This development kit contains all programs necessary for programming a B3D G3 game. Also included are programs that are not included in SiCoDe's B3D games, a datafile checker and templates for making your own B3D games.
The B3D engine is almost 100% customisable. This means that it is extremely easy to design custom levels, graphics and even Total Conversions. However, SiCoDe does ask that the following criteria be met when programming a B3D add-on or tool.
We hope this helps. If you wish to post your B3D add-ons on the internet, please email them as a .ZIP file to sicode@bigfoot.com and we'll be happy to post them onto SiCoDe's website (http://sicode.ticalc.org). Full credit will be given. Please post campaigns as a zip file, containing documentation (an example ADDON.TXT, is included in this ZIP) as this helps the gamer's enjoyment of the campaign.
If you are having problems with B3D, SiCoDe will be ready to help, email us at sicode@bigfoot.com
From all of the SiCoDe team, good luck
with B3D G3.
- The SiCoDe team
Website: http://sicode.ticalc.org
EMail: sicode@bigfoot.com
===SiCoDe Basic3D Generation 3===
Contents
UrbanEdtUrbanEdt will be a level editor for Urban Wars. It is still being developed.
The program file B3DDAT.83P is the campaign
data file. It contains the map matrices and mission briefings. To customise
your own campaigns, edit the one that comes with Urban Wars. Strings 0
to 5 are the different lines in the mission briefing screen and L defines
the level. THERE CAN BE MORE THAN FIVE LEVELS IN A CAMPAIGN IF DESIRED!
Campaigns can be used with any B3D G3
Game and as long as Hotspots are not used, in any B3D G2 game.
Hotspots
If a hotspot is triggered, the program jumps to the hotspot section of the B3D datafile. Any commands in this section will be executed. For example if a user wanted a message to appear on screen, the following code could be used.
: If A=1 and B=2
'Co-ordinates of player
: Text(0,10,"DIE SCUM!")
Console
When a user activates the console, the program jumps to the console section. Any commands in this section will be executed. So if someone wanted to put in, for example, a cheat code to get the talisman, the code below could be used.
: If Str0 = "TALISMAN"
: 1 -> T
Weapon Names
In the B3D Datafile, Strings 1 to 5 define the names of the weapons.
Monster Names
In the B3D Datafile, Strings 6 to 8 define the names of the enemies. This can help you build a better background to your campaigns.
Maps
Maps in Urban Wars can be any size whatsoever. From 1x1 (probably) to 100x100 (maybe, if the calc's mem can handle it!). They are stored as two Matrices, [A] and [B]. [A] is the map corridor matrix which tells B3D what graphics to show. [B] is the items matrix which tells B3D what items and enemies are in eaxh location. They must be the same size as each other.
Here are the matrix codes for corridor tiles.
[A] Map Corridor Matrix
O
O (Vertical Corridor) 1
O
O
OOO (Branch Left) 2
OOO (Branch Down) 3
O
O
OO (Branch Right) 4
O
O
OOO (Intersection) 5
O
OO
O (Corner Top Left)
6
OO
O (Corner Top
Right 7
OOO (Horizontal Corridor) 8
_ (Dead End Top) 9
O
O
OOO (Branch Top) 10
O
OO (Corner Bottom Left) 11
O
OO (Corner Bottom Right) 12
|O (Dead End Left) 13
O| (Dead End Right) 14
O
- (Dead End Bottom) 15
[B] Items and Enemies Matrix
0 Nothing
1 Level 1 Enemy (Militia Guard)
2 Level 2 Enemy (LibForce Guard)
3 Level 3 Enemy (ParaMil)
4 Health Boost
5 Medikit
6 Pistol
7 Shotgun
8 Uzi
9 Launcher
10 V.B.G.
11 Talisman
12 Flag
13 Pistol Ammo
14 Shotgun Ammo
15 Uzi Ammo
16 Launcher Ammo
17 V.B.G. Ammo
18 HotSpot - when players reach a point
on the map with this flag, the program will jump to the HotSpots section
of the B3D datafile. You can then program anything you want to happen,
such as teleportation or a message to flash up on screen.
Urban Wars uses Pics 1 to 9 to display the different types of corridor. Fortunately there is only nine types of view needed to be displayed! The original Urban Wars views were created using the method below. You may release your own graphic which will work in any B3D game.
1) A level was created in Duke Nukem 3D's
"Build" level editor on the PC with all the approprite corridors included.
2) Using the "Print Screen" function of
Windows, .BMP images were taken of screenshots from Build.
3) The .BMP files were converted to 2
colors and reduced in size to 94 by 62 pixels using Paint Shop Pro 5.0.
Several brightness and contrast filters were used to ensure that the view
was still recognisable.
4) Using TI-83/2 Image Viewer 2.6 (available
from TiCalc.org), the .BMP files were
imported and saved as .83I format.
5) The finished pictures were sent to
the TI-83.
I hope this helps. If you wish to post your graphics on the internet, please email them as a .ZIP file including documentation (an example of which is found as ADDON.TXT in this ZIP) to sicode@bigfoot.com and we'll be happy to post them onto SiCoDe's website (http://sicode.ticalc.org). Full credit will be given.
To program a Total Conversion, you must create a new graphics set and campaign set. Also a new interface must be programmed. The B3D engine can be used.
prgmZB3D contains all movement, combat and display data. Weapon and power-up names are contained here as well as Hit Points for enemies and properties for all weapons and power-ups. This is the actual B3D engine. prgmB3D contains all setup options, including mission briefings and options screens. The name "prgmB3D" should be replaced with the name of your program. prgmB3DDAT is the B3D campaign data file containing maps, mission briefings and monster names.