HawkQuest Graphics information This will allow you to design your own levels for the Main Game and/or Secondary Game. You can use the existing graphics used in the game, or design your own. You would use Fontbyter to design your own levels - which then have to be written to the game disk, using MAC 65 (assembler for Atari computers) {some headers may need to be changed? via a disk editor}. Designing your own graphics, means using a character design editor, which allows you to create your own re-defined character set. Colour information will probably need to be written to the game disk, using a sector editor. Technical details about writing to the game disk(s) are listed in the hatech.txt Game 1 Main Game Planets Sequence of screens Filename Actual order Screen in game = as it is played 1 ie. screen1A A ie. E 3 C A 2 B last of B must not have D 3 C 32 chars that change C 4 D B 1 A C 5 E A | Start HERE START of game here... Note: at end of Screen B some chars are changed so that re-used C and A screens appear a little different when re-used the second time round. Characters used for targets / etc How the re-defined character is used for the graphics. Note: c/P = Control P dia=diamond spad=spade special recognition characters are used at the bottom left or top left. They are very important characters and should be used to denote what the surrounding characters are. eg. target(s) or rubble. (LIGHT) (DARK) (LIGHT) Force Field Gun1 Gun2 Bldg Gun1 Bldg Gun2 c/r c/r c/r c/r 9:; BCD OPQ OPPQ c/r c/r c/r c/r <=> EFG RST RSST c/r c/r c/r c/r ?@A HIJ UVW KVVW c/q c/r c/r c/r | | | | | | c/M for N for Grass Explosion grass grass ONLY explosion explosion Pattern1 Pattern2 Building1 Building2 777 7777 XXXY \\\Y 777 7777 XXXY \\\Y 577 6777 8ZZ[ LMM[ | | | | c/N for c/L for c/Oh for c/P for Grass Grass pavement pavement explosion explosion Non-destructible patterns Flag for Special targets c/S c/T c/U C/INSERT targets hit c/V c/W c/X DELETE x c/CLEAR = extra heli v w SHIFT/LINE = shields (hidden well) Grass rubble 4x4 Grass rubble Pavement rubble 4x4 Pavement rubble c/I -> <- c/I -> -> -> c/J e d c/J e e d a dia b a dia dia b f g h f g g h <- c <- a dia dia b d i d f g g h <- c c <- d i i d Grass Hidden Gun Bushes y z spade c/K j k l m n o p q r s t u Roadway c/Y = top edge left up down right edge arrow c/Z arrow edge (pavement) Esc =bottom edge IMPORTANT NOTES Roads and guns cannot cross 4k boundaries It is possible to use characters like this below for a greater variety of designs EEEEE ENNNN E = explodable char ENNNN ENNNN N = Not explodable char ENNNN ENNNN R = special recognition char RNNNN REEEE NO Yes=OK The only really important rules to observe is that Recognition Characters must be used properly and non-destructable chars are placed around the destructible designs. Explodable (non-recognition chars) chars may be freely used in any explodable designs! ROADS ----------------------------+ ^ | | 5 chars | | inside | | | V | The example on the left is correct ----------------------+ | as regards characters shown |4cha| although it may look somewhat strange |<-->| in ascii mode. |insi| | de| | | Car design " ' , (left) 0 1 2 3 {left} # ( - car design @ A B C car design [I think?] $ ) . graphic only P Q R S column of 3, C, S are blank pavement characters In the car design frame: The car design (and shadow) fills in completely the 9 characters block. Car animation 4 5 6 7 8 9 : ; < = > ? % * / ! & + are blank pavement D E F G H I J K L M N O characters T U V W X Y Z [ \ ] ^ _ The animation above, shows the car moving right one pixel at a time. The actual graphic shows 1st frame 2nd frame 3rd frame 1 pixel L 2 pixel L 3 pixel L L = Left 3 pixel R 2 pixel R 1 pixel R R = Right EX32.SET keyboard char (immediate line below is) ! " # $ % & ' ( ) * + , - . / 0 1 2 7 B C D E F G H I J K N O P Q R S T keyboard char (immediate line below is) 3 4 5 6 7 8 9 : ; < = > ? @ U V W X Y Z [ \ m y u d x v above c/m c/y ua da c/x c/v ua = up arrow da = down arrow Game 2 Secondary Game Character Set allocation - what characters are what? Crystal segment Exit-Teleport beacon m, n = Vertical Door (4 high) }Inverse colour o, p = Horizontal Door (4 wide)}not working? Del Tab ShiftLine Esc d e b c 0 = space } } } Large Robot } All these must be } B L A N K Going -> Going <- Going Up Going Down } Characters used in } Robot Animation ! " # ' ( ) - 0 3 6 } $ % & * + , . 1 4 7 } This probably means / 2 5 8 } these are written } separately later in Going -> Going <- Going Up Going Down } special Robot Animation 9 : ; ? @ A E H K N } graphic files elsewhere < = > B C D F I L O } ie. not with Walls/etc G J M P } Q = Small Robot R = Mine (blank) S = Explosive Charge T -> (ie. right arrow) [ = BLANK (ie. these 3 chars) \ = Container (Total Destruction Bomb) ONLY ONE ] -> c/g = BLANK Robot Generators / Player Generators {see later notes} c/h = Vault Door (must be 3 characters high or 3 characters wide) I { c/i = Start of indestructible walls for shot-up (turned off) generators n { c/j = Start of indestructible walls d { c/k e { c/l s { c/m t { c/n r { c/o u { c/p c { c/q t { c/r i { c/s b { c/t l { c/u e { c/v { c/w W { c/x a { c/y l { c/z l { Ek s { Up Arrow { Down Arrow { Left Arrow { Right Arrow { Spade End of Indestructible Walls a = Empty Container (After pick up) Destructible Walls characters f g h i j k l Traps q = High Explosion Trap r = Squash Trap s = Gas Trap t = Energy Field u = (??? broken gun / missile / light / electric) Containers (these are usually located in the walls) v = Bonus w = Key x = Trap Finder (makes visible the above Traps) y = Paralyser z = Wall Blaster Spade character = Nothing Containers in walls must be a minimum of 3 characters apart ie. X---X Robot Genrators Player Generators (below are control chars) Left Right Top Bottom BC DE FG ^ Heart _] c/a ] CC EE GG ] ] Robot Animation Data note: Unused characters (These are cleared out = blanks) # $ ' ( , / 0 3 4 7 8 ; < ? @ C D G H K L O = 23 characters Type 1 Going Up Type 2 Going Up Type 3 Going Up !% )- 15 "& *. 26 Type 1 Going Down Type 2 Going Down Type 3 Going Down 9= AE IM :> BF JN Type 1 Going Right Random Note: If a diagram were available it would PQR STU VWX YZ[ show graphic moving one pixel right in each frame \]^ _hA BCD EFG h=heart A->G = control characters from A = control chars Type 2 Going Right Direct HIJ KLM NOP QRS H->S = control characters TUV WXY Zeu dlr e = escape udlr = control arrow u=up d=down l=left r=right Type 3 Going Right Release Small Robot sab cde fgh ijk s=spade character lmn opq rst uvw other chars = normal lower case Note: If a diagram were available it would Type 1 Going Left show graphic moving one pixel left in each frame xyz slu lrsp !"# s=spade l=vert line sp=space bar $%& '() *+, -./ l=triangle left r=triangle right from ! downwards = new character set Type 2 Going Left down to _ 012 345 678 9:; <=> ?@A BCD EFG Type 3 Going Left HIJ KLM NOP QRS TUV WXY Z[\ ]^_