KGI (Kierra Game Interpreter)
(C) 2005, 2006 Josh Lauber


Website: http://www.geocities.com/kierragamers
Forum: http://www.kierragames.proboards67.com

     This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License,
or any later version.

     This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

      You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA

See GPL.TXT for GNU license

KGI uses QMIDI for sound support. It has been included with the source
unaltered.
See QMidi.txt for QMIDI readme

note: This text file was made for people who can't read HTML files.
If you can open up HTML files, read readme.htm instead.

Contents
---------

1. System Requirements

2. Overview of KGI resources

3. Overview of KGI utilities

4. The DEMO game/Game Engine

5. Starting a new game

6. Creating the game.kgi

7. Creating tiles

8. Creating the sprite

9. Creating monster images

10. Creating Tile.lst

11. Designing maps

12. Distributing Game/Engine

13. Credits



1. System Requirements

Minimum:

MS-DOS 2.10 (Windows will work too)

EGA color display (Only supported on Game Engine)

640k Memory (Programs may use less, but you need memory for drivers such as
Sound/Mouse/etc.) (Having XMS loaded may help free RAM but is not required)

80286 Processor (The slowest processor tested was a Pentium with 166 MHz;
May run a little slow on older computers)

Sound Blaster or Compatible Sound Card (Game Engine only)
(1.0, 2.0, Pro, pro 2, AWE, 16, etc.) (If running in pure DOS, the drivers
must be loaded)


Recommended:

VGA/MCGA graphics or higher (Required for Editors)

Mouse (Required for certain Editors)

Modern Computers will exceed all requirements. I listed these for
people who want to run KGI on older computers.
Note: I have tested KGI on Windows 98, and Windows XP. It works fine on both,
but on XP you must use the Wavetable /3 switch on sbmidi. If you have
anything like vdmsound, do not load it when running KGI. This will conflict
with the sound blaster drivers. Throughout this document, a file called
KGI.BAT will be mentioned. If you have Win XP use KGIXP.BAT instead.


2. Overview of KGI resources

KGI is designed to be a tile based RPG game engine styled after the likes of
Dragon Warrior, Final Fantasy, etc. This is the first version, so it is
fairly limited. KGI games are composed of the following types of files:

Tiles(*.ktl)- 16x16 bitmaps used to create the scenery. These tiles can use
only 16 colors.  Each tile also has one byte that represents the tile type.
There are currently two types. Solid and Walkable. Each tile is exactly 267
bytes.

Game.kgi- this file stores all game related data such as player stats,
monster stats, and items. This file is encrypted by the editors. Without
this file there would be no game.

tile.lst- This file lists which tiles are used in a game. Only 10 can be used.
The references to each tile file are in ASCII so you can change it in any
editor like notepad.

sprites(*.ksp)- 16x16 bitmaps used for sprites. So far only one can be used
and that is for the player. It MUST be called EGO.KSP in order to be used.
These work just like tiles. Note that sprites have only one frame and cannot
have animation. Color 0 (Black) is treated as the transparency color in the
game engine. Each sprite is exactly 268 bytes.

maps(*.kmp)- These are the scenes and guts of the game. They store what tiles
make up the scene and many of the games interactions.

Monster Images(*.kmi)- These 38x48 16 color bitmaps are used by KGI for
images of monsters during battle. They are static just like tiles. Each image
is exactly 1,836 bytes (1.79 KB)

Note: Since KGI was written for 16-bit DOS, all filenames must have no more
than eight characters, a period, then a three letter extension, just like
all file names before Windows 95. For an example: abcdefgh.ext. If the file
name is too long, you will have to right click on the file in Windows
Explorer and select its properties. In the Properties window there will be a
label called MS-DOS name. That is the name the file goes by in DOS.
For an example if you had kgi_tile-grass.ktl, then the MS-DOS filename
will be KGI_TI~1.KTL. Windows XP doesnt have MS-DOS filenames so just
keep the filenames no more than eight characters.


3. Overview of KGI Utilities

KGI.EXE- This is the actual Game Engine. You Run this program when you want
to run your game. However you can't just double-click on the icon in
Windows Explorer and have it run the game. Sound Blaster Drivers that the
Engine Uses must be loaded first.

In the command prompt you must type this in order:

sbmidi.exe *
sbsim.com
kgi.exe

* note: If you have an older Sound Blaster Card, you should use the
sb122old.exe instead. Also you can use a Wavetable option by specifying a /3
after the sbmidi.

There is an alternative so you don't need to type all of this, by running the
KGI.BAT which will load everything for you. On Windows XP or if when running
KGI.BAT you get a choice error, you should run KGIXP.BAT instead.
To change the settings you must edit it in a text editor such as notepad.

* All the editors will require VGA, or MCGA. Only the engine (KGI.EXE) supports EGA *

TILEDIT.EXE- (Mouse required for this editor) This is the tile editor.
Here you can draw tiles and sprites. The image has been magnified 4x to
help you see better. The arrow buttons toggle between colors. You can press
the number of each color as a shortcut to choose. For an example you can
press the 4 key and the color will be switched to red. For numbers 10 and over
you press the HEX Value (For 10, 11, 12; press A, B, or C) When your done
with your tile press ESC and it will prompt you if you want to save it.
If you do it will ask whether you want it as a tile or sprite.
Sprites can be named anything you want, but it must be called EGO.KSP if you
wish to have KGI to use it. If you save a tile it will prompt you if
you want it to be solid or walkable. The player can walk on walkable tiles
but not on solid ones. Unfortunately as of yet, you can't opened previously
saved tiles and edit them.

MONEDIT.EXE- (Mouse required for this editor) This editor is similar to the
tile editor, but instead you can draw sprite images for monsters.
It works just like the tile editor with the image magnified 4x.

TILEVIEW.EXE- This utility allows you to preview various graphic images
within your game. The files can be entered at the command line so you can
associate the file types with this program. If you have noticed, icon files
have been included with KGI. You can use these for the icons of tiles,
sprites, etc. When you open a file, it will check to see if it is the
proper format then it will show the image. If you specify a tile it will
show up on the screen exactly how it should look like in the game.
Underneath the image the program will tell you if the tile is solid or not.
If you specify a monster image it will do the same and show up on the screen
exactly how it should in the battle scene of the game. However with sprites,
they will appear on the screen made up of random tiles of solid colors.
You can move the sprite on the screen using the arrow keys.
This may be useful in future versions of KGI if sprites have animations
and different views of direction.

BSV2KMI.EXE- This utility allows you to convert QB bsaved images to KGI's
monster images. This is really useful if you wanted to use some other program
to draw the games graphic images. However there are certain requirements for
a bsaved image. It must use SCREEN 13 and have only the first sixteen colors
of the DOS palette. Also when converting an Bsaved image to a monster image
be sure it has the dimensions of 38x48 or the image will be clipped.

BSV2KSP.EXE- Just like BSV2KMI, this program converts bsaved images into KGI
sprite files. Be sure the dimensions are 16x16 and remember that color 0
(Black) is the transparent color. The same rules apply to the bsaved images.

BSV2KTL.EXE- This program converts bsaved images into KGI tiles.
Just like sprites be sure the dimensions are 16x16.
The same rules apply to the bsaved images.

Note: A program called BSVBABEL can convert 256 or less colored bitmaps into
Bsaved images. With this you can draw your images in programs like Paint Shop
Pro or some other Windows Paint Program. When converting be sure to have the
palette set to Qbasic's Screen 13 palette. When drawing your bitmap for
images be sure to use the DOS 16 colors and the dimensions match those of
the image (16x16, or 38x48). Included with KGI are two bitmap images.
One called 16c_tile.bmp and one called 16c_mon.bmp. These can be used in your
paint program to draw your images because the dimensions are already set and
so is the palette. Just be sure to save it as 16 colors with the palette
specified using Save As. 16c_tile.bmp is 16x16 for tiles and sprites.
16c_mon.bmp is 38x48 for monster images. You can find BSVBABEL at
http://www.trelsoft.tk

KGIEDIT.EXE- This program is used to create the GAME.KGI file.
When you run it, it will check to see if a game.kgi exists and a tile.lst.
If it can't find one it will tell you and will be prompted to answer its
questions so it can create one. You can make any changes to the tile.lst file
by opening it up in an ASCII text editor; however to make changes to the
game.kgi file, you must delete it and retype it again. It is strongly
recommended to record all the data from the GAME.KGI file should disaster
fall or if you need to make a change.

KGIVIEW.EXE- This program will open up the GAME.KGI file and allow you to
preview it by display its contents.

MAPEDIT.EXE- This is the map editor, where you can create maps and set up
actions, warps, enemy appearance, etc. This uses VGA's Screen 12 (640x480 16
color display)

KGIMAIN.EXE- This useful program works great for those who are new to KGI.
When you run it, it asks for a number or letter representing a program.
When you press one, KGIMAIN will execute the program.
When the program is finished, DOS will return back to KGIMAIN.


4. The DEMO game/Game Engine

The Game Engine is the program called KGI.EXE. Run this when you want to run
your game. Remember the drivers SBMIDI and SBSIM must be loaded. If you are
running in pure DOS you may want to free up RAM after running KGI.
To do so just type the following:

sbsim /u
sbmidi /u or sb122old /u

Always make sure SBSIM is unloaded first.

When you start up the game engine, it will display the splash screen.
Next it will read the GAME.KGI and the TILE.LST files. Afterwards it will
load all the tiles and the sprite then display the game title screen.
When you start the game it will go to the options menu.
Here you can Start a New Game, Restore an Old Game, or Quit the Game.
When you start a new game, it will ask you to enter your name.
Once the game has started, you can move on the map by using the arrow keys.

Pressing F1 will give you the game controls.

F3 will toggle the debug mode which displays the players X and Y coordinates
and tell you on how much RAM is free.

F5 will Save your game into a file. Save games store the KGI version,
the game's version data such as the name, the author, the version, and the
copyright year, and all of the player's data. Save game files use the
extension *.KSV. When you are prompted to save or load a game, you will
see a file called TEMP.KSV. NEVER save over that file or load it. This is a
temporary file which is created during game play and deleted afterwards.

F6 will display your status which displays your stats, name, equipment, etc.

F7 will Load a previous save game. When you load a game, KGI will check if
the Game Engine version is correct, then it will compare the game's data
which includes the title, author, version, and copyright. If they don't
match, then the save game was saved with a different game and is invalid.
After KGI finds that it is an authentic save file, it will then load it.

ESC will quit the game. When in the Quit Menu Press Enter to confirm to quit.
Press ESC again to continue playing.

TAB or CTRL-I will display the inventory. This lists the items the player is
carrying and the quantity. Use the arrow keys to select an item to use and
press Enter to use it. This screen also displays on how much money you're
carrying. Press ESC to exit this Screen.

Pressing Enter on the map will perform the ACTION button. This is similar to
Pressing the A button on Nintendo game consoles. This can be used to talk to
people, open a chest, read a sign, etc.

The KGI DEMO GAME is a sample game that is used to demonstrate what KGI can
do. It is a separate download on our site because it can be updated at
different times than with new KGI versions. At the time of writing
(August 1, 2006), the DEMO GAME is not available yet. If you check our site
out in the next few weeks, it should be up soon.



5. Starting a new game

The following is a Tutorial that will teach you on how to create a KGI game.
If you follow along, this will teach you the basics of KGI and hopefully it
will make it seem less confusing. First thing you'll want to do is to create
a folder for your game to be placed in. Remember your folders path and be
sure that all folders to the path are eight characters or less. Next in the
KGI directory run KGIMAIN. This will make it a lot easier than copying a
bunch of files by hand.
In the menu, select the first option - 1) Start a New Game.
Press 1 on the keyboard and enter the path of your new game. KGIMAIN will
now copy all the necessary files into your directory. When it is done close
KGIMAIN and open up your game directory with your newly copied files.


6. Creating the Game.kgi

The first thing you should do once you have all of your files copied is to
create your game.kgi file. You can do this by running KGIMAIN and select
choice number 5) Create Game.KGI and Tile.lst, or run KGIEDIT.

Please note that KGIEDIT is a little buggy when checking files.

It will tell you that the tile.lst does not exist and begin asking you for
tiles to be used. Ignore this for now by pressing enter through each tile.
Once it has ended asking about the tile.lst, it may give an error and quit.
Re run if it happens and it will begin asking you questions for the game.kgi.
First enter the name of your game. After you've typed that enter the author
of the game (that would be you of course). KGIEDIT will then ask you for a
version string, for the game's version, and then a year string (copyright).
After you have entered the game's data it will request you for the starting X
and Y coordinates for the player. Oh...I almost forgot. Be sure that while
you are entering this data to be writing it down just in case if you needed
to retype this data in.

Next you will be prompted to enter the player's stats for the varying levels.
These include the following stats of each of the ten levels:

Max Health- The maximum amount of health the player can have. When the
player's health reaches 0 they die.

Strength- The physical ability to inflict damage

Agility- The ability to attack more quickly

Vitality- The ability to withstand attacks (It is sometimes called Guard)

Experience- The amount of experience points needed to reach the next level.
You earn experience after defeating monsters.
You don't set an experience requirement on level 10 as it is the last level.

Note: KGI refers the player as the name called Ego.

After you have entered the player's stats KGIEDIT will request you for the
name of the currency. The currency name appears after the amount of money
the player has in the inventory menu. Examples of currency could be
Gold Coins, Silver Coins, Gald, Gil, Dollars, Rupees, etc.

Now it is time for the items. Your game can have the total amount of 6 items
and the maximum quantity the item can have is six, which means the player can
only carrying six items of the same type at a time. After you entered the
item's name (which is limited to 12 characters.) Then you'll be able to
enter the item type. As of right now, you can only have two types.
One being an item that is used to heal 30 Health Points to the player,
the other is for an ordinary item that doesn't do anything.

Once you entered the data for items, you will need to enter the game's
equipment. You'll start with the weapons, then the armor, and then shields.
(Just to remind you...be sure to copy all this down on a sheet of paper.
You might need it again.) You can have up to 5 of each equipment type.
Starting with weapons enter the name of each and the attack power bonus.
The player's attack = the player's strength + the current weapon's attack
power bonus. The player's attack is how much damage the player can inflict
upon the enemy. Armor and Shields have a defense power bonus. The player's
defense = the player's vitality + the current armor's defense power bonus +
the current shield's defense power bonus. The player's defense is how much
damage they'll be able to resist from the enemy. The name's of each equipment
is limited to 12 characters.

Note: If you want less than 6 items, weapons, or armor types, You can just
hit Enter after you type in all the weapons, armor, items, you want.

Finally you must enter the stats for monsters. One KGI game can have up to
10 monsters. Each monster has the following stats:

Name- The name of the monster

Health- Once it reaches 0, the player defeats the monster.

Attack- The amount of damage the monster can inflict on the player
(Without resistance from defense)

Defense- The amount of damage the monster can resist.

Agility- The amount of speed. If the monster's agility is higher than the
player's, it will attack first, otherwise the player will.

Monsters have one last data set that is used for the image displayed in
battle. (KMI files). Enter the filename for each monster image.
(We know we haven't created any yet, but just enter them now and remember
what they are called when we do create them.)

Then the final data that is placed in the game.kgi file is the starting
map file (KMP). Enter the map file now and we'll create it later.

Now that you've created a GAME.KGI file, you're ready to make the graphic
images. Hopefully you've written down all the data on a piece of paper or
you could put in a text file. Keep it handy though just in case you need to
change your game.kgi. You'll also need for the monster images and the first
map file too. If you need to record the data, run KGIVIEW.


7. Creating Tiles

Tiles is what makes up your game's world. Without them, your world would be
simply black.
If you haven't run KGIMAIN load it and select number 3) Tile Editor, or
optionally run TILEDIT. Tiles are fairly easy to draw. Use arrow buttons
move between colors. You can press the number of each color as a shortcut.
For example you can press the 4 key and the color will be switched to color
4, red. For numbers 10 and over you press the HEX number (For 10, 11, 12;
press A, B, or C)

Here's a small table containing the sixteen DOS colors
Color          Number           Hex Value    Key to Press

Black            0                00h             0
Dark Blue        1                01h             1
Dark Green       2                02h             2
Dark Cyan        3                03h             3
Dark Red         4                04h             4
Dark Magenta     5                05h             5
Brown            6                06h             6
Light Grey       7                07h             7
Dark Grey        8                08h             8
Light Blue       9                09h             9
Light Green      10               0Ah             A
Light Cyan       11               0Bh             B
Light Red        12               0Ch             C
Light Magenta    13               0Dh             D
Yellow           14               0Eh             E
White            15               0Fh             F

When you are done drawing the tile press ESC and it will prompt you if you
want to save it. If you type Y or Yes, it will ask whether you want to save
it as a tile or sprite. Sprites can be named anything you want, but it must
be called EGO.KSP if you want KGI use it. If you save a tile it will ask you
if you want it to be solid or walkable. The player can walk on walkable and
not on solid tiles. Unfortunately, TILEDIT cannot edit previously create
tiles.

When you are converting a bitmap image into a tile, you must first draw it
using the sixteen color palette in your paint program. You can use the
16c_tile.bmp. When you have finished drawing your tile, use save as and save
your new tile. Copy the bitmap into the bmp directory of BSVBABEL. Then
start BSVBABEL. Select your bitmap containing the tile (along with any
others you wish to convert.) Be sure that Screen 13h palette is set.
Then convert them. Open the BSV sub-folder of BSVBABEL and copy the bsaved
images into your game directory. Open up BSV2KTL and type in your bsaved
image. If it fulfills the requirements of bsaved image it will prompt you if
you want to save it and if you want it solid or walkable.

Remember that you can create as many tiles as you want, but you can only use
10 in a game.


8. Creating the Sprite

To create a sprite, you do pretty much the same thing as creating a tile.
Use TILEDIT or Select 3) Tile Editor from KGIMAIN. When you are drawing your
sprite remember that color 0 - black is used as the transparency color. Also
when saving you don't have to call your sprite EGO.KSP, but it must be called
that in order for KGI to use it.

When converting a bitmap to a sprite, just follow the same instructions as
before, but use BSV2KSP.


9. Creating monster images

When creating monster images, you run MONEDIT or select 7) Monster Image
Editor. Monster images (KMI files) are 38x48 bitmaps that are displayed on
the screen to represent what the monster looks like. MONEDIT works just like
TILEDIT. Be sure you have created all images for each monster and have the
correct file names from when we created our GAME.KGI file.

When converting a bitmap to a monster image you'll want to use 16c_mon.bmp
and use BSV2KMI.


10. Creating Tile.lst

Now that we have our images for our game, We must create the tile.lst so KGI
will know which tiles to use. If you still have that fake tile.lst that was
created in KGIEDIT, delete it now an run KGIEDIT. Enter the names of each
tile you are going to use. Remember that you can only use 10 tiles. First
filename you type will be referred as tile # 1, the second being #2 and so on.
You could also edit the tile.lst file in an ASCII text editor like notepad
if you need any changes.


11. Designing maps

We have our game all set up now to start creating maps. Maps are 20x15
mappings made up of tiles. You can have as many maps as you want as each are
loaded into the RAM as it is used. To Create our first Map, you must load
MAPEDIT, or select B) Map Editor within KGIMAIN. Maps are very comprehensive
compared to the other files we've used earlier. When you start it up, you'll
notice that it runs in VGA SCREEN 12 (640x480x16 colors). Before you, you
will see the map. Notice that it will be, by default, covered completely in
whatever you chose to be the first tile. To the right of the screen, you'll
see the Display Panel.

If you use the arrow keys, you'll notice that a white Square Cursor will move
on the Screen.

Use the + and - keys on the keyboard to switch between tiles.
Beside Current tile is the current tile selected and it's number.
You use the Space Bar to place tiles on the map. Pressing Enter over a tile
you haven't selected will "grab" it like if you used the Color Dropper in
Paint. The X and Y displays the current X and Y coordinates. Press Tab to
switch to a different drawing mode. In this mode, you'll notice that the
color of the cursor has switched to blue. Now when you move the cursor, it
will draw the current tile over it without you needing to press Space.
When you finished "drawing" your map, you're ready for other settings.
Press the M key and you will be asked to type in MIDI file that will be
played on the map.

Note: You can use other midis for a bunch of other things other than just
maps. For an example. If you specify a title.mid, it will be displayed on
the title screen. These are optional though. Here's a list:

Title.mid - Plays on title screen
Options.mid - Plays on Option Menu Screen
Battle.mid - Plays During Battle
Death.mid - Plays when Player dies

Press S and you will be in the string editor. Strings are messages that are
displayed on the map. You can have up to 5 strings. Once in the string editor
select the string you want to edit.

After creating Strings you have Map Links which link other maps to the one
you currently have. Press L then press The number representing which edge.
1=up 2=down 3=left 4=right
After selecting the edge, select the new map, and choose whether to appear
on the opposite side of the new map, or at a new X and Y coordinate.

Once the Links have been created, you can add 3 Warp Points. Press W to enter
the Warp Editor. Select the warp number and select the X and Y coordinate in
which the player is to warp on the map. Next select the new map to warp too.
Then the new X and Y coordinates when the player has warped to the new map.
Warps can be used for towns, caves, castles, etc. in overworlds or stairs in
dungeons.

After Warps you can press # key to select the number of enemies to appear on
the map. Enemies are invisible and placed randomly on the map. Once the
player has reached a spot were an enemy is, a battle starts. Please note
that the number of enemies that appear, do not affect which ones do appear.
It only affects the probability of a battle. Obviously there should be more
in dungeons and as the game progresses than there will be in the beginning to
increase the game's difficulty. If you have the number of enemies set to 0,
no monsters will appear nor will there be any battles.

Pressing E will set the Enemy appearance. This will tell KGI on what enemies
will appear on the map. Hopefully, you copied the data from the GAME.KGI file.
Each monster has a number associated with it. The first enemy that you
entered for an example will be Monster number 1. Press the key with the number
to toggle which monster will appear or not. By default, none will appear.
Be sure that if you have the number of enemies set to a number above 0, that
at least one monster type will appear, otherwise errors could occur.
If there are no enemies on the map, no battles will be taken place,
so the enemy appearance is just ignored.

Finally, pressing A will open up the Action Editor. Actions can be used for
all sorts of things. Talking to people, opening a chest, reading a sign,
examining a strange object, etc. You can have five actions on a map. When you
select one, it will prompt you for the X and Y position of the action. The
player must be in the position specified or on the tile adjacent to it. For
an example, if you had (7,8) then the player could also be at
6,8; 6,7; 7,7; 8,7; 8,8; 8,0; 7,9; or 6,9. Because of this- try to keep
actions at least two tiles away from each other. When the player is on one
of the locations and Presses Enter, the action will be performed.
After the X and Y coordinates is the String number to display.
I would recommended to use each string for each action.
For an example, if I had action 1, I would specify string 1 for the action.
After the string number is the result type. There are six result types.
Some have parameters, others don't. Of those that do, some have two while
others will have only one.
0- no result. Just displays message.

1-give gold to player: Player will obtain the amount of gold specified in the
next parameter.

2-full hp: Player health will be fully restored to the maximum.

3-yes/no: The first string was a question. The first parameter is the string
number for Yes. The second parameter is the string number for No.

4-get item: The player will obtain the item number specified in the first
parameter. If the player already has the item
the quantity will increase by 1.

5-get equipment: The player will obtain equipment. The first parameter
specifies the equipment's type. 1 = a weapon. 2 = an armor. 3 = a shield.
The second parameter is the equipment type's number.

This can sometimes be a little confusing. So if you have any questions you
can go to our forum: http://www.kierragames.proboards67.com

When you have finished your map. You can save it by pressing F1. Then enter a
file name. Maps have the extension of (KMP). If a map already exists it will
confirm if you want to overwrite it. You can load a previously created map by
pressing F2. To exit, Press ESC.
Congratulations. You have created your first map and have completed the
tutorial. Have fun creating your KGI game.


12. Distributing Game/Engine

When you have finished your game, you'll probably want to distribute it.
When you do be sure to include the following files required by KGI:
KGI.EXE
KGI.BAT
KGIXP.BAT
SBMIDI.EXE
SB122OLD.EXE
SBSIM.COM
KIERRA.MID
SBSIM.CFG
DRIVERS.DAT
EGABIOS.KBF
KGIBIOS.KBF
KGIDATA.KDT
All your midis, tiles, sprites, images, maps, etc. in your game.
Any other files with your game.

You can rename KGI.EXE to anything you want. Maybe the initials of the Game.
I don't have a problem if you want to sell your game, but only with these
files listed above. However, I'm not sure if this can be allowed in the
GNU license, so I would recommend not to. As it says in the GNU license,
you are forbidden for selling the editors along with your game.
A mention of the use of KGI would be nice, but you don't need to as there
is the splash screen, but try to include a link to our site.
If you have any questions on distributing your game feel free to ask them
on our forums.

13. Credits

Special Thanks to the following people; without them KGI would not be
possible.


Sierra Entertainment (Sierra On-Line) for making King's Quest.
Without them, I would have never wanted to program computers.

Nick Sonneveld for making NAGI. It gave me the idea for what became the
basis of KGI.

J. B. for creating Sonic X-treme. It gave me the inspiration to create KGI
when I thought QBASIC was way too limited to do anything.
(I didn't know about libraries and assembly usage in QB before then)

Vic's QBasic Programming Tutorials. The bitmap tutorial gave me the idea for
making KGI a RPG game engine. The RPG tutorial helped me develop the map
engine for the prototype; the final version map engine was based of the
prototypes. The mouse tutorial was used to incorporate mouse support in
some of the editors.

Trelsoft Freeware for BSVBABEL. I'm sure this program will be helpful to KGI
users.

Tiko of BMT productions for MAKEPIC 3. The tile and monster image editors
were based off it.

Roto for creating the Dragon Warrior Town Editor. The map editor is based of
this.

Jesse Dorland for QMIDI. Thomas Laguzzi for putting QMIDI in a library.
This helps games quite a bit by adding music to them. Have QMIDI as a
library helped make KGI easy to manage.

Creative Labs for the SBMIDI and SBSIM drivers. Without these,
QMIDI couldn't have existed.

And anyone else I forgot.


