definitions
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written 1999 by Sokke (now it's nearly the year 2000, only some more hours of waiting!!!)

Did you know...

Did you know how to define a waterfall that teleports, like you see at the fairy lake? Did you know
how to tell the game that it has to replace ALL rock textures in some MAPs by brown rock textures?
Did you know how to give persons like the dwarf smith and the Master Creating Merlin idle sounds?

 N O ? ? ?

I tell you, how you do: You can not.

Why?

Because all this ist defined in the original PROGRAM CODE (ugh).

Two ways to solve this immense problem:

1.Try to live with it. Build a teleporting waterfall in the correct MAP, use the smith and Merlin like
  we do.

2.Create your episode as far as you can. Then, if you've done good work, send it to us. When it's made
  well enough, we'll recompile the program code ESPECIALLY FOR YOU. With NEW definitions, defined by
  YOU. That sounds great, doesn't it? Sounds like a PLAN.

Question: But - why don't we just release our source code?

Answer: NEVER! I don't even think of releasing one single line of it! You wouldn't be pleased with
our 'spaghetti code' style. Or do YOU use variables named 'SchutzButz' or 'FarbeLabe'? I bet you don't!

What do we like to see? What's the requested standard of quality to let us do the recompiling work?
Well, two things:

	1. Your episode shouldn't be too boring, much too hard or much too easy. Well - it can be very
	   hard if you like, but don't forget that you'll like to see many people play your levels. So
	   let it taste well.

	2. If you're game has SOME smaller bugs, we'll try to fix 'em. (You can always mail me when you
	   have problems of course.) But we don't want to see MAPs full of bugs, missing sprites, wrong
	   sprite sizes, missing WAVs and so on. Please debug it before you officially deliver you're
	   package!


Here is a list of all important definitions of the code. Sometimes they have been solved in this epi-
sode. Check it:

1. Persons idle sounds.
Problem:
Only two persons have idle sounds: The Merlin and the dwarf smith.

Solution:
The designer's edition includes a new DAT file, named DEF_PIDL.DAT. It's not documented in the DAT file
list, but you'll know how to use it: The first line always means the person's sprite name, the second
one is the animation step in which the sound shall be played, the third holds the filename of the sound.


2.The grandfather's shadow
Problem:
One person, the grandfather, hasn't got a shadow.

Solution:
This feature should be used very, very seldom. Can only be solved by re-compiling the code.


3. The GRUM prefix: See MAPEDIT.TXT (this is NOT a problem)


4. The zelda-like trees
Problem:
Some of the zelda-like tree sprites are drawn in a special way.

Solution:
If you REALLY plan to draw soething like those trees, make copies of the original sprites and then
replace them. Can only be solved by re-compiling the code.


5. The barrel's sound
Problem:
The barrel has got another smashing sound than the bush or the small firtree have.

Solution:
Can only be solved by re-compiling the code.


6. The rock sprites
Problem:
The rock texture sprites are sometimes set in a special way.

Solution:
This feature is ONLY needed for rock textures. If you think you should use other sprites like rock
sprites, give them a 'FELS' prefix.


7. The brown rock area
Problem:
In all MAPs with X > 10, X < 15 and Y < 4, the gray rock sprites are automatically being replaced with
brown rock sprites.

Solution:
There is a special DAT file without documentation in the designer's version: DEF_BROK.DAT. It keeps the
X1;Y1;X2;Y2 coordinates of the brown rock zone, in four lines. Let X1 be > X2 to disable the brown rock
zone.


8. Special pools
Problem:
There are three kinds of special pools:
-Deeeep holes have a lot of special routines that let holger fall down when he dies etc.
-BLAVA works nearly the same way as normal LAVA, but it doesn't hurt the player, he can't sink in it
 and he doesn't drift. It's used to define bridges above lava like in the volcano. You can build such
 bridges using carpets.
-Waterfalls

Solution:
Use the pools as they are. Can only be changed by recompiling the code.


9. The perspective fall down wall tiles
Problem:
The mauerA, mauerB and mauerC tile let the hero 'fall' down very fast.

Solution:
You could replace the sprites by others.
Can only be solved by recompiling the code.


10. Water has a sound effect
Problem:
Only the water pools have a sound effect while drifting inside them.

Solution:
Can only be solved by recompiling the code.


11. The teleporting waterfall
Problem:
Only the waterfall in the MAP 15 9 1 teleports: One floor down.

Solution:
There is a special, undocumentated DAT file in the designer's edition: DEF_WFAL.DAT. It keeps the MAP X
and MAP Y coordinates of the waterfall MAP in two lines. Set the coordinates to a very high value (like
100) to disable this feature.


12. The twibble farm coordinates
Problem:
When you set twibbles (items!) onto the MAP, they'll stay in a 40;80;140;140 square.

Solution:
There is a special, undocumentated DAT file in the designer's edition: DEF_TWIB.DAT. It keeps the X1;Y1;
X2;Y2 coordinates of the twibble square in four lines.

13. The Jman
Problem:
Only the Jman (person) reacts on the 500...503 events.

Solution:
I guess that doesn't hurt. There can only be one Jman. If you HAVE TO, you can remove the Jman sprites
and replace them.


14. The no-pool-border-tiles
Problem:
Only some special tiles let a pool have no border when it touches them (prefixes):
TEIL  (wall tiles)
MAUER (wall tiles)
LICHT (all lights!)
WAND  (wall tiles)
ROHR  (the animated pipe that 'fills up' pools)

Solution:
Can only be solved by re-compiling the code.


In fact we can modify some more things for you, if needed. But you have to do good work if you want us
to help you.
