                              ,'~ LemmingZ ~`,
                                 Version 0.99

         Created by Christopher Tremblay <ti_chris@yahoo.com> <Legendz>
   Special thanks to SmartGamer (Adam) for all his help on the debugging and
                  level creation for V0.98B "it's apreciated!".
         Also to everyone for their input/support for the later versions


(A web-page will be setup for version 1.0 which will have all the levels
 created and the up-to-date tools for making them).  As far as I know, this
 version has *NO* bugs.  Please report anything you find.

 Unfortunatelly, I don't believe the 2P is fully working yet.  I'll try to
 get a calcualtor from a friend so I can test it sometime soon =).
 You can always try it at your own expense...

VERSIONS: 0.98B - The very first version of LemmingZ was released.  It was
                  pretty complete for 1Player.

          0.99B - Fixed the text writing problem where garbage would be
                   written
                - Fixed the grayscale layer problem when the lemming would
                  have a number (bomber) and go too high.
                - Fixed the background drawing routine (It used to screw-up
                   the 8th line)
                - Improved the LZ77x compression
                - Optimized for size (~3% more compression then before which
                                      is pretty good compression wise)
                - Cooked the first 2Player version (At this point it's all
                   theory.  If ANYONE made it work or had problems with it,
                   please let me know).  Please see the 2Player section.
                - Added lower animation (flexible bitmap animation)
                - First time the source code has been released
                   (I suggest reading my Optimization document to understand
                    everything written in the code if you don't understand -
                    you may find it at ticalc.org)
                - Modified the beginner level to support the new features


HISTORY:
     LemmingZ has a rather long history.  The original game has been created
by the guys at Psygnosis.  The first time I saw this game was in 1991 on the
PC.  It caught my eyes right away.  A bit later, I saw a Amiga version which
was even better.  It supported 2 players and proved even more fun (I'm not
sure which came first : The Amiga version or the PC version).  Nonethless, a
bit later, I also got Oh No more Lemmingz which was another set of undeniable
challenges.  I had yet to see what I evaluate as the gretest game : Lemmings
Tribe.  Now that was a excellent game.  It supported tons of type of actions,
the music was wicked just like all the previous games and it got my attention
for quite a long time.   3D Lemmings and Paintball Lemmings was also released
but I personally didn't like them much since they didn't follow the same old
tradition.

     Besides the PC and Amiga versions, you may find a HP48 and TI-92 version.
There's tons of pages on the net about Lemmings if you start to feel this
sudden urge to know more about it.


KEYS:
     I didn't get one single complaint when I released the game for the first
time besides the keys.  The control in version 0.98b wasn't too obvious and
even although this version has tried to minimize this effect, the fact still
is that you will not have an easy way out with only 5 "Fx" keys on a calc.
Nonethless, I believe I came up with a reasonable key mapping. (I hope)

  Up          - Moves the cursor to the lemming above the current one 
  Down        - Moves the cursor to the lemming below the current one 
  Left        - Moves the cursor to the lemming at the left of the current one
  Right       - Moves the cursor to the lemming at the right of the current one
             
  F1          - Converts the lemming to a climber
  F2          - Converts the lemming to a floater
  F3          - Converts the lemming to a bomber
  F4/M1       - Converts the lemming to a blocker
  F5/M2       - Converts the lemming to a builder
  M3          - Converts the lemming to a basher
  M4          - Converts the lemming to a miner
  M5          - Converts the lemming to a diger

  Alpha-Left  - Moves the screen to the left
  Alpha-Right - Moves the screen to the right
  Alpha-Up    - Increase contrast
  Alpha-Down  - Decrease contrast 

  2nd-Left    - Moves the cursor to the lemming above the current one (nonstop)
  2nd-Right   - Moves the cursor to the lemming below the current one quickly (nonstop)
  2nd-Up      - Moves the cursor to the lemming at the left of the current one (nonstop)
  2nd-Down    - Moves the cursor to the lemming at the right of the current one (nonstop)

  2nd-#       - Stores the lemming preset
  #           - Restores the cursor to the last preset
  Exit        - Mass Kill


  Use "2nd" to select 1/2 players and to follow through with the pre-level and
  post-level screens.
  use "Enter" to select the level


REQUIREMENTS:
  - ~10K of free RAM for the game (~10K of RAM for runtime)
  - Tested with HW versions 1.2 & 1.3




LEVEL CREATION (PS : A Linux version and a Windows (GUI) Version should be
                released in Version 1.0)

THE BMPS
     The first step to create your level is to make your BMP files.  You need
2 BMPs.  The first one contains the "look" and the second one tells the program
where the "hard" dirt is located.  Both BMP must be saved as windows compatible
16colors BMP files.  The palette is expected to be Windows' default palette.
(The one you find in paint).  It really doens't matter much if you change the
palette, but do make sure that color 0=black, 7=light grey, 8=dark grey and
15=white.  The rest, the program won't care about.  If all is good, your BMP
should be around 6'774bytes.  Feel free to use any fancy programs to make
theses.  I personally like to draw them first, scan them in Photoshop, do a
few touchups and save them.

THE SCRIPT FILE:
     The Lemmingz "LemLev" program requires a script file to run.  This is
done for compatibility amongst the various TI versions and potential future
versions of the game.  All you'll need to do to get a level under another TI
or version is to recompile it with the new version of LemLev.  Anyhow here's
a full list of the tokens, their meaning and expected values.  Note that the
script isn't case sensitive except if specified.  The Value domain is *NOT*
verified in LemLev.  If it overlaps the value, it will probably still compile
the level and crash the game.

Token Name      Domain    Description

Climber         0-99      Amounth of Climbers allowed
Floater         0-99      Amounth of Floaters allowed
Bomber          0-99      Amounth of Bombers allowed
Blocker         0-99      Amounth of Blockers allowed
Builder         0-99      Amounth of Builders allowed
Basher          0-99      Amounth of Bashers allowed
Miner           0-99      Amounth of Miners allowed
Digger          0-99      Amounth of Diggers allowed

StartX1         8-248     Center X value of the first entry door
StartY1         0-44      Top Y value of the first entry door
Start1Direction [L/R/U/D] First entry door Lemming's initial direction
EndX1           4-252     Center X value of the first exit door
EndY1           8-52      Bottom Y value of the first entry door

StartX2         8-248     Center X value of the second entry door
StartY2         0-44      Top Y value of the second entry door
Start2Direction [L/R/U/D] Second entry door Lemming's initial direction
EndX2           4-252     Center X value of the second exit door
EndY2           8-52      Bottom Y value of the second entry door

FlameX1         0-24[0/8] Left most X value of the first flame
FlameY1         0-[44/36] Top most Y value of the first flame
FlameStart1     0-63      Frame where the first flame starts to blow
FlameLen1       8-255     Number of frames it takes for the first flame to blow again
Flame1Direction [L/R/U/D] First flame's direction

FlameX2         0-24[0/8] Left most X value of the second flame
FlameY2         0-[44/36] Top most Y value of the second flame
FlameStart2     0-63      Frame where the second flame starts to blow
FlameLen2       8-255     Number of frames it takes for the second flame to blow again
Flame2Direction [L/R/U/D] Second flame's direction

FlameX3         0-24[0/8] Left most X value of the third flame
FlameY3         0-[44/36] Top most Y value of the third flame
FlameStart3     0-63      Frame where the third flame starts to blow
FlameLen3       8-255     Number of frames it takes for the third flame to blow again
Flame3Direction [L/R/U/D] Third flame's direction

Minute          0-99      Minutes given to complete the level
Second          0-60      Seconds given to complete the level
TotOut          1-64      Total number of lemmingz going out of the entry
TotIn           1-TotOut  Total number of lemmingz required to complete the level
Speed           1-99      Frame speed of the lemmingz comming out

Next            <name>    Script filename of the next level
LookBMP         <name>    BMP filename of the level's background
HardBMP         <name>    BMP filaname of the level's hard data
AnimBMP         <name>    BMP filename of the foreground animation data
Name            <name>    Level name from 0-8 characters
Generate        <n/a>     Enter the object's position Graphically (GUI)

Descr           <string>  Level description shown once selected
IfLemIn1        #, <str>  Numbers of lemmingz under which to display <str>
IfLemIn2        #, <str>  Numbers of lemmingz under which to display <str>
IfLemIn3        #, <str>  Numbers of lemmingz under which to display <str>
 * PS : They must follow this rule : "IfLemIn1(#) < IfLemIn2(#) < IfLemIn3(#)"


SMALL NOTES:

     When you see brackets [#/#] it means you must choose one of the tokens
write in there.  Example : 24[0/8] means you can either choose 240 or 248.

     As for the directions, the [L/R/U/D] choice is actually
[Left/Right/Up/Down].  I wrote the first letters for it to fit in the column
but the program requires the whole word to be written in order for it to work.

     You don't have to include *every* of theses field for the script to work.
The default value will be set to 0 or "" in case of strings.

     If you'd like to test to see if your BMP loads correctly, you may use the
Generate command.  This command is also usefull if you don't know the exact
(X, Y) values of the things you place on the level.  Note that you must place
the objects on the first BMP which is the topmost.  The other one is simply
there to show you what comes out.

     Last note ; about the entries which talks about "frames".  There is a
total of 7 updates per second in LemmingZ.  This means if the value is 7,
it will actually be a second.  If you insert 1, it will be 0.14seconds etc...
Know that the framerate is actually higher then this.  The frames are only
used to synchronize the lemming's movement.


FINAL WORDS:
     I guess this is all I can think of for now...  You can reach me at
"ti_chris@yahoo.com".  


PS : I will not be held responsible for any dependancies which will be
generated by this game.  You have been warned =).
