============================================================================== One Must Fall 2097 Tournament Compiler ============================================================================== The tournament compiler is a development utility that Rob used to add pilots to OMF tournaments and generate full tournaments. We're releasing this utility freely for your enjoyment, so enjoy it but please don't call or email us with questions because we're already really busy developing new games and helping customers with existing ones. We hope you understand. This program requires DOS4GW.EXE. If you do not have it in the directory or the path, then copy the file DOS4GW.EXE from your OMF directory. *************************************************************************** Please make a backup copy of OMF before using the tournament compiler; Some files may be altered! *************************************************************************** OMF is set up to recognize additional tournaments automatically. Unlike other editors that REPLACE the existing game files, the OMF tournament compiler can be used to add new tournaments or modify existing ones. So, you can keep adding as many tournaments to OMF as you like. SHAREWARE USERS: The shareware version of OMF is able to run only tournaments which DO NOT use "registered" robots (Jaguar, Shadow, Thorn, and Pyros are usable in the shareware version). Furthermore, the shareware version of OMF will only recognize the tournament with the lowest entry fee. To edit the tournaments, all you need to do is use a text editor to open the file *.LST and edit it. To edit the enemy photo file, just change some values in the *.PHT file. When you're finished editing these files, run the corresponding .BAT file to compile your new tournament. (So if you're editing the WORLD.LST and WORLD.PHT files, run the WORLD.BAT file to compile the modified tournament.) Doing so will create two new files: a .PIC file and a .TRN file (in the above example, WORLD.PIC and WORLD.TRN). The easiest way to create your own (new) tournament is to edit one of the existing tournaments (the corresponding .LST and .PHT files). When you're done editing and have run the corresponding .BAT file, simply rename the .TRN and .PIC files to whatever you like (being the same name, with a different extention). Note: If you're going to make tournaments this way, it's best to keep the "editing" files in a separate directory from the full OMF game. Just copy the resultant .TRN and .PIC files to the OMF directory to play the new tournament. To distribute your new tournaments, all you need to include are the .TRN and .PIC files. Editing the .LST file ---------------------- The .LST file contains all of the information about the tournament except the actual pilot pictures and robot colors. The text and picture for the various tournaments can be edited, as well as almost every aspect of the pilots within the tournaments. The original WORLD.LST has been provided as an example. All lines beginning with a // are comments only, and serve no real purpose other than for explanation or description. Editing the Tournaments ----------------------- Below is a description of what many of the values do in the *.LST files. The actual file also has comments throughout to help explain the purpose of each section. Enemies: After entering all of the intial tournament information and text, you must define the tournament opponents. ENEMY=0 ; Enemy number, starting at zero (initial position/rank) NO MOVEMENT ; Keeps rank constant throughout tournament (optional) NAME=Ian ; The enemy pilot's name (of course) QUOTE=Hi. ; What the pilot says when challenged ROBOT=Nova ; Which robot the pilot fights with. Valid entries: any specific robot name, RANDOM ENHANCEMENT 11=2 ; Robot # "=" Enhancement level (0, 1, 2). Separate lines are needed for each 'bot if ROBOT=RANDOM WINS=32 ; Number of wins LOSSES=1 ; Number of losses Note: These values change as the tournament progresses, based on simulated fights. ARM SPEED=6 ; 'Bot's arm speed, 0-9 ARM POWER=6 ; 'Bot's arm power, 0-9 LEG SPEED=6 ; 'Bot's leg speed, 0-9 LEG POWER=6 ; 'Bot's leg power, 0-9 ARMOR=6 ; 'Bot's armor value, 0-9 STUN RESISTANCE=5 ; 'Bot's stun resistance value, 0-9 PHOTO=0 ; This number corresponds to a value in the .PHT file SPEED=35 ; Pilot's speed, 1-25(63) POWER=31 ; Pilot's power, 1-25(63) ENDURANCE=35 ; Pilot's endurance, 1-25(63) OFFENSE=92 ; Offensive preference, 100 is high DEFENSE=120 ; Defensive preference, 100 is high Note: Keep 'em under 200 ATTITUDE NORMAL=20 ; Standard fighting method ATTITUDE HYPER=40 ; Aggressive ATTITUDE JUMP=45 ; Jumps 2-3 times more often ATTITUDE DEF=70 ; Defensive ATTITUDE SNYPER=40 ; Tries to sneak in quick hits whenever possible Note: Attitudes determine the general ways in which the enemy fights. The number tells how likely the player is to switch from one attitude to another everytime he's hit. Enemies start out in a "Normal" attitude. Higher attitudes indicate that the pilot will be in that attitude more often. Keep 'em under 150. AP THROW=250 ; AP SPECIAL=230 ; These are all preferences for certain actions. AP JUMP=120 ; AP LOW=-250 ; Values may range from -400 to 400, AP MIDDLE=150 ; AP HIGH=190 ; zero being neutral. JUMP PREF=-20 ; MOVE FORWARD PREF=190 ; MOVE BACK PREF=-20 ; LEARNING=9.0 ; How fast the computer learns your moves/tactics (max 15) FORGET=.12 ; How fast the computer "forgets" what it's learned (max 3) MONEY=9012 ; Base money this pilot starts with (in addition to the amount given in MONEY UPGRADE minus the MONEY DOWNGRADE x RANK). The other pilots go through "simulated" fights as you fight through the tournament, and may gain money along the way. COLOR 1=16 ; } Colors 0-15 are the standard colors that you'd find COLOR 2=16 ; } when changing colors in OMF. Color 16 is taken from COLOR 3=16 ; } the pilot file and is therefore changeable. Most pilots will use color 16 because of this advantage. WINNINGS=8000 ; The Base winnings for defeating this pilot (modified by the tournament multiplier and how much the pilot and 'bot had improved over the course of the tournament). Unranked Challengers: Unranked challengers are included at the end of the list, with higher enemy numbers. To make a character an "Unranked Challenger," just type the word SECRET on a separate line in the enemy attributes. The requirements to fight an "Unranked Challenger" are set by adding any of the following lines to the enemy profile: REQUIRED DIFFICULTY=1 ; Required difficulty setting (1-4) REQUIRED ENEMY=4 ; Reached after this enemy is defeated REQUIRED SCRAP ; Scrap required REQUIRED DESTROY ; Destruction required REQUIRED RANK=10 ; Set the rank you must be to be challenged REQUIRED MAX RANK=10 ; Challenger appears once you've reached this rank (and fulfilled all other requirements) REQUIRED VITALITY=50 ; Minimum required vitality remaining REQUIRED ACCURACY=10 ; Minimum hit accuracy required REQUIRED AVERAGE DAMAGE=14 ; Minimum average hit damage required REQUIRED FIGHTER=1 ; You must be using this robot (excluding Jaguar, Shadow=1, Thorn=2, and so on). ONLY FIGHT ONCE ; Enemy only appears once. If you don't beat him, he won't reappear. Editing other cool stuff: * You can change the tournament picture by specifying another .PCX screen after "TOURNAMENT PIC=" in the beginning of the *.LST file. Note that the pallete for this picture is limited to colors 145 to 168 on the pallete. * You can also specify which ending animation sequence to display after completing a tournament. You can choose from the 4 endings already in OMF, which are the following: NORTH_AM.BK, KATUSHAI.BK, WAR.BK, and WORLD.BK. Note that for the WORLD.BK ending, you need to set the TOURNAMENT NUMBER to 4 so that the palette is displayed correctly. Enemy Photo Compiler -------------------- The photo compiler is fairly limited because it was only meant for development use. It will operate correctly only with 320x200 8-bit PCX files. I used Deluxe Paint IIE to create these images, but other 320x200, 256-color graphics editors might work. Use this program at your own risk and discretion. Feel free to distribute player photo libs any way you wish. The batch file for each tournament that will compile the normal OMF pilots. Just type the file name to run it. Most things in the *.PHT script file should be fairly obvious, but here are a few things that may not be: * If your graphics editor changes the palette of pictures when you load them, it won't work with the photo compiler. NeoPaint seems to do this. Your best bet is to obtain a copy of DPaint IIE from Electronic Arts. * The bottom 48 colors of the PCX file are used for the customizable robot colors. Refer to the example PCXs. * You must stick to the palette specified in the example files for the photo. Do not use colors below number 160 or over 243. * Each pilot has a unique set of colors for his robot. You can change these colors by modifying the picture's palette. Look at the sample robots in the picture to see what your palette will look like. * The robots in the picture are useful for seeing your palette. They're not actually used by the game. Player Photo Editor ------------------- The character photo editor has also been included in this archive. You can edit existing player photos or add new photos for players to use with this utility. The same rules apply to the character photo editor that apply to editing the enemy pics. To compile a new set of player photos, just edit the PLAYERS.PHT file and run PLAYERS.BAT. The file PLAYERS.PIC will be created from this process. Just copy PLAYERS.PIC into your OMF directory, and all of the new character pictures will be available for pilot creation. To talk with other OMF enthusiasts and exchange pilot photos, tournaments, and other info, we recommend the following places: Internet news: comp.sys.ibm.pc.games.action Internet FTP: ftp.uml.edu CompuServe: GO EPIC and GO ACTIONGAMES America Online: keyword: PCGAMES, Action/Arcade message boards Exec-PC BBS: 414-789-4360 Enjoy! -Rob