Gernot #1 Posted January 22, 2018 (edited) i started to create a couple of manuals formatted especially for the LTO Flash! i showed this already off how i reproduced the overlay, the intention is to create a short more reference card like manual for the "LTO Flash!". you have 20 columns you caqn use, while you have to keep in mind that the inty only shows 159 pixels. which means all letters will be properly wrapped at 20 columns except other symbols e.g. "-" or "@". in cases of a graphical use of such symbols you won't like to wrap it manually and leave it up to the "Flash". of course i share what i alreadya made and i wil rewrite more, but i would appreciate if some others would start to rewrite them in the same manner because there are a lot of manuals ahead. how that shit looks like: these are just the top "page" of the manuals, i would have made clips, but the time is to tight to upload them right now. for the interested ones i've created a character set which represents the charachters used by the LTO Flash! since the whole set doesen't fits to 12 lines i joined two images the first lines are reserved for the LTO FLash! logo. interesting is maybe the ® which is ahead of the normal characters. the file i used is this one: charset.txt since windows character table is 20 colums you can use it well to find the characters you like (use system or similar fonts, windows western character set). this file is word wrapped, so it reflects what you see in the character table: charset 20columns.txt finally the controller layout (overlay) which i use for my manuals: Overlay.txt i've posted already one, nonetheless here's such a manual * * / \ / \ / \ / \ \ / 4-TRIS \ / +-+ +-+ |o| |o| | |++++++++++++| | |o| |o| | | __ | | |o| / \ |o| | | |JZ| | | @@@@@@@@@@@@@@@@@@@@ by Joseph Zbiciak INSTRUCTIONS (for one player) CONTROLLER LAYOUT +----+----+----+ | 1 | 2 | 3 | C | | | | C C | | | | C W +----+----+----+ W < | 4 | 5 | 6 | > | | | | R | | | | R O +----+----+----+ O T | 7 | 8 | 9 | T | | |UN- | < |MUTE| |MUTE| > C +----+----+----+ C W | C | 0 | E | W | | | | |NEXT| | | +----+----+----+ v DIRECTION v At the title screen: [1] = Level 1 [#] = Level # [9] = Level 9 [C] = Level 10 [0] = Sound Test Any other input starts at Level 4. CONTROLS DISC: Moves piece left, right or down. Action Buttons: Rotates piece. Top button rotates counter-clockwise. Bottom buttons rotate clockwise. [4] [6] [C]: Toggles "Next Piece" display [7] [9]: Mutes/un-mutes background music. SCORING C = Lines cleared -+------------------ C| Level number -+------------------ | 1 | n -+-------+---------- 1| 1000 | 500*(n+1) 2| 3000 |1500*(n+1) 3| 6000 |3000*(n+1) 4| 12000 |6000*(n+1) -+-------+---------- Easter Eggs ----------- Title Screen Easter Egg Credit: Joe Zbiciak R or L Controller: Press and hold: [6] [9] Press Reset The title screen shows a message from Joe. Hidden Game Easter Egg Credit: Joe Zbiciak Left Controller: Press right on disk Right Controller: Press and hold: [5] Press Reset You get a hidden game - Pong!. Diagnostic Test Easter Egg (cartridge rel.only) Credit: Joe Zbiciak R or L Controller: Press and hold: [1] Press Reset The cartridge enters a ROM self-test. -------------------- 2000 Joe Zbiciak www.primenet.com/ ~im14u2c/intv/ -------------------- Unauthorized LTO Flash! version \ / Gernot Schrader 2018 / \ the very last character must be EOF, means if the last character is the end of file and it won't be displayed, thus end your files with "return" (at least one line or character more as the text). i didn't came far with creating manual, thus i only have a couple to share already. LTO Flash manuals 1.zip contents: Astrosmash! ("Meteor" and "Competition" have separate manuals, very short and comes closest to my intention of a quick reference) Backgammon (because i like the game, it's not a well made manual and i only stripped the lower part of "how to play backgammon") Air Strike (because of the missing "Helicopters" (call enemy) in the original manual for this prototype). Tetris 4-Tris (just because it's cool) Zombie Marbles (cool game, manual written from scratch) StudioVision: Unplugged Space War Fun with Numbers Tennis Baseball (because they was written already by me) that's it so far. -------- off topic i would have some issues to post which i have using the LTO Flash! nothing serious and caused by the games and not by LTO Flash! in general it's that issue i have with "Stack 'Em". since that's just one little game (how much i like it ever) it's not worth to hunt for the error i guess. however here is the strange behave i encountered (also clips ready, i will see...) if i start "Stck 'em" using "LUI" and the inty shows the title screen of the "LTO Flash!" it runs properly, neither the display is deranged in position. strangewisely if i run it from the menu it hangs, nothing goes the game hangs up. here's the clip, sorry for the bad quality my handy produces. (caugh ) if you watch attentive you will notice that when i run it from LUI from the title screen the letters "T" and "O" from "LTO" are displayed still in the running game (sometimes they vanish with a reset, sometimes not). the only sad thing is i can't run it from the menu, then it hangs. also if i leave the title screen and enter the menu it will fail when started from LUI. having the cpomputer attached to my inty helps, since it runs then, but of course it's not fully satisfying, since maybe i like to use my inty independent of my computer. else i can play "Stack 'Em" emulated using an older JZINTV release (newer releases show a deranged display), or if i use mess which displays the game proper. besides mess is funny, of course all games which aren't present in the database are difficult to run except as "rom", if it's a bin mess takes the config from its database and if the game isn't present it refuses to start. but some homebrews act weird, assuming mess is accurate i have to state "no it isn't, if a game runs on my console and it fails in mess, mess can't be accurate" because i.e. "StudioVision unplugged" runs now fine on the hardware, but all of them refuse to run in mess, it hangs up. i found out games which use a cartridge ram, which is the case for StudioVision and li'l Bro and which aren't in the database (which is certainly even the case) can't be run using mess. they would have to be in ".bin" format but since mess doesn't reads the config files and depends on it's database, all of them fail. Edited January 22, 2018 by Gernot 1 Quote Share this post Link to post Share on other sites
Gernot #2 Posted January 22, 2018 (edited) as a second example maybe this two "Air Strike" for which i used some of the graphical characters, precisely the dash which is on top of the character spacing to make the lower wing of the biplane. ***AIR STRIKE*** _________|_________ \/ \/--o+o--\/ \/ /\ /\ |ÏOÏ| /\ /\ ÏÏÏÏÏÏÏ|___|ÏÏÏÏÏÏÏ |-| @@@@@@@@@@@@@@@@@@@@ INSTRUCTIONS (for one player) CONTROLLER LAYOUT +----+----+----+ | | | | |*** | ** | * | G |FLIP|FLIP|FLIP| G U +----+----+----+ U N | | | | N < |****| | | > |FLIP|FLIP|FLIP| +----+----+----+ | | | | < | | | | > B |FLIP|FLIP|FLIP| B O +----+----+----+ O M | |CALL| | M B | |ENEMY | B |FLIP| |FLIP| +----+----+----+ v CLIMB/DIVE v SELECT SPEED: [3] - Slowest [2] - Slow [1] - Average DISC/any key - Fast CONTROLS: KEYPAD ANY but 0: Flips the plane upside down. KEYPAD 0: Calls enemy helicopter UPPER SIDE BUTTON: Fire gun LOWER SIDE BUTTON: Drop bomb DISC: Plane is Upright Left = Climb Right = Dive Plane is Upside down Left = Dive Right = Climb -------------------- 1979, 1998 Intellivision Productions, Inc. -------------------- Unauthorized LTO Flash! version \ / Gernot Schrader 2018 / \ neither the browser nor OSX text edit will display the © character, i assume because it's not part of a common asci character set and the "intelligent" (fuck AI programmed intelligence) OSX text edit removes the non standard characters (computers shouldn't think because they can't think, they can't read my mind but more and more they attempt to guess for me, you can't guess for someone else). the simple windows text edit will display it, even when it's a unreadable character. you can copy this character from my character set and use it, but it seems not in OSX, becuase it's "soooo fucking intelligent and assumes what it shouldn't assume". (if all fails take the editor from an amiga, it certainly will display any shit, thinking for the user was not yet state of the art back then) as code it's "1E" which will display the © in LTO Flash! Zombie Marbles @@@@@@@@@@@@@@@@@@@@@ ZOMBIE MARBLES @ @ @ @ @@@@@@ @ @ @@@::::@@@ @ @ @@@:: ::@@@ @ @ @@@:: ::@@@ @ @ @@@::::@@@ @ @ @@@@@@ @ @ @ @@John Doherty [email protected] @@@@@@@@@@@@@@@@@@@@ INSTRUCTIONS (for one player) The Zombie Marbles will get you! How long can you stand them? CONTROLLER LAYOUT +----+----+----+ | | | | | | | | | | | | +----+----+----+ | | | | < | | | | > | | | | +----+----+----+ | | | | < | | | | > | | | | +----+----+----+ | | | | |JOKR|JOKR|JOKR| | | | | +----+----+----+ /\ SIEP uP < RELEASE MARBLE > STEP DOWN \/ DISC UP/DOWN Position Dispenser. Dispenser moves one increment up/down. DISC LEFT/RIGHT Release Marble [C],[0],[E] & DISC make joker marble. INSTRUCTIONS: Your dispenser is on the left siede of the Screen. The color of the dispenser shows the color of the next Marble. Upon hitting the third Marble of the same color as the didpensed one, marbles which are in contact either horizontal vertical or diagonal will desintegrate. Dispense marbles to arrange the stack in a way that the marbles won't reach the left side of the screen. Take care! The Intellivision plays against your intentions and pushes marbles from the right side under the stack to dissociate the marbles. Only if you fired a marble on a stack of at least two marbles the marbles will desintegrate. If the colors get arranged by the Intellivision though 3 or more marbles of the same color would contact each other it won't cause them to desintegrate until you hit them with a matching marble. That's why the marbles will slowly approach to you like zombies. The "Zombie Marbles" will reach you - it's just a question of time. On the right side of the Screen you see three joker marbles A joker marble will cause all marbles of the same color to explode. To transform a marble into a joker marble you must press the DISC and either [C],[0],[E]. This can be done after a marble is released from the dispenser. Use your three joker marbles wise! If the Stack reaches the left side of the screen the Game is over. Larger counts of marbles will count multiple points. The speed of the game raises with your score. -------------------- LTO Flash! version \ / Gernot Schrader 2018 / \ (do not change the topmost line, else the graphic is deranged) i posted this example to show some strange behaves. if i wrap the first line the second line will be wrapped wrong and it displays the a empty line. if i wrap no line (all in one string) every second line will be empty. but if i don't wrap the first but any further everything appears as i intented. keep in mind that any line copntaining symbols like @ or - will shift in a empty line when wrapped manually. as example, you see i left no empty line after the 20 @ but the menu will shift in a empty line, because i used "return" in the clip you will see the difference between the text file and what LTO Flash displays. maybe it's still best to use the @ to replace the ©. however i just experimented a bit with the characters i can use for a manual. so to say it's still a WIP. it would be really nice if i find some nice dwarfs which will help me to complete this project in a reasonable time, there are almost 200 manuals to edit or to write completely new. if i find no one, it will take quite a long time to finish this for me. i guess all who use the LTO Flash will appreciate formatted manuals. for each it's to much work to edit them sole. but if we work as a team we can reach this goal quite fast without to get bored from writing manuals. it offers a nice side effect, once you wrote a manual from scratch or edited a existing one to a "quck reference" it stays your memory. Edited January 22, 2018 by Gernot Quote Share this post Link to post Share on other sites