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This is a sub-page of Proto:Shadow Warrior (1997)/Prototype 1995-02-10.

ADDR.TXT#

ADDR.TXT is a digital Thanksgiving card sent by Apogee/3D Realms founder Scott Miller. Interestingly, a few folks from outside of Apogee, 3DR or associated studios are included in the CC-list, like Jazz Jackrabbit programmer Arjan Brussee and edutainment game studio WaveQuest.

Date:  23-Nov-94 21:40 CST
From:  Scott Miller [72550,634]
Subj:  Open this card!

HAPPY THANKSGIVING!  :)

Scott

P.S.  Go Cowboys.  <grin>


Distribution:

cc: Timothy Campbell > [70154,1577]     Randy MacLean > [70446,76]
    Jim Dryburgh > [71301,3726]         George Broussard > [71321,2743]
    Jim Perkins > [71740,1253]          Craig Ellis > [72550,1614]
    Jim Norwood > [73124,1060]          Greg Malone > [73144,2231]
    Steve Blackburn > [73554,507]       Robert Allen > [73753,3430]
    Nick Newhard > [74017,163]          Arjan R. Brussee > [74101,1577]
    Joe Siegler > [74200,553]           ICC / Simms > [74767,3567]
    Todd Replogle > [75013,202]         Joe Selinske > [75202,366]
    Frank Maddin > [75230,3647]         Jason A. Blochowiak > [75567,2470]
    WaveQuest > [76220,3462]
    Tom Hall > INTERNET:ApogeeTom@aol.com
    Dan Linton > INTERNET:dan.linton@swcbbs.com
    Ken Silverman > INTERNET:kjs@lems.brown.edu
    Mark Randel > INTERNET:mrandely@netcom.com
    Brett Combs > INTERNET:pcausa@metronet.com
    Stephen Lepisto > INTERNET:slepisto@digital.brotherhood.com
������������������

ART.TXT#

Old documentation on the .ART format the Build engine uses, by Ken Silverman himself.

Documentation on Ken's .ART file format                     by Ken Silverman

    I am documenting my ART format to allow you to program your own custom
art utilites if you so desire.  I am still planning on writing the script
system.

    All art files must have xxxxx###.ART.  When loading an art file you
should keep trying to open new xxxxx###'s, incrementing the number, until
an art file is not found.


1. long artversion;

        The first 4 bytes in the art format are the version number.  The current
    current art version is now 1.  If artversion is not 1 then either it's the
    wrong art version or something is wrong.

2. long numtiles;

        Numtiles is not really used anymore.  I wouldn't trust it.  Actually
    when I originally planning art version 1 many months ago, I thought I
    would need this variable, but it turned it is was unnecessary.  To get
    the number of tiles, you should search all art files, and check the
    localtilestart and localtileend values for each file.

3. long localtilestart;

        Localtilestart is the tile number of the first tile in this art file.

4. long localtileend;

        Localtileend is the tile number of the last tile in this art file.
        Note:  Localtileend CAN be higher than the last used slot in an art
        file.

            Example:  If you chose 256 tiles per art file:
        TILES000.ART -> localtilestart = 0,   localtileend = 255
        TILES001.ART -> localtilestart = 256, localtileend = 511
        TILES002.ART -> localtilestart = 512, localtileend = 767
        TILES003.ART -> localtilestart = 768, localtileend = 1023

5. short tilesizx[localtileend-localtilestart+1];

        This is an array of shorts of all the x dimensions of the tiles
    in this art file.  If you chose 256 tiles per art file then
    [localtileend-localtilestart+1] should equal 256.

6. short tilesizy[localtileend-localtilestart+1];

        This is an array of shorts of all the y dimensions.

7. long picanm[localtileend-localtilestart+1];

        This array of longs stores a few attributes for each tile that you
    can set inside EDITART.  You probably won't be touching this array, but
    I'll document it anyway.

    Bit:  ³31           24³23           16³15            8³7             0³
            ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
            ³ | | | | | | | ³ | | | | | | | ³ | | | | | | | ³ | | | | | | | ³
            ÀÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄ´
                      ³ Anim. ³  Signed char  ³  Signed char  ³   ³  Animate  ³
                      ³ Speed ³   Y-center    ³   X-center    ³   ³   number  ³

BUILD.TXT#

BUILD.TXT is a mix of notes about Build from Ken Silverman, circa February 1st, 1995, and a huge changelog dating back to February 6th, 1994!

An earlier iteration of this document can be found in the April 1994 version of the Build Engine on Ken Silverman's website.

HELP.TXT#

This is the same HELP.TXT from the previous prototype.

JOESMAP.TXT#

A text document talking about some WIP levels. "Jim" is likely programmer/designer Jim Norwood, while "Eric" would likely be level designer Eric Reuter.

Jim, had a great talk with you tonite. Can't tell you how excited I
am that you all like the work I am doing. Am extremely flattered that I
am going to get a shot at e1l1, can't wait to start.
As for tonite's upload of e1l6, filename is e1l6.map (duh)
Have added asthetics to entrance to walkway from central outdoor
are w/trees and well that leads to main arena, hope you like.
Downsized buddah outside main arena as you mentioned. Enlarged cage
added sunken floor inside to house monsters, will be talking to
Frank for sector trick help / ideas as we mentioned. Good deathmatch
room w/stairs and water and stuff has been enhanced (I think anyway),
area outside "lava-trap room" starting to make changes and will
add some neat trick like stomper or other nasty stuff. Will be working
on these things and will be in touch. Call, e-mail anytime to give
me feedback...more later,
Goodnight from Jersey.
Eric
�

JSMP0130#

A status update for the team. Note that the date in it is likely a typo and is meant to say "01-30-95", since the document has "0130" in it. The "JSMP" suggests this was authored by Joe Selinske.

 Date: 10-30-95

Hello Shadow Warrior Team,

Well I have not heard much traffic hear so I guess everybody was doing 
like me and trying to come up with new and inventive trick to put into
levels and also new and interesting building ideas. No pun intended. :)
This is a long letter, so get something to drink.   ;)

Well what I have uploaded is E1L2.Map, E1L5.Map, Zwork1.Map, Zwork2.Map.
----
Changes to E1L2.Map - Added a new area in one of the courtyards where you
    can do the under water trick. This new area goes under a small holding
    area and leads into a little treasure room. Added in a couple of newer
    hidden areas and more lighting effects. Other than that I went through 
    to align tiles and make sure things worked the way I want it to work. 
    Trying to decide which areas will be locked off with keys????

Changes to E1L5.Map - Clean up work with newer areas. Actually I reduced
    the size of the arena area, it was way too big when I finally put some 
    test sprites in. I also added in the new idea in the waterfall area 
    off of the prison cells. Has a cool look to it. Will probably place a 
    key in there for you to get.

What's in Zwork1.Map - Testing ideas, Spinning Walls that block you until
    you finally flip the switch, good way to block off areas until the 
    switch is flipped to get in to that area. Played with panning. Testing
    triggers and want them to sink, instead of raise (see below for an 
    explanation of my problem), Staircase with ledges outside, rasied area
    triggered by a plate and a spinning sector inside for effect. Also, I 
    have an idea about spinning sector that block doorways so you have to 
    time it to make it through them. I want opinion from people on this one.
    I would like to use these, but the actor code is still a little raw yet
    to test the capabilities of having those sectors push you while spinning.
    
What's in Zwork2.Map - Attempted Jump sectors, but they are not working. 
    Tried an idea of spinning sectors in lava where you will have to make 
    jumps to get over the area.

----
NEW IDEA: If we can do the underwater thing with lava sectors also, why not
    create a special power up to survive under the lava. That would be a big
    risk taking option, because when the power-up wears off, you're fried.
    But it might lead to some secret cool things or maybe to the secret 
    level in the game.

    I was wondering if there will be a small bob while under water. I saw
    that they adjusted ROTT today to make it bob slightly when you fly even
    though you don't move from that position. If we can do the same, it 
    would probably work out for us too.
----
Current Problems and Questions:
    1. Sprites do NOT sink with sectors. Jump on a sector that sinks and the 
       sprite stays where it is.

KENSLIST.TXT#

A todo list from Ken Silverman, regarding the engine.

KEY:
      $$ - MUST be done before 1st release and is slowing down teams
        $ - MUST be done before 1st release
        ! - Very helpful in speeding up teams
        > - Something to do eventually...
        ? - Is this really necessary?
        B - Bug!

EDITART -
$  !  Tile moving across different art files
$  >  In 'U' mode, automatically go to the PCX & coordinates if in capfil.txt
$  >  Make script-making function - F12 every tile & update capfil.txt
    >  Key to scan maps and make a report on tile frequency
    >  Warn if tile being deleted is used in maps - offer to change.
    >  Allow comments to be associated with a tile.
    >  When saving .ART, save to temp, rename, & delete, (int 21h-5ah,56h,41h)
    ?  Screen still goes blank in 'V' mode sometimes with multiple tile files.
    B  Why doesn't F12 do anything sometimes?

BUILD -
    !  Undo
    !  Sector copy / paste auto-inserting for pasting inside sectors.
    >  Show right palookups in BUILD somehow - editor for palookups?
    >  Key to only change graphic, not shade
    >  Highlight map for a certain picnum (for 2D mode)
    >  Highlight all sprites in 2D mode with certain tags
    >  Way to get rid of status bar for screen capture.
    >  Make more Build functions work in 3D, not just 2D.
    >  Type tags in hex.
    >  Print out global visibility in Build status bar
    >  Information screen (bitmap report, tag report)
    >  Fix warping in fine sector rotating.
    >  Enter attributes with a menu
    ?  Edit tracks / marks / points

ENGINE -
$$ >  Add ceiling/floor sprites (New bit for sprite[].cstat)
$  >  Add temporary cache allocation function (Ex: for digitized sounds)
$  >  Make Copytovideo function for all graphics modes to do special effects
$  >  Allow getch type input (chain handlers?)
$  >  Make sprite clipping work with different box sizes (in sprite structure?)
$  >  Make permanentwritesprite not draw into viewing area
$  >  Something to force sprites to stay in certain sectors.
$  >  Function to release all permanent tiles.
$  >  Finish network error correction
$  B  Fix shading when resizing the screen.
$  B  Fix swinging door clipping
$  B  Fix infrequent hitscan bug when shooting into a sector inside a sector
$  B  Fix very far walls not drawing bug (must be overflow)
$  B  Bad sorting: nukeland.map, posx=24705, posy=23167, ang=1999
    >  Add easy to use joystick functions
    >  Add centering to rotatesprite
    >  Capture an area of the screen to a buffer.
    >  Make movesprite move through invisible parallaxing sky walls
    >  Optimize sprite drawing
    >  Optimize transmaskwall drawing
    ?  Program extras?
    ?  Mergeing optimization (redo in QB)

GAME -
$  >  2D screen - EGA proportions, door open/closed colors
    !  Compile with /d2 option, wlink debug all f ? f ? f ? ...
    >  Programming example such as deleting sectors, & other BUILD functions.
    >  Fix message typing (for multiplayer games) when screen is weird sizes.

DOCUMENTATION -
$  !  Document drawline16 / printext16 / ydim16 / pageoffset
    >  Make PROTOTYPES for functions in GAME.C in BUILD.H.