ZX Format #01: For Programmers: Laser Squad Mission Editor Overview

Mission editor for the game LASER SQUAD (demo version)  
Author's description by Andrey Sedov
──────────────────────────────── (the editor is provided in the APPENDIX)

I hope this program will be useful to the numerous fans of "LASER SQUAD" who have dreamed of new missions for this game. The program features a user-friendly window interface and a minimal number of control keys:
Q - Move cursor up.
A - Move cursor down.
O - Move cursor left or decrease the option value in the menu.
P - Move cursor right or increase the option value in the menu.
SPACE - Select an option in the menu or place a sprite on the screen in map editing mode.
ENTER - The key moves the cursor from the map field to the functions menu.

MAIN MENU OF THE PROGRAM.
DISK OPERATIONS.

The option allows you to load or save the edited mission or the saved state to disk. To do this, select the corresponding option in the disk operations menu. When prompted: "DISK CATALOG (Y/N)?", press "Y" if you need it. Otherwise - any key. After that, enter the name of the mission or saved state. Unfortunately, the program does not allow you to make a full mission from a saved state. The computer does not place enemy soldiers, and you have to play against yourself. Fortunately, this does not happen with missions.

MISSION EDITOR.

Go to the mission editor menu, where you can choose what you want to change.

HELP PAGE.

The help page contains a brief description of the control keys.

Menu contents
MISSION EDITOR.
MAP EDITING.

After entering map editor mode, you will find yourself in the functions menu, where you can select the sprite you need (option ""), clear the map (option "CLEAR"), fill it with the current sprite (option "FILL"), or replace the selected sprite on the entire map with a new one. The "MAP" option moves the cursor to the map field. Move the cursor to the sprite on the map that you want to replace with a new one and press "SPACE", after which the current sprite, the image of which is displayed in the upper right corner of the screen, will be placed on the map. In "MAP" mode, two additional control keys are assigned: "K" and "L" - scroll the sprite set left and right, respectively. To switch from the map to the menu, use the "ENTER" key.

OBJECT EDITING.

Each object you see on the map has its own characteristic properties. For example, doors open, screens explode, etc. The object editor allows you to change all these properties, creating new ones. First, you need to select the object whose properties you want to change. To do this, position the cursor on the "OBJECT" item and, pressing the "O" and "P" keys, select the object you need, the image of which will be displayed in the upper right part of the menu. After that, position the cursor on the desired parameter of the object and, using the "O" or "P" keys, change it. To exit the menu, press "SPACE".

PASSABILITY indicates how much energy is taken from the soldier when passing through the object.
DESTRUCTIBILITY shows the force of impact (shot) required to destroy the object. If the value is 255, the object is indestructible.
OBJECT AFTER DESTRUCTION - the sprite that will remain after the object is destroyed. It makes sense if the object is destructible. This parameter should be changed very carefully. Under no circumstances allow the object to turn into itself after destruction. This will lead to no good.
OBJECT PROPERTY indicates the presence of special properties, such as openability, explosiveness.
NUMBER OF POINTS awarded for destroying the object. This parameter can set the mission objective. (The mission is considered completed if 100 points are scored).

WEAPON EDITOR.

This option will appear in one of the upcoming versions of the editor.

WEAPON PRICES.

This option gives you the ability to change weapon prices for both squads. The control is similar to the "OBJECT EDITOR" menu. If you suddenly see an image of a dead soldier instead of a weapon image - don't be alarmed, this is not a "glitch". The fact is that different missions may have different amounts of weaponry, and therefore in the price editor, you can scroll through the entire set of weapons. "But what about the corpses of soldiers?" - you may ask. Because they can be picked up. And everything that can be picked up in LASER SQUAD is considered as weaponry.

SPRITE MAPPING.

Here you can change the mapping of sprites to objects. In LASER SQUAD, several objects with different properties can have the same image. For example, you can create two objects that correspond to the floor sprite and make one of them explosive and easily destructible. That is, turn it into a mine, visually indistinguishable from the floor, but exploding upon impact or explosion. The menu has two options: OBJECT NUMBER indicates the number of the current object. SPRITE NUMBER corresponds to this object.

ARMOR EDITOR.

Allows you to change four types of armor that you can acquire before starting the game. The menu contains the following options:
ARMOR NUMBER [1...4] indicates the number of the edited armor.
DEFENSE LEFT (RIGHT, FRONT, BACK) - degree of protection from the corresponding side.
ARMOR WEIGHT partially affects the number of ACTION POINTS that will be given to your soldier. The lighter the weight, the more ACTION POINTS.
MAX. WEIGHT OF WEAPON indicates the maximum total weight of items that a soldier can carry.

That's all for now. The program is in the process of refinement and will be released soon.

Contents of the publication: ZX Format #01

  • IS-DOS
    IskraSoft introduces IS-DOS Classic 4.0 with advanced text editing features, a disk utility, a hard drive controller for ZX Spectrum, and a program debugger.
  • IS-DOS - Владимир Елисеев
    Overview of IS-DOS for ZX Spectrum, highlighting its advantages over TR-DOS. Discussion on installation, usage, and file management features of IS-DOS. Introduction to system utilities and interface similar to Norton Commander.
  • IS-DOS - Владимир Елисеев
    The article provides a concise guide to the IS-DOS system disk, listing all essential files with explanations. Files are sorted alphabetically and grouped by directories for easy navigation. The guide focuses on a basic overview of files and commands without extensive descriptions.
  • IS-DOS - Владимир Елисеев
    Discussion on the UniColor standard for color settings in IS-DOS programs, its implementation, and advantages for user customization.
  • IS-DOS - Владимир Елисеев
    Discussion of IS-DOS window interface features. Implementation of window system in IS-DOS and its advantages. Example programs for creating windows and frames.
  • IS-DOS - Владимир Елисеев
    Description of the internal workings of the gmen.com program for IS-DOS, focusing on device management and menu handling with detailed source code and comments.
  • Hardware - Vladimir Larkov
    Discussion on modifying Scorpion ZS-256 hardware for compatibility with specific software. Describes blocking port #1FFD to run incompatible programs. Provides technical details for implementation.
  • Железо - Nemo
    Discussing hardware braking devices for ZX Spectrum. Focus on creation and impact of brakes on overclocked processors. Warning about potential side effects.
  • Железо
    Discussion of the impracticality of repairing old computers and the economic sense in replacing them with modern hardware. The article highlights challenges in DIY repairs and suggests alternative solutions. Emphasizes the benefits of upgrading to newer, more reliable components.
  • Железо
    Discussion of new peripheral developments for Scorpion ZS 256, including an innovative universal controller and MIDI interface. Highlights enhancements in keyboard and mouse controllers and expansion of built-in software capabilities. Offers details on professional ROM extension and turbo mode for improved performance.
  • Игрушки - Ruster
    A detailed walkthrough of the game Crystal Kingdom Dizzy, including solutions to puzzles and tips for progressing through the story.
  • Игрушки - Павел Рындин
    Description of the logic game 'Bulls and Cows', its mechanics and gameplay. Explains levels of difficulty and the goal to guess a number with minimal attempts.
  • Игрушки - Вячеслав Медноногов
    Discussion on the nuances of 'UFO: Enemy Unknown' game, focusing on alien species, their tactics, and gameplay strategies. Details on game mechanics and future sequel 'UFO-2: Devils of the Abyss'. Includes programming insights and development history.
  • Игрушки - SParker
    Overview of games and software on the Saint Petersburg market in 1995.
  • Интервью
    Vyacheslav Mednonogov shares his journey as a programmer, from assembling his first Spectrum-48 to developing notable games like 'UFO. Enemy Unknown'. He describes challenges and insights in game development and the rise of Russian game localization. His experiences highlight the evolution of programming and software distribution in the 1990s.
  • Информация
    Introduction to ZX-Format, a new electronic magazine for ZX Spectrum enthusiasts, focusing on games, programming, hardware, and community interaction.
  • Конкурс
    Discussion on organizing a new competition for the magazine. Readers are invited to submit their theme ideas. Selected themes will be featured in future issues.
  • Конкурс
    ZX Format announces a competition for the best mission created using the mission editor for the game Laser Squad. Submissions are accepted by mail or in person. Winner receives a box of 3M disks and the next issue for free.
  • Отдохнём - Килат Амор
    A programmer's day filled with dreams, gaming, and casual conversations. Vasetchkin balances ambition with relaxation, embodying the programmer's spirit. Reflects on the demands and enjoyment of a programmer's life.
  • Mailbox - Максим Романов
    Discussion on hardware and software offers in St. Petersburg by LOGROS and Create Soft, including detailed insights on Kempston Mouse interface.
  • Mailbox - SParker
    Compilation of cheat codes for ZX Spectrum games by Sergey Pavlov. Techniques for extra lives and immortality. Not recommended for fans of fair play.
  • Mailbox
    Description of submission guidelines for letters and articles to the magazine, including formatting and submission preferences.
  • Премьера - Алексей Щекин
    Gameplay of Lines game on ZX Spectrum, similar to Color Lines. Move balls to form lines of the same color. Scoring and controls are described.
  • Программистам - Дмитрий Рудовский
    Introduction to advanced BASIC programming techniques for ZX Spectrum 48, highlighting its advantages over 128 BASIC. Plans for future articles include service programs and language extensions. The article serves as a guide for experienced programmers.
  • Программистам - Михаил Спицын
    Introduction to assembly language on ZX Spectrum. Explanation of Z80 processor structure, registers, and basic commands. Includes example programs for learning.
  • Программистам - Андрей Седов
    Mission editor for Laser Squad by Andrey Sedov allows fans to create new missions. Includes user-friendly interface with minimal controls. Offers features like object editing, price adjustments, and sprite assignment.
  • Various
    History of Amiga computer development, its creators, and key features. Evolution from arcade games to a leading home computer. Amiga's market success and technological advancements.
  • Разное
    Review of upcoming ZX Spectrum software products with demos. Highlights include adventure games, RPG trials, and strategic tactics. Several well-known developers contribute to these releases.