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1.         Absolutely stunning     Computer   Video Games     Sheer involvement  5 Star Game   Ss    5 rts  as 55  8    New Computer Express    Caste Master  Lasting intrigue  Amiga Format  The Crypt  Castle Master Il   The Sequel       Announcing       SUPERSCAPE      The Virtual Reality System for  Graphic Workstations   Software  amp  Solutions from    DIMENSION    TERNAT 0N L    A ieee OF NEW DIMENSION           LTD   Zephyr One  Calleva Park  Aldermaston  Berkshire RG7 4QW   Telephone 0734 810077                                                      This is a copy of the original manual supplied by the Commodore version of 3D Construction Kit  Nothing has  been edited  but some correction have been made   Compiled by Allen Monks        Commodore Cheetah  www commodorecheetah co uk  FHA                    Document v1   4  September 2005  Remade to PDF   17  November 2010       37    
2.    Function     IFSHOT    Format     Function     Class   Conditional Instruction  Interrogator   IFHIT P1  THEN  commands      ELSE  commands       ENDIF  This command checks if an object P1 has been collided with  or walked        A true or false is  returned   IFHIT 4  THEN  INVIS 4  VIS 5  ENDIF  In this condition the system checks if object 4 has been collided with  If it has then object 4  becomes invisible and object 5 becomes visible  This could be used to remove a door  object 4   and replace it with an open doorway  object 5    IF s cannot be nested   IFACTIVE  IFSHOT    Class   Conditional Instruction  Interrogator   IF LESS THAN  IFLT  THEN  commands      ELSE  commands       ENDIF  This command returns a true result if the preceding command had unset the  carry  and the   zero  flag  This instruction will normally follow a CMPV  ADDV  ADCV  SUBV or SBCV  instruction and act      the result of it  A THEN  ELSE  ENDIF construct should follow this  instruction   IF s cannot be nested     Class   Conditional Instruction  Interrogator   IFSENSED  THEN  commands      ELSE  commands       ENDIF  This Interrogator returns a true if the player is occupying space that is detectable by a sensor   The result of the interrogator is then acted on by a THEN  ELSE  ENDIF construct placed  after it  The effectiveness of a sensor can be set by altering it s ATTRIBUTES     Class   Conditional Instruction  Interrogator   IFSHOT object  THEN  commands      ELSE  commands       ENDIF 
3.   0 111  variables available for use by the COMMAND LANGUAGE  These variables are 8  bit storage areas  that is they can hold numbers in the range 0 255  which can be used to store and manipulate  various numerical values within the environment e g  player score  fuel supply or a timer  16 of the available  Variables  112 to 127  are used by the FREESCAPE II system  The contents of these variables are updated each  frame by the system  and any changes to the variables are so noted by the system i e  if a variable command were  to change the value stored in variable 112  the Viewpoint X position  low   the next displayed frame would  move the player to the new specified X position  A list of the contents of the system variables follows     112 Viewpoint X position Low  113 Viewpoint X position High  114 Viewpoint Y position Low  115 Viewpoint Y position High  116 Viewpoint Z position Low  117 Viewpoint Z position High  118 Viewpoint X Rotations  0 71 increments of 5 degrees   119 Viewpoint Y Rotations  0 71 increments of 5 degrees   120 Viewpoint Z Rotations  0 71 increments of 5 degrees   121 Current key presses  ASCII   122 Interrupt counter Low  123 Interrupt counter High  124 Current Area Data set  125 Ammo counter  if set to 0 the player cannot fire    if set to 255 gives infinite ammo else decremented per shot   126 Font pointer starting at character 32 Low for advanced users only    127 Font pointer starting at character 32 High  for advanced users only      33    HANDL
4.   General Condition number one is only called after a RESET    LOCAL CONDITIONS  Only the Local conditions defined in the currently occupied are processed  These  commands are executed each frame    PROCEDURE CONDITIONS  These commands are only called from other conditions by using the CALL  command     In the following list  P1  P2 and P3 or V1  V2 or V3 refer to parameters 1  2 and 3 respectively  These can be   either a literal number  referred to as P1  P2 or P3  or a variable number  In this case the contents of the variable   will be used as the parameter value  Parameters which must be Variables are referred to as V1  V2  V3 e g    SETV P1 V2    shows that the second parameter must be a variable and the first is an absolute value    Optional parameters or commands are surrounded by square brackets        A list of the available commands follows along with a description of the required parameters and their functions     CONDITIONS    ADCV Class   Variable Manipulation  ADD TO VARIABLE WITH CARRY  Format  ADCV PI V2  Function  This adds the absolute value      to variable V2  If the  carry  flag was set before the execution    of this instruct  one  the carry  is also added the result  If the result is greater than 255  then the  value wraps around  becoming the would be result minus 256  and the  carry  flag is set   See also ADDV  SUBV  SBCV    ADDV Class   Variable Manipulation  ADD TO VARIABLE  Format  ADDV P1 V2  Function  This adds the absolute value P1 to variable
5.   UNDO  This function will undo any editing made on an object prior to selecting  another object or using the OKAY icon   SELECT  This provides the option to select another object for editing   OKAY  Selecting this will commit all editing to memory and return to the main screen    once more     1 WS os  2       4      SHADE OBJECT PANEL  Figure 6  SHADE  See Figure 6     To shade a selected object    A list of current objects will be displayed    Select an object for shading in the usual manner  To colour an object  select the side you wish  to shade with the cursor  By highlighting the values to the right of the shaded rectangles  numbered   to 6  depending on which type of object you wish to shade   These values will  correspond to the value of the shade  shown as 16 shaded boxes numbered 0 to 15 on the right  hand side of the panel    The first shade is INVISIBLE and as such can be very useful for creating special effects and  saving time when sides of an object will never be visible to the player by making them  INVISIBLE     DELETE   To delete a specified object from memory    A list of objects will be displayed in the Item Selector    Select an object from the Item Selector in the usual manner    The object will be deleted from memory    ENTRANCES may also be deleted from memory using this function  Just select the entrance  from the Item Selector in the usual way and the selected Entrance will be deleted    This operation is irreversible  use with care     ATTRIBUTES  
6.  3D   You can easily lose all  track of time   I hope you enjoy using the 3D Construction Kit as much as we enjoyed creating it    Have fun      lar Ande    lan Andrew    REGISTRATION  It is essential to register as a 3D Construction Kit user  as support can only be given to registered owners  The  registration form is included with the package   All correspondence should be sent to Mandy Rodrigues  at the address shown below  If    reply is required     stamped addressed envelope must be enclosed     THE 3D CONSTRUCTION KIT USER S CLUB   The Club is provided to offer additional help and advice for users of the 3D Construction Kit and will consist of  a bi monthly newsletter packed full of news  information  hints and tips on the system to allow everyone to use it  to it s full potential  It will also act as a forum for users to exchange ideas and information  To apply for  membership to the club  just fill in the relevant section of the registration card and further details and information  will be sent to you  All registration forms should be sent to    Mandy Rodrigues  67 Lloyd Street    Llandudno  Gwynedd  LL30 2YP     ACKNOWLEDGEMENTS  Produced and conceived by  Ian Andrew  Design team  Ian Andrew  Paul Gregory    Eugene Messina  Kevin Parker  Programmed by  SPECTRUM     AMSTRAD C64 Kevin Parker  Kit game  amp  Graphic Design  Messina  Additional programming  Sean Ellis  Freescape development  Chris Andrew  Manual by  Mandy Rodrigues  Typesetting  Peter Carter of Starlig
7.  AREAS have no geographical relation to each other  but are tied together by ENTRANCES  An ENTRANCE  has a position and view direction  The user can then be placed at an ENTRANCE position in a specific AREA by  some form of trigger  i e  walking into    door  This could effectively  move  the viewer from a hall  one AREA   into a room  another AREA      OBJECTS   Objects can be placed into an area to make the environment  These are solid and  as such  cannot be passed  through when moving  Objects can have different sizes in X  Y and Z directions  Object position and size are  measured in a different co ordinate system to the 3D world     One unit in Object co ordinates is equal to 64 units in the 3D world system  i e  an Object with a size of 1 unit  takes up 64 units in the 3D world  Objects must be placed at 64 world unit boundaries  i e  it is not possible to  place an object at co ordinate 32 in world units     There are several basic object types   PRIMITIVES   which can be re sized and combined to make larger  more  complicated objects such as buildings  trees etc   The primitive objects consist of     CUBOIDS  3 Dimensional boxes where the sides can be stretched and shrunk in 3 directions  X  Y and Z      PYRAMIDS   FREESCAPE pyramids are similar to conventional pyramids but are truncated at the top   They are  initially flat on the top   A FREESCAPE pyramid  like the cube  can be stretched and shrunk in 3  directions  but can have its sides pushed in to form a true p
8.  COMPILER  FREESCAPE DATA DISK FORMATTER   DISK SIDE 2   KITSCR    THE KIT GAME BORDER SCREEN   DRILSCR    THE DRILLER LIKE BORDER SCREEN  THE 3D KIT GAME  SAVED AS FILE NUMBER 9     e When loading or saving to disk  the programs use a special disk format so have some disks formatted  using the FREESCAPE DATA DISK FORMATTER before you start to create you 3D world    e When compiling you 3D world  save to a disk formatted in the standard manner  NOT using the  FREESCAPE DATA DISK FORMATTER   Refer to your computers  manual for more information        The freescape command TESTV allows you to test individual bits in a variable  It is the same as ANDV  but the result is not stored anywhere  EXAMPLE  TESTV 128 001 will test the top bit of variable 1    e When editing objects in the globals area you will need to make them visible using the GLOBAL  shortcut option       The floor in the start area and in newly created areas is a global object  object number 129  so it cannot  be edited except in the globals area    e Placing facets against flat cubes  one size is zero  or other facets can cause problems as these overlap   Use cubes with a minimum size of   instead        The release number can be found by looking at message 13 in the kit game  Please quote this number in  any correspondence if possible     36    Other titles also available from Incentive Software  featuring the JJA   3 Dimensional Graphic System     a verre  7          Dazzlingly original  AcE     Brilliant 3D  77 
9.  Checks if you have just shot object  0   returning a true or false     27    IFTIMER  Format     Function     IFVIS  Format     Function     Example     Example 2     INVIS  Format   Function     Example     See also    Class   Conditional Instruction  Interrogator   IFTIMER  THEN  commands      ELSE  commands       ENDIF  This command checks the TIMER flag  the command returns a TRUE result if a timelapse of  the amount specified in the setup section has passed  otherwise a FALSE result is returned  Use  the TIMER command to set TIMER frequency     Class   Conditional Instruction  Interrogator   IFVIS       P2   object  area    THEN  commands      ELSE  commands       ENDIF  This command checks the INVISIBLE flag in the status byte of OBJECT      in AREA P2  If  no area is specified then the object is presumed to be in the current area  The command returns  a TRUE result if the specified object is VISIBLE  otherwise a FALSE result is returned   IFHIT 12    THEN   ELSE  if object 12  a door  say  is not hit then end   END   ENDIF  if it is then process the following     IFVIS 4  if object 4  a switch  perhaps  is visible    THEN  then    GOTO 1 5  go to entrance 1 in area 5    ENDIF    To check if an object is invisible  check to see if it is visible but act on a False outcome   IFVIS 4   THEN   ELSE    INSERT YOUR COMMANDS HERE    ENDIF    Class   Object Manipulation  INVIS       P2   Makes the object P1 in area P2  optional  invisible  If the area 15 not specified  then ob
10.  V2  If the result is greater than 255  then the value    wraps around  becoming the would be result minus 256  and the  carry  flag is set   See also ADCV  SUBV  SBCV    AND Class   Conditional Instruction  Format  IF lt xx gt   AND  IF lt xx gt   THEN  commands      ELSE  commands       ENDIF  Function  This command combines the result of two or more condition checking commands and returns  TRUE only if all of the specified checks are TRUE otherwise a FALSE result is returned   See also IFEQ  IFLT  IFGT  THEN  ELSE  ENDIF  OR     22    ANDV  Format   Function     See also    CMPV    Format   Function     Example     CALL    Format   Function     Note     CROSS  Format   Function     COLOUR  Format   Function     Class   Variable Manipulation  AND VARIABLE  ANDV   1 V2  This command performs a logical AND on the absolute value      and Variable number V2 and  the result is stored in Variable number V2  This instruction requires some understanding of  Binary and Logical functions   ORV  XORV     Class   Variable Manipulation  COMPARE VARIABLE WITH ABSOLUTE VALUE  CMPV P1 V2  This command compares the value of P1 with V2  The value held in the variable specified as  V2 is subtracted from the constant       The Zero and Carry flags are set accordingly  The  contents of V2 remain unchanged  CMPV usually precedes an IFEQ  IFLT  IFGT instruction   as these act on the result of the comparison     Variable 23 holds a count of objects collected in a game  No more than 5 objects are a
11.  View the position and status of a specified object  The object s status and initial status can be  altered    A list of object in the current Area will be displayed  Action  Select an object from the list   A Dialogue Box will appear showing various information about the selected object  TYPE   NAME  SIZE  POSITION  CURRENT STATUS  INITIAL STATUS    CURRENT STATUS alters the status of the object between VISIBLE  INVISIBLE and  DESTROYED  An invisible object may be made visible at some other point in the  environment whereas a destroyed object is gone until the environment is restarted using  RESET     INITIAL STATUS sets the status of the object when the environment is RESET  either  VISIBLE or INVISIBLE    SENSORS have a range of  0 255   speed  in tenths of a second   These can be changed via  ATTRIBUTES  A speed of 0 means that it will not shoot    Sensors do not have a direction and when off screen will not be obscured by other objects so  they can fire through walls etc  To overcome this it is best to use a different form of check  before activating a sensor such as a collision with the floor around the Sensor     21    THE FREESCAPE COMMAND LANGUAGE    The FREESCAPE system contains a simple language definition allowing functions to be performed when certain  conditions occur within the FREESCAPE environment  The commands can be used in any of three places     GENERAL CONDITIONS  These commands are executed every frame regardless of the area currently  occupied     Note
12.  View will show  the new entrance     GOTO ENTRANCE   Move to a specified entrance within the current area   A list of available Entrances will be displayed    Select an entrance in the usual manner    The viewpoint will be moved to the selected entrance     18    Name   Function     Response     Note     Name   Function     Response     Name     Function   Response     Name     Function   Response     Note 1     Note 2     CONDITION MENU OPTIONS    GENERAL  To CREATE  EDIT or DELETE General Condition   A dialogue box will appear in which any of the following options may be selected    CREATE  To create a General Condition ready for editing    EDIT  To edit a predefined  created  General Condition  A list of existing General  Conditions will be displayed  Select the condition you wish to edit in the usual  manner    DELETE  To delete an existing General Condition  A list of conditions will be displayed   Select a condition in the usual manner and the selected condition will be deleted  from memory    Condition 1 is the initial condition and cannot be deleted     LOCAL  To CREATE  EDIT or DELETE Local Conditions   A dialogue box will appear in which any of the following options may be selected    CREATE  To create a Local Condition ready for editing    EDIT  To edit a predefined  created  Local Condition  A list of existing Local  conditions will be displayed  Select the condition you wish to edit in the usual  manner    DELETE  To delete an existing Local condition  A list of
13.  are  wearing    jet pack   The difference between Fly 1 and Fly 2 is that when moving forwards in Fly 1 you move  parallel to the ground  at a constant height  whereas in Fly 2  if you are looking down and you move forwards  your height will decrease  Fly 2 flies in the direction you are looking     The VIEW icon is useful for looking at the whole of the current area  Normally this icon shows arrows pointing  to the Mode icon which means that the View mode is not operational  Selecting the View icon cycles between  NORTH  SOUTH  EAST  WEST or PLAN which shows you the whole area from that direction   PLAN shows  you the area from directly above      If you find using the FREESCAPE movement icons confusing  then you can also use the keys listed in the back  of this manual to do most of the useful things     Note that the EDIT and FREESCAPE icons remain on the screen and can be used at most times during editing     12    After loading you will be able to see some more icons below the movement icons  These allow you to change  your 3D world  These icons are marked GLOBAL  COPY  CREATE  EDIT  LOAD  RESET  SHADE   DELETE  ATTRIBUTES and SAVE  A description of what each of these icons consist of will be found later in  the manual  see section on SHORTCUT ICONS      GETTING TO KNOW THE MOVEMENT AND VIEWPOINT  CONTROLS    In order to demonstrate some of the features of the 3D Kit an example Data File  3dkitgame  15 included     First load in the data file from the disc or cassette  M
14.  conditions will be displayed   Select a condition in the usual manner and the selected condition will be deleted  from memory     PROC  Procedure   To CREATE  EDIT or DELETE a PROC Condition   A Dialogue box will appear in which any of the following options may be selected    CREATE  To create a Procedure condition ready for editing    EDIT  To edit a predefined  created  Procedure condition  A list of existing Procedure  conditions will be displayed  Select the condition you wish to edit in the usual  manner    DELETE  To delete an existing Procedure condition  A list of conditions will be displayed   Select a condition in the usual manner and the selected condition will be deleted  from memory     MESSAGE  To CREATE  EDIT or DELETE a MESSAGE   A dialogue box will appear in which any of the following options may be selected    CREATE  To create a message field ready for editing or entering a message    EDIT  To edit or enter a message whose field had previously been defined  A list of  existing messages will be displayed  Select the message you wish to edit  The  message may be edited using the cursor keys and the Delete key  Shift 0  spectrum 48K   Typing in between characters will insert text into the message   Press RETURN ENTER  to finish editing     DELETE  To delete an existing message  A list of messages will be displayed  Select a  message in the usual manner and the selected message will be deleted from  memory    To see a message use FCL PRINT NN XX YY  You will n
15.  current area will be executed  LOCAL  CONDITIONS are useful for checking and acting upon collisions with objects in the current AREA  Sensor  handling  or any other occurrences that are AREA specific     PROCEDURES   These are a special set of conditional lists that are only executed at the request of another condition  Their main  use is to replace frequently used functions by conditions  only being written once  thus preserving memory  They  can also be used to extend the length of a condition list if a condition exceeds the maximum number of lines  allowed     INSTRUMENTS   An Instrument is a device which displays information to the user  Instruments are not visible whilst in the editor   but are visible on the TEST screen or in a Stand alone environment  There are two types of Instrument  BARS  and NUMERICAL     BAR Instruments are used to display the value held in a variable as a bar of a length in pixels  dots  equal to that  value  They are always one character wide and can either be horizontal or vertical     NUMERICAL Instruments are used to display the value held in a variable as a decimal figure  They can be set to  display to a length of 1 to 5 characters  To display four or five characters  two variables are used to hold the  value  see section on  HOW TO USE VARIABLES  and  MORE ABOUT VARIABLES  in the manual      MESSAGES   Messages are a way of communicating to the user by way of printing text to the screen  They are only visible on  the TEST screen or in a  
16.  for 1 second     Class   Object Manipulation  DESTROY       P2   object  area    This command marks the given object as destroyed  If no area is specified then it is assumed  the object is in the current area     IFSHOT 4 2   THEN   DESTROY 4 2   ENDIF   This simply asks if object 4 in area 2 has been shot and if so destroy object 4 in area 2     Class   Conditional Instruction  IF lt xx gt   THEN  commands      ELSE  commands       ENDIF  This command exists only as part of an IF lt xx gt  THEN ELSE ENDIF combination  It marks  the start of commands to execute only if the result of a previous condition was FALSE  The  effectiveness of the command relies on the correct usage if the IF and THEN commands  For  any condition checking to work it is essential that the Condition be preceded by an IF lt xx gt   command and followed by a THEN and  if required  an ELSE statement   THEN  ENDIF    Class   Misc  Instruction  IF lt xx gt   THEN  commands     END   ELSE  commands       ENDIF  commands        This command exits command processing before the end of the command list is reached  it  allows the user to cut short the command execution on a particular condition being TRUE or  FALSE  Used in the above format  if the result of the condition is true only the commands  following the THEN statement will be executed and upon reaching the END command the  processor would stop processing the commands from this list  Were there no END command  the processor would continue executing from 
17.  maximum value is 255  it will  automatically be restricted to 255 on pressing RETURN  Note that while editing a parameter it is impossible to  exit the DIALOGUE        or edit any other items until you have finished editing the current parameter by  pressing RETURN or ENTER     EDITING FCL CONDITIONS   THE LINE EDITOR   The Condition editing screen will appear after selecting a condition from a list for editing  Upon entering the the  condition editor  if the condition is empty  you will see a blank screen with a bar  of half the screen width  at the  top  The word END is written on the left hand side  This word is in fact an FCL  Freescape Command  Language  instruction  This instruction will always appear at the end of the command list  But you place more  END instructions anywhere in a list to end the processing of a command list prematurely      The bar serves to highlight the line selected for editing  or the line at which new instruction lines will be inserted     Pressing a letter key starts the command entry  A cursor appears at the bottom of the screen  allowing you to edit  what is being typed  The editor will only allow you to type up to eight characters before the cursor jumps ahead  to new position in the line  This is because Freescape instructions are no longer than eight characters in length   The position that the cursor jumps to signifies the start of a parameter field  Pressing SPACE will also take you  to the next field if the command has less than 8 char
18. 1  IFEQ  THEN  commands      ELSE  commands       ENDIF    31    EXAMPLES    TO GO TO ANOTHER AREA  As an example we will use object 3 which is our DOOR and object 4 which is our DOORWAY  For simplicity  the doorway is a black RECTANGLE which is placed close against a wall and the door is a red CUBE which has  been  flattened  by the use of the EDIT tools and placed close up in front of the doorway  The DOORWAY   rectangle  should be set to INVISIBLE via the ATTRIBUTES function both on START STATUS and  PRESENT STATUS  We will use the IFACTIVE command to  open  the door and reveal the doorway as  follows  Enter the following condition as a LOCAL condition  create one if required first     IFACTIVE 3   THEN   INVIS 3   VIS 4   ENDIF    Now experiment by pressing the SPACE BAR and position the cursor on the door and press the A key  The door   object 3  should vanish and be replaced by the doorway  object 4    Create    new AREA via the ADD AREA option and return to the Area 1 via the GOTO AREA option  Now         the following condition commands in the same way as above and enter the following   they can be tapped onto  the end of the previous set of instructions  or placed in a newly created local condition list in the same area    IFHIT 4   THEN   GOTO 1 2   ENDIF    Now try walking towards the  doorway  until you collide with it  You will be transported instantly to  ENTRANCE 1 in AREA 2     TO MAKE AN OBJECT VISIBLE OR INVISIBLE  As can be seen by the previous example  mak
19. 3D  CONSTRUCTION  KIT    C64  SPECTRUM  amp  AMSTRAD CPC    CONTENTS    2 INTRODUCTION   3 REGISTRATION AND ACKNOWLEDGEMENTS  4 LOADING INSTRUCTIONS   6 INTRODUCTION TO FREESCAPE    10 INTRODUCTION TO THE EDITOR   11 THE USER INTERFACE   12 MOVEMENT AND VIEWPOINT CONTROLS   13 THE 3D KIT GAME   14 CREATING AND EDITING YOUR FIRST OBJECT  15 FILE MENU OPTIONS   16 GENERAL MENU OPTIONS   17 AREA MENU OPTIONS   19 CONDITION MENU OPTIONS   20 THE SHORTCUT ICONS   22 CONDITIONS   FREESCAPE COMMAND LANGUAGE  FCL   32 EXAMPLES   33 VARIABLES   HOW TO USE VARIABLES   34 HANDLING VALUES GREATER THAN 255   34 USING THE COMPILER   35 APPENDIX       INTRODUCTION    Welcome to the 3D Construction Kit  We had often been asked when a Freescape creator would be  made  so here it is  It represents a total of four and a half years of actual development  and many more man   years     The program uses an advanced version of the Freescape 3D System  and will allow you to design and create your  own 3D Virtual Worlds  These could be your living room  your office  an ideal home or even a space station     You may then walk or fly through the three dimensional environment as if you were actually there  Look around   up and down  move forward and back  go inside buildings and even interact with objects you find  The facilities  to make a fully fledged action adventure game are even included  just add imagination       Most of all  though  just have fun creating  experimenting  colouring and playing in
20. AS   The world is divided into regions known as  AREAS   Each area is like a box and has a set size of 8192  X     4096  Y    8192  Z  units  These units are an arbitrary form of measurement which could easily be thought of as  being millimetres  centimetres or metres  One unit is the smallest distance that you can move through     XYZ  A co ordinate of X O Y O Z O  View  0000 0000 0000  represents the nearest bottom  left hand corner of an  area   The world is seen from a single viewpoint which occupies one unit  looking in different directions  The direction  is represented by three angles    X rotation represents looking up or down  pitch    Y rotation represents looking left or right  yaw    Z rotation represents looking sideways  tilting your head   roll     These rotations are measured in degrees and 360 degrees means that you have turned full circle  Rotations are  limited to multiples of 5 degree steps     Rotations of X O Y 0 Z 0  ROT  000 000 000  means that you are looking straight ahead  Changing the Y  rotation by 180  ROT  000 180 000  by doing a U turn  means that you are looking directly behind you     Changing the X rotation to 90  ROT  090 000 000  means that you are looking straight down  An X rotation of  270  ROT  270 000 000  means that you are looking straight up     There can be up to 254 different AREAS defined by the user  An AREA can be used to represent a room of a  house or an  outdoor  region  You can not travel beyond the boundary of an area    
21. DIF  This uses Bit 2 of Variable V21 as a flag to say that object 8 has been shot  Using this method  it is possible to use a Variable to store a number of ON OFF flags  The flags can be checked  using the ANDV command     ANDV 2 21  IFEQ   THEN  commands      ELSE  commands       ENDIF    Class   Misc  Instruction  PRINT mm xx yy  message and co ordinates   This command will PRINT the specified message  mm  from the message list at the X  xx  and  Y  yy  co ordinates specified  These coordinates are in characters   You must use a TEXTCOL command to set the colour     Class   Misc  Instruction  REDRAW  This command will force an immediate redraw of the FREESCAPE view window  Any objects  whose status have changed since the last frame update will be displayed in their new state     29    SETV  Format   Function     SOUND  Format   Function     SBCV    Format   Function     See also     SUBV  Format   Function   See also    SYNCSND  Format   Function     See also    TEXTCOL  Format   Function     THEN  Format     Function     Class   Variable Manipulation  SETV      V2  This command sets the variable V2 to the value P1     Class   Misc  Instruction  SOUND P1  This command will immediately perform the sound number P1  The parameter P1 must be in  the range 0 12  the sounds corresponding to the value of the parameter are listed in the  Appendix     Class   Variable Manipulation  SUBTRACT WITH CARRY  SBCV P1 V2  This subtracts the absolute value      from Variable V2  If the  carr
22. DIT icon and press the fire button to select it  Now select CUBE 2  from the object selector list     The EDIT window shows five different groups of icons  POINT  TURN  SHRINK  STRETCH and MOVE  The  POINT icons will not function on cubes and rectangles     Move the pointer to the STRETCH icons and press the fire button when over the icon represented by an arrow  pointing to the right  The cube will now stretch towards the right  SHRINK has the opposite effect to STRETCH     Experiment a little with these icons until you are completely familiar with stretching  shrinking and  turning flipping the cube  Then try to bring the cube back to its original size  8 8 8      When you have done this  move the mouse pointer to the OKAY icon and the SHORTCUT icons will reappear   Now move the pointer to the COPY icon  The item selector will appear in the usual way  Select the cube once    again     You will now see that the cube has been copied in the VIEW window  This will be called CUBE 003  The new  cube can be edited in the same way by selecting the cube from the item selector in the usual way     14    Name   Function     TAPE USERS  Action     Response     DISC USERS  Action     Response   Note     Name   Function     TAPE USERS  Action     Response     DISC USERS  Action     Response   Note 1   Note 2     Name   Function   Response   Action   Response     FILE MENU OPTIONS    SAVE   To save all the data in memory to disc or cassette as a datafile  On some versions of the kit  A  d
23. ING VALUES GREATER THAN 255  TWO BYTE VALUES  0 65535   If  for example we set variable 10 to hold the game score  for display via an Instrument as a 5 character number   two variables  bytes  are required to store this  Variable 10 stores the LOW byte  first  and variable 11 stores the  HIGH byte  last    To add 100 to the score the following would be performed   ADDV 100 10  Add 100 to variable 10   ADCV 0 11  Add the carry  if there is one to variable 11     To add 300 to the score the 300 must be broken down to two bytes thus   300 divided by 256   1 remainder 44    So to add 300 to our score   ADDV 44 10  ADCV 1 11    And to subtract 300 from our score   SUBV 44 10  Take 44 from variable 10   SBCV 1 11  and take one with borrow  if there is one  from variable 11     USING THE COMPILER    On some versions of the compiler you will be asked if you wish to load or save data from tape or disc  Make  your selection by pressing T or D when prompted     When the compiler is loaded you will be asked to insert the Destination Tape or Disc  This is the medium on  which your runable world will be located  Ensure that the DESTINATION Tape Disc is not A DATA or  PROGRAM tape disc  In the case of disc users  the DESTINATION disc should be formatted normally  as  instructed in your computer user s manual     When the destination tape disc is ready  press a key and the system will begin saving part of the runner program     Eventually  you will be asked to load the DATAFILE  You will be 
24. ONDITIONS   THE FREESCAPE COMMAND LANGUAGE  FCL   In order to interact with objects  checks and actions have to be defined in the form of short programs called  CONDITIONS     CONDITIONS are written using instructions which make up the FREESCAPE COMMAND LANGUAGE   FCL   FCL has a very simple but powerful set of commands which allow you to manipulate and respond to any  occurrences    There is also a bank of memory which can be used by the user to store and view information relating to the  environment and events  Each memory cell is called a VARIABLE  A VARIABLE can store a value between 0  and 255  There are 128 of these memory cells and are numbered 0   127  The first 112  0 111  are free for the  user to use for storage  whilst the last 16  112 127  are defined and used by the system but can be viewed by the  user and acted upon  if desired    There are various categories of instructions in FCL and they are as follows     VARIABLE MANIPULATION  This set of instructions act upon values stored in the VARIABLE memory cells  These include commands to add  to and subtract values from VARIABLES  comparisons of values and setting a value     OBJECT MANIPULATION  This set of instructions can alter the attributes of a specified object  There are instructions to visible  invisible   destroy and swap the visibility of objects     VEHICLE COMMANDS   This set of instructions affect the type of movement you have within the environment  They allow you to set  movement to crawling  walkin
25. Stand alone  environment  Messages are stored in a list  each item in that list being a  single line of text  Each message can be printed to the screen by referring to its message number and its position  at which it should be placed  This allows frequently used messages to be stored once     LIMITATIONS TO FREESCAPE  As FREESCAPE uses extremely complex mathematical algorithms to represent the 3D world on a 2D screen   there are a few basic limitations to what you can do     Objects should not overlap  The bounding cube of one object should not occupy the same 3D space as any other   This is especially true when you have GLOBAL OBJECTS or objects which are made visible which overlap  with normal objects     The number of visible objects in any one AREA is limited due to memory restrictions  Excess objects are not  drawn  The maximum number of objects depends on the computer you are using     THE 3D KIT PROGRAMS  On 48K 64K machines such as the Spectrum 48K        464  CPC664        464  or Commodore 64  the Kit is  split up into three programs     THE ENVIRONMENT EDITOR  This allows you to edit Objects  Areas  Entrances and Colours     THE CONDITION EDITOR  This allows you to edit the Conditions Instruments  Messages and to test the world without the Editor screen     THE FREESCAPE COMPILER   This allows you to combine your 3D world together with your own border to create a Stand alone program  which can run without the Kit    DATA can be loaded and saved to and from each pro
26. acters  An FCL instruction can have from zero to three  parameter fields  depending on the instruction   Each parameter field consists of a number between 0 and 255   Pressing the space bar moves the cursor to the next field  Only Alphabetic characters may be typed in the first  field  instruction field   and only Numeric characters in the three fields following  parameter fields      11    Pressing Return  Enter  will place the line into the instruction list at the line highlighted by the bar  However  if  there is an error in the typing or format of the line  then it will not be placed in the instruction  The screen will  flash red and the cursor will appear in the field where the error occurred    To correct errors  use the left and right cursor keys to move the cursor along the line  The delete  shift 0  Spectrum 48K  key will move the cursor left one character deleting the character it moved onto  It is also  possible to type over characters that already exist on the line     When not editing a line    The up and down cursor keys will move the highlight bar through the instruction list  if there is more than one  line     Pressing shift D will delete the line highlighted by the bar  it will not delete the last END instruction    Pressing shift E will allow you to edit the line highlighted by the bar  it will not edit the last END instruction    Pressing shift C will clear the whole condition list        Pressing ESC CPC   RUN STOP C64   BREAK shift SPACE  Spectrum  or sh
27. ance               This command is used to allow player movement between the various defined areas and or  entrances  Upon reaching this command the player will be moved to the ENTRANCE      in the  AREA P2  If no area is specified the entrance is presumed to be in the current area  If a new  area 1s specified  command processing will cease at this point otherwise normal command  processing will continue   IFSHOT 9  THEN  GOTO 1 2  ENDIF  The above example would be quite useful if it was desired that the player  upon shooting a  doorway  object 9  would then be transported to Entrance 1 in area 2     Class  Conditional Instruction  Interrogator   IFACTIVE P1  P2        is an object number and P2 is an optional area  number   IFACTIVE ofa   THEN  commands     ENDIF  This command checks whether the selected object has been activated   IFACTIVE 4  THEN  INVIS 4  ENDIF  This condition simply informs the system that if object 4 is activated then make object 4  invisible   IF s cannot be nested     25    IFCRUSH  Format     Function     IFEQ    Format     Function     Note     IFFALL  Format     Function     IFGT    Format     Function     Note     Class  Conditional Instruction  Interrogator   IFCRUSH  THEN  commands     ENDIF  This Interrogator checks if the player occupies the same space as another object in the same  area  If so  a true is returned allowing the result of the check to be dealt with by a THEN    ELSE  ENDIF construct  A positive result from the interrogator is us
28. bject available   Action  Select an object type   Response  The new object will be created within the View window           Bore      EDIT OBJECT PANEL       Figure 5  Name  EDIT  Function  Edit a specified object   Response  A list of the existing object within the current area will be displayed   Action  Select an object in the usual manner   Response  A new bank of icons  see figure 5  will be displayed over the SHORTCUT icons  The icons are    split into five groups   POINT  Alters the position of the point refereed to in the INFO BAR  This function  only applies to non rectangular facets and pyramids  In the case of facets all  points may be moved     Note  Stretching and shrinking will also move the points in the object   TURN  Rotates the object in the direction of the arrows on the icons through 90  degrees     SHRINK  Decreases the size of the object in the direction of the arrows    STRETCH  Increases the size of the object in the direction of the arrows  As with MOVE  the object cannot be stretched beyond the boundary of the area    MOVE  Move the object in the direction of the arrows  If an object being moved hits  another object or the edge of the area it is butted against the obstruction     20    Name     Function   Response     Action     Note     Name     Function   Response     Action     Response     Note 1     Note 2     Name     Function     Response   Response     Note 1     Note 2        To the right of the EDIT icons are three further icons as follows 
29. ctions   X Y and Z  to show its position with the objects BOUNDING CUBE     For example  to make a pyramid with the apex  the pointed top  in the middle of the face of the BOUNDING  CUBE  the apex would have X and Z values of 32             value of 63     OBJECT ATTRIBUTES  Objects can exist in three states  VISIBLE  INVISIBLE or DESTROYED     VISIBLE   The object is present in the world as a solid form     INVISIBLE   The object is not present in the world but can be brought into the world by being made visible     DESTROYED   Once an object is destroyed it is invisible and cannot be made visible again  until the world is reset      OBJECT COLOURS  SHADES   Each side of an object can have a different shade  A shade is made up of a mixture of the colours available on the  computer used     The first shade  number 0  has a special property in that it is not drawn  This can be used to improve the speed of  drawing the 3D world when used on object sides which are never seen  such as the under side of a house or the  back of a door which is placed against a wall     By painting all of the sides of an object with shade 0 it is possible to have an object which cannot be seen but  which is solid and cannot be moved through  Note  In this case the object s attribute will be set to VISIBLE even  though it cannot be seen  This can be used to produce invisible barriers or invisible triggers on floors     GLOBALS  In order to conserve memory  common objects may be stored in a reserved a
30. e changed on screen   The first  colour also includes the border colour  and may be set to any of the 27 colours available  0   26     When satisfied with the selected colours select OK     COLOUR AREA  Commodore    To set the area colours from the palette   A dialogue box will appear in which any of the 4 colours may be changed on screen  colours in  the range of 0 15   the first colour also changes the border colour    When satisfied with the selected colours select OK     ADD ENTRANCE   Create a new entrance in the current area    A new entrance will be created at your present position    The new entrance will contain the position and view direction of the viewpoint at the time of  its creation  therefore to set up an entrance to a specific view simply move to that position and  look in the desired direction  Then select ADD ENTRANCE and the view will be stored as the  last entrance     EDIT ENTRANCE   Allows you to edit an existing entrance    A list of all entrances will be displayed    Select the entrance to be edited in the usual manner    To Edit an Entrance  move to your new desired entrance position and select EDIT  ENTRANCE  A panel will display the entrance position and view direction  The view from  this entrance can be seen by selecting VIEW  To alter the entrance to your current location and  view select SET and your current position and orientation will be copied to the entrance data   The Status Bar and Entrance information should now display the same values 
31. eed to precede the PRINT command  with a TEXTCOL instruction  This will tell the TEXT printer what colour to display the  message    MESSAGES and INSTRUMENTS will only display in the TEST screen     19    THE SHORTCUT ICONS    The following details the shortcut icons for the Environment Editor and the 128K Editor  Descriptions of the  shortcut icons for the condition editor duplicate functions from the menus  Refer to the relevant menu headings  for details     Name  GLOBAL  Function  To bring up a list of the GLOBAL OBJECTS already defined within the system   Response  A list of predefined objects in the GLOBAL area will be displayed each followed by                symbol  The   symbol denotes that the object is included within the current area and   denotes  it is not included     Action  Position the cursor over the desired object and press the fire button  or 0 key  to either select    or    The fire button  or 0 key  will toggle between the   or   symbols    Response  Any Global Objects selected with a   symbol will appear within the current area    Name  COPY   Function  Create a duplicate of a specified object    Response  A list of objects will be displayed    Action  Select the object from the item selector    Response  The new object will be created in the View window        CREATE OBJECT PANEL  Figure 4  Name  CREATE  Function  Create a new object in the current area   Response  A panel  see figure 4  will be displayed over the SHORTCUT icons showing the type of  o
32. g  refer to manual     Cassette   Loading The Environment Editor   Insert Cassette 1 with Side   facing upwards and rewind  Press SHIFT and RUN STOP together and press  PLAY on the cassette player     Loading The Condition Editor  Insert Cassette 1 with Side 2 facing upwards and rewind  Press SHIFT and RUN STOP together and press  PLAY on the cassette player     Loading The Freescape Compiler  Insert Cassette 2 with Side 2 facing upwards and rewind  Press SHIFT and RUN STOP together and press  PLAY on the cassette player     Commodore Disc  Insert disc with the label facing upwards and Type LOAD     8 1 followed by  lt return gt  key  refer to  commodore manual   Follow on screen instructions     Data Files   Ensure you have some blank  formatted disks at hand with which to save data  DO NOT FORMAT  OR SAVE  ONTO  YOUR PROGRAM DISK      INTRODUCTION TO FREESCAPE  The 3D CONSTRUCTION KIT uses an enhanced version of the FREESCAPE   system  The system allows you  to represent a virtual world that you can move around and interact with  This world is represented in three  dimensions  known as X  Y and Z   X is equivalent to left and right   Y is equivalent to up and down   Z is equivalent to near and far     Movement around the world is achieved by using the icons in the editor  refer to later sections   or by using the  keys listed in the appendix  Pressing the CONTROL key on Amstrad or Commodore  or SYMBOL SHIFT on  Spectrum  whilst moving or turning speeds up the action     ARE
33. g  running and flying  A command is also available to move the user to a specified  ENTRANCE in a specified AREA     CONDITIONAL INSTRUCTIONS   This set of instructions allow the execution of segments of programs depending on the outcome of specific  checks  such as  If a particular object is shot  If a particular object is collided with  if a SENSOR has sensed you  etc     MISCELLANEOUS COMMANDS   This set of instructions deal with functions such as printing text messages  setting colours  playing sounds and  setting the TIMER  The TIMER is a device that can be set to trigger a set of conditions at a defined regular  interval of time     CONDITION ROUTINES  the short programs written in FCL   are stored as lists  Each list is given a number  for identification  There are three types of groups of conditional lists  They are    GENERAL CONDITIONS   LOCAL CONDITIONS   PROCEDURES    GENERAL CONDITIONS   These are a set of conditional lists  programs  which are executed all the time  Conditions used in this form are  useful for checking for  End Game  situations  maintaining counters  and general overseeing of the whole  environment  The first CONDITION in this set is only executed when the environment is reset  This allows you  to initialise any variables or events at the start     LOCAL CONDITIONS   These are a set of conditional lists which are also executed all the time  However  there is a set of local  conditions for each AREA  Only the set of conditions associated with the
34. gram to create the complete world     On 128K machines such as Spectrum 128K   2   2A   3  CPC6128 or       6128   excluding Commodore 128    the Environment Editor and the Condition Editor are combined and more memory is available to create larger  worlds     INTRODUCTION TO THE EDITOR    The Main Screen  see figure 1  is divided into five main areas   1  The MENU BAR showing a list of Menu headings and the amount of memory remaining   2  The VIEW WINDOW which normally shows a 3D view of your world   3  The STATUS LINE which sows you some useful information such as your position in the 3D world   4  The FREESCAPE ICONS which allow you to move around the world   5  FURTHER ICONS  these change depending on what you are doing      The 3D Construction Kit is designed to be user friendly with icons and pull down menus enabling the user to  quickly understand the working environment     Editor functions can be selected in one of two main ways   1  ICONS are small boxes with either images or text in them showing what the icon is used for   2  MENUS contain lists of functions which can be selected    Upon loading the program you will see the Main Screen  Figure 1      A box shaped cursor will appear over one of the icons in the centre of the screen  This cursor highlights the  currently selected icon  Pressing up  down  left or right on the joystick allows you to move the cursor around the  screen from icon to icon  Pressing fire on the joystick activates the icon  For example  If t
35. gue box fashion    The scale affects your size  height  speed  activate  fall and climb distances     GOTO AREA   To move viewpoint to another area    A list of existing areas will be displayed    Select an area to go to    Will move the viewpoint to the new area selected    The Globals Area  Area 255  will also be displayed within the list of existing areas     17    Name     Function   Response     Action     Response     Note     Name     Function   Response     Action     Name     Function   Response     Action     Name     Function   Response     Action     Name     Function   Response     Note     Name     Function   Response     Action   Note 1     Note 2     Name     Function   Response     Action     Response     DELETE AREA   Delete a specified area    A list of existing areas will be displayed in the item selector    Select an area from the Item selector    The entire contents of the selected area including objects and conditions will be removed from  memory    This function is irreversible so use carefully  Also note that you cannot delete the area you are  currently in     COLOUR AREA  Spectrum    To set the area colours from the palette   A dialogue box will appear which allows you to change ink  0 7   paper  0 7   bright  0 1  and  border  0 7  colours for the current area    When satisfied with the selected colours select OK     COLOUR AREA  Amstrad CPC    To set the area colours from the palette   A dialogue box will appear in which any of the 4 colours may b
36. he cursor is over the  MODE icon then the mode will change  Moving the cursor above the top row of icons activates the MENU  BAR     THE MENU BAR consists of a series of headings at the top of the screen such as FILE  One heading is  highlighted at any time  Pressing left or right on the joystick moves to the other headings  Pressing down on the  joystick moves the cursor back onto the icons  Pressing fire over a heading will make a list of options  known as  a menu  appear in the View window and the highlight will move to the first of these options  For example     In the FILE menu there are options for LOAD and SAVE  there may be others depending on which version of  the Kit you are using     By moving the joystick up or down you may move the highlight to the option that you want or you may leave  that menu by moving the highlight above the first option in the list  Pressing fire will select the option     MENU SELECTOR VIEW WINDOW INFO BAR    RRER CONDITION       SHORT CUT ICONS FREESCAPE ICONS    MODE ICONS    MAIN SCREEN  Figure 1    10    Below the Menu Selector you will see the main VIEW window  This area is always used to display the current  FREESCAPE view     Below the VIEW window is the INFORMATION BAR  This initially reads AREA001 VIEW 4064 0544 4064  000 000 000  This may vary depending on the type of computer used   This shows the current area  your present  viewpoint co ordinates  shown as X Y Z   and the angle of view  yaw  pitch and roll   When in edit mode t
37. his  line will change to read the object name you are editing  its position in the environment and its size     Below the Information Bar you will see a series of icons  These are the MODE and FREESCAPE icons  The  MODE icons are on the left of the screen  The VIEW icon is very useful  Whenever selected  the editor s  VIEWpoint of the environment will cycle through North  South  East  West and Top View  Alongside this you  will see an icon called MODE  Mode cycles between WALK  FLY1 and FLY 2     THE USER INTERFACE  DIALOGUE BOXES    There are various parts of the environment creation which will require input from you to set the parameters  relating to the current function  These parameters will usually be set within a DIALOGUE          See figure 2      The setting of parameters is achieved either by selection or by typing values  with the exception of  entering editing MESSAGES  which allow for alphanumeric characters      NUMBER  TYPE PYRAMID  POS  63 0 01 111    SIZE  606 006 006   CURRENT    VISIBLE     INITIAL VISIBLE  OF       DIALOGUE BOX  Figure 2    To enter or edit a numerical parameter  you must highlight the value then select it  The value will be cleared and  a cursor appears  allowing you to enter a numeric value  To end editing of a particular text item  simply press the  RETURN or ENTER key whereupon the cursor will be removed and any restrictions on numerical values will be  applied i e  if you were to type in the number 900 for the activate range and as the
38. ht Graphics  Additional contributions  Andy Tail  Helen Andrew  Anita Bradley  Ursula Taylor  Thanks also to  Domark Software    FREESCAPE   is a registered trademark of Incentive Software  Program and documentation copyright    1991  New Dimension International Limited  Zephyr One  Calleva Park  Aldermaston  Berkshire RG7 4QW   Artwork  instructions and packaging    1991 Domark Software Ltd   Ferry House  51 57 Lacy Road  London  51015 IPR  Tel   081  780 2224     NOTICE  It is a criminal offence to sell  hire  offer or expose for sale  or hire or otherwise distribute infringing  illegal   copies of this computer program or its documentation and persons found doing so are liable to criminal  prosecution  Any information on piracy should be passed to The Federation Against Software Theft  FAST   2  Lake End Court  Taplow  Maidenhead  Berkshire SL6 OJQ     DISCLAIMER  Due to the complexity of this program  Incentive Software   The Company   hereby disclaims all warranties  relating to this software  whether express or implied  including without limitation any implied warranties of  merchantability or fitness for a particular purpose  The Company will not be liable for any special  incidental   consequential  indirect or similar damages due to loss of data or any other reason  even if The Company or an  agent of The Company has been advised of the possibility of such damages  In no event shall The Company s  liability for any damages ever exceed the price paid for the licence t
39. iables are used     VARIABLE   Selecting the VARIABLE parameter brings up a cursor requiring you to enter a value  The  Variable parameter names the variable that is to be referenced by the instrument for display  In  the case of a Number Type instrument with a length set to four or five  two variables are  referenced  The named variable contains the LOW BYTE value for display  and the next  variable should contain the high byte of the displayed value  i e  if variable 5 is selected then  variables 5 and 6 are used     16    Name     Function   Response     Action     Note 1   Note 2     Name     Function     Note 1     Response     Name     Function   Response     Note     Name     Function   Response     Note     Name     Function   Response     Action     Response     Note 1     COLOUR  Selecting the COLOUR parameter brings up a cursor requiring you to enter a value  This  parameter determines the colour of the foreground and background of the instrument  The  Parameter values are dependant on the machine used   SPECTRUM   ink   paper x 8   64 if Bright required   128 if Flash required   CPC   ink   paper x 4   C64   ink   paper x 16        SET WINDOW   To set the size and position of the FREESCAPE view window in the Test screen    A dialogue box will appear asking for the user to enter the size and position of the VIEW  window   Windows are defined in units of characters of 8  pixels     Enter the desired co ordinates by pressing the fire button or 0 key whereupon a curso
40. ialogue box appears  Select Tape  Disc or Abort  If Tape is chosen then follow instructions for  tape users  If Disc is chosen then follow instructions for disc users     A message appears asking you to Enter a File Number  0 9   Pressing a numbered key will  cause the machine to save the DATA FILE  Ensure the tape player is recording before pressing  a numbered key    The current datafile will be saved to cassette     Insert into the disc drive  a formatted Kit data disc  formatted using the supplied format utility    A message appears asking you to Enter a File Number  0 9   Select a File number    The current data file will be saved to disc    On Amstrad and Spectrum the Kit uses its own file system to save data  and as such  the files  will not appear to be present if the disc is catalogued  REMEMBER to use discs formatted with  the supplied format utility     LOAD   To load data file from disc or cassette  On some versions of the Kit  a dialogue box appears   Select Tape  Disc or Abort  If Tape is chosen then follow instructions for tape users  If Disc is  chosen then follow instructions for disc users     A message appears asking you to Enter a File Number  0 9   Press the relevant key to select  the file number you wish to load or press the RETURN  ENTER  key to load the next data file  on tape    The data file will be loaded     A message appears asking you to Enter a File Number  0 9   Ensure the relevant KITDATA  disc is inserted in the disc drive  Press the relevan
41. ift X  on all formats  will leave  the condition editor     Spectrum users note  all references to Shift means the use of the Caps Shift key    Note  If the instruction list reaches the bottom of the screen it continues in another column on the right hand side  of the screen  The maximum number of lines that can be edited is two columns worth     MOVING AROUND THE 3D WORLD    The movement icons in the centre of the screen can be used to move up  down  forwards  backwards  left or  right  The turn icons allow you to turn or tilt your head to look in a different direction  Select the eye level icon  to look forwards if you get confused        The U turn icon is used to turn around 180 degrees so that you can look directly behind you  The cross hair icon  turns the movement cross in the centre of the view window on or off     Selecting the MODE icon changes your current mode of movement  The possible modes are     WALK  This mode allows you to walk around various objects and to climb them if they are not too high   However  you are limited by gravity so that you cannot leave the ground  Pressing down and up in Walk mode  allows you to crouch down or stand up again  When crouched you may be able to move under an object which  you would not fit through when standing  However  when crouched you cannot move forwards as fast so it is a  good idea to be standing most of the time     FLY 1 and FLY 2  These two modes are very similar  They allow you to fly through the 3D world as if you
42. ing objects vanish and reappear is a very simple matter  If  for  example  we wish an object  say object 3  to become invisible when it is shot we would enter the following  condition as a LOCAL condition  create one if required     IFSHOT 3   THEN   INVIS 3   ENDIF   Shoot object 3 and see the effect     TO MAKE A SOUND  This example will make a ping when picking up an object  object 5    IFACTIVE 5  THEN INVIS 5  SYNCSND 1  ENDIF    32    HOW TO USE VARIABLES    The format for using a VARIABLE can be handled in the same way through various types of conditions  We  could for example  arrange for a variable to be increased to hold a higher value when an object is shot  as  follows     IFSHOT 3  THEN  ADDV 2521    Thus adding 25 to the VARIABLE number 21  In a similar way a value can be deducted from a VARIABLE  using the following example     IFSHOT 3  THEN  SUBV 1521    To set    VARIABLE to hold a specified number we could use the following GENERAL condition commands   SETV 3021    This same process can be incorporated into slightly more complicated conditions where we want to check the  value of the variable and then if TRUE to set the variable to hold another value as follows    CMPV 0 21   IFLT   THEN   SETV 3021   ENDIF  Thus if Variable 21 holds a value greater than 0  Variable 21 will be set to hold the value 30     MORE ABOUT VARIABLES   The use of variables enables you to create a wide range of conditions  from the very simple to the complicated   The system has 112
43. ject P1  in the current area is made invisible   IFSHOT 8  THEN  INVIS 9  ENDIF  A simple condition which states that if object 8 is shot then object 9 will become invisible   INVIS  VIS    28    MODE  Format   Function     OR  Format     Function     See also    ORV  Format   Function     Example     Example     PRINT  Format   Function     Note     REDRAW  Format   Function     Class   Vehicle Instruction  MODE P1  movement mode   This command alters the current movement mode of the player  in the game  The player is  restricted to CRAWL  WALK  RUN  FLY1 and FLY2  The value of the new mode      must be  in the range of 0 4  Any value above this will be interpreted as 4 and any value less than 0 will  be interpreted as 0  The parameter  and what it represents is listed below     0 Crawl 3 Flyl  1 Walk 4 Fly2  2 Run    Class   Conditional Instruction  IF lt xx gt   OR IF lt xx gt   THEN  commands      ELSE  commands       ENDIF  This command combines the result of two or more condition checking commands and returns  TRUE if any of the specified checks are TRUE otherwise a FALSE result is returned   IF lt xx gt   THEN  ELSE  ENDIF  AND    Class   Variable Manipulation  ORV P1 V2  This command performs a logical binary OR on the two values specified  the value      is ORed  with the variable V2 and the result is stored in the variable  Flags are set accordingly  This  instruction requires some understanding of Binary and Logical functions   IFSHOT 8  object   THEN  ORV 2 21  EN
44. llowed to  be carried at any one time  To see if an object may be picked up would require a check to see if  less than five objects are carried  This could be performed with the following    CMPV 5 23  compare contents of V23 with 5    IFLT  if V23 is less than five    THEN  then     lt  PICK UP OBJECT gt    ELSE    lt  OBJECT CAN NOT BE CARRIED gt    ENDIF    Class   Misc  Instruction  CALL PROCEDURE  CALL P1  This calls the Procedure number P1  Processing will continue from the next instruction in the  current condition list when the procedure exits   Do not call a procedure from within itself or the computer will lock up     Class   Misc  Instruction  CROSS       either 0 or 1   Turn the centre cross ON or OFF  0 is OFF and 1 is ON   It defaults to 0  ON      Class   Misc  Instruction  COLOUR      P2  To change the 3D View window colour     AMSTRAD CPC and C64   P1 refers to the colour number  0 3    P2 refers to the palette value  CPC 0 26  C64 0 15   SPECTRUM   P1 refers to the attribute type   0 INK   1 PAPER   2 BRIGHT   3 FLASH   P2 refers to the relevant attribute value   INK 0 7   PAPER 0 7   BRIGHT 0 1   FLASH 0 1    23    DELAY  Format   Function     Example     DESTROY  Format   Function     Example     ELSE  Format     Function     See also    END  Format     Function     Note     Class   Misc  Instruction  DELAY P1  This command halts all FREESCAPE functions for the specified time  The specified time  P1   is in 50ths of a second   DELAY 50 would halt execution
45. o illustrate some of the environments that are possible  This is supplied as  a data file and can be played as a stand alone game by using the Freescape Compiler or within the condition  editor  First  load the condition editor  128K users can load the 128K Construction Kit   Then  ensure that you  insert the kitgame tape disc into the player drive  From within the kit select LOAD from the FILE MENU and  load file number 9     Select TEST from the GENERAL menu to play the game from within the Kit   The object of the game is to escape from the mysterious world in which you find yourself  and return to Earth   Some sort of space vehicle will probably come in handy  large clue   Pressing ESC  BREAK or RUN STOP     depending on which computer you are using  will return you to the Editor     Advanced use has been made of conditions  and these can be examined and edited using the relevant functions   See if you can complete the game without cheating     13    CREATING AND EDITING YOUR FIRST OBJECT    First the existing data file must be cleared from the VIEW window  If you are using a 128K version of the 3D  Kit move the pointer up to the MENU SELECTOR and move along to the FILE menu  Move the pointer down  until NEW is highlighted and press the fire button  An ALERT BOX will appear warning that all current data  will be lost if the operation continues  Select OK and after a few moments the VIEW window will clear  revealing an empty area  Non 128K users will have to reload the Edit
46. o use software  regardless of the form of the  claim  The person using the software bears all risk as to the quality and performance of the software     LOADING INSTRUCTIONS    AMSTRAD CPC  Cassette   64K CPC models  CPC 464  CPC 464  CPC 664 with cassette recorder      Loading The Environment Editor   Insert Cassette 1 with Side 1 facing upwards and rewind    On machines with Disc Drives attached  type   tape   followed by  lt return gt   the  pressing the Shift key and     together     Type  RUN    followed by  lt return gt  and follow on screen instructions            character is obtained by    Loading The Condition Editor   Insert Cassette 1 with Side 2 facing upwards and rewind    On machines with Disc Drives attached  type   tape   followed by  lt return gt   the  pressing the Shift key and     together     Type  RUN    followed by  lt return gt  and follow on screen instructions            character is obtained by    Loading The Freescape Compiler   Insert Cassette 2 with Side 2 facing upwards and rewind  On machines with Disc Drives attached  type              followed by  lt return gt   the     character is obtained by pressing the Shift key and     together   Type  RUN   compiler     no spaces  followed by  lt return gt  and follow on screen instructions    Please note  it will take a while before the compiler starts loading since various data files are located at the  beginning of this side     Cassette   128K CPC Models   Loading The 128K 3D Construction Kit   In
47. oad    no spaces  followed by  lt return gt  and  press PLAY on the cassette player    Please note  it will take a while before the compiler starts loading since various data files are located at the  beginning of this side    Cassette   128K Models   Loading The 128K 3D Construction Kit   Insert Cassette 2 with Side 1 facing upwards and rewind  Use loader option  refer to Spectrum manual  and press  PLAY on the cassette player    Loading The Freescape Compiler   Follow instructions for loading the compiler on Spectrum 48K models     SPECTRUM  3 Disc  Insert disc with Side 1 facing upwards and use loader option  refer to Spectrum manual   Follow on screen  instructions     Data Files   To save your 3D worlds onto disc  you will need to format a blank data disc using the supplied formatting utility   N B  DON T FORMAT YOUR CONSTRUCTION KIT DISC   Format a disc in the normal manner if you wish to save a stand alone data set from the compiler   Example data files   The 3dkit game  and border graphics are located on Side 2 of the disc  Ensure this side is  inserted upwards when loading the sample data into the Construction Kit   NOTE   Upon loading an editor  a screen will appear which asks for one of the following options to be selected   1  Sinclair Joystick   2  Cursor keys  0   fire    3  Kempson Joystick   The cursor keys option emulates a joystick and pressing the 0 key emulates the joystick fire button     COMMODORE 64  Commodore 128 users must enter C64 mode before loadin
48. or     Now move the pointer to the SHORTCUT icons and select CREATE  These icons will now be replaced with a  further set of icons each showing a particular type of object for you to select  Move the pointer to the CUBE icon  and select it  A cube will now appear in the VIEW window  Note that the SHORTCUT icons reappear once the  cube has been created     Next select the SHADE icon and you will see that a list of objects appears on the upper left of the screen  At  present it should show    EXIT   001 ENTRANCE   002 CUBE    Select the CUBE  The screen should now change to show the SHADE PANEL     To the left of the SHADE PANEL you still see six numbered rectangles which represent the six sides of the  cube  showing their current shades  To colour the cube  select the side you wish to shade with the cursor  by  highlighting the values to the right of the shaded rectangles numbered one to six  These values correspond to the  value of the shade shown as 16 shaded boxes numbered 0 to 15  on the right hand side of the panel     Select a face and type in a number then press RETURN  or ENTER  to alter its shade to shade  Repeat this  process until all six of the rectangles are coloured to your choice  You will also note that at the same time the  cube in the VIEW window is also being coloured  Entering 0 will make a side invisible     Now we will edit the cube  Move the pointer to the OK icon and press the fire button  The SHORTCUT icons  will now reappear  Move the pointer to the E
49. ove the pointer to the LOAD icon and press fire  A dialogue  box will appear asking for the file number     DISC USERS  The Kitgame is stored as File 9 on Side 2 of the disc  So insert the disc with Side 2 facing  upwards and press 9     CASSETTE USERS  Put in the Cassette marked  Data Files  and rewind to the beginning  Press  lt return gt  when  the Dialogue Box asks for the file number  and the program will load the next file on the tape     Now using the FREESCAPE icons experiment with moving around the new environment  Move in all the  directions you can until you become completely familiar with how to move yourself around within the  FREESCAPE landscape     Pressing the SPACE BAR will bring up a cross hair cursor within the view window  this can be redefined   This  is your  sight  and can be moved around using the joystick or cursor keys  depending on which option is  selected upon loading with the Spectrum version   When in this mode  pressing the Fire button on the joystick   or the B key  will  shoot   and the lines of the laser gun will appear on the screen  culminating at the cross hair  cursor  In this mode  pressing the  A  key will in turn ACTIVATE an object where the cross hair cursor is  positioned if the object is near enough  Note that activate will have no visible effect unless conditions are entered  for this function to operate  Pressing the SPACE BAR once again will return control of movement     THE 3D KIT GAME    This has been included as an example t
50. r editing   TYPE  X POS  Y POS  LENGTH  VARIABLE  COLOUR  TYPE selecting type cycles the parameter through the four available kinds of  instrument   TYPE  Blank This makes the instrument inactive  All other parameters are ignored   TYPE  Number This sets the instrument to display a decimal value   TYPE  H BAR This sets the instrument to display a horizontal bar reflecting the value of a  variable   TYPE  V BAR This sets the instrument to display a vertical bar reflecting the value of a  variable     X POS AND Y POS   Selecting X POS or Y POS brings up a cursor requiring you to enter a co ordinate  X or Y  respectively   in characters for the bottom  V BAR  or the left end  H BAR  of a BAR  if the  instrument type is a bar  Otherwise  if the instrument type is set to Number  the co ordinates  entered locate in characters where on the play screen to display it s decimal value     LENGTH   Selecting the LENGTH parameter brings up a cursor requiring you to enter a value  In the case  of a BAR Type instrument  the length parameter represents the length in characters of the bar   One pixel of the bar length there are eight per character  represents one unit of the variables  value  In the case of a Number Type instrument  the length parameter determines how many  decimal characters are to be displayed  The maximum is five     characters  The length also  determines how many variables are used to display this value  One variable is used if the length  is 1  2 or 3  Otherwise Two var
51. r will  appear  Type the numerical input  When you have entered the size to your satisfaction select  OK and press the fire button to return to the main Edit window    These are arranged as the X POS  Y POS  X SIZE and Y SIZE    The maximum size of the FREESCAPE 3D window is 14 characters high by 32 characters  wide     TEST   Go to the Test screen allowing the environment to be tested    Pressing SHIFT and T in the condition editor  or from the editor in 128K versions  will also go  to the TEST screen  Pressing ESC  Amstrad CPC versions   RUNSTOP RESTORE   Commodore versions  or CAPS SHIFT and X  Spectrum versions  will exit the TEST screen  and return to the EDIT screen once more   Note for Spectrum users only  All references to  SHIFT  key mean the use of the caps shift key at the same time as normal key      Instruments can only be viewed within the Kit via the TEST option  The joystick can be used  to move around the environment  The view window size is determined by the SET WINDOW  option     AREA MENU OPTIONS  ADD AREA  Create a new area   A new Area will be created and the viewpoint will be moved to this new Area   All new Areas contain an Entrance near the centre  Entrance 001   If this is not required it may  be deleted     EDIT AREA   Displays details of the current area and allows the user to edit the area scale    A dialogue box will appear  This shows the area name  the number of objects in the area and  the area scale  The scale may be edited in the usual dialo
52. rea known as the GLOBALS AREA   AREA 255   These objects can be placed in any area by using the GLOBAL option in the editor  For example     A floor that would be duplicated in other areas could be defined once as an object in the GLOBALS AREA and  displayed in each area that would have the same floor  However  an object that is used globally will only appear  at the same co ordinate position as it was defined in  So a tree defined in the corner of the GLOBALS AREA can  only appear in the same corner of the AREAS it appears in     INTERACTION WITH OBJECTS  Events or reactions can be caused by interacting with objects within the environment  Objects may be triggered  to respond to being shot  activated  touched pressed  manipulated   collided with or walked on     In order to shoot or activate an object  a  sight  mode is selected  by pressing the SPACE BAR  whereupon a  cross hair appears and is controlled using the normal movement keys or joystick  After targeting an object  the  fire button or 0 key  when pressed  will then shoot at that object  To activate a targeted object the  A  key is  pressed  However  an object will only be  activated  if the object is within a predefined distance known as the  ACTIVE RANGE     SENSORS   A SENSOR is a special type of object that will detect your presence if you are within a set distance from it  This  allows reactions to occur when approaching an object  A Sensor can also be set to respond by firing back at you  at a given rate     C
53. required to enter the DATAFILE number  0   9   and instructed to insert your DATA tape disc  This is the tape disc which contains your DATA  When ready   press a key     When the data has loaded you will be required to replace the DESTINATION tape disc  a message will inform  you of this   When you have done so  press a key  The DATA will then be copied to the DESTINATION  tape disc     Finally  you will be asked if you require a border  If you have created a border to be included in your runnable  environment  press Y  otherwise press N     In the case of the Spectrum and the CPC  these are straight screen dumps  The border for the C64 must be in  Advanced art studio format in multi colour Lo res bitmapped mode     If you typed a Y  then you will be required to insert the tape disc with the border image saved on it  Press a key  when ready  The program will then ask for the name of the border file  Type the full name then press enter  The  border should then load  When the border has loaded  you will then be asked to insert the DESTINATION  tape disc     Insert the DESTINATION tape disc and when ready press a key    The compiler will now save the final sections of data to the Runnable DESTINATION tape disc    The runnable world has now been created  Pressing a key at this point will exit the compiler  resetting your  machine     You are free to distribute or sell the compiled runnable version of your environment  All that is required  is that  you mention on your product tha
54. sert Cassette 2 with Side 1 facing upwards and rewind  On machines with Disc Drives attached  type              followed by  lt return gt   the     character is obtained by pressing the Shift key and     together             RUN     followed by  lt return gt  and follow on screen instructions     Loading The Freescape Compiler  Follow instructions for loading the compiler on 64k models     Amstrad Disc   Insert disc with Side 1 facing upwards  Type  run disc  followed by  lt return gt  key and follow the on screen  instructions    Data Files    To save your 3D worlds onto disc  you will need to format a blank data disc using the supplied formatting utility   N B  DON T FORMAT YOUR CONSTRUCTION KIT DISC    Format a disc in the normal manner if you wish to save a stand alone data set from the compiler    Example data files   The 3dkit game  and border graphics are located on side 2 of the disc  Ensure this side is  inserted upwards when loading the sample data into the Construction Kit     SPECTRUM  Cassette   48K models  Loading The Environment Editor  Insert Cassette 1 with Side 1 facing upwards and rewind  Type load    no spaces  followed by  lt return gt  and  press PLAY on the cassette player     Loading The Condition Editor  Insert Cassette 1 with Side 2 facing upwards and rewind   Type load    no spaces  followed by  lt return gt  and press PLAY on the cassette player     Loading The Freescape Compiler   Insert Cassette 2 with Side 2 facing upwards and rewind           l
55. t it was created using the 3D Construction Kit     NOTE  It is an offence to sell or distribute copies of the 3D Construction Kit Editor or any part of the Editor or  accompanying data     34    APPENDIX    DEFAULT KEY CONTROLS  MOVE MOVE FACE  FORWARD BACK    FORWARD  SIDESTEP SIDESTEP  LEFT RIGHT U TURN  MOVE UP MOVE DOWN   RISE STAND   FALL CROUCH            TURN TURN ACTIVATE       RIGHT       LEFT                    LOOK LOOK  DOWN UP  BJ Fine  TILT TILT  RIGHT LEFT  TOGGLE SIGHTS MODE   SPACE  MOVEMENT MODE  CTRL SymbolShift   WHEN USED IN CONJUCTION WITH MOVEMENT KEYS  IT WILL ACCELERATE  THE MOVEMENT   ESC RUNSTOP BREAK ShiftSpace    RESTART ENVIRONMENT  when in the TEST screen it will take you  back to the EDITOR   PALLETTE VALUES  AMSTRAD CPC  0 BLACK 9 GREEN 18 BRIGHT GREEN  1 BLUE 10 CYAN 19 SEA GREEN  2 BRIGHT BLUE 11 SKY BLUE 20 BRIGHT CYAN  3 RED 12 YELLOW 21 LIME GREEN  4 MAGENTA 13 WHITE 22 PASTEL GREEN  5 MAUVE 14 PASTEL BLUE 23 PASTEL CYAN  6 BRIGHT RED 15 ORANGE 24 BRIGHT YELLOW  7 PURPLE 16 PINK 25 PASTEL YELLOW  8 BRIGHT MAGENTA 17 PASTEL MAGENTA 26 BRIGHT WHITE  SPECTRUM  INK  amp  PAPER BRIGHT FLASH  0 BLACK 4 GREEN 0 NO 0 NO  1 BLUE 5 CYAN 1 YES 1 YES  2 RED 6 YELLOW  3 MAGENTA 7 WHITE  C64  0 BLACK 4 PURPLE 8 ORANGE 12 GREY 2  1 WHITE 5 GREEN 9 BROWN 13 LIGHT GREEN  2 RED 6 BLUE 10 LIGHT RED 14 LIGHT BLUE  3 CYAN 7 YELLOW 11 GREY 1 15 GREY 3  SOUND EFFECTS  0   Silence 4   Activate 8   Bonus  1 12   Door close  1   Ping 5   Bump 9   Bonus  2  2   Buz
56. t key to select the file number you wish to  load    The data file will be loaded    Any data previously in memory will be over written    See also notes for SAVE     NEW  128K versions only    To clear the current Data from memory and replace with the default area    Alert Box will appear requesting confirmation of the action    Select OK or ABORT from the Alert Box    If OK selected the current data will be cleared  If ABORT selected the Data will be left as it  was     15    Name     Function   Response     Note     Name     Function     Action     Note     Name     Function     Response     Action     Response     GENERAL MENU OPTIONS  RESET  Resets the game environment to the initial position as set in the defaults   The game environment will reset  The viewpoint will move to the start area and start entrance   This also resets all objects to their initial status and clears all variables     SETUP  Set up the default game Parameters   Within this DIALOGUE BOX you can alter   1  The climb ability  2  The  safe  fall distance  3  The Walk speed  4  The Turn speed  5  The start area  6  The start entrance  RESET should be selected to set these Defaults     INSTRUMENT  To edit the various parameters associated with Instruments   See section INTRODUCTION  TO FREESCAPE for further information on Instruments    A list of the 8 available Instruments will be displayed   Select an Instrument from the Item Selector   A dialogue box will be displayed  Six parameters are available fo
57. the command following the ENDIF statement   If used in a procedure then processing returns to the command after the CALL instruction  in  the condition list which called it      24    ENDGAME  Format   Function     ENDIF  Format     Function     See also    GOTO  Format   Function     Example     IFACTIVE  Format     Function   Example     Note     Class   Misc  Instruction  ENDGAME  This command serves to reset the environment  This can be executed on a particular condition  being TRUE or FALSE  i e  if a counter being used to store game time reaches zero then the  game finishes and a RESET of the environment is performed  Example  In this example   variable 10 has been assigned to store game time   CMPV 0 10  IFEQ  THEN  ENDGAME  ENDIF    Class   Conditional Instruction  IF lt xx gt   THEN  commands       ELSE  commands       ENDIF  This command terminates a conditional section  Upon reaching an ENDIF command  execution  continues as normal before the IF lt xx gt  THEN ELSE combination  If the result of a Condition  is TRUE the commands after the THEN statement are executed and those between the ELSE  statement and the ENDIF are ignored  If the result is FALSE the commands between the  THEN and the ELSE are ignored and those between the ELSE and the ENDIF are executed  In  either case unless an END command has been issued  command processing will continue after  the ENDIF statement   IF lt xx gt  Interrogators  THEN  ELSE    Class   Vehicle Instruction  GOTO       P2   entr
58. ts     30    TIMER  Format   Function     TOGVIS  Format   Function     VIS  Format   Function   See also    XORV  Format   Function     Example     Example     Class   Misc  Instruction  TIMER       The TMER instruction sets the frequency at which the timer flag is set for detection by an  IFTIMER instruction       is the interval time  and is in 50ths of a second     Class   Object Manipulation  TOGVIS       P2   object  area    This command will make an invisible object visible or a visible object invisible  If no area is  specified the object is presumed to be in the current area     Class   Object Manipulation  VIS       P2   object  area    This command makes an object visible   INVIS  IFINVIS  IFVIS  TOGVIS    Class   Variable Manipulation  XORV P1 V2  This command performs a logical binary EXCLUSIVE OR  EOR XOR  on the two values  specified  the value      is ORed with the variable V2 and the result is stored in the variable   Flags are set accordingly  This instruction requires some understanding of Binary and Logical  functions   IFACTIVE 12  object   THEN  ORV 8 21  ENDIF  This uses Bit 3  the fourth bit  of Variable V21 as a flag to say that object 12 has been  ACTIVATED OR DEACTIVATED  This allows us to toggle a flag using only one bit   Possible uses include keeping track of switches which toggle between on or off  Using this  method it is possible to use a Variable to store up to eight of ON OFF flags  The flags can be  checked using the ANDV command   ANDV 8 2
59. ually obtained when an  object is VISiblised and that object s bounding cube encloses the players view point  It can also  be obtained when the view point is moved  via a GOTO  to a space currently occupied by  another object     Class   Conditional Instruction  IF EQUAL  IFEQ  THEN  commands      ELSE  commands       ENDIF  This command returns a true result if the preceding command had a zero result  This  instruction will normally follow              ADDV  ADCV  SUBV or 5       instruction and act  on the result of it  A THEN  ELSE  ENDIF construct should follow this instruction   IF s cannot be nested     Class   Conditional Instruction  Interrogator   IFFALL  THEN  commands      ELSE  commands       ENDIF  This Interrogator returns true if the player has fallen past the safe fall height  specified as FALL  ABILITY in the SETUP Menu  The result of the check can then be dealt with by a THEN    ELSE  ENDIF construct     Class   Conditional Instruction  Interrogator   IF GREATER THAN  IFGT  THEN  commands      ELSE  commands       ENDIF  This command returns a true result if the preceding command had set the  carry  flag and the   zero  flag unset  This instruction will normally follow a CMPV  ADDV  ADCV  SUBV or         instruction and act on the result of it  A THEN  ELSE  ENDIF construct should follow  this instruction   IF s cannot be nested     26    IFHIT  Format     Function     Example     Note   See also    IFLT    Format     Function     Note     IFSENSED  Format  
60. y  flag was set before  execution of this instruction  then the result is decremented further by one   ADDV  ADCV  SUBV    Class   Variable Manipulation  SUBV P1 V2  This subtracts the absolute value P1 from Variable V2   ADDV  ADCV  SBCV    Class   Misc  Instruction  SYNCSND       This command will execute the specified sound P1 in sync with the next complete frame  update  The parameter P1 must be in the range 0 12  the sounds corresponding to the value of  the parameter are listed in the Appendix   SOUND    Class   Misc  Instruction   TEXTCOL cc  number of the desired colour   This command is used to set the text and background colour for message printing  cc calculated  as shown   SPECTRUM    ink   paper x 8   64 if Bright required   128 if Flash required   AMSTRAD CPC    ink   paper x 4   C64    ink   paper x 16     Class   Condition Statement  IF lt xx gt   THEN  commands      ELSE  commands       ENDIF  This command checks the status of the ZERO flag in the CCR  If the contents are TRUE then  the commands following the THEN statement are executed until either an ELSE or ENDIF  statement is found  If an ELSE is found the commands following it are ignored up until an  ENDIF or the end of the command list  If an ENDIF is found then normal command execution  will continue with the following command  The THEN command is the only command which  examines the result of a condition  so an IF lt xx gt   ELSE  ENDIF combination without a THEN  command will produce incorrect resul
61. yramid or pushed out to form a cuboid  The  pyramid can be rotated so that its base is on any of its six sides    RECTANGLES   Flat  2 dimensional  boxes whose sides can be stretched and shrunk in three directions at any time     LINES  Two points in 3D space joined together form a line  These two points may be moved in three directions     TRIANGLES  Three points in 3D space form a triangle  These points may be moved in three directions     QUADRILATERALS  Four points in 3D space form a quadrilateral  This can be non rectangular  These points may be moved  in three directions     PENTAGONS  As triangles but with five points     HEXAGONS  As triangles but with six points     SENSORS  Single 3D point which can be moved in three directions  Sensors have the ability to detect your presence  within a defined distance and even to fire at you  These are described in greater detail later on     Objects such as pyramids and triangles  which do not occupy a whole cube of space  act like solid cubes when  moving around the 3D world  For example  it is not possible to stand on the slope of a pyramid  This cube is  known as the object s BOUNDING CUBE     When editing points within these object  the points are stored as a fraction of the total object size  This fraction is  represented as a number between 0 and 63  where 0 means that the point is at one side  minimum  of the cube  and 63 means it is at the opposite side  maximum   Each point has a different scale in each of the three dire
62. z 6   Fall 10   Bonus  3  3   Fire 7   Fail 11   Door open    35    RANGES OF ALLOWED VALUES  Object position X 0 127    one unit in object coordinates   64 units in world coordinates   Object position Y 0 63 a     Object position Z 0 127        Object Size X 0 127        Object size Y 0 63       Object size Z 0 127      Viewpoint X 0 8191  128x64   Viewpoint Y 0 4093  64x64   Viewpoint Z 0 8191  128x64   Numbers in conditions 0 255  Variables 0 127  which can store 0 255  112 to 127 are system variables     HINTS AND TIPS  1  Save regularly   2  Have blank formatted discs or blank tapes ready for saving data   3  Always mention the Construction Kit release number and Registration number in any correspondence   4  Colour sides of objects that can never be seen to invisible to increase performance   5  Care should be taken when entering Conditions as an infinite loop could be created effectively causing a  crash  If in doubt save your data before testing a procedure you are unsure of     3D CONSTRUCTION KIT    SPECTRUM AND AMSTRAD ADDENDUM    CONTENTS OF TAPE VERSIONS              1 SIDE 1   48 64K ENVIRONMENT EDITOR   TAPE 1 SIDE 2   48 64K CONDITION EDITOR   TAPE 2 SIDE 1   128K EDITOR   TAPE 2 SIDE 2   THE 3D KIT GAME  SAVED AS DATA FILE NUMBER 9   BORDERI        THE KIT GAME BORDER SCREEN  BORDER2    THE DRILLER LIKE BORDER  SCREEN THE FREESCAPE COMPILER    CONTENTS OF DISK VERSIONS    DISK SIDE 1   48 64K ENVIRONMENT EDITOR  48 64K CONDITION EDITOR  128K EDITOR  FREESCAPE
    
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