This document is to instruct on how to use the level editor for Attack of the PETSCII Robots.
Currently, the level editor only exists for the PET. However, the maps you make will run on the C64 and VIC-20 versions of the game as well. It is recommended to use an emulator such as VICE to run the level editor.
Upon Starting the Tile/Map editor, everything will be blank. You can press L to load in the tile-set.
Tile Editing is not covered by this document.
Press M to enter the MAP Editor. It will also be blank until you press L to load in the map from SAVEMAP.PET.
The following commands are used to create the map from tiles.
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CRSR Keys – Move around map.
RETURN – Select new tile (use CRSR Keys, enter to select)
G – Get tile under cursor (copy to clipboard)
SPACE – Plot tile
F – fill screen area with selected tile
M – Leave map mode and return to tile mode.
L – Load map from disk
S – Save map to disk
*Note – When saving, you will see the cursor disappear while the save is occuring. You must wait until you see the cursor re-appear before closing the program or your map will be corrupted.
The following commands are used to create and edit units
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P – Set player starting position
N – New unit (usually a robot)
H – New hidden object
R – New Door or other similar AI unit
D – Delete unit
E – Edit Unit
When editing the unit, the follow parameters may be changed:
T / SHIFT-T – Sets the UNIT TYPE
A / SHIFT-A – Sets unique features of that unit
B / SHIFT-B – Sets unique features of that unit
C / SHIFT-C – Sets unique features of that unit
D / SHIFT-D – Sets unique features of that unit
H / SHIFT-H – Sets the unit health
CRSR LEFT/RIGHT – select the next unit up/down without leaving editor.
RETURN – exits back to the map editor.
;NOTES ABOUT UNIT NUMBERING SCHEME
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The unit number is assigned when you create the unit. For example, if you press R to create a new door, it will start you off with unit #32, and keep adding from there. But there are specific ranges of unit numbers that determine how they are treated by the game. Only units 0 through 31 are shown on screen. Units 32-64 are hidden from view. When you are looking over the map in the level editor, the unit number will be shown in a box. It is helpful to be familiar with the unit ranges to better identify what sort of unit that is.
0 = player unit
1-27 = enemy robots (max 28 units)
28-31 = weapons fire (can’t edit these here)
32-47 = doors and other units that don’t have sprites (max 16 units)
48-63 = hidden objects to be found (max 16 units)
PLAYER SETUP
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Press P to set the starting position of the player. If you wish to change it later, just press P again and it will automaticall move it.
Be sure to edit and configure the player starting health as well. Typically this will be 12 for full health. If left at zero then you will die the moment the game starts.
ENEMY ROBOTS
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Press N to create a new ROBOT.
UNIT TYPE 2 – Hoverbot left/right movement
UNIT TYPE 3 – Hoverbot up/down movement
UNIT TYPE 4 – Hoverbot /chase attack mode
UNIT TYPE 9 – Evilbot
UNIT TYPE 17 – Rollerbot up/down movement
UNIT TYPE 18 – Rollerbot left/right movement
Paramter H – Set unit starting health
Typical health for a hoverbot is 10, Rollerbot is 20, Evilbot is 75.
CREATE MOVING DOORS.
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To create a door, you must first draw the door with the correct 3 tiles. if the door will require a key card, be sure to use the correct tile for that key card. Then create a new door unit right in the middle. Then, edit the unit and set the following parameters:
UNIT TYPE – 10
Parameter A-Orientation (0=horitzonal 1=vertical)
Parameter B-Current State (0=opening-A 1=opening-B 2=OPEN / 3=closing-A 4=closing-B 5-CLOSED)
Parameter C-Locking (0=unlocked / 1=locked spade 2=locked heart 3=locked star)
HIDDEN OBJECTS
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To create a hidden object, press H, then edit the unit. If you are going to hide something in a piece of furniture or some other thing that is larger than 1 tile, place the hidden unit at the top-left of the object. Here are some objects you can create:
**KEYS**
UNIT TYPE:128=key
Parameter A: 0=SPADE 1=HEART 2=STAR
**Weapons and Items **
First you will need to set the unit type as follows:
UNIT TYPE 129=time bomb
UNIT TYPE 130=EMP
UNIT TYPE 131=pistol
UNIT TYPE 132=charged plasma gun
UNIT TYPE 133=medkit
UNIT TYPE 134=magnet
Then you will need to configure some parameters:
Parameter A – Quantity (between 1 and 255)
Parameter C – Extend search area horizontal (between 0 and 127)
Parameter D – Extend search area vertical (between 0 and 63)
For example, if you hide an object in a desk and the desk is 2 tiles tall, you will want to change parameter D to a 1, to add an extra tile to the vertical search. Be sure to place the hidden item on the top tile of the desk. If you are hiding an object in something like a crate that is a single tile, then C and D will both be zero as there is no extension.
SETUP TRANSPORTER PAD
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Be sure to draw the transporter setup first. Press R to create a door.
Set UNIT TYPE to 7
Parameter A: Activation (0=always active 1=only active when all robots are dead)
Parameter B: Destination (0=completes level 1=send to coordinates)
Parameter C: X-coordinate
Parameter D: Y-coordinate
If you want this pad to complete the level, then there is no need to set C or D. If you want the pad to transport you somewhere on the map, then set B to 1, then use C and D to set the map coordinates of your destination. (This feature not complete yet as of this writing)
Trash Compactor
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Setup the tiles to construct the trash compactor in the map.
Go right to the main entry point of the compactor and press R for door.
Set UNIT TYPE to 16
No parameters to configure.
Lift / Elevator
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Setup the tiles to construct the elevator. Place the cursor right in the center of the doorway.
Press R to create a new door.
Set UNIT TYPE to 19
Parameter A:
Parameter B-Current State (0=opening-A 1=opening-B 2=OPEN / 3=closing-A 4=closing-B 5-CLOSED)
Parameter C: which foor corresponds to this unit?
Parameter D: max number of levels (number should be between 2 and 5)
WATER RAFT (left-right)
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Press R, then set unit type to 22
Parameter A: Current direction (0=left 1=right)
Parameter B: left-most coordinate
Parameter C: right-most coordinate
Parameter D:
be sure to set the starting direction away from your starting position, or put the raft somewhere in the middle of the path to start with.