Green/Wall ( ▀ )
This is a Half Greens/Half Wall block. Use this to help create 45 degree walls.
────────────────────────────────────────────────────────────────────────────────
Pg 13
We will go into this in more detail below! Use this block in conjunction with
the F4 Wall block to create angled walls or half sections of walls instead of a
whole wall block.
Shift+F8 - Wall/Green ( ▄ )
This is a Half Wall/Half Greens Block. Also use this to help create 45 degree
walls. Use this and Shift+F7 in conjunction with the F4 wall block to create
angled walls or half sections of walls instead of a whole wall block.
Shift+F9 - Starting Pad ( ███ )
This is the starting pad. On the first stroke of each hole the ball will be
placed in the center of the starting pad. When creating a new hole always be
sure to Include the starting Pad or we will have no place to start. When I
create a hole I always start with this and decide where the hole will begin,
and build from that. It can be placed anywhere you desire!
Shift+F10 - Tunnel-Out ( )
This is the Tunnel-Out block. Always use it in conjunction with the Tunnel-In
(F10) block. When the ball enters the Tunnel-In block it will come out at the
location of this block and continue rolling the same direction as when it
entered the Tunnel-In.
────────────────────────────────────────────────────────────────────────────────
Pg 14
╔════════════════════════════════════════════════════════════════════════╗
║ ■ Course Maker Help and Tips ■ ║
╚════════════════════════════════════════════════════════════════════════╝
┌────────────────────────┐
│ Help with Angled Walls │
└────────────────────────┘
To create a 45° wall Use the F4 in conjunction with the Shift+F7 or Shift+F8
keys. Let's look at an example.
█ <-- One full wall block (F4 - Full Wall Block)
███ <-- Three full wall blocks (F4 - Full Wall Blocks)
Now let's add some Shift+F7 blocks to make a 45° wall. Below is the same wall
with these added.
█▄ <-- One Shift+F7 block (Green/Wall)
███▄ <-- One Shift+F7 block (Green/Wall)
This will now act as a 45° wall when the ball hits it. The game will recognize
this as an angled wall and react accordingly. If the ball is moving West and
hits this wall, it will bounce North and continue moving North until it stops
or hits another obstacle.
────────────────────────────────────────────────────────────────────────────────
Pg 15
Simply follow this format for angled walls in any direction. For angled walls
facing down you would use the Shift+F8 and F4 wall blocks. Example:┐
Just experiment a little and you will see it is quite easy to │
make these quickly.
███▀
┌─────────────────┐ █▀
│ Help with Walls │
└─────────────────┘
When using walls Please avoid using Half Green/Half Wall blocks for long walls
or places where you want the ball to bounce off consistently. See example below:
█ █
█▄ ┌──── Use This █▄ Not This ┐
███▄ ███▄
█████████████ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀
Due to the all the possibilities of walls and angles it is almost impossible to
account for all of them consistently. If you use the full wall block you will
have fewer problems with inconsistent bounces or the chance of the ball looking
like it went through the obstacle. I am working on this very hard to correct
all bugs associated with going into or through walls in conjunction with other
obstacles. The only place these occur right now are on angled rolls. SouthEast,
NorthEast, SouthWest, and NorthWest. If you follow this rule you should have
no problems.
────────────────────────────────────────────────────────────────────────────────
┌──────────────────────┐ Pg 16
│ Help with Sand/Water │
└──────────────────────┘
When using Sand and Water it is best to use full blocks of each. However, Half
Sand/Half Water blocks and Half Sand/Half Greens or Half Water/Half Greens
blocks are available and you are encouraged to use them. Because I have only
ANSI characters to work with this is where I am most vunerable (Half blocks of
Sand,Water, and Greens). These were added mostly for asthetics. That is, they
help allow you to make a nice rounded looking sand trap or water hole.
For Example: ▄▄▄
███▄ <─┐
▄████▀ <─┴─ Rounded edges of water or sand
▀▀▀
However, if the ball rolls over one of these blocks that is Half Water/Half
Green or Half Sand/Half Green it will continue to roll over it as if it stayed
on the Green. But if it rolls on into a full block of Sand or water it will
stop accordingly. If a ball rolls into the water, the game will Beep, Drop their
ball back on the green (or half water/half green) where it entered, and give the
player a one stroke penalty. If it hits a full block of sand it will stop and
react as any sand trap would.
────────────────────────────────────────────────────────────────────────────────
┌───────────────────┐ Pg 17
│ Help with Tunnels │
└───────────────────┘
Tunnels are a very fun part of creating a hole and provide you with the ability
to force a player to use them. You may choose to block off a section of a hole
and force the player to use it to get out of the blocked off section to where
the hole is in another section.
██ █
██████████████████ <─Tunnel-Out █
█ ▀█████ Hole █
█ ███ ▀███ │ █
█ ███▄ O █
█Tunnel-In─> █████▄ █
███████████████████████████████████████████████████
If you look at this closely, you see we force the player to use the tunnel to
get out of the enclosed block. The ball(if hit East) would bounce off the
angled wall and go south into the Tunnel-In. Come out of the Tunnel-Out rolling
South and bounce off the second angled wall and roll East again toward the hole!
If hit with the right strength, it would be a hole in one! Just be sure to only
use One Tunnel-In and One Tunnel-Out. If you do not I cannot guarantee where
the ball will go. The one thing to keep in mind with tunnels, as you create, is
that the ball will continue rolling the same direction from the Tunnel-Out as
it was going when it entered the Tunnel-In. SEE SPECIAL NOTE BELOW.
────────────────────────────────────────────────────────────────────────────────
*** Special Note *** Pg 18
You may place the Tunnel-In anywhere you wish, against a wall, next to water,
or whatever. However, the only restriction I ask is that you PLACE THE TUNNEL-
OUT AT LEAST ONE SPACE AWAY FROM ANY OTHER OBSTACLE. That is, DO NOT PLACE THE
TUNNEL-OUT DIRECTLY NEXT TO A WALL OR WATER. IT NEEDS ONE BLOCK TO BE ASSURED
THAT IT REACTS CORRECTLY TO THE NEXT CLOSEST OBSTACLE, OTHER THAN HILLS.
********************
┌─────────────────┐
│ Help with Hills │
└─────────────────┘
Hills are another really fun part of creating a hole. Use these to pull the
ball in or away from water, sand, the hole etc. There are four hill characters:
Down Hill UP , Down Hill DOWN , Down Hill LEFT , and Down Hill RIGHT . Use
these however you wish. Use them in combinations to pull the ball up then left,
etc. The ball must be moving slowly to be pulled another direction. Example:
███████████████████████████████████████████ Assuming the ball was hit
█ █ North off the starting pad,
█ O █ it would be pulled UP and
█ █ then (if it is moving
█ slowly enough) be pulled
█ LEFT toward the hole.
███ █
────────────────────────────────────────────────────────────────────────────────
Pg 19
Have fun with the hills. They can be used anywhere and really make the hole
more interesting or challenging. In the example above, instead of using an
angled wall, I used hills to pull the ball West.
┌─────────────────────────────────┐
│ Help with Starting Pad and Hole │
└─────────────────────────────────┘
Always try to place the starting pad in a strategic place which allows the
player to hit the ball the direction needed to get to the hole. That is, don't
place it where they will always hit an angle that knocks them back, or won't
allow them out etc. This is the only place the player is forced to have the
ball located for him/her. Don't frustrate them! The only limitation here is
that the Starting Pad is Three blocks wide so it can't be placed two spaces
away from a wall etc. The ball will always be placed in the center block of
the starting Pad.
And finally - the Hole! Be sure not to block the hole with too many obstacles.
I'm not saying always make it easy for them, Just be sure the hole is
accessable. Don't try to put it in the middle of a water hole etc. or your
player will never get to it. You can put sand around it, walls, hills, etc. to
make it interesting and challenging. Just use common sense here.
────────────────────────────────────────────────────────────────────────────────
Pg 20
╔════════════════════════════════════════════════════════════════════════╗
║ ■ Help with Course Creation and Editing ■ ║
╚════════════════════════════════════════════════════════════════════════╝
When you bring up Course Maker, a screen much like the game screen itself will
come up. The Greens on the left and a Key Legend on the right. The Course Maker
main menu will come up. At the left will be the list of courses numbered 1
through 10. Existing courses will be shown and numbered. Any open slots will
be numbered and have "Open" next to the number. At the bottom will be the
options to Load (N)ew / (E)xisting Course or e(X)it. Simply hit an N, E, or X.
= New Course =
If you are creating a totally New course select "N" and then pick an open
course number. The Hole will clear and be all greens. Start creating a hole
using the Function Keys for any obstacles you wish.
= Existing Course =
If you are editing an existing course (Use this if any number of holes have
been created for a given course) It will first ask for the course number. Use
the number beside the course from the list. Next it will ask for a hole number.
If you don't have all 9 holes done for a course simply select one of the
existing holes and modify it any way you wish, then save it as the next hole
number. Example: If you have 1 hole completed for a course and are ready to
create hole number 2, Load existing course, select hole #1, and edit it any way
you want. Then save this one as hole number 2 for that course name. Simply
────────────────────────────────────────────────────────────────────────────────
Pg 21
continue in this manner for all holes until you have all 9 for a given course.
A GOOD TIP here might be to create a blank (all greens) hole for a course. Then
use it to load from and edit, and save it as another hole. If you are not happy
with a particular hole on a given course, you may use the Course Maker to make
changes to that hole at any time. Even if you just want to change the par etc.
If par is changed, the players scores etc. reflect the change immediately. And
the next player to play that course will see the changes you've made as soon as
they are saved.
= Editing =
Once you are in Edit mode, the arrow keys, F1 through F10, and the Esc keys are
all that are needed. The FKeys (as described above) will place the particular
obstacles on the hole in the current cursor position. Once you press a Function
Key for a particular obstacle, pressing any other key (execpt other function
keys or arrow keys) will repeat that character/obstacle. For example: If you
Press Shift+F8, you can then just hit spacebar and hold it down to repeat the
Shift+F8 character several times. You may go back over an obstacle and change
it as often as you like simply by moving the cursor back over the location and
pressing another Fkey.
= Arrow Keys =
Arrow keys will move you around the hole without drawing any obstacles. The
────────────────────────────────────────────────────────────────────────────────
Pg 22
Home Key will take you to the home position on the current cursor Row. The End
Key will take you to the End position on the current cursor Row. The PgUp Key
will take you to the top position on the current cursor column, and the PgDn
Key will take you to the bottom position on the current cursor column.
= Saving a hole =
Once you are through editing a hole Press Esc to save it. The menu at the bottom
left will ask if you want to "Save This hole [Y/n]". Press "Y" to save it or
"N" to abort. If you Press "Y" it will ask for which course name you are saving
it to. If this is a New course, select a unique course name (20 characters max).
Next it will ask for the Hole number (1 through 9) and the par (1 through 10).
If you are editing an existing hole, be sure to give the existing course name.
Then the hole number, and par of your choice. If that hole exists it will ask
you if you want to "OverWrite [Y/n]". Press "Y" to overwrite, "N" to abort.
= Exiting Course Maker =
From the Main Menu you may Press "X" to exit Course Maker immediately. After
entering the Edit/Create function the options at the bottom will say:
(C)reate/Edit another hole or (E)xit. Press "E" to exit, "C" to continue
editing.
─=(Thanks very much for Playing BBSGolf and for using "FairWare" programs!)=─