AMOS TOME Series IV Manual  Index Prev Page Next Page 5

Apart from the Demonstration programs, the only main program you will be using is called TOME.AMOS. This is the actual Map Editor, which you load into AMOS and Run. Basically, It's Big ! It has all the functions you will need to create and edit Maps for use in your AMOS or even machine code games.

Copyright etc. AMOS TOME is © Shadow Software 1991 and must not be duplicated in any form. Authorised users of TOME (i.e those of you who bought it) can make a backup for your own use, but neither the original disk or the backup, or any of the files on the TOME disk or any part of the documentation may be lent, hired or duplicated in any way.

When using TOME in any sort of program that is to be released either as P.D (Including Shareware and related schemes) or Commercially (Including Licenseware, program rental and other similar schemes) none of the TOME files may be included on the disk.

Thus a self running TOME program must be compiled. You must not use TOME with RAMOS. This is to avoid piracy of the extension.

Other than that you can use TOME in any way you want in your programs, as long as you aren't in breach of our copyright we are quite happy. If you get your program into the best sellers lists give us a mention !


Terminology

This being a technical manual ,there are a few technical terms used. The following should help...

TILES are small fragments of a picture that can be used to make up a picture. All the tiles used in a map are the same size as each other, so that all the map needs to know, is what tile is to be placed in each position.

MAPS are large background screens made up from Tiles. A Map uses TILE COORDINATES, so that each position on the map represents one tile.

TOME also has BRIKS (It is supposed to be spelt like that) which are groups of tiles. Briks can be pasted onto the screen like icons, or pasted into the map. This lets you change huge areas of your map instantly.

TILE NUMBERS are the actual number of the tile. i.e the first one in the bank is Tile Number 0, the second one is number 1 and so on. In TOME Series IV you can have up to 256 tiles (An upgrade is being worked on which will allow you to use up to 511 tiles).

TILE VALUES are numbers that can be assigned to each tile. In TOME IV you can assign up to 8 values to each tile in 8 Tile Value Lists (Each list contains 1 value for each tile). These values can represent anything you want, but here are a few examples:-

Whether or not the tile is solid, 0-127 can represent non-solid, while 128-255 shows that the tile is solid.
What tile it should change to if blown up, the value can be set to the tile number of another tile, so that