Strategy Guide - Guide for Dream Studio

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This is the Dream Stud!o Giga-FAQ (well, eventually) v0.2
By Mark Green 
Email address for submissions/comments:
  mark [at] antelope [dot] demon [dot] co [dot] uk

The latest version of this FAQ will always be available from  

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******************************* INDEX ********************************

  R1 General Notes
    R1.1 Editor modes
    R1.2 Dialog structure
    R1.3 Text entry
    R1.4 Safety lines
    R1.5 Start Menu
    R1.6 Game properties
    R1.7 HSV Colour
    R1.8 File types
  R2 Opening/Setup
    R2.1 Create A Game
    R2.2 Play A Game
    R2.3 Options
    R2.4 Internet
  R3 World Editor
    R3.1 Basic operation
    R3.2 Objects
      R3.2.1  Creating Objects
      R3.2.2  Editing Objects
      R3.2.3  Object Properties
      R3.2.4  Action Properties
      R3.2.5  Ambient behaviour properties
    R3.3 Maps
  R4 Scenario Editor
    R4.1 Book
    R4.2 Sheet
      R4.2.1 Condition Editor
      R4.2.2 Spark control
    R4.3 Script
      R4.3.1  Script editor basics
      R4.3.2  Event list
        R4.3.2.1  Messages track events
        R4.3.2.2  Hero track events
        R4.3.2.3  Object track events
        R4.3.2.4  Camera track events
        R4.3.2.5  BGM track events
        R4.3.2.6  Sound FX track events
        R4.3.2.7  Letterbox track events
        R4.3.2.8  Map track events
        R4.3.2.9  Special text track events
        R4.3.2.10  Vibration track events
  L1 - Model Library
  L2 - SFX Library
  L3 - Sample game library
  L4 - Map Library
  L5 - BGM library
  L6 - Human action library

**************************** LEGAL BITS ******************************
Neither the author of this FAQ, nor any person who distributes it in
any way, shall be responsible or liable for anything that results from
using this FAQ for any purpose, including but not limited to
damage to your Dreamcast, controllers, hands, eyes, or sanity
(which may be oddly likely with this title).

This FAQ may be freely distributed provided that it is kept unmodified
and in its entirity.  This FAQ may not be sold, or included as part
of a publication that is sold, without the author's express

Dream Studio is (c) Sega Enterprises, 2000.  The use of any trademarks
within this FAQ is not intended to represent a challenge to their

***************************** INTRODUCTION ***************************

  Dream Studio is an 3D adventure creation tool for the Dreamcast.  It
allows the creation of fully 3D interactive adventure-style games.
Although it does not have hard-wired systems for magic or combat,
these can be added using the condition and scripting language included
within it.

  Dream Studio is an intensely complex piece of software, and this
FAQ attempts to unravel it.  This first version of the FAQ is
extremely incomplete, but I have posted it so people can get an
initial flavor of what's being found out.  It will be updated as I
find out more.

  The FAQ is divided into sections:

TUTORIAL SECTION -  A walkthrough-style introduction to Dream Studio.

REFERENCE SECTION - A reference to each part of the tool.

LIBRARY INDICES -  List of all items available in the libraries on
the GDROM.


  Sega has made no statement on this as yet.

  When this FAQ is finished, I hope so. :)

  Yes.  The "Romaji" alphabet is the Japanese name for the English
  alphabet, so you can use this for all your dialogs and messages.
  The only pieces of text you cannot change are the options on the
  start menu, and the error that appears if a string entry prompt
  is used and the user types a value that isn't recognised.  You
  may find some dialog boxes are a little small for English messages,
  though, because Japanese is more compact than English in general
  (because of Kanji).

  I don't know - if you do, please tell me.

  I don't know - if you do, please tell me.

  It doesn't have one wired in.  You can make one yourself by using
  the Sheet system although it can be quite a lot of work.  Many
  Japanese authors are writing battles using the QTE system from
  Shenmue; it is also possible to do FF7 menu-driven battles although
  it will take a lot of memory.

  If you have an HKEMS memory card you can transfer files to the PC and
  upload and download them, but you can't play Dream Studio games on the

  No.  There is, AFAIK, no runtime version of Dream Studio.  All your
  players must have full copies of Dream Studio.  Although it's
  possible that Sega could stick a runtime version on a magazine

  No.  There's no facility for doing this.

*************************** TUTORIAL SECTION *************************

$ T1  Setting up and getting a game started

Open the GDROM case.  (Open the left-hand half.  For some reason, Sega
decided to put the disc in the side where it's not supported in the
case when the case is the right way up..)  Hold the disc between thumb
and forefinger.  Press the open button on your..  Ok, you know all
this stuff, right?  Ok, just meet me at the DS Main Menu. :)

Right.  Hit the start button, then choose the first option (Create A
Game), then the second option (From the Beginning).  Yep, we're going
to dive right in with this tutorial - most of the explanatory stuff
included on the disc is in Japanese and it'd take longer for me to
explain it in a seperate text file than it will for us to just wade
in. :)

A big screen of Japanese text pops up.  Press A to get rid of it, then
A again to dismiss the next box (which is asking you to enter your
name), and then.. well, enter your name.  Pull the left trigger twice
to get the Romaji (English) alphabet and use the joystick and A button
to enter your name.  Go and have a quick peek at section R1.3 for all
the controls on the text entry box - really do, because we're going
to be using it a lot.

Once you've entered your name, hit START then A to quickly end the text
entry (you COULD have moved the cursor manually onto the bottom of the
menu and hit A, but this way's much quicker) and then A again to dismiss
the box (which is asking you to enter the title of your game), then
back to the text editor to enter the title.  Call it whatever you
like at the moment.

You're now at another screen full of Japanese with a menu selection
at the bottom.  Choose the right hand option.  The system is asking
you to choose Beginner or Expert mode - and you're choosing Expert
mode.  Why?  Because all Beginner mode does is to remove options from
the menus that might be confusing.  However, unless you're fluent in
Japanese, taking a few options away WON'T make the menus much less
confusing! ;)  Also, if you're in Expert mode from the start, you
won't have to relearn all the menu locations.

And finally, you'll come to the model menu, to choose the model for
the hero of the game.  Pick the first model offered, the standard
hero.  Or, just to be PC, you can press Right on the digital joystick
to get the standard heroine.  Or you can go wild and scroll up and
down the menus until you find a model you like - but it's important
that you make it human.  (You can actually select a non-human object
as the hero, but it'll cause some things later on to not do what I'm
expecting.)  Once you've found a model, select it with the A button. 

And finally!  After that long, long trip, you're finally in the
World Editor, looking at your hero standing in a lovely green glade.

$ T2  Beginning Editing

Right.  Now we're in the Editor, let's get down and make some stuff.
Before we do, though, let's just take a quick look over the basic
items you'll be editing and how they're structured.

Dream Studio is divided into two halves: the World Editor and the
Scenario Editor.  The World editor lets you edit the environment in
which your game will be taking place.  The Scenario editor lets you
specify the events that actually take place in the game.

To break things down a bit further, here's what you can edit with
the World Editor:  Maps, which are physical locations that make up
the game, and Objects, which are things that will be encountered
in those locations.  So, a Map might be the Town of Arelin, the
Evil Wizard's Tower, or the Dungeon of Destruction.  An Object
might be the town's armor shop, the evil wizard's treasure chest,
or the hero him/herself.

Now the Scenario Editor edits three things: the Book, which describes
the order in which things in the game take place; Sheets, which
describe when things happen, and what must take place in order for
story events to happen; and Scripts, which define what happens
on screen when an event in the plot occurs.

So, suppose you've got to go into the Wizard's Tower to retrieve his
treasure chest and give the treasure to the king to claim the Royal
Wand of Power.  The Wizard's Tower is a map, and so is the king's
castle.  The treasure chest is an object - and so are the Royal Wand
of Power, the king, the hero, and the wizard.  The Book says that
once you've gotten the treasure chest, the king will give you the
Wand when you meet him.  One Sheet says that if you go to a certain
place in the wizard's tower, you get the treasure chest, and another
says that if you go to a certain place in the palace, you meet the
king.  And one Script shows the hero triumphantly raising the chest
above his head; another shows the King handing over the Wand, and
maybe there are others too that show the king dismissing the hero
for arriving without the treasure, or the battle between the hero
and the wizard's pet dragon.

************************** REFERENCE SECTION *************************

$ R1 General Notes
$ R1.1 Editor modes
  The Editor can operate in one of two modes: beginner or expert mode.
You are asked to choose which you want when you create a game and you
can change your mind while editing by going to the Game Properties 
screen and changing the setting there.
  Beginner mode and Expert mode are more or less the same except that 
in Beginner mode certain options will be disabled or ghosted out.  
Most of the menu translations listed here apply to Expert mode.

$ R1.2 Dialog structure
  In diagrams of Dialog boxes and menus in this FAQ, the following notation
has been used:

      ___________    Text entry area; A button opens text entry (R1.3)
      __________v    Menu selection shown as a string: A button opens menu
      !__Rx.x___!    Dialog choice: A button opens dialog referred
                        to by indicated section of FAQ
      <_________>    Inline selection: use A to change to move
            Inline toggle; A toggles, value shown is default
      ...........    Safety line (R1.4)
      -[]--------    Slider; left and right sets value
      [ ]            Command button; A button activates

  On all dialogues, the B button will cancel your changes, and the START
button will move the cursor immediately to the OK button.

  Most Dialogues in Dream Studio are divided into two parts: a Standard 
section and an Advanced section.  You can fold down the Advanced 
section of any dialog by hitting the button in the lower right-hand 
corner.  ALL dialogues will then display their Advanced section until 
you press the lower right-hand button on any dialog again.

  The lower-right hand button will be ghosted and give an error sound if 
you select it while the editor is in Beginner Mode.

  In Dialog translations shown here, the Advanced part of the dialog
will be shown seperated from the basic dialog by a line looking like


$ R1.3 Text entry
  Many parts of Dream Studio require you to enter text.  The text 
entry system is as follows.

  Use the digital joypad to move around and select letters from the 
pad, and choose menu items from the menu on the right.  The A button 
selects letters and options.  Letters are added at the point of the 
cursor; the epsilon sign indicates the end of the string and cannot 
be moved.  The other buttons perform the following functions:

  L    Switch displayed character set (Hiragana/Katakana/Romaji/Dingbats)
  X    End of word (see below)
  B    Delete last character
  R    Insert carriage return (if appropriate)
  Y    Hold Y and move digital joystick left and right to move cursor

  The menu is as follows:

  Switch character set (same as L trigger)
  End of word (see below - same as X)
  Insert carriage return (if appropriate) (same as R)
  Delete last character (same as B)
  Delete current character

  Pressing START will immediately jump the cursor to the OK button on the 

  Note that when you're editing a Script, the Text Entry box will often be 
preceded by a list of all strings already in the game (comments, object 
names, other messages, etc).  You can select one of these to reuse it.  This 
will help make your game smaller, since the game doesn't have to store the 
same string twice.

  If you are typing in Romaji (English), X inserts a space.  If you are
typing in Japanese, then the last word you have entered will be highlighted
in yellow, and hitting the X button will cause the program to replace the
highlighted yellow kana with appropriate kanji or symbols. You can select
the kanji or symbol by hitting the B button repeatedly.  Enter another
character to lock the selected kanji into place.

  The character sets are as follows:


  a   i  u   e  o  ha   hi  fu  he  ho  ga gi gu ge go
  ka ki  ku  ke ko ma   mi  mu  me  mo  za ji zu ze zo
  sa shi su  se so ya       yu      yo  da ji zu de do
  ta chi tsu te to ra   ri  ru  re  ro  ba bi bu be bo
  na ni  nu  ne no wa   xx  xx  wo  n   pa pi pe pe po
  *a *i  *u  *e *o *tsu *ya *yu *yo *wa ?  !  -  ,  .

  Katakana (more or less the same)


  A   B C D E F G  H I J  K  L M
  N   O P Q R S T  U V W  X  Y Z
  a   b c d e f g  h i j  k  l m
  n   o p q r s t  u v w  x  y z
  0   1 2 3 4 5 6  7 8 9  @  ; :
  +/- + - * / = /= < > <= >= , .

$ R1.4 Safety lines
  The term "safety line" will be used several times in this FAQ.  A 
safety line is a line of hyphens appearing on a menu as an option.  It will 
do nothing when selected other than produce an error beep.  The only 
reason for it is to seperate dangerous menu options (like Delete) from 
the rest of the menu.

$ R1.5 Start Menu
  Hitting the Start Button anywhere in the editor will give you this menu:

 ÝPlaytest game  Ý
 ÝSwitch editor  Ý(World Editor to Scenario Editor or back)
 ÝReset game     Ý
 ÝGame PropertiesÝ
 ÝExit to title  Ý
 ÝFile menu      Ý

PLAYTEST GAME: Takes you into the playtesting mode to try out your game.
If you are in Expert Mode, you will get a submenu:

 ÝFrom here      Ý
 ÝFrom this sheetÝ 
 ÝFrom the cursorÝ

  "From here" starts the game from the current state of the editor.
  "From this sheet" can only be used if you pressed start from a Sheet in
the Scenario Editor, and causes the sheet to trigger immediately.
  "From the cursor" can only be used if you pressed start from a Script in
the Scenario Editor, and causes the script to run from the place where
the pointer was.  In Beginner mode, "From here" is selected automatically.
  During playtesting, pressing Start gives:

 ÝPlay On         Ý
 ÝReturn to EditorÝ

  You cannot save or load games while playtesting.  If you "Return to
Editor" while in the middle of an event, a warning is shown that this may
leave the game in a weird state if you return from the editor again.
Choose the left option to edit anyway, right option to return to pause
  Note that changes made to the map in the course of play WILL be reflected 
in the editor.  For example, if you start the game and move the hero a bit 
to the left, he will remain there when the editor is restarted.

GAME RESET:  Restores the game back to its initial state, undoing any
changes made by playtesting (or by the "Alter Current Position" option
in Expert Mode).  In Expert mode, you get a submenu:

  ÝReset everything except the mapÝ
  ÝReset everything               Ý

  "Reset everything except the map" will reset all your sheets and
stati but not the map.  "Reset everything" will reset the map objects
as well.  "Reset everything" is the default if you are in Beginner

GAME PROPERTIES:  Game Properties will take you to the Game Properties
screen (R1.6).

EXIT TO TITLE:  Returns you to the main menu of Dream Studio, asking if
you're sure first.

FILE:  Gives a submenu:


  Which is self explanatory.

$ R1.6 Game properties

 ÝGame Title              _________________Ý
 ÝAuthor's name           _________________Ý
 ÝHero                    !_____R3.2.3____!Ý
 ÝHero's initial location     {map name}   Ý
 Ý                         x: ***  y: ***  Ý
 ÝEditor mode             <_______________>Ý
 Ý[OK]                                     Ý

GAME TITLE:  The name of your game.

AUTHOR'S NAME:  Your name.

HERO:  Takes you to the Object Properties sheet for the hero.  The
  text shown is the Hero's name.

HERO'S INITIAL PLACEMENT:  Where the hero starts the game.  The
  World Editor will be started to allow you to specify the location.

EDITOR MODE:  Beginner or expert mode; see R1.1.

$ R1.7 HSV Colour

  Dream Studio uses the HSV system for determining colours.  Under
this system, a colour is made by mixing a pure light colour with a
base grey, rather than mixing together red, green and blue.  Each
colour is defined by the following properties:

HUE:  The actual base colour involved in the mix.  Varies based on the
position of the colour in the EM spectrum: reds are low, blues are

SATURATION:  How much of the base colour is mixed in with the base
gray.  100% is pure base. 0% is pure grey.

VALUE:  How bright the base grey is.  

$ R1.8 File types

  Dream Studio manipulates two types of files: actual games that you
have written, and files that represent a point of progress within a
game.  The latter type are called "saved games" by most games, but
using this terminology in Dream Studio is not appropriate, since it
could be confused with a game that you have written and saved.
  Hence, Dream Studio and this FAQ refer to a file containing an
actual game definition as a "saved game", and a file containing a
point of progress within a game as a "saved PLAY". 

$ R2 Opening/Setup
  The Opening Menu is as follows:

 ÝCreate A GameÝ
 ÝPlay A Game  Ý
 ÝOptions      Ý
 ÝInternet     Ý

$ R2.1 Create A Game
  After selecting the Create A Game option, a menu will appear:

 ÝEdit an existing gameÝ
 ÝMake a new game      Ý

  If you choose "Edit existing game", you will go to the file 
management screen to load the game you want to edit.
  If you choose "Make a new game", a series of prompts will

- First, the game asks you to confirm that you really want to make 
  a new game from scratch.  Press A to confirm or any other 
  button to back out.

- You're then asked for your name.

- You're then asked for the title of your game.

- You're then asked to select the initial mode of the editor: the 
  left option is beginner mode, the right option is expert mode.
- Finally, you're asked to choose the initial model for the hero 
  object from the model library.  Once you've done so, you'll pop 
  straight into the World Editor.  (Yes, you can choose *any*
  object from the library, so if you want to write "The adventures
  of a Dungeon T-Piece", go ahead.)

$ R2.2 Play A Game
  After selecting to Play A Game, a menu will appear:

  ÝLoad a saved playÝ
  ÝPlay a new game  Ý

  If you choose "Load a saved play", you will go to the file management 
screen to load your play.  Note that the GD-ROM disc will not be 
available as saved plays can't go there.
  If you choose "Play a new game", you will go to the file management 
screen anyway, to load the game file that you want to play.  The GD-ROM 
will be available.
  Once you have chosen, you will begin to play the game as normal.  The 
analogue joystick controls your character and the digital one moves 
the camera.  The effect of other buttons is dependant upon the game 
design.  Pressing START will lead you to a menu:

 ÝPlay on  Ý
 ÝSave playÝ
 ÝLoad playÝ
 ÝMain menuÝ

$ R2.3 Options
  There are only two options:

 ÝSound     <___________>Ý
 ÝVibration <___________>Ý

  Sound is Mono if the second character is a single line, Stereo 
otherwise.  Vibration is On if the string is 4 characters long, Off if 
it is 5.

$ R2.4 Internet

  I don't know the details of this bit.

$ R3 World Editor

$ R3.1 Basic operation

  The World Editor is used to place objects within your game world for 
the player to interact with.
  The controls for the World Editor are:

    Digital Stick        Move camera
    Analogue Stick       Move object cursor
    L                    Zoom in
    R                    Zoom out
    A                    Open object selection menu (see below)
    B                    Cancel (does nothing by default)
    X                    Movement axis shift (allows the analogue stick
                          to move the object cursor in the Y axis (up and
                          down) rather than in the X and Z axes (along
                          the ground))
    Y                    Open map menu

  The top of the screen will show "energy bars" indicating the 
amount of memory you have used overall and how near you are to exceeding 
the object limit for the map.
  Note: When a map is first loaded, the Dreamcast loads the objects one 
at a time.  The map will slowly fill itself in as the objects are 
loaded, and the Map limit bar will slowly rise.  If you start
Playtesting while the Map is still loading, the "Now Loading" box will
appear until it's caught up.
  Most of the controls are self explanatory.  The object selection menu
shows all objects in range of the cursor.  Use the joystick to select
an object to edit - the cursor will jump onto the selected object as
you do so.  The bottom option (in a different colour) will create a new
object.  If there are no objects in range of the cursor when you press
A, you will automatically create a new object.

$ R3.2  Objects

$ R3.2.1  Creating Objects
  To create an object, hit the A button when there is no object near 
the cursor, or hit the A button and choose the bottom option from the 
menu of objects.
  When you create an object, you will first be asked to choose the 
model for the object (L1).  You will then go to the Object Properties page
(R3.2.3).  When you finish there, you will return to the menu with the object
highlighted in the cursor.  You can then place your object on the map by
moving the cursor and hitting A to actually put the object in place.
If you want to place more than one, continue moving the cursor and hitting
A to create copies.  When you're finished placing, press B.  While placing
an object, you can rotate the object by holding down X and pressing the 
$ R3.2.2  Editing Objects
  To edit an object, hit the A button when near that object and then 
select that object's name from the list of objects that appears.
  The edit menu will then appear:

 ÝObject Properties  Ý
 ÝObject Position    Ý
 ÝCurrent Position   Ý (Expert mode only)
 ÝCopy               Ý (See below)
 ÝCopy to another mapÝ (See below)
 ÝDelete             Ý (See below)

  Note that the Copy and Delete options do NOT appear if the object you 
selected is the hero.

  OBJECT PROPERTIES will open the Object Properties sheet (R3.2.3).
  OBJECT POSITION will allow you to place the object again as you did when 
creating it (R3.2.1).
  CURRENT POSITION will allow you to move the object, except that the
position isn't retained after a reset or saved in the game; you will move
the object just as if it had been moved by the player or by a script in
the game.
  COPY lets you place a copy of the object.
  COPY TO ANOTHER MAP is self explanatory.
  DELETE will get rid of the object.

$ R3.2.3  Object Properties

  The object properties sheet is as follows:

 ÝObject name    ____________   |        Picture of        Ý
 ÝObject model   !____L1____!   |          Object          Ý
 ÝMood           ___________v   |      Use L and R to      Ý
 ÝScheme         ___________v   |          rotate          Ý
 ÝBehaviour      ____v          ---------------------------Ý
 ÝLeft Arm       ___________v      Right Arm  ____________vÝ
 Ý[OK]                                           [ADVANCED]Ý
 ÝVisibility         Animation      Pose Lock Ý
 ÝColour         ___v                                      Ý

  OBJECT NAME:  This is the name the object will appear with in menus 
and the editors.  By default this is the same as the name of the model, 
but you'll probably want to change it to something in English.
  OBJECT MODEL:  The model used for the object.
  MOOD:  May be ghosted if inapplicable for the model.  The mood of the 
character represented by the object.  Choose from normal, angry, happy, 
etc.  They are clearly pictured on the screen so there is no real need 
for translation.
  SCHEME:  May be ghosted if inapplicable for the model.  Pick one of up 
to four colour schemes for the object.
  BEHAVIOUR:  Gives you a submenu:

     ÝAction     Ý(takes you to Action Properties R3.2.4)
     ÝStand stillÝ(all three other options take you to Ambient                
     ÝRoam       Ý  Behaviour Properties R3.2.5)              
     ÝFollow     Ý               

  Ghosted if the object is the hero; you CAN make the hero do fixed
behaviours, but only in scripted events.

  LEFT ARM, RIGHT ARM:  May be ghosted if inapplicable for the model.
Allows you to choose what item the character is holding in its left or 
right hand.  Choose from either "items" section of the Model Library.  
  VISIBILITY:  Controls if the object will be visible or not.  If you 
set this OFF, the object won't be visible until a script makes it become 
so.  This is necessary to create effects, since scripts cannot add
objects to the scene; you must place the objects in advance and then the
script can make them visible.  This option will be ghosted if the object
is the hero.
  ANIMATION:  Controls if the object's ambient animation (based on its 
Action) will run or not.
  POSE LOCK:  Controls if the object's turning and other behaviour will be
automated.  If OFF, the object will turn to face the player when an
event triggers, turn the way it's moving, etc.  If ON, it will remain
constantly facing the same way and in the position you specify unless it's
altered by a script.
  COLOUR:  The base colour of the object.  

$ R3.2.4  Action Properties

  This window is used to control the action taken by an object.  It is
as follows:

 ÝAction select  _________v Ý
 Ý# repeats      -[]------- Ý(max left is infinate)
 ÝReverse ani          Ý
 Ý[OK]            [ADVANCED]Ý
 ÝSpeed          -[]------- Ý
 ÝReturn   EquipmentÝ
 ÝFace     Sound    Ý
 ÝFreeze pose          Ý
 ÝFrame select   -[]------- Ý

  ACTION SELECT:  Choose an Action from the Action Library (L5).  If
the model isn't human the set of actions might be different.
  # REPEATS:  How many times the action should be repeated.  The
maximum left value repeats infinately.
  REVERSE ANI:  If ON, the animation is played backwards. 
  SPEED:  Sets the speed of the animation.
  RETURN:  My appoximate translation is "Completion Return", but
I haven't tested what this does yet.
  EQUIPMENT:  My approximate translation is "Equipment Display",
but I haven't tested what this does yet.
  FACE:  My approximate translation is "Facial Expression", but
I haven't tested what this does yet.
  SOUND:  My approximate translation is "Sound Effects", but I
haven't tested what this doe syet.
  FREEZE POSE:  If selected, the animation will be frozen.
  FRAME SELECT:  Select which frame from the animation is frozen.
Use these controls to create original static poses by pinching them from
action animations.

$ R3.2.5  Ambient behaviour properties

 ÝBehaviour      _________v Ý
 Ý[OK]            [ADVANCED]Ý
 ÝAction         !_R3.2.4_v!Ý
 ÝSpeed          -[]------- Ý
 Ý[Area]         Details of Ý
 Ý               area       Ý
 ÝMove type      __________vÝ
 ÝLeader         __________vÝ

BEHAVIOUR:  Choose one of these three:
 ÝStand still  Ý
 ÝRoam         Ý
 ÝFollow       Ý
(Note: I'm not sure what the difference is between having "Stand Still"
selected here (and hence in R3.2.3) with an Action selected, and having
"Action" selected in R3.2.3).

  Stand Still keeps the character still.  Roam causes the object to
wander around randomly inside the assigned area.  Follow causes the
object to follow another whenever that other object is within the
assigned area.
ACTION:  Takes you to Action Properties R3.2.4 to set the action the
object performs during the behaviour.

SPEED:  How fast the behaviour is performed.

AREA:  Takes you to the World Editor to specify a circular area in which
the behaviour is appropriate.  Use the X button and the triggers to
change the diameter of the area.  If you leave the diameter at 0, as it
is by default, the behaviour will apply to the entire map.

MOVE TYPE:  Two options:
 ÝOn the ground  Ý
 ÝThrough the airÝ
 Ghosted if Behaviour is Stand Still.

LEADER:  Choose the object that will be followed.  Ghosted unless
Behaviour is Follow.

$ R3.3 Maps

  Hitting Y in the World editor brings up the list of maps.  The
current map is shown in Red; the lowest option, marked with squares,
creates a new map.
  If you select the current map, the following menu appears:

  ÝMap properties    Ý
  ÝCopy map          Ý
  ÝDelete all objectsÝ

  If you select a map that is not current, you get the following

  ÝMake map current                  Ý
  ÝMake map current + edit propertiesÝ
  ÝCopy map                          Ý
  ÝDelete map                        Ý

  Most of these are self explanatory.  The map properties sheet is
as follows:

  ÝName                  ________Ý
  ÝBGM                   !__L5__!Ý
  ÝSky                   !__L6__!Ý
  ÝLighting              !R3.3.1!Ý
  Ý[OK]                [ADVANCED]Ý
  ÝAnimations                Ý
  ÝSounds                    Ý
  ÝColour                  ___v  Ý
  ÝFogging     !R3.3.2!          Ý
  ÝSpotlight 1 !R3.3.3!          Ý
  ÝSpotlight 2 !R3.3.3!          Ý
  ÝSpotlight 3 !R3.3.3!          Ý

Name:  Name the map.  That's all.  By default it's named after the
  Model map it was created from, but you probably want to rename
  it in English.

BGM:  Backing music of the map.  Choose from a BGM Properties

Sky:  Choose one of several sky designs for the map, from the Sky

Lighting:  Choose one of several lighting conditions (which are shown
  as you select them, so aren't translated directly), or choose the
  top option to make your own.  This leads to a window:

 ÝHue         -[]-----Ý
 ÝSaturation  -[]-----Ý
 ÝValue       -[]-----Ý
 Ý                    Ý
 ÝHue         -[]-----Ý
 ÝSaturation  -[]-----Ý
 ÝValue       -[]-----Ý
 ÝX ofs       -[]-----Ý
 ÝY ofs       -[]-----Ý
 ÝZ ofs       -[]-----Ý
 Ý[OK]                Ý

Animations:  Turn on or off the landscape's ambient animation (water
  flowing, etc).

Sounds:  Turn on or off the landscape's ambient sounds.

Colour:  Change the base colour of the map.

Fogging:  Change the depth of fog.  The menu is:

 ÝCustom  Ý
 ÝSlight  Ý
 ÝHeavy   Ý
 ÝPea soupÝ
 ÝEvening Ý

  Custom leads to the following window: 

 ÝHue        -[]-----Ý
 ÝSaturation -[]-----Ý
 ÝValue      -[]-----Ý
 ÝDistance   -[]-----Ý
 Ý[OK]               Ý

Spotlights 1-3:  Add up to three special lights to the map.  The
window is as follows: 

  ÝLocation    [______]Ý
  ÝLit Area    -[]-----Ý
  ÝHue         -[]-----Ý
  ÝSaturation  -[]-----Ý
  ÝValue       -[]-----Ý
  Ý[OK]                Ý

$ R4 Scenario Editor

  Ahhhh..... Now *this* is the big one.  This editor is used to specify 
how you want your characters in the game to behave; essentially, to 
write the plot of your game.
  The scenario of the game consists of three sections: one Book, and 
some number of Sheets with attached Scripts.  
  A Script specifies a series of actions which occur (objects moving, 
effects, messages, etc.).  Effectively it specifies an FMV, although
it can include user interaction.
  A Sheet specifies the conditions under which an event occurs (eg, 
when you talk to someone, hit an object, etc.)  
  The Book specifies how Sheets link to each other.

  Throughout the Scenario editor the controls are as follows:

  Analogue/Digital              Move pointer
  A                             Click
  X                             Pan view
  L                             Zoom view
  R                             Unzoom view
  B                             Cancel
  Y                             Switch active map

$ R4.1 Book

  When you first enter the Scenario editor, the screen will display 
the Book.  The Book consists of a number of sheets (square items) 
linked together by lines.
  You create Sheets using the Book in order to create events in the
game.  You control the flow of events in the game by linking the
Sheets together.  
  Each sheet has four "input" points at the top, and four "output"
points at the bottom; you connect input points to output points and
vice versa.  "Sparks" are sent along the connections; they are send
from output points to input points.  (You can't input or output
values from sheets as you can in a programming language.  Yes,
"sparks" are really just binary values, but it's a nicer name. :) )
  For a sheet to activate, it *must* recieve a spark on one of its
inputs.  A sheet that has none of its inputs connected will never
activate.  A sheet that has recieved and accepted a spark is said
to be "ready".  Ready sheets are shown in the Book editor with a
red box around them.
  The sheet itself may then have an extra condition that needs to be
met in the game.  When that condition is also met, the sheet "fires",
its associated script runs, and it will generate a spark on its left-
hand output (unless something in its script makes it generate it
somewhere else).  A single output can be connected to several places,
in which case it sends a spark on all its connections.  An input can
also have several things connected to it; how these are dealt with is
looked at in the Sheet section.
  There are two special sheets in the book at the start: the Start
sheet (S) and the End sheet (E).  The Start sheet has a single output
which will generate a spark as soon as the game begins.  The End
sheet has a single input; if it ever recieves a spark the game ends
and Dream Studio returns to either the editor or the main menu.
  (NOTE: The start sheet generates a spark only when the game is
started for the first time - remember that Playtesting doesn't
restart the game!  So if you change any connections to the Start
sheet, you must do a Game Reset for the connected sheets to recieve
their spark.)
  To create a new sheet, click in any empty space.  To link sheets
together, click and HOLD on one of the input/output ports of a sheet
and drag the connection to the port you want to connect it to.
  When you click on a sheet, you'll get the following menu:

 ÝEdit ScriptÝ  (Expert mode only)
 ÝEdit Sheet Ý
 ÝCopy       Ý
 ÝMove       Ý
 ÝDelete     Ý

  Edit Script and Edit Sheet take you to the appropriate editors.
Copy and Delete are self explanatory; move will let you move the
sheet around on the book display (which you can also do by holding
down A on it and dragging)

  {Obligatory moan from me:  WHY couldn't they have made it so that
the output spark is generated by default from the output opposite the
input that activated the sheet?  That would have made reuse SO
much easier..}

$ R4.2 Sheet
  The sheet editor looks like this:

[INPUT]  [INPUT]     [INPUT]   [INPUT] |[COMMENT]     |
  ---------------    --------------    |              |
 |[CONDITION|Icon|  |   [SCRIPT    |   |              |
 |EDITOR]   -----|  |    EDITOR]   |   |              |
 |               |  |              |   |              |
 |Condition      |  |Mock-up of    |   |              |
 |stated         |  |Script editor |   |              |
 |               |  |(doesn't show |   |              |
 |               |  |actual script)|   |              |
  ---------------    --------------    |              |
                                       |              |

  To edit the comment, point at the COMMENT bar and hit A.  You type the 
comment using the standard text interface.  You can also edit the
name of the sheet by moving the pointer up to the "Sheet Name" entry
in the status bar (not shown on the diagram above) and pressing A.
  To edit the condition, press on the Condition Editor box.  The Icon 
shown in the Condition Editor box is the one that will be used to 
represent the sheet in the Book.  It is determined by the nature of 
the Condition which will be looked at in R4.2.1.
  To edit the script, press on the Script Editor box.  You will go to 
the Script Editor as described in R4.3.
  The four input boxes are used to edit the properties of input sparks.
See R4.2.2.

$ R4.2.1 Condition Editor
  When you first choose to set the condition, you will be given the 
following menu of condition types:

 ÝSystem trigger             Ý
 ÝMap hit area               Ý
 ÝMap hit area and button    Ý (expert mode only)
 ÝObject hit area            Ý
 ÝObject movement area       Ý (expert mode only)
 ÝObject hit area and button Ý (expert mode only)
 ÝObject and object collisionÝ (expert mode only)

System trigger:  The sheet has no condition; it fires as soon as it is
made ready by sparks.  The icon will be an A in a box.

Map hit area:  The sheet fires when the hero enters a location on the 
map.  You will be taken to the World editor to specify the location.  
Use the analogue to move the area and the X button and triggers to set 
the size of the area.  The icon will be a grid square.

Map hit area + button:  The sheet fires when the hero enters a location 
on the map and the player presses a button.  You will set the hit area 
as above and you will also choose the button that will be required.

Object hit area:  The sheet fires when the hero touches an object.  You 
will be taken to the World editor to choose the object.

Object movement area:  This means something like "fires when the hero
moves away from the object", but I've never gotten it to fire in these

Object hit area and button:  The sheet fires when the player hits a 
button while the hero is touching an object.  You will set the object 
as above and will also choose the button that will be required.

Object collision:  The sheet fires when two objects crash into each 

  Remember that a sheet must be made ready (by recieving sparks) before
it can fire regardless of the condition specified.

$ R4.2.2 Spark control

  By clicking on the four inputs at the top of the box, you can choose
how the sheet will behave with respect to sparks recieved.  By and
large the following rules always hold true:

a)  The sheet will NEVER be ready until it recieves a spark.
b)  The sheet will become ready if the specified condition is met on
    ANY of its four inputs.  (For logic fans, inputs are ORed.)
c)  If the sheet recieves sparks it doesn't need (ie, one that would
    make it ready when it's already ready, or one that would disable
    it when it isn't ready), nothing happens.

  When you click on an input, you will be given the following options
for how sparks should be treated on that input:

 ÝAny spark, once only Ý (expert mode only)
 ÝAny spark, multiple  Ý
 ÝAll sparks, once onlyÝ
 ÝAll sparks, multiple Ý (expert mode only)
 ÝAny spark disables   Ý (expert mode only)
 ÝAll sparks disable   Ý (expert mode only)

ANY SPARK, ONCE ONLY:  If ANY spark is recieved on this port, the sheet
will become ready.  The sheet can only be made ready once by a spark on
this port.  The icon is the digits 01.  

ANY SPARK, MULTIPLE:  If ANY spark is recieved on this port, the sheet
becomes ready.  The sheet can be activated several times by sparks on
this port.  The icon is the digits 01 with a looping arrow.  

ALL SPARKS, ONCE ONLY:  If a spark is recieved from ALL OUTPUTS connected
to the port, the sheet will become ready.  The sheet can only be made
ready once this way.  The icon is the digits 11.

ALL SPARKS, MULTIPLE:  If a spark is recieved from ALL OUTPUTS connected
to the port, the sheet will become ready.  After the first time, the
sheet will become ready again if another spark is recieved from ANY
of the connected outputs.  The icon is the digits 11 with a looping

ANY SPARK DISABLES:  If ANY spark is recieved on this port, the sheet
will CEASE to be ready (if it was ready in the first place).  This can
happen any number of times.  The icon is the digits 01 with a bar above.

ALL SPARKS DISABLE:  If a spark is recieved from ALL OUTPUTS connected
to this port, the sheet will CEASE to be ready (if it was ready in the
first place).  This can happen any number of times.  The icon is the
digits 11 with a bar above.

  Note: be careful.  "ANY SPARK MULTIPLE" means only that the sheet
will become ready every time it recieves a spark.  It does not mean
that the sheet will be able to fire multiple times when it recieves
one spark.  To make a sheet that can fire multiple times, connect the
output of the sheet to its own input port, so the spark it generates
returns back to it and makes it ready again.
$ R4.3 Script

  The Script editor lets you specify what happens when a sheet triggers. 
This is where you will write all the events and dialogues in your game.

  The Script editor's main display is a timeline: the left edge of the 
display is the time when the script begins to run.  As you move the 
cursor left and right, the top left corner of the screen will display 
the point in time represented by the cursor's present location.  Each 
entity involved in the script will have an activity line on the the 
display.  Solid blocks on the activity line indicate the times at which 
the entity is performing actions within the script; the colour of the 
block indicates what action is being performed.  The time resolution 
of the script is one frame; the actual amount of space representing 
this on the line will vary with the zoom level of the lines.  (If you've 
ever used Shockwave Flash you'll know what's going on here.)

  As an example of the appearance of the script editor with a few lines 
and actions added:

------------- -----------------------------------------
|Ic| Dragon | ##########
|On|        | ##########
------------- -----------------------------------------
------------- -----------------------------------------
|Ic| Hero   |            ###########
|On|        |            ###########
------------- -----------------------------------------

------------- -----------------------------------------
|Ic|Messages|           #
|On|        |           # 
------------- -----------------------------------------

\           /
/           \

  This shows an event in which first the dragon performs an action for a 
few seconds, then a message appears, then the hero performs an action for a few 

$ R4.3.1  Script editor basics

To add lines to the script: Hit the "event control" button and select 
the type of line you want to add.  You can have only one of most lines;
you can have several Object lines, provided they all refer to different
objects, and you can have several Sound FX or Special Text lines.  The list
of lines offered is:

   ÝMessages    Ý
   ÝHero        Ý
   ÝObject      Ý(you'll go to the World Editor to choose which object)
   ÝCamera      Ý
   ÝBGM         Ý
   ÝSound FX    Ý
   ÝLetterbox   Ý
   ÝMap         Ý
   ÝSpecial textÝ
   ÝVibration   Ý

Click on the box at the left hand side of a line to get the following menu:

   ÝNew track    Ý(takes you to the menu above)
   ÝMove track   Ý
   ÝDelete track Ý

To create an event, click a point on a line where you want to create the 
event.  You will be given a menu offering the type of event, and then the 
Event Properties sheet.  These menus and options will vary based on the 
track, and on the event.  To move an event, point to it, hold A and drag; to 
change the length of an event, use the handles attached to either end of the 
bar.  Clicking once on an existing event will get you:

   ÝEvent Properties     Ý
   ÝCopy                 Ý
   ÝMove                 Ý
   ÝMove forward +1 frameÝ
   ÝDelete               Ý

  Clicking on an area to the right of the headers where there is no track
will get you the following menu:

  ÝAdd time to all tracks     Ý
  ÝDelete time from all tracksÝ

$ R4.3.2  Event list
  This section will look at the list of possible events on each track and 
the options on their Event Properties sheets.

$ R4.3.2.1  Messages track events

  The potential events on the Messages track are:

   ÝMessage     Ý
   ÝMenu        Ý
   ÝString EntryÝ
   ÝButton      Ý
   ÝTimed buttonÝ
   ÝProbability Ý

MESSAGE:  A single message is displayed in a pop-up box, dialogue style.  
The Event Properties box is:

   ÝMessage   _______Ý
   ÝPosition     __v Ý

      MESSAGE:  The message shown.
      POSITION: The position of the message on screen.  The symbol
        points up ro down for the top or bottom.

MENU:  The user is given a menu of options to choose from.  The Event
Properties is:

    ÝTitle      _______Ý
    ÝOption 1   _______Ý
    ÝOption 2   _______Ý
    ÝOption 3   _______Ý
    ÝOption 4   _______Ý
    Ý[OK]              Ý

  All the options represent the text of the appropriate part of the

STRING ENTRY:  The user is asked to input a string.  The user must enter
one of four option strings or the game cannot continue.  The Event
properties is:

    ÝPrompt     _______Ý
    ÝOption 1   _______Ý
    ÝOption 2   _______Ý
    ÝOption 3   _______Ý
    ÝOption 4   _______Ý
    Ý[OK]              Ý

  The four options are those which must be chosen from.  Use of this
event is not really recommended.

BUTTON:  The script waits for the user to press a button.  The
Event properties is:

    ÝButton 1    [_____]Ý
    ÝButton 2    [_____]Ý
    ÝButton 3    [_____]Ý
    ÝButton 4    [_____]Ý
    Ý[OK]               Ý

Press A on any button option and then hit any button or direction on the
digital stick to set which button will activate that option.

These four options above will each have a fixed length of 1 second.  
However, when they are encountered the entire script stops running 
and waits for the user's response.

TIMED BUTTON:  Works in exactly the same way as Button, except it 
doesn't wait for the user.  The user must hit a button within the 
time assigned to the event.  The Event Properties sheet shows:

    ÝButton 1    [_____]Ý
    ÝButton 2    [_____]Ý
    ÝButton 3    [_____]Ý
    ÝButton 4    [_____]Ý
    ÝTimeout     <_____>Ý
    Ý[OK]               Ý

The four button options work just like the standard RANDOM option,
and the TIMEOUT choice is activated if the user doesn't press any
button within the time assigned.  The time allowed is decided by
the length of the event on the track in the script.

PROBABILITY:  Randomly picks one of four choices.  The Event
Properties is:

    ÝChance 1  -[]------Ý
    ÝChance 2  -[]------Ý
    ÝChance 3  -[]------Ý
    ÝChance 4  -[]------Ý
    Ý[OK]               Ý

  The sliders determine the % probability of each of the choices
being selected.

  On all the above items that give four choices, which choice is
selected will determine which of the outputs from the sheet
generates a spark when the script finishes.

$ R4.3.2.2  Hero track events
The potential events on the Hero track are:

 ÝSerif     Ý
 ÝAction    Ý
 ÝEmotion   Ý
 ÝMove      Ý
 ÝFly       Ý
 ÝTurn      Ý
 ÝColour    Ý
 ÝModel     Ý
 ÝCarrying  Ý
 ÝSwitches  Ý
 ÝMap move  Ý

$ R4.3.2.3  Object track events

  The potential events on the Object track are:

  ÝSerif     Ý
  ÝAction    Ý
  ÝEmotion   Ý
  ÝMove      Ý
  ÝFly       Ý
  ÝTurn      Ý
  ÝColour    Ý
  ÝModel     Ý
  ÝCarrying  Ý
  ÝSwitches  Ý
  ÝBehaviour Ý

SERIF:  Produces a speech bubble or object indicator.  The only parameter
  is the text of the indicator.

ACTION:  Perform an action; the parameter sheet is Action
  Properties (R3.2.4).

 ÝVisibility      Ý
 Ý[OK]       [ADVANCED]Ý
 ÝEffect        <_____>Ý

  Effect: Choose fade (4 symbols) or blink (2 symbols)

$ R4.3.2.4  Camera track events

  There is only one potential event on the Camera track:


  The menu is:

 ÝLocation       _________vÝ
 Ý[OK]           [ADVANCED]Ý
 ÝCollisions          Ý

  COLLISIONS: The one time I turned this on, the camera appeared to
crash into a landscape feature and stop.  I'm not sure if this is
actually what it's meant to do.

  Location brings up the following menu:

 ÝView an objectÝ
 ÝView relative Ý
 ÝView absolute Ý

  VIEW AN OBJECT:  Use the analogue joystick to select an object to
focus on, as when selecting an object in the World Editor.  Once
selected, use the digital to position the camera for the angle you
  VIEW RELATIVE:  Gives you two options and then positions the camera.
The first option positions from the camera's viewpoint, the second
option positions with an object representing the camera visible in
the view.  I'm not sure exactly what's different about this.
  VIEW ABSOLUTE:  Use the analogue and digital sticks and the L and R
buttons as in the World Editor to position the camera to the exact
location you want it at, then press A.

$ R4.3.2.5  BGM track events

  The potential events on the BGM track are:

 ÝStart newÝ
 ÝStop all Ý
 ÝAdjust   Ý

Start new:  Starts a new piece playing.  The properties are:

 ÝTune     !___L5___!Ý
 ÝSpeed    -[]-------Ý
 ÝVolume   -[]-------Ý
 ÝPitch    -[]-------Ý
 ÝChorus      <___>  Ý

  Most of these are self explanatory.  Tunes are selected from the
BGM library.  "Chorus" has two choices: play all (two characters) or
play only melody (4 characters)

Stop all:  Stops all BGM.  Has no properties.

Adjust:  Adjusts the properties of the current BGM.  Properties are
as above, excluding "Tune".

$ R4.3.2.6  Sound FX track events

  The potential events on the Sound FX track are:

 ÝEffect  Ý
 ÝStop allÝ


 ÝEffect      !___L2___!Ý
 ÝLoop             Ý
 Ý[OK]        [ADVANCED]Ý
 ÝVolume      -[]-------Ý
 ÝPitch       -[]-------Ý

  Most of these are self explanatory.

$ R4.3.2.7  Letterbox track events
  The Letterbox track has two events:

 ÝBlackout Ý

  Blacks out the screen.  The Event Properties sheet:

    ÝBlackout   Ý
    Ý[OK]            Ý

  The OFF/ON option doesn't show the words OFF/ON, but two Japanese
phrases:  3 chars for blackout on, 2 chars for blackout off.  When the
screen is blacked out, only Special Text is visible.

  Puts the screen into a letter box.  You will be shown a preview of the
current scene in the World Editor in a letterbox.  Use the X button to
move the cursor around between the corners of the view, and use the
joystick to move that corner to create the letterbox.
  Note: when the script ends, all blackouts and letterboxes will be

$ R4.3.2.8  Map track events
 The potential event on the Map track are:

 ÝSky       Ý
 ÝLighting  Ý
 ÝFog       Ý
 ÝColour    Ý
 ÝSwitches  Ý

$ R4.3.2.9  Special text track events
  The potential events on the Special text track are:

  ÝSpecial textÝ
  ÝNarrative   Ý

Special text:  Generates text which appears on top of the regular game
  screen and can be subject to a number of effects.  This text is also
  the only thing that can appear while a Blackout is in effect.

 ÝMessage      ___________Ý
 ÝFont size      -[]------Ý
 ÝLocation     __________vÝ
 Ý[OK]          [ADVANCED]Ý
 ÝEffect       __________vÝ
 ÝHue           -[]-------Ý
 ÝSaturation    -[]-------Ý
 ÝValue         -[]-------Ý
 ÝOpacity       -[]-------Ý

  Effects are:
   ÝNone             Ý
   ÝSlide from top   Ý
   ÝSlide from bottomÝ
   ÝSlide from left  Ý
   ÝSlide from right Ý
   ÝGrow             Ý
   ÝShrink           Ý
   ÝFade             Ý

Narrative:  Generates text that is typed out in a shaded box on the
screen.  Note that this is a timed event: you must make it long enough
for all the text to type out or it will be cut off in the middle.

  ÝText        __________Ý
  Ý[OK]        [ADVANCED]Ý
  ÝLocation          ___vÝ

  Location is the location of the box:  Top, centre, or bottom.  The
character will appear to point in the appropriate direction; the character
for centre doesn't appear to point anywhere.

$ R4.3.2.10  Vibration track events

  There is only one potential event on the Vibration track:


VIBRATE:  Makes the DC controller vibrate, assuming it's equipped with 
a PuruPuruPack.  Its Properties has only one value: the strength 
(1 to 7) of the vibration. 
************************** LIBRARY INDEXES ***************************

$ L1 - Model Library

  The Model library is divided into categories.  Scroll between categories 
by pushing left and right, and select an entry by pushing up and down.

Category: Men
   Warrior 2
   Fat peasant
   Sneering guy
   Old guy
   Guy with glasses
   Sweater guy
   Wise man

(Note: Selecting Edit lets you make a new model out of any head and
any body.  The screen is:

  ÝHead       !__L1__!Ý
  ÝHead type  _______vÝ  ("type" = select alternate colour schemes)
  ÝBody       !__L1__!Ý
  ÝBody type  _______vÝ
  Ý[OK]               Ý

Category: Women and children
   Warrioress 2
   Cute girl
   Fat woman
   Sneering gal
   Old maid
   Girl in skirt who gets used as villain a lot in sample games
   Water nymph
   Young boy
   Young girl
   Pauper child
   Rich child

Category: Monsters
   Male zombie
   Female zombie

Category: Architecture 1
   Wooden building 1-5
   Stone building 1-5
   Brick building 1-2
   Big Wood building 1-4
   Stone and thatch building 1-4
   Redbrick building 1-5   
   Shed-type building 1-3

Category: Architecture 2
   Clock tower
   Raised house
   Ramshackle house
   Log cabin
   Log cabin w/snow
   Multiple Stable
   Single Stable
   Snowy single stable

Category: Trees
   Snowy tree
   Blooming tree
   Autumn tree
   Bare tree
   Thick bare tree
   Pine-type tree
   Pine-type snowy tree
   Fern tree
   Palm tree
   Big plant
   Small plant
   Small flowering plant

Category: Features
   Tree stump
   Bundle of logs
   Mounted cannon
   Grave 1
   Grave 2
   Grave 3
   Rotten log
   Broken wall
   Rock 1
   Rock 2
   Rock 3
   Smooth Rock 1
   Smooth Rock 2
   Smooth Rock 3
   White Rock 1
   White Rock 2
   White Rock 3

Category: Signs
   Blank sign
   Point Left
   Point Right
   Beer symbol
   Gold symbol
   Weapons symbol
   Magic ball symbol
   First aid symbol
   Generic text
   Hanging sign: INN
   Hanging sign: Beer symbol
   Hanging sign: Gold symbol
   Hanging sign: Weapons symbol
   Hanging sign: Magic ball symbol
   Hanging sign: First aid symbol
   Hanging sign: Generic text

Category: Fence
   Iron gate
   Brick gate
   Fence gate
   Wood fence
   Iron fence
   Stone "fence"
   Ringfence + gate 1
   Prefab fence 2
   Raft/Bridge 1
   Raft/Bridge 1 snowy
   Raft/Bridge 2
   Raft/Bridge 3
   Suspension bridge
   Bridge curve
   Bridge straight

Category: Floor
   Stone floor 1-5
   Brick floor 1-5
   Gravel floor 1-5
   Sand floor 1-5

Category: Dungeon parts
   Dead End
   Descent into rock
   Rock cave
   Big rock
   Rock passage
   Rock corner
   Rock T piece
   Rock cross piece
   Rock dead end
   Rock passage up

Category: Portals/Travel
   Staircase up
   Staircase down
   Wooden door
   One-side door
   Grand door 1-2
   Strong door 1-2
   Barn door
   Cell door
   Strong cell door

Category: Indoors 1
   Carpet Big
   Carpet Medium
   Carpet Small
   Circular table
   Square table
   Cross table
   Draped desk
   Easy chair
   Throne 1-2
   Bunk bed
   Princess bed
   Cramped bed
   Counter pillar
   Chest of drawers
   Medicine cabinet
   Machine cabinet
   Empty bookshelf

Category: Indoors 2
   Treasure chest
   Vase 1-2
   Wicker basket
   Baby basket
   Wheel/cog 1-4
   Stage stairs
   Stage curtain

Category: Indoors
   Armor display
   Small picture 1-3
   Big Picture 1-3
   Gold statue
   Small column
   Stone column
   Chandelier 1-2

Category: Indoor furniture
   Big pot plant
   Small pot plant
   Flower arrangement
   Empty vase
   Pendulum clock
   Mantel clock
   Grandfather clock
   Quill and letter
   Blank paper
   Blank plaque
   Open book
   Upright book
   Food 1-3
   Candle out
   Candelabra 1-2

Category: Items
   Frying pan
   Vial of liquid
   Swaddled baby
   Complex key
   French stick

Category: Items 2
   Sword 1-2
   Big sword
   Small sword
   Magic Staff
   Holy Staff
   Coloured staff
   Crooked Staff
   Shield 1-2
   Standard spear

Category: Effects
   Transparant cube
   Glowing ball
   Energy ball
   Hit effect
   Slash effect
   Small heart
   Big heart
   Water jet
   Ground patch
   Burned ground patch
   Glowing blade
   Small glowing blade

$ L2 - SFX Library
  Cursor move
  Window change
  Window close
  Birds singing
  Heavy wings
  Water dripping
  Water running
  Water running heavy
  Heavy machinery
  Thunder rumble
  Thunder clap
  Horse neigh
  Dog Growl
  Dog Howl
  Dog Bark
  Male scream
  Female scream
  Male evil laugh
  Female evil laugh
  Female muted evil laugh
  Footstep echo
  Footstep on wood
  Footstep on wood spring
  Grass footstep
  Sand footstep
  Water footstep
  Knock on door
  Door opening
  Door closing
  Door creaking
  Door slam
  Big bell
  Ship's horn
  Guitar C chord
  Guitar Cm chord
  Snare drum
  Wolf whistle
  Single clap
  Movement whoosh
  Impact 2
  Metal impact
  Wood on wood
  Breaking glass
  Gun shot
  Low gun shot
  Magic warp
  Jump into water
  Rise from water
  Magic slide

$ L3 - Sample game library
[Note: If you load the examples into the editor, do a Game Reset
before playtesting, or the Sheets will not run.]

From left to right:

  Initial Data
    - This is the initial settings loaded when you start to create a
      game - the default landscape and trees and an empty Book.
  Orphe's Wonderful? Country  
    - A complete sample game with UI.
  Do your Best, Master
    - A complete sample game with UI.  Don't drink the blue bottle
      (unless you want to watch the intro twice)
  Example: Opening
    - A scripted opening sequence.  Just watch.
  Example: Meeting people
    - How to encounter folks.  Walk up to the people around the town.
  Example: Map switching
    - Walk into the cabin door and observe the location switch.
  Example: Sky/weather
    - Walk up the mountain and see the sky change.
  Example: Getting items
    - Look in the barrel and the crate.
  Example: Items changing state
    - Look in the treasure chest twice.
  Example: Picking up and carrying items
    - Get the apple.
  Example: Dialogue, interaction, effects
    - Talk to the angel. On the first two answers, he sends you to
      jail; on the third, he gives you an axe, and on the fourth,
      he runs off.
  Example: Using items
    - Try opening the door.  Then look in the chest and try the
      door again.
  Example: Menu based combat
    - Take on the skeleton in FF style combat.
  Example: Dungeon 1-3
    - Explore the dungeons and see how to create them.
  Example: Many monsters
    - Destroy the skeleton without being caught by the zombies.
      [If a zombie touches you, you will "die", but the game does
      not include game over so that you can see the final state
      of the sheets.  Quit to the editor and do a game reset to
      play again.]
  Example: Trap
    - Get down the corridor avoiding the very unfair traps.
  Example: Gimmick
    - Push the crates around.
  Example: Combat scenario
    - Climb the mountain and save the priestess.
  Example: World map
    - Touch the sign to view the overall map.
  Dream studio staff roll
    - Watch the funky dancing girls and the credits for DreamStudio.
  Orphe Demo
    - A demo sequence from Orphe.
  DreamStudio Demo
    - Rolling demo showing off features of Dream Studio.

$ L4 - Map Library

Category: Exterior
   Big mountain pass
   Glade with river
   Alternate glade
   Big house grounds
   Snowy glade with river
   Sandy glade
   Rocky desert
   Mountain climb
   Fire pit
   Lake glade
   Island in crater
   River cutting
   Small island in sea
   Boat at sea
   Prefab dungeon
   Rocky prefab dungeon
   Rocky cavern
   No map (must add objects)

Category: Interior
   Bigger house
   Throne room
   Double-level landing
   Mill interior
   Circle house
   Abandoned shack
   Rogue's house
   Tiled room 1-2
   Empty wood rooms: L, M, S
   Empty stone rooms: 1-2, L, M, S
   Corner of room

$ L5 - BGM library

[Note: I haven't translated the actual names but given a description
of the piece]

   Town-type music
   MOON (introspective piano)
   Introspective wonderment
   Sirius (Strident)
   Next (Strident/Triumphant)
   Sky (Strident/V. Triumphant)
   Beat and undercurrent
   Harpsichord Landscape
   Quietly spooky
   Creepily spooky
   UNFINISHED [Sad, low]
   Shadows of evil
   Dreamstudio [Opening theme]
   Swoops to fanfarish
   Fast jumpy/slow
   Last Fight
   "Level up music"
   "Fanfare music"
   "Joke music"
   "Morning music"

L6 - Sky library
   Clouds 1
   Clouds 2
   Dark clouds 1-2
   Sunset to stars
   Stars and clouds

$ L6 - Human action library
   Stand normally
   Stand innocently
   Stand casually
   Walk standard
   Walk hurriedly
   Dainty run
   Short step run
   Tilting run
   Drunken walk
   Zombie walk
   Stay seated
   Eat (seated)
   Drink (seated)
   Read (seated)
   Sleep (seated)
   Play piano (seated)
   Sit on floor
   Lying prone
   Rising from prone
   Falling supine
   Rising from supine
   Falling prone
   Fighting with sword
   Slapping round head
   Careful punch
   Chopping punch
   Football kick
   Groin kick
   Heavy chop
   Mid cross chop
   Overbear chop
   Jumping overbear chop
   Cautious palm
   Nocking bow
   Thumbs up
   Spear thrust
   Ssshh pose
   Ready to fight
   Charge.. Fireball!
   Blocking with shield
   Lean dodge
   Getting slapped
   Getting hit in the head
   Getting hit in the midriff
   Stomach ache
   Laughing, hands on hips
   Laughing into sleeve
   Tapping foot (in time)
   Twitching foot
   Tapping foot (impatiently)
   Folded arms
   Wiping eye
   Wiping other eye
   Scratching head
   Patting stomach
   Posed, quivering
   Stumbling back
   Scared back
   Tough guy/gal
   Tapping sides of head
   Abrupt panting
   Looking to sky
   Upward wipe motion?
   Saluting at chest
   Praying on knees
   Blowing kiss
   Tapping other foot (to beat)
   Clapping either side
   Hands on knees (talking to dog)
   Bopping hands
   One clap
   Examining object
   Big chop down
   Rocking baby
   Playing guitar
   Blowing whistle
   Step Dancing
   Twirly dancing
   Reaching up
   Reaching down
   Throwing object
   Pushing object
   Pushing object via handle
   Failing to push object (trapped mime act)
   Knocking on door
   Opening door
   Deep bowing
   Set and salute
   Half Kneeling bow
   Full kneeling bow
   Producing object
   Wave goodbye
   Big wave goodbye
   Waving welcome
   Shooing hand on hip
   Offering handshake
   Raising hand
   Offering hand low
   Offering hand to side
   Offering hand to other side
   Pointing to self
   Nod yes
   Shake head no
   Look up, hand on hip
   Look down, hands on hips
   Look to side
   Look to other side

****************************** CREDITS *******************************

  Since this is an early version, there's only one credit: Me,
mark [at]  Please send e-mail contributions and
suggestions to this address.  Please don't send requests for
information - everything I know is already here.

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