Index: README ================================================================== --- README +++ README @@ -161,10 +161,12 @@ * sql.doc: This file lists and documents each of the SQL functions and SQL tables that are available. This is not relevant to programming the rules of the game; it is used for user customization, and for performing batch operations when editing, and for producing reports. + +* tutorial.doc: Tutorial documentation. === Other files === Free Hero Mesh also includes the following other files, which are not the Index: misc/mbform.doc ================================================================== --- misc/mbform.doc +++ misc/mbform.doc @@ -310,11 +310,11 @@ [59*] Bit constant 0-31; the second byte is the number 0-31, and at runtime it is replaced by the relevant 32-bit number. [60*] Sound constant (see section about user sounds) -[61] 0=ClassCount/1* (I don't know what this does), 1=GetArray +[61] 0=ClassCount/1*, 1=GetArray [64/3*] SendMessage (to Self) [65/4*] SendMessage ADDED tutorial.doc Index: tutorial.doc ================================================================== --- /dev/null +++ tutorial.doc @@ -0,0 +1,78 @@ +This document is a tutorial of the use of Free Hero Mesh. + +(NOTE: This tutorial is incomplete.) + + +=== Installation === + +1. Compile it (if it is not already compiled). See README file for details +about compilation. I will assume it called "heromesh" and is in the PATH. + +2. Copy "default.heromeshrc" into a file in the home directory called +".heromeshrc" (if in portable mode, instead put it in the same directory +as the executable file and call it "current.heromeshrc". + +3. (Optional) Customize the configuration file. (This document assumes +the default key/mouse bindings, but you may customize them if desired.) +This file is a plain text file and can be edited in any text editor; see +config.doc and bindings.doc for details about the configuration file. + +4. Make up puzzle set (using the instructions below). + +5. You can edit and test levels, classes, etc. + +6. You can publish the composite puzzle set file if desired. + + +=== Making the puzzle set === + +1. Decide the base name of the puzzle set, which should not include a dot, +nor should spaces be included (underscores and hyphens are OK, if it does +not start with a hyphen). The names of the four files of this puzzle set +will then be that base name followed by ".xclass", ".class", ".level", +and ".solution". + +2. Make the picture file and class definition file, in either order. + + a. Write the class definition file in any text editor (e.g. vi or emacs). + See class.doc for details of this format, or see sokoban.class for a + simple example. + + b. Make the pictures; use "heromesh -p" and then the base name of the + puzzle set. This brings up the picture editor. + +3. Run "heromesh -n" and the base name, to create an empty level file and +empty solution file. + +4. Run "heromesh -e" and the base name, to load the level editor, to make +up a level. You can then save by CTRL+S and test by CTRL+P to play this +level; if you solve it, push CTRL+S to record the solution. This only +saves the puzzles in the user cache database and not to the puzzle set +files (unless the .autoSave option is set). + +5. (You can skip this step if the .autoSave option is set.) Run "heromesh +-f" and the base name, to write the changes to the puzzle set files. + +6. (Optional) Once you have finished, you may wish to make a composite +puzzle set file. Use "har c" and then the names of the files that make up +the puzzle set and then ">" and the file name for the composite puzzle set, +to make up the composite puzzle set file. You can then use "heromesh -z" +and the full file name of the composite puzzle set, to load it. Note that +a composite puzzle set is read-only; to edit it, you must split them into +separate files again. + + +=== Picture editing === + +(TODO) + + +=== Class editing === + +(TODO) + + +=== Level editing === + +(TODO) +