NOTE: Other than Windows 3.X, 95 or 98, I'm not positive about
CC running on other newer versions of Windows, since DOS is dying.
VGA card or better
ENCOUNTERING THESE ERRORS?
** 'Not enough free EMS memory' or 'No EMM Driver Detected' **
NOTE: You'll have to restart your computer for this to take in effect.
Then after you've restarted your computer, run Cyber Chick.
**** IF YOU'RE STILL GETTING 'Not enough free EMS memory': ****
** Is there still a DOS window? If not, then hold Alt and hit Enter, or
unless/until it's in a DOS window.
Now that we have a DOS window, let's proceed:
Click on properties.
IF YOU'RE STILL GETTING 'Not enough free EMS memory' do this:
Click on "START"
Do you want sound in your game? Are you having trouble with it?
Run SETUP.EXE so it will configure sound for CC.
Sound on/off, port, IRQ, and DMA.
DQB uses Sound Blaster 2.0, and it checks the sound settings by the
BLASTER environment variable. If you don't want sound, or don't have
sound support, just type this in the DOS prompt:
CC /NOSOUND
That's it. A better way to do it, is turn the sound off in
SETUP.EXE
You may also edit the sound
settings by address, IRQ, and DMA values in SOUND.INI. They're
automatically in hex value, and you don't need
"&H220", "0x00000220", or "220h", just "220". Also, if you want it on
auto detect, just leave all the last three lines to "-1". That's also
the default values that automatically detect the settings for you while
executing CC. "SOUND.INI" already has these default settings:
-1
1) The first line is the sound on and off switch. Any nonzero
value will turn the sound on, else zero keeps it off. If sound
is off, (or "0" valued) the rest of the sound settings and
functions are ignored.
2) The second line is the address. '-1' means auto-detect for
the address. If you change -1 to 220, it will read 220 as hex
notation for the address.
3) The third line is the IRQ. '-1' also means auto-detect the
IRQ settings. Most of the time, it is either '5' or '7', but
it's '-1' for auto-detection.
4) The final line is the DMA. It too, can auto-detect by adding
'-1'. This common value is '1', but it's on '-1' for
auto-detection.
Also, having Cyber Chick in its
own directory would be recommended. Make sure all the files and sub
directories are unzipped properly, so there wont be any "file not found"
errors. With PKUNZIP, use the -D switch, so the sub directories will be
extracted.
A CPU that supports 386 instructions or higher
300 MHz or higher recommended
20 MB of HD space (decompressed cc.zip)
600k of base memory required
640k of EMS minimum (without sound and music)
4 Megs of EMS at the most (with sound and music)
Sound Blaster v2.0 (Sound is optional)
In Windows 3.X, just go straight to DOS, run
it, and see if that
helps. If not, then you're out of luck on playing Cyber Chick. :P
*************************
If you're in Windows 95 or 98, it's no problem!
A few things have to be done though:
Click on "START"
Click on "RUN..."
Type in NOTEPAD, and hit enter.
In NOTEPAD, click on File, click on open.
type in 'c:\config.sys' and hit enter.
Now that it's open, do this:
*** PAY ATTENTION HERE: ****
Where you see the letters 'NOEMS', delete ONLY those 5 letters,
'NOEMS', and leave the rest of the text ALONE!
If you've touched anything else, open it again, and do NOT save!
If you've only removed those 5 letters, click on File, Save it, and
Exit.
*************************
If you're in Windows XP, it's no problem!
A few things have to be done though:
Right click on your desktop
Go to New >> Create Shortcut
Put CC, CCLEVLED, CCMUSICE, and SETUP on your desktop
Right click on the programs' icons
Go to Properties
Click on Memory
Change EMS and XMS to AUTO
Click Apply or OK
That should do it.
NOTE: This is assuming you're in Windows, and not in straight DOS
mode.
Click on memory.
Click on EMS, and change it to AUTO.
APPLY the effect, and close the program by OK.
NOW you should be able to run my program.
Click on "SHUT DOWN..."
Click on "Restart in MS-DOS mode" and hit Enter
After that, go to the directory where Cyber Chick is located, and
run it.
You can default CC's default settings for sound such as:
-1
-1
-1
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Why is everybody dying? Could it be that the invincible media are encouraging unprotected sexual intercourse and immorality? The AIDS virus still spreads like a fire, and the American President could also be behind this conspiracy! Why is this even happening, or why suspect the president? Let's get to the story:
According to statistics, a huge debt will eventually corrupt the entire American society. The predicted debt will be sixty-trillion dollars! President Cannon noticed it had a lot to do with the recent population explosions in the United States. He eventually concluded that the cause of the problem, is too much people in this country. What's a better way to control it? More abortions? Reduce birth rate? Perhaps something more evil like pretending to go along with it? Why reduce God's people at all?
If legalized abortions caused so much controversy back in the late 20th century, imagine what the new law 'Reduce Birth Rate to One' (or RBRTO) caused in mid April, 2011. This recent law has created more controversy than any controversies combined! It's also the most violated law of all time. Unfortunately, the RBRTO will be with us for a while, since it was forced by the Legislature, the Executive, and the Judicial. This all originated with the ACLU, but that's another story. This proves once again, that money was their main priority and USA can easily be corrupted.
Each female legally may have ONLY one child or none. This also meant that having twins, triplets, etc. was unlawful. This of course, is what caused the giant controversy, since ONLY one child could be chosen to flourish. Having more than one child without a valid birth certificate(s) that are younger than April 1, 2001 12:00 AM EST, constitutes a felony to the RBRTO.
Since nothing has worked on controlling the population, something more malicious has been resorted to softly 'control' the population. Could it be to reduce the AIDS propaganda, and to thwart the medical experts finding the cure for it? EXACTLY! The president knew this was an evil confidential ordeal, but something had to be done. At the same time, he believed that letting the population grow more was malicious to our limited earthly resources. Is this a good or evil choice?
The only real way to crack this conspiracy was to claim to have found the cure for AIDS, and living proof of it. The cure for AIDS has been found in DarkDread City of California! DarkDread City is a city built in 2008, due to the heavy population. It wasn't all that beautiful, but it was still livable to the doctor who found the cure for AIDS! The doctor's daughter wasn't too thrilled about it, since she has heard the same thing several times before. The doctor's daughter name is 'Alexa'
Alexa Cullers, AKA Cyber Chick, had a conspiracy theory in her recent nightmare. She also realized that it was ridiculous enough for men still not able to find the cure for AIDS. When she looked up some reference on her old father's friends, it said they were either missing or deceased!
These missing doctors were also trying to find the cure for AIDS as well as Alexa's father. Alexa kept having multiple thoughts that the governments know something about the missing doctors. She also thought it was just a silly elaborate dream. Then later on, when she paged her father, she found out he was missing! She passed this conspiracy theory to her friends on the internet, including her long distant friend, Clinton. She also believed this was a serious concern for the FBI to know about, but she doesn't know if she can trust them as well.
She tried finding her father quietly, but she couldn't find him. She used her father's lab for looking up leads and clues on her father's possible presence. Unfortunately, nothing has been found on her father. It's been weeks later, and still nothing on her father. Later on, she decided that the only way to find him was to think just like her father. She decided to learn through his basic material, then his recent material on AIDS.
Alexa thoroughly looked through her father's material on the recent research on AIDS. It appears her father had found a vaccine to reduce the AIDS to a minimum! He mentioned that the entire vaccine formula is contained in four separate potions near his lab table. It mentioned that the four liquids in separate potions had to be separated for a much longer life span of each ingredient. It was to keep each ingredient sustaining for years, for further testing. If they were combined, it would only be effective for up to eight hours, so vaccine injection had to be done immediately, after combined.
The weird thing about the potions, is they're missing! She knew her father keeps all his potions within the lab. After she tells her online friends about the potions, she starts to wonder if spreading the news on her father's potions was a big mistake. Now she starts to wonder. She locks up everything in her house, and adds an armlifting electro gun to her arm for extra protection.
The next four hours, when she was stressing for her father's return, she became tired, laying uncomfortable on the couch with her father's recent papers on AIDS. Then she finally went to sleep. When Alexa rested for ten minutes, something mysterious happened to her body; it made her really strong! She apparently woke up and realized someone intended to dart-poison through her arms! It appears that the poison is definitely not a poison. It made her really strong in fact. This still angered her enough to snap without thinking twice. Immediately she knew she was on her own to find the cure for AIDS. She decided to let nothing get in her way, and get those potions back!
When she looks outside from the window of the lab, there lies a huge space colony floating in the sky! Of course something was going on! Not only that, but everyone that is usually roaming the streets are missing! Unfortunately, the ship is too high in the sky, so she goes back inside immediately, and increases her power to the maximum in the lab. She now has a gun, stronger body, and unlimited general electro beams. The quest goes on from there..
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|
Instantly and unconditionally quits Cyber Chick (Be warned!) | |
Viewing keyboard commands, just hold it down and wait. This works during the game. | |
Displays the framerate of the game. If the framerate is approx. 60-70 frames or higher, then you've got a good computer to run CC, not to mention the best results for gameplay. This works during the game. | |
VSync switch. By default, VSync is toggled, so you get proper speed in the game. This enabled feature also reduces the flicker in the game. You can also turn it off, if the game seems a bit slow. You may also use /NOWAIT at the prompt. | |
RESET THE GAME (It will restart Cyber Chick, so be warned!) | |
Enable/Disable background images. (Default is enabled) | |
Enable/Disable map based images. (Default is enabled) | |
Enable/Disable foreground images. (Default is enabled) | |
Enable/Disable object based images. (Default is enabled) | |
Stops the music in the background. (In case the music annoys you) | |
Pause, and changing your weapons. There are twenty-five 'Gun + Beam' combinations in this game, so have fun! During the pause screen, Hit LEFT and RIGHT keys to select the gunsets, and UP and DOWN keys to change what you got during the game. Remember, you'll only see changes, if you have new gun(s) or beam(s). Also, on the pause screen, on the top left, you'll notice a map that helps you out where to go, and where you've been. | |
This is to select from the three custom gunsets during the game. The green-highlighting will indicate the current gunset you're using. | |
This is for Alexa to jump. | |
This is for Alexa to shoot her gun. | |
This will increase or decrease master volume in Cyber Chick. In Windows 95 or higher, this may not work, so be warned! You may also alter the master volume before running CC by using: CC /SETVOLnn. Again, this may not work. | |
This will do four things in certain situations: If you're ducking, you'll stand up and point your gun up. If you're in a ball, you'll sit up to duck. If you're near or on the ladder, you'll climb up. If you're near an entrance of some types, you'll go in it. Other than that, you'll be pointing your gun up. | |
This will point the gun down, climb down a ladder, and duck. If she has the Morph Jel, she can turn into a ball by hitting down twice. | |
Moving Alexa right and left during the game. (As if that wasn't obvious) |
1) Q: What's the difference between 'guns' and 'beams'?
2) Q: How do I change the guns or beams themselves?
3) Q: This is all the game does?
4) Q: How do I kill certain big bosses that wont die?
A: The guns shape the movement patterns of the beams,
and the beams are the bullets that come out of the guns. There are four
different new guns, and four different new beams in this entire game.
Also, you can have up to three different guns and beams combos at a time
by selecting each with RIGHT SHIFT.
A: If you have a new gun(s) or a new beam(s), hit Enter to the
pause screen, press the arrow keys Left and Right
to select which gun combo. Then press Up and Down to browse
the guns and beams. These are displayed in the order of the three gun
combos you see in realtime.
A: What you see in cc.zip is everything you get.
This game was mainly experimental for me to learn how
to design and program a simple 2D side scroller.
Next part was to have fun with this engine!
This was also intended for an NES Metroid quality
clone, so please don't think I was trying to
make the SNES Super Metroid. Let's just say
roughly 90% of my time went into graphics, so sorry if
you expected more in the programming area. If
you want to see the programming effort I have
done in this game, look in the 'source\*.bas'
directory.
A: Find their weak spot with your gun. ;)
1) Q: WOW! You did from programming, to writing music, to graphics?
2) Q: What inspired you to make this game to begin with?
3) Q: Could you make Cyber Chick any better?
4) Q: Did Cyber Chick take years to complete?
5) Q: What programming aspect did you hate while making Cyber Chick?
6) Q: Are you doing anything else after CC?
A: Yup, sorry it has taken so long in the graphics area. :P
Graphics designing has been my biggest complaint on Cyber Chick.
The entire engine was rewritten at least eight times, with over
100 builds! The newer builds usually contained both minor
and major new features and changes in the code. Yeah, everything
you see listed in the 'source\*.BAS' directory are all written by me.
Graphics of course, really took so long, 100% of them drawn by me.
100% of the music scores written by me as well. Story and QB tools as well.
A: After I finished the experimental Hack-Man series, I decided that I
needed to challenge my talent. When I saw Peanut Patrol 2 from Jason, I
couldn't believe the capabilities of the game! I asked Pete of Pete's
QB site if I should make a Contra clone (Another NES game) or a
Metroid clone. It was then decided that I would make a Metroid clone. Not
only is my game based on Metroid, but there's more games that inspired
me to make Cyber Chick. Such games included a bit of Contra,
Gunstar Heroes, the Castlevania series, and the Legend of Zelda series.
A: Absolutely! There's always room for improvement on anything.
In fact, that's why CC went through so many builds and a few
entire rewrites. This time, I've finally decided that it's
enough. For one thing, Cyber Chick is still limited to
realmode DOS. Sacrifices were also made in CC, but I've
optimized for hours, just to gain back more base memory.
The original plans for Cyber Chick are just too big (See the EXE filesize)
for realmode DOS to handle, so that ended up hurting me a great deal.
It all started when the IDE (QB.EXE) became useless.
In addition to all this, I believe I've encountered every
limitation to realmode DOS. Seriously though, I don't want
to continue on improving Cyber Chick in DOS, since I've been doing
that for years! Cyber Chick is now good enough to my standards.
A: For me alone, yes. I firmly believe a game like Cyber Chick would
only take about a year to finish off 100% if given that much effort.
Graphics were a killer for me, since I am very critical towards my
own artwork. I've also slacked off so much on it, because I was either
bored with it, or had tantrums over the base memory limitations
of realmode DOS. I was never satisfied with Cyber Chick's status, so
I would constantly add bells and whistles as well as removing other
bells and whistles.
A: Personally, I hated learning assembly so I could modify DQB and delete
code I didn't need for Cyber Chick. The big pay off is I gained more memory
from this. :) I now find assembly easy to work with, but it is time consuming
to write big stuff for it.
A: Plans for Cyber Chick 2 have been made for quite some
time. I will not make any promises about working on Cyber Chick 2
since I've made some costly horrible promises I didn't keep on Cyber Chick!
Tools and credits:
  Jason Gould and NutZboy made an awesome game called Peanut Patrol 2. When I saw this game, I was shocked by the quality of this game, and gave me relief that it was possible to come up with excellent side scrollers in QB! It's too bad that PP2 will no longer be supported by them. Their latest demo still has potential. Jason wanted to set a standard with PP2, and it did for me!
  Terminator_Z and White Shadow's game called FoX also inspired me to get my game on the go! If you ever want to see another complete platform game, look it up on some QB websites and download it. It is a fun complete game that will keep you playing!
  Pete AKA Peter Berg suggested Cyber Chick should be a Metroid clone instead of a Contra clone. I love both games, but I really needed to base this on one game. Pete used to do daily updates on his site http://www.thunderbirdatlatl.com/petesqbsite, but he no longer updates it.
  Angelo Mottola made an awesome game lib for QB called DirectQB. This pretty much gave me faster graphics, EMS memory, better input, and sound. CC would be impossible to make without this and QB v4.5. He now makes games for the Gameboy Advance system, and can be found at http://www.ecplusplus.com.
  Julie Porter did the voice for the theme song. A huge thanks goes to her. She also inspired me to do more music in the main future. Julie Porter also wants me to announce she's from Camarillo California. :) Julie, will you marry me? :)
  Robert Miles and Michael Cretu have a huge influence on my music life. These guys maintain their integrity and grow musically. They're not the puppets you see on MTV these days, they really love to express their artistic freedom. Their websites are http://www.robert-miles.com and http://www.enigmamusic.com
  Alexa Cullers (Her maiden name) is a real person married to someone. Unfortunately, I've lost contacts with her in late 2001. :( I hope she will look for me someday, so I can tell her about the game finally getting complete! I hope she's doing ok at the very least.
  I think more importantly, I should be crediting God Himself more than anyone else, since He has created me and made me gifted to do music, graphics, writing, and programming.
* Cyber Chick is programmed, created, and developed by me
* Graphic designs and hand drawn artwork are all drawn by me
* Music pieces and music engine are all written by me
* Level maps and level editor are designed by me
* Story and most of the ideas are written by me
Greetings to everyone on my ICQ list, and those who supported me on the development of Cyber Chick for years! There's so many people, I bet I forget someone (I hope not), but here it goes in alphabetical order:
_narf (Jason Gould had a big support for me since day one, thanks!) |
Adam (Creator of QMOD for ChaosMedia.net Thanks for inspiration!) |
AhmedF (ogaming.com and thanks for the website dedicated to my games!) |
Alan O'Hagan (CGI-Joe Thanks for helping me learn basics of assembly!) :) |
Angelo Mottola (Thanks for DQB!) Good luck with ECPlusPlus.com! |
Bram (BXNes and great attempt on making Nintendo in QB!) |
Bud The Fish (Kyle Smith) Good work on Chess and thanks for motivation! |
Chaoticmass (Thanks for uploading my content onto NeoBASIC) |
Deception (Julie Porter) Thanks for motivating me to do my music! |
Dunric (Thanks for the build 33 webspace!) Good luck with WFPC! |
Eagle-X|Loath (Thanks for motivation as well Sam and helping me out) |
Glenn (This guy knows more about QB than anyone else I know) |
Jake Oster (Thanks for your huge support on CC and good luck to music!) |
Jorden Chamid (Former owner of http://www.qb45.com and thanks!) |
Jeremy Hammond (Xec96) www.Hulla-Balloo.com (Maker of Shell Shock) |
JQB45 (Lost Soul) Good luck on your enhancing QB quest! |
Lithium (Chris Adams) Good work on XGmae and nice final boss ideas! |
lutasarts (Philip Lutas) Retired from QB, but thanks for the support! |
Marcade (Neozones.com and thanks for not being too mean to me) :) |
Pete Berg (ThunderBirdAtlatl.com/PetesQBSite) Cyber Chick's main site! |
RaeVan (formally AKA BattleCraft99) One of the first on my ICQ list! |
Sknapper (Scott Knapp) Awesome attempt to make Contra and Alice! |
solus (Creator of EN) Good luck on the fastest RPG engine! :) |
Speige and V1ctor (recoding/appending DQB for improvements) Thanks! |
Terminator_Z (Did an awesome job on FoX with White Shadow) |
The Car(Eric Carr and thanks for telling me about Ham3D) |
WeirdAlexa(Amy Cullers) This is Cyber Chick in person! =) |
wildcard (Editor for qbasicnews.com) Thanks for the interview! |
Zephod (funny person) Thanks for the idea of displacing letters! |
NOTE: ALL source code was originally in the parent directory where CC.EXE is now located. I moved the source into the "SOURCE\" sub directory to organize this out for users. If you want to edit the source and make it functional, move all the files back with these commands in DOS:
"CD [CYBER CHICK's Base directory]"
If you want to edit CCLEVLED source files or CCMUSICE source files,
you'll need to load QB v4.5 with "QB /L DQB" at the prompt. Compiling will
be as simple as "Make EXE.." unlike CC*.BAS files.
When compiling CC*.BAS (the game engine itself), you'll need some of the
files contained in QB45.ZIP in the same directory:
BC.EXE
When editing BAS files, use Notepad or EDIT.COM. QB.EXE will
simply not have enough memory for this. That's why I made
COMPILE.BAT. If you want to modify CYBER.ASM, you'll need an
assembler such as MASM 5.1 or higher in the same directory.
"CD SOURCE"
"MOVE * .."
BCOM45.LIB
BRUN45.LIB
LINK.EXE
SOURCE\CC.BAS
SOURCE\CC.MAK
SOURCE\CC2.BAS
SOURCE\CC3.BAS
SOURCE\CC4.BAS
SOURCE\CC5.BAS
SOURCE\CCLEV.BI
SOURCE\CCLEVLE2.BAS
SOURCE\CCLEVLE3.BAS
SOURCE\CCLEVLE4.BAS
SOURCE\CCLEVLED.BAS
SOURCE\CCLEVLED.MAK
SOURCE\CCMUSIC.BI
SOURCE\CCMUSIC2.BAS
SOURCE\CCMUSIC3.BAS
SOURCE\CCMUSIC4.BAS
SOURCE\CCMUSICE.BAS
SOURCE\CCMUSICE.MAK
SOURCE\COMPILE.BAT
SOURCE\CYBER.ASM
SOURCE\CYBER.BI
SOURCE\CYBER.LIB
SOURCE\DQB.LIB
SOURCE\DQB.QLB
SOURCE\FINALBOS.BAS
SOURCE\SETUP.BAS
BITS\00.BIT
BITS\01.BIT
BITS\02.BIT
BITS\03.BIT
BITS\04.BIT
BITS\05.BIT
BITS\06.BIT
BITS\07.BIT
BITS\08.BIT
BITS\09.BIT
BITS\10.BIT
BITS\11.BIT
BITS\12.BIT
BITS\13.BIT
BITS\14.BIT
BITS\15.BIT
BITS\16.BIT
BITS\17.BIT
BITS\18.BIT
BITS\19.BIT
BITS\20.BIT
BITS\21.BIT
BITS\22.BIT
BITS\23.BIT
BITS\24.BIT
BITS\25.BIT
BITS\26.BIT
BITS\27.BIT
BITS\28.BIT
BITS\29.BIT
BITS\30.BIT
BITS\31.BIT
BITS\32.BIT
BITS\33.BIT
BITS\34.BIT
BITS\35.BIT
BITS\36.BIT
BITS\37.BIT
BITS\38.BIT
BITS\39.BIT
BITS\40.BIT
BITS\41.BIT
BITS\42.BIT
BITS\43.BIT
BITS\44.BIT
BITS\45.BIT
BITS\46.BIT
BITS\47.BIT
BITS\48.BIT
BITS\49.BIT
HELP\blank1.htm
HELP\blank2.htm
HELP\bar.gif
HELP\bar2.gif
HELP\bluecon.gif
HELP\cc.gif
HELP\cclev01.gif
HELP\cclev02.gif
HELP\cclev03.gif
HELP\cclev04.gif
HELP\cclev05.gif
HELP\cclev06.gif
HELP\cclev07.gif
HELP\cclev08.gif
HELP\cclev09.gif
HELP\cclev10.gif
HELP\ccmusice.gif
HELP\clinton.jpg
HELP\dinomech.gif
HELP\disks.gif
HELP\eball.gif
HELP\emucard.gif
HELP\eyesis.gif
HELP\firewire.gif
HELP\greencon.gif
HELP\gunbeam1.gif
HELP\gunbeam2.gif
HELP\gunbeam3.gif
HELP\gunbeam4.gif
HELP\gunbeam5.gif
HELP\gunbeam6.gif
HELP\gunbeam7.gif
HELP\gunbeam8.gif
HELP\heameur.gif
HELP\HELP.BAT
HELP\high.gif
HELP\icu.gif
HELP\jetsoon.gif
HELP\laph.gif
HELP\lawbug.gif
HELP\lbord.jpg
HELP\leechbub.gif
HELP\logo.gif
HELP\minger.gif
HELP\morph.gif
HELP\pepmento.gif
HELP\potions.gif
HELP\rbord.jpg
HELP\readme.htm
HELP\readme2.htm
HELP\redcon.gif
HELP\room.gif
HELP\rufus.gif
HELP\should.gif
HELP\sinbug.gif
HELP\space.gif
HELP\spitz.gif
HELP\story.gif
HELP\suit.gif
HELP\thumpoin.gif
HELP\treasure.gif
HELP\warning.jpg
HELP\worm.gif
MAINPAGE\
MAPS\A0.MAP
MAPS\A1.MAP
MAPS\A2.MAP
MAPS\A3.MAP
MAPS\A4.MAP
MAPS\B0.MAP
MAPS\B1.MAP
MAPS\B2.MAP
MAPS\B3.MAP
MAPS\B4.MAP
MAPS\C0.MAP
MAPS\C1.MAP
MAPS\C2.MAP
MAPS\C3.MAP
MAPS\C4.MAP
MAPS\D0.MAP
MAPS\D1.MAP
MAPS\D2.MAP
MAPS\D3.MAP
MAPS\D4.MAP
MAPS\E0.MAP
MAPS\E1.MAP
MAPS\E2.MAP
MAPS\E3.MAP
MAPS\E4.MAP
MUSIC\
SOUNDFX\1.WAV
SOUNDFX\2.WAV
SOUNDFX\3.WAV
SOUNDFX\4.WAV
SOUNDFX\5.WAV
SOUNDFX\6.WAV
SOUNDFX\7.WAV
SOUNDFX\8.WAV
SOUNDFX\9.WAV
SOUNDFX\10.WAV
SOUNDFX\11.WAV
SOUNDFX\12.WAV
SOUNDFX\13.WAV
SOUNDFX\14.WAV
SOUNDFX\15.WAV
SOUNDFX\16.WAV
SOUNDFX\17.WAV
SOUNDFX\18.WAV
SOUNDFX\19.WAV
SOUNDFX\20.WAV
SOUNDFX\21.WAV
SOUNDFX\22.WAV
SOUNDFX\23.WAV
SOUNDFX\24.WAV
SOUNDFX\25.WAV
SOUNDFX\26.WAV
SOUNDFX\27.WAV
SOUNDFX\28.WAV
SOUNDFX\29.WAV
SOUNDFX\30.WAV
SOUNDFX\31.WAV
SOUNDFX\32.WAV
SOUNDFX\33.WAV
SOUNDFX\34.WAV
SOUNDFX\35.WAV
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SOUNDFX\37.WAV
SOUNDFX\38.WAV
SOUNDFX\39.WAV
SOUNDFX\40.WAV
SOUNDFX\41.WAV
SOUNDFX\42.WAV
SOUNDFX\43.WAV
SOUNDFX\44.WAV
SOUNDFX\45.WAV
SOUNDFX\46.WAV
SOUNDFX\47.WAV
SOUNDFX\48.WAV
SOUNDFX\49.WAV
SOUNDFX\50.WAV
SOUNDFX\51.WAV
SOUNDFX\52.WAV
SOUNDFX\53.WAV
SOUNDFX\54.WAV
SOUNDFX\55.WAV
SOUNDFX\56.WAV
SOUNDFX\57.WAV
SOUNDFX\58.WAV
SOUNDFX\59.WAV
SOUNDFX\60.WAV
SOUNDFX\61.WAV
SOUNDFX\62.WAV
SOUNDFX\63.WAV
SOUNDFX\64.WAV
SOUNDFX\65.WAV
SOUNDFX\66.WAV
TILES\00.TIL
TILES\01.TIL
TILES\02.TIL
TILES\03.TIL
TILES\04.TIL
TILES\05.TIL
TILES\06.TIL
TILES\07.TIL
TILES\08.TIL
TILES\09.TIL
TILES\10.TIL
TILES\11.TIL
TILES\12.TIL
TILES\13.TIL
TILES\14.TIL
TILES\15.TIL
TILES\16.TIL
TILES\17.TIL
TILES\18.TIL
TILES\19.TIL
TILES\20.TIL
TILES\21.TIL
TILES\22.TIL
TILES\23.TIL
TILES\24.TIL
TILES\25.TIL
TILES\26.TIL
TILES\27.TIL
TILES\28.TIL
TILES\29.TIL
TILES\30.TIL
TILES\31.TIL
TILES\32.TIL
TILES\33.TIL
TILES\34.TIL
TILES\35.TIL
TILES\36.TIL
TILES\37.TIL
TILES\38.TIL
TILES\39.TIL
TILES\40.TIL
TILES\41.TIL
TILES\42.TIL
TILES\43.TIL
TILES\44.TIL
TILES\45.TIL
TILES\46.TIL
TILES\47.TIL
TILES\48.TIL
TILES\49.TIL
NOTE: These are rare bugs I can't fix, since most of them are not DOS related. I do encourage people to use straight DOS mode to possibly minimize these problems. Straight DOS mode is so much cleaner and faster, and uses a bit more base memory.
1) REPLY:
CC /JOY
2)
REPLY:
3)
REPLY:
4)
REPLY:
NOTE: If there's any more problems you're having that are not answered
here, email me at:
wisdomdude@cyberdude.com
PROBLEM:
Cyber Chick wont point her gun up-left and shoot using the regular arrow
keys!
I've only had two cases of this from Bud The Fish, and RaeVan,
but I do know they're real. I tested this on two different keyboards and
that is where I found the problem. The cheap Micro Innovations keyboard
creates this problem while my fancy Compaq keyboard allows all buttons
pressed. My only solution to this problem:
Use the numeric pad for directional movement.
If you have a joypad, use that by adding this at the
prompt:
PROBLEM:
The maps, sounds, and graphics appear to be scrambled during
the game! The graphics look like they've been scrambled, and
the sounds have more pops and distorting hisses than before!
The areas in the game are scattered with random tiles!
This is because Windows messes with EMS. I can't fix this at all.
Please go to straight DOS mode on this. The maps, sounds, data,
and graphics are stored in EMS, so I'm sorry if that is bad news
to you. EMS gets treated inconsistently occasionally by Windows, so sorry.
Personally, I only get this problem, when I minimize the
DOS box, and click back on it to full screen.
PROBLEM:
The volume control is not doing anything in Windows!
Once again, this is because Windows 95 or higher has
done something with the master volume control. Straight DOS mode
will fix it though.
PROBLEM:
The joypad or joystick isn't working well in Windows!
Try it in straight DOS mode. If it works well, that's good. If it doesn't,
you're out of luck.
Example:
"CC /NOSOUND /NOWAIT /SETVOL15 /DEMO4 /JOY" -NOSOUND
This will disable the use of sound in Cyber Chick
You'll encounter this use, just in case your computer
is very intolerant of sound blaster and/or simply because
you don't have sound support whatsoever.
-JOY
This will enable the 4-button joypad (or possibly joystick), so make sure
it is connected to your port! While this is enabled, most of the game keys
on the keyboard will be disabled. The joypad works more effective in
straight DOS than Windows. The only joypad tested with this game is the
InterAct Propad 6. Button configuration could vary from joypads!
-NOWAIT
This will turn off Vsync, and allow the speed of Cyber Chick
to become faster than its normal rate with vsync on. This is
something you'll only want to use, if you're on a slow
computer, and you're desperate. Some people will want to turn
it off to check out the speed of Cyber Chick. You'll notice
it's quite fast in some areas of the game. ;)
Also, you may turn it on and off during the game with the
key 'F3'
-SETVOLnn
This will not function correctly under Windows 95 or higher, so
it's best to be in straight DOS mode. If you're wanting to
alter the master volume, you'll need a number between zero and
fifteen for 'nn' in '-SETVOLnn'. Zero means total silence, and
fifteen means its loudest. Using other numbers than zero through
fifteen will have its bits truncated to fit between zero and
fifteen.
-DEMOn
I don't expect people to mess with this at all, but here's the
details just in case:
This will allow users to record and replace the beginning
demos. The beginning demos are the demo walkthroughs shown at
the beginning of Cyber Chick, when idle. The keys in the demo
are allowed: Up, Down, Left, Right, Ctrl, Alt, and Right Shift. The
'n' shown in '-DEMOn' represents the demo scene you want to
record over. Cyber Chick has four demo walkthroughs, so use the
numbers between one and four. Using other numbers than one
through four will have its bits truncated. The preset variables,
such as the items CC starts off with, are modified through the
CCLEVLED program. Joypad/joystick with demo is possible. The
(assigned) execute button on the joypad/joystick will not
take into effect or be needed.
NOTE: CC's demo recording feature is not a completely debugged
feature for users to use. It's really intended for those
who are serious about editing them, especially me.
Cyber Chick uses a sophisticated tile engine for flexibility. There are three maps used simultaneously that do the following tasks:
Map 1:
This is an 8-bit map, since there's not a lot of attributes
needed. This map consists of collision mapping for just about
every object including Cyber Chick herself. It also consists of
objects, dynamic platforms, items, doors, switches, and enemies.
The excellent thing about this being separated from the other
tile maps are the use for secret sectors and paths.
Map 2:
This is a 16-bit tile map, since there's nearly 1500
combinations in use. This is the primary tile map for the
foreground layer. It may only be used for the foreground, but
having Map 3 makes depth a lot possible. The huge number of
combinations has a lot to do with animation effects. This means
I can vary the number of animated tiles per cycle, the speed
of the sequencing frames, and make use of yucky pseudo
translucency effects.
Map 3:
This is a lot like Map 2, only this time, the differences
have nothing to do with the map itself, but how it's used. The
use of it has a lot to do with when to plot, and where to plot.
It's not limited to a foreground, like Map 2. You can choose to
have it plot before the Map 2 tiles, after the tiles, and after
all the objects to create depth. The plotting also allows map
wrapping (or "rollovers").
What this means, is that you'll have an infinitive pattern
with the map. Once it reaches the end points of the tile
mapping borders for either direction, it will keep filling the
screen with the rest of what's visible and remaining left on
the visible screen. This was really hard to code, but I got to
to it eventually. I wrote all the conditions I needed for it.
The mapping has a variable depth rate, where the tiles get
scrolled to the speed you want them to scroll along with the
camera. The scrolling movements can be auto or manual.
Since DQB's fading routines are limiting, I've decided to write my own for flexibility. Everything is as follows:
* Palette fading in and out
with variable attribute range.
* Palette changes never make snow on screen, because it is written to a
double buffer, and updated after vsync.
* Palette rotation is used for those smooth cycling colors.
Cyber Chick may use up to 8 attributes for translucency. I've actually written my own, since I was really desperate for memory and speed. DQB has some nice routines, but I really wanted speed so bad. I made a 2048 byte table to allow all background combinations with the 8 attributes. I've never had the need for more attributes. Also, the table is actually calculated in the actual game. Translucency has custom opacity and variable final attribute range. Very useful for lights, shadows, clouds, water, lava, glass, anything! :) Another reason for this, is I simply didn't like pseudo translucency. You know, 50% checker effect, frame switching every next frame. It's just well... yuck. :P
I could have used DS4QB, but I wanted to use straight DOS mode.
I could have used QMIDI, but I wanted to use samples with music.
I could have used BWSB, but I wanted less base memory consumption.
CXE = Music data
Since nothing satisfies my needs for a
music system, I wanted to write my own. I also got the satisfaction of
doing realtime effects as simple as my needs. I have looping effects which
are conditional in realtime, just like how Super Metroid did
the intro, before starting the game.
The timing of the music system all falls
with CC's VSync rate. I actually like this, because I notice the similarity
happens in ZSNES's logical frame rate of the game. I've also added fading
volume effects, which affects all the music channels, and its volume within
volume level. The CXE format is very compact, because I've written a very
simple music system.
The sound engine part uses DQB's sound engine,
since it was good enough for me. Too bad DQB didn't make a music engine as
well, but I guess I can't have everything. ;) Now that I have a compact,
straight DOS-based, sample based music engine, I am happy with it. :) The
instrument WAV samples are separated from the CXE files, because that saves
a ton of disk space. In BWSB, I'd have to have the samples within each music
piece.
WAV = Samples
ITEMS:
Treasures:
Doodle Gun:
Spread Gun:
Laser Gun:
Field Gun:
Ice Beam:
Micro Beam:
Power Beam:
Reflect Beam:
Energy Disks:
Morph Jel:
Weather Suit:
High Jump Boots:
Space Jump Boots:
Potions:
This game contains hidden treasures. These are bonus
collectors' items in Cyber Chick to enhance gameplay.
This will shape your bullet's movement to a wavy pattern. It can be useful
for a better bullet range than CC's default gun.
This will allow five bullets to spread out like a spray. It's a better
bullet range, and is undoubtfully better than using the Doodle gun.
This allows up to eight bullets in one press of the trigger.
Allowing eight bullets compared to one, gives you about eight times the
power! This is considered better than the Spread gun.
This allows bullets to circle around her for a while, and then deploy from
her. Whenever you're in tight spots, this can come in real handy. :)
This will freeze the little enemies solid cold for a while.
While they're frozen, you can step on the enemies, and use them as a
platform to reach a high spot.
This beam will penetrate through almost anything! Extremely
useful, when you see a switch blocked off with solid walls. If it runs into
an enemy, it will stop.
This beam contains 240 volts of electricity, and can do
twice the damage, compared to other beams. You may also use it against the
blue doors to short circuit its barriers.
This beam will bounce off of walls, floors, and anything
solid. The number of bounces it makes are limited, and the beam will stop.
If it runs into an enemy, it will also stop.
These disks will allow Alexa to have more energy. If you
get a disk, you will get 100 more maximum hitpoints. You will also get all
of your lost power restored.
This special jel compresses Alexa's size into a ball. Now
that she can turn into a ball, it will allow her to fit through small
areas! You'll need to hit down to duck, then hit down again to turn into a
ball.
This will allow Alexa to walk through hot liquids, to very cold liquids.
Unfortunately, the suit doesn't provide her oxygen, so you'll need to
retrieve air once in a while. She may also run into liquids that are too hot
for the suit to handle, so be warned!
This will double her jumping height. The boots will strengthen her leg
muscles, so she can jump a lot higher than ever!
These boots are air compressed, and provide powerful jet blasts to lift
Alexa. She'll need to perform flips (or spins) like a football in the air to
take in effect. If she's descending in the air too much, she can't use it.
These guarded potions could be Alexa's father's potions.
You will need all four of them to see what they're used for, when you get
back to Alexa's house.
Emu Card:
Pepimento:
Leech Bubb:
Sinbug:
Lawbug:
Spitz:
Jetsoon:
Dinomech:
Thumpoin:
Firewired:
Mentark:
Centark:
Dentark:
Eyesis:
Shouldier:
Laphronic:
Heameur:
They fly left and right, and change opposite direction, when
running into a dead end. They have wings of a bird, and they look like
mechanical birds. They have 30 volts of electricity and their purpose is to
kill anything going near it.
They bounce off of objects and provide a powerful punch, when
anything touches it. Their movements are fast, and they have similarities of
what's contained in space jump boots. Since they spin in the air, and are
shaped as spheres, they can be in the air without any gravity pulling them
down. Their name is derived from pepperment candies, since they're red and
white just like one.
These bubbles are seeking for heat and carbon dioxide, so they
can harm Alexa, if she's touched one. They're very slow, but can really
damage Alexa.
They look like miniature flying saucers, and seek for heat
as well. They make jet fast movements, and a pause to cool off, so be warned.
They can be the most irritating of all enemies, since they're very
intelligent, and try to drive into Alexa.
These creatures use a new form of air much lighter than
helium, so they can be upside down, and never fall to the ground. They're
fast horizontally, and they're designed to kill objects that get in the way.
They provide 40 volts of electricity to sting anyone.
These disks bounce at a constant rate, and never move horizontally. They're
very harmful, and they can absorb bullets as a source of energy. They can
bounce low, and can also bounce high.
This is a bullet-proof-boxed-cannon, and shoots out infinitive
rockets. The rockets don't explode unless shot, but they have sharp edges
all over it. The rockets will seek heat and they will deploy, once detected.
The speed of the rockets vary, so be warned! Their main purpose is to slice
anyone with a gun.
A non-moving dino skull shaped droid. It doesn't move, but
it will spit fireballs at a patterned rate. They're strong and shoot in two
directions, depending where they're facing.
This is the heaviest mini robot, and can smash anything with
its 100 volts of electricity. If anything goes below it, it
will drop down fast, and cause a small earthquake. This is a
very dangerous robot, but it can be defeated. It will also
lift back up in the air by its own magnetic field.
These huge lightning bugs are mechanical. They contain just
60 volts of electricity to lighten their abdomen, but fly in circular
patterns. They can be slow, fast, clockwise, counter clockwise, and other
variable radius sizes.
These green spinning cone shaped droids are fast, but only
stick to the flat ground. They have about 120 Volts of electricity to
surprise its victims, so be warned! They're built with a very strong shield,
so you'll be firing at them for ages.
Same model as the Mentark, but it's red, and it's additions
are spitting out fire at victims! They can spit fireballs directly towards
Alexa's position, so keep moving!
Same model as the Centark, but it's blue, and it's new
addition is the strongest shield known to men. You can't
defeat them with anything.
It goes after Alexa slowly with three shields of danger.
The three rotating shields protect the eyeball in the center. They can
cause severe damage to Alexa, if she collides into them. The eyeball in
the center is strong, but still vulnerable to a defeat.
The most sophisticated mini enemy. They're on wheels and
spit fire out, when Alexa is near them. Their tall shields can stand
anything, and will harm Alexa by a ton. Their defense system makes them
the most intelligent of all the mini enemies.
These floating mines will come after Alexa, and explode out fireballs.
They're in a constant position until Alexa gets too close. One tip is
just to stay away from them. If you really have to get close, just keep
moving!
The biggest of all mini enemies and reaching I.C. U's
scale. These creatures move in fast wavy patterns, and can be the most
difficult to shoot. They aren't the strongest, heaviest, or most intelligent,
but that doesn't mean they're the most difficult to defeat.
Warmworms:
Breminger:
Cyber Room:
Clinton:
Several giant worms with a huge mouth that could spit out giant thorns.
These worms are half plant, and half animal, and they come out of their
pipes randomly. Several will come out, if there's danger.
This giant statue is the heaviest of all boss enemies, and
can take up a lot of room! It rides on uranium wheels due to its weight.
The boss is covered with ice, uranium, some electronic equipment, and mostly
metal. It spits out small eyes from the head, and the eyes contain about 20
Volts of electricity. Be careful, because the eyes are also
attracted to Alexa like a magnet, and can outrun Alexa!
This room is completely digital, so it converts the attacks on Alexa to
analog. It uses 10 maneuvers to attack against Alexa, and the source of
power is below the monitor. The mysterious guy behind the screen tries to
kill you with his maneuvers. Always keep moving, and learn to avoid the
maneuvers!
The last enemy of the game. He is variable, so no description
is necessary. :)
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16 channels of music to allow hearing
all those sounds simultaneously.
For more info on this, check out "Music system" under
Section 9: Technical features in Cyber Chick
I'm not going to write a whole lot on using this editor, since most
people wont bother caring. If there is a question or two on using
this, email me at:
wisdomdude@cyberdude.com
16 nonlinear music tracks, plus one
master track for power editing.
16 samples to be used (which I admit, is
limiting).
Directly compatible with DQB 1.71.
Use 100% keyboard or 100% mouse in your session.
Realtime recording while playing back music, plus step recording.
Measure transposing, note transposing and cloning, and quantizing notes.
Your basic COPY, DELETE, CUT, PASTE, UNDO, SELECT ALL edit features.
Compile music to bytecode for your game.
Other people can use this music editor for their games.
![]() |
The level maps and their attributes
The background graphics and their attributes
The foreground graphics and their attributes
The demo scenes and their attributes
Lots more with a click of the mouse!
This program is 100% mouse oriented and it is
required for this level editor. There is a WARNING you must know when
using this level editor. If you want your changes saved, then save it before
loading. Loading will not prompt you for saving.
"QUIT"
It's actually on every window, but anyways. This will get
you out of the editor. Be careful though, this will NOT prompt
you to save your changes before you exit. It will save changes
made in CCLEVLED.INI though.
"LOAD Everything"
Just as it suggests, it loads up everything that can be
altered by the user. It mainly loads the selected zone and
the sector's data. Within the sector data are the graphics
and music. To reload only the sector (without reloading a zone),
you'll need to use "Load Room DATA". After you've loaded this,
it will be available for you automatically, when you restart the
level editor. BE CAREFUL, it will NOT ask you for a "Do you want
to save?" prompt!
"LOAD Room DATA"
Loads the selected sector from the map on the left. This
basically does the same thing as "Load Everything", but without
reloading any zone. Loading this will also NOT prompt you to save
before loading.
"BackG"
Loads just the specified background you want without prompting.
"Tiles"
Loads just the specified tile set you want without prompting.
"Music"
Loads just the specified music and automatically plays the
music file.
"SAVE Everything"
This will literally save everything.
It will save the following:
MAPS\??.MAP
The zone map and room settings that is loaded
NOTE: You may save everything by hitting F10.
If there is a question or two on using this, email me at:
wisdomdude@cyberdude.com
BITS\??.BIT
The background graphics that is loaded
TILES\??.TIL
The tile set graphics that is loaded
SAVEDATA.SAV
Demo scenes are in this file
If you're viewing a DEMO sector, you can use the right mouse button to assign Alexa's starting coordinates.
You may use 'O' key to pop up
Object selection window when needed.
Items
You may use 'G' key to display
grid on the tile field for measuring.
You may use 'S' key to pop up
scrolling window when needed.
You may also use the keyboard arrow keys to select different objects
n the window. Objects include:
Doors
Dynamic platforms
Mini enemies
Boss enemies
Extra special stuff
You may use 'T' key to pop up
Tiles selection window when needed.
To select, use the right mouse button to create a box.
After selection, you may copy a chunk of tiles using the
'Z' key. To paste the copied
chunk of tiles, use the 'X' key.
There are 1755 tile combinations including animation and translucency,
so this map layer helps out a lot. You may use it to draw over or behind
objects including Alexa.
You may also use the keyboard arrow keys to select different tiles
in the window. Tile effects include:
Map value: Method:
Tile effect: 0000
[none] [none]
You may use 'G' key to display
grid on the tile field for measuring.
You may use 'S' key to pop up
scrolling window when needed.
0001 to 0216 Regular
[none]
0217 to 0324
Regular Flicker: Non-animated
0325 to 0378 Regular
Animated: Total frames = 4: Speed = 16
0379 to 0405 Regular
Animated: Total frames = 8: Speed = 8
0406 to 0418 Regular
Animated: Total frames = 16: Speed = 4
0420 to 0431 Regular
Flicker: Animated Total frames = 4: Speed = 16
0432 to 0446 Regular
Flicker: Animated Total frames = 5: Speed = 16
0447 to 0554 Regular
Animated: Total frames = 2: Speed = 32
0555 to 0662 Regular
Animated: Total frames = 2: Speed = 8
0663 to 0878 Blend
Translucency: Non-animated
0879 to 0986 Blend
Translucency: Total frames = 2: Speed = 32
0987 to 1040 Blend
Translucency: Total frames = 4: Speed = 16
1041 to 1067 Blend
Translucency: Total frames = 8: Speed = 8
1068 to 1080 Blend
Translucency: Total frames = 16: Speed = 4
1081 to 1296 FastPut
[none] (Speed efficient put method)
1297 to 1404 FastPut
Animated: Total frames = 2: Speed = 32
1405 to 1458 FastPut
Animated: Total frames = 4: Speed = 16
1459 to 1485 FastPut
Animated: Total frames = 8: Speed = 8
1486 to 1498 FastPut
Animated: Total frames = 16: Speed = 4
1500 to 1755 BoxFill
Solid tile color (Very speed efficient)
You may use 'T' key to pop up
Tiles selection window when needed.
It uses the same 1755 tile combinations just like "tile 1 map layer".
What makes this map layer different than the main map layer, is it
has more effects with the plot itself, such as auto and variable-depth
scrolling, wrapping, and being able to draw behind tile 1, over tile 1,
and over objects. This layer becomes optional to use, but comes in handy!
Look up more info on this on "Tile plotting engine" under
Here is the basic layout: [none]:
This simply omits the extra tile layer
Back:This draws the tile layer behind
everything except the background layer. The depth rate is variable.
Normal:
This draws over tile 1 layer, but objects can draw over this method.
The scrolling depth is fixed to match tile 1's depth.
Fore:
This draws over everything including Alexa. This layer has the most effects
such as pattern wrapping, auto-scrolling in any direction, variable depth
for foreground illusion, and can be very useful to hide hidden sectors.
You may use 'O' key to pop up
Options window when needed.
You may use 'G' key to display
grid on the tile field for measuring.
You may use 'S' key to pop up
scrolling window when needed.
Section 9: Technical features in Cyber Chick
You may use 'O' key to pop up
Options window when needed.
This background is very fast to plot compared
to tiled images. Here are the basic effects for this layer:
[None]:
(The background just sits there, very fast)
Auto scrolling:
The background moves on its own without camera movement.
Left or right direction is optional.
Depth scrolling:
This is to give the illusion that the background is
very far away. The depth distance is variable.
You may use 'G' key to display
grid on the tile field for measuring.
You may use 'S' key to pop up
scrolling window when needed.
Palette keys:
'C' is to copy RGB attribute
'P' is to paste RGB attribute
'I' is to create a gradient shades from point A to point B
Copy:
You can copy a selected image into a clipboard!
Paste:
You may paste the image inside the clipboard
to your drawing. When pasting, you can also have a solid put,
or a transparent put. The pixels that have zero-valued pixels are removed.
In solid mode, the selected color replaces the zero-valued pixels.
Undo:
You may undo the last change done in your image.
Clear:
This gives you a whole new grid to work with over the drawing.
Zoom:
You may zoom in and out of the drawing field from the sizes
1 x 1 pixel, 2 x 2 pixels, 4 x 4 pixels, and 8 x 8 pixels display.
Size:
This tool is very handy for the pen and spray.
Pen:
To plot pixels on screen. The pen size can vary with
1 x 1 pixel, 2 x 2 pixels, 4 x 4 pixels, and 8 x 8 pixels.
Line:
Click one point of the screen, drag the mouse for desired
shape, and release to draw a line on the screen.
Box:
Click one point of the screen, drag the mouse for desired
shape, and release to draw a hollow box on the screen.
Box-Fill:
Click one point of the screen, drag the mouse for desired
shape, and release to draw a solid box on the screen.
Circle:
Click one point of the screen, drag the mouse to vary the
radius of the ellipse, and release to draw a hollow ellipse.
Circle-Fill:
Click one point of the screen, drag the mouse to vary
the radius of the ellipse, and release to draw a solid ellipse.
Spray:
You may drag the mouse, and plot random pixels around the
cursor. The radius size can be changed with the size selection:
1 x 1 = 8 pixels in diameter.
Paint:
You may click and drag the cursor, and paint over the cursor
spot. This will paint over colors that are connected to each other,
so results are pretty much the same like in Paint Brush under
Windows. If you fill in a hollow shape, make sure there's no
leaks in the shape!
Selection tool:
This tool has a lot of purposes. When you select
something, it creates a dotted temporary box-shape in your image.
What is inside the box can be used for number of things:
You may scroll the image inside of it
in any direction.
Dithering selection:
You may drag the mouse, and plot frame-fixed dithered pixels around the
cursor. The size can be changed with the size selection. This is very
useful for making more shades.
64 Palette tray:
You can switch from the background's palette to the tiles' palette.
Each have their own 64 attributes. You may also edit the RGB values
of each attribute except the zero valued attribute.
2 x 2 = 16 pixels in diameter.
4 x 4 = 32 pixels in diameter.
8 x 8 = 64 pixels in diameter.
You may mirror or
flip the image upside down in it.
You may swap pixels by selected color and
previous chosen color. Use the 'R'
key.
You may copy the drawings to the tile maps!
You'll use the 'Z' key to copy selection!
You
may copy the image inside of it to a clipboard, and paste it.
The background layer and tile layer have their own following effects:
Fading to a certain color within a variable number of steps per cycle.
Palette rotation is where you can swap all the neighboring values in
each cycle. This looks neat, when you want to have waterfall effects
without having to animate the drawings itself. The start and end
positions can vary within its 64 attributes. You may rotate to the
right, or rotate to the left.
As for the translucency, this can be tricky, if you don't know what
you're doing. Here is an explanation on what it does:
It uses the tiles' attributes two through nine. If the sprite uses
values 129 through 136 (2nd to 9th value for tiles relatively), it
will make a translucency effect with the tiles. Each of these eight
attributes (2nd to 9th) have their own properties:
Opacity level (0% to 100% opacity)
Final starting color range (FC1)
The starting and ending colors are 48 to 223. This allows
users to use only the final color result desired.
The reason why it uses 48 to 223, is because the rest are made
specifically for Cyber Chick's main stuff. This would simply make
uglier appearances in the final color range.
0 to 23 belongs main stuff like fonts/doors/items
NOTE: You'll need to hit 'REFRESH ALL!' for your translucency changes
to take effect!
The fading may fade to a desired color specifically its RGB values.
The fading steps can last up to four seconds on value 255.
0% = invisible transparent result
100% = solid result
Final ending color range (FC2)
24 to 47 belongs to Alexa
224 to 255 belongs to boss enemy
The following you may modify:
Demo sectors #1 through #4:
Energy level
NOTE: For Alexa's starting coordinates to be modified, you'll need
to go to the ALL window, and right click on the field where
you want her position. The demo sectors are in DarkDread city
with the numbers 1, 2, 3, and 4 labeled in "MASTER SAVE AND
LOAD" Window.
Energy tanks
Space jump ON/OFF
High jump ON/OFF
Morph jel ON/OFF
Weather suit ON/OFF
Gun+Beam selected
The guns and beams
I've been working on this project for a very long time, and I've finally got it done. The project started somewhere late of 1999, and I'm so glad this thing is put to rest! This project is freeware, and I've even included the source code.
If there is a question or two on using this, send me a message at: wisdomdude@cyberdude.com