

                     Martianoids - The Map Editor V1.0
                        ----------------------------


Written by Matthew Carrier, 20th June 2002
In good old Sinclair Basic
using X128(PC DOS) V0.93 by James McKay


-----------
What is it?
-----------

It`s a map editor for game Martianoids by Ultimate.
So you can edit the position of objects within the game and make it
easier (or harder) to complete.

-------------
Requirements.
-------------

1. ZX Spectrum emulator that supports TAP and TZX data formats.

2. TZX of Martianoids by Ultimate that was released in 1987 for the 
   Sinclair ZX Spectrum.

3: Knowledge of loading a TZX file
   Knowledge of loading and saving TAP files
   If you do not know how to load or save a TAP or TZX file then 
   read the instructions that came with your emulator. I cannot give 
   help on this.

Notes:
Extracting the map data from Z80 or SNA edition of the game will not 
work due to the way the game alters the map data once it has started. 
This is why a TZX file of the game is required.

The Map data might not work on a re-release/compilation version 
as some of the coding/loading system may have been changed.


-------------
Not included.
-------------

1. I cannot and will not supply a `mapdata.tap` file to anyone that 
   requests it as the mapdata is part of the WoS/Ultimate/US Gold
   DISTRIBUTION DENIED collection.

2. That also means I will NOT supply a copy of Martianoids to anyone
   that requests it.

3. The world, moon on a stick. The ladies of B*Witched.


-------------
Distribution.
-------------

1. This editor must not be distributed with mapdata or a copy of 
   Martianoids in any shape or form - ie Z80, SNA, TZX, TAP or any 
   other data format.




---------------
With thanks to.
---------------

1. Jame McKay - for the best ZX Spectrum emulator on the PC.
   Any hints and tips that are included with the editor program are
   based only on X128 (PC DOS) v0.93 by James McKay.
2. Threlfal & Hodgson and Hisoft for Colt ZX Basic Compiler
   Used For speeding up the editing part and mainly for the `draw 
   map on screen` routine.


---------
Warranty.
---------

This program is supplied `as is`.
It won`t screw up your hard drive, computer or dump things where it
shouldn`t do.
PLEASE work on a back up copy of your all important TAPs,TZXs and SNA
files as you may corrupt them - you shouldn`t, but you might overwrite 
the wrong file by mistake - if you do make a complete balls up, then
don`t come running to me about it. 

----------------------------
Martianoids - The Map Editor 
----------------------------

Written by Matthew Carrier, 20th June 2002
email: carcass@cazzer.freeserve.co.uk
Site: www.cazzer.freeserve.co.uk

In good old Sinclair Basic
using X128 by James McKay

Any suggestions for this editor are welcome.


----------------------------------------------------------------



Extracting the map data using a TZX file of Martianoids
IN SPECTRUM 48k/128k MODE

1 CLEAR 24576: LOAD "" CODE : LOAD "" CODE 
2 SAVE "Mapdata" CODE 50453,3647
RUN

Once everything has loaded it`ll put the "Start tape, press any key"
massage up, so sort out a .TAP file and save it.
--Remember to save your mapdata as a TAP file--

---------


Loading your personal map data back into Martianoids
IN SPECTRUM 48k MODE

1 CLEAR 24576: LOAD "" CODE : LOAD "" CODE
RUN

(this will load the screen pic CODE - but not display it.
also, the game code will be loaded.)

Now select your altered mapdata TAP file

LOAD "" CODE 50453

which will load the code back into the game 
IMPORTANT - The 50453 is absolute vital!!!

To run the game 

PRINT USR 24576


----------------------------
Using the Martianoids Editor
----------------------------


Before the map can be edited, it must be loaded, via a TAP file.
So, select the map TAP file, press 1 to load, read what is on the 
screen and it should load in. Loading will take a few seconds.
Once loaded, press a key and the main menu will reapper.

The map can now be edited. Enter the editor.

Instructions are given on screen

Map Editing Mode:
QAOP move the cursor around the screen
Z will removed (when possible) an object from the map
SPACE BAR or M will place the current selected object on the map.
G will allow the user to select an area of the whole map
D will return to the main menu
1 - 9, E,R  select an object

-----------------------------------
Items that cannot be edited/removed
-----------------------------------
The sender (a black triangle)
The receiver (a box with antenna)
The Start position (letter S)
The reason why these items cannot be removed is because the location 
of these objects are coded into the game and it is unwise to alter 
them.



Map Area Selecting (When G is pressed)
QAOP will move the cursor around the small grid
SPACE BAR will select the grid area. The new area will begin to draw.
0 will abort the selection and return back to the map editor.




Beyond the bounderies of the orginal map.
The original map is made up of 9 areas, each 16x16 in size.
These are numbered 1 to 9 (as in the original game) and the starting
area is number 5 - marked as an `S`

There are infact 16 areas that can be explored and edited when a 
section of wall is removed. The extra areas are marked A to G.
Areas E,F and G can be fully edited with batteries, spare cones, walls
and exhaust pipes.
Areas A,B,C and D can only be partially edited as it is used as work
space/data buffer for game variables. 
The Areas displayed in A,B,C and D can be safely edited.

The complete map will loop around itself.
For example, removing a left hand section of wall in area 1 will loop 
the robot to the right hand side of area E.
Removing the bottom wall section in area 9 will loop the robot to the 
TOP of area C (which cannot be edited). If the robot continues to walk,
the workspace/data buffer will be displayed - it will be a random line
of objects that will either remain static or flash constantly.

------------------
Hints for editing.
------------------
a)
If you are editing the map to make it easier for the paper data to reach 
the receiver (ie. an enclosed pathway) always put atleast 2 black blocks 
in the enclosing wall as the paper may get trapped in an endless loop 
and you`ll have to rescue it.

b)
Also, not all Sender/transmitters actually send data...
while others may send 2 bits of data during the game, so you`ll have to 
link the paths together - tricky, but it can be done.
Some receivers requie data from a different zone.

c)
Don`t put more than 36 poles with bases in any one section - it could 
be bad for the game.

d)
Removing of exhaust ports is a good thing.


---------------
Known Problems.
---------------

Sometimes the menu screen will freeze and not accept any input from
the number keys.
I think that this may be down to a memory conflict with the compiler
overwriting some of the BASIC variables. it happens randomly.
Solution: Just `break out` of the program and RUN it again - it 
should clear the problem - save your map data often.






Have fun and enjoy.

mat

