Garry Kitchen Game Maker


-------------------------------------------------------------------------------
DOC GARRY KITCHEN'S GAME MAKER / QUICK REFERENCE BOOKLET / GODFATHER / 08/11/86
-------------------------------------------------------------------------------

GameMaker EDITOR COMMANDS
-------------------------
Master Commands

Menu: Goes to the GameMaker main menu.

File: Handles filing jobs. These are:

      Quit: Go back to the editor
      Load: Load program from disk
      Save: Save program on disk
      Init: Initialize disk
      Del.: Delete a file on a disk
      Make-a-disk: Save program on disk for yourself or a friend
      Prnt: Print file in Program Area

Clr:  Clear Program Area
Run:  Run program in Program Area
Ins:  Insert line at cursor in Program Area
Del:  Delete line at cursor in Program Area
Find: Find designated label
Copy: Copies, moves or deletes program lines

SceneMaker COMMANDS
-------------------

File:  Same as Editor FILE commands.
Quit:  Go to Editor.
Undo:  undoes last major change.
Clear: Clear entire drawing board

Drawing Modes:

       Draw : Draw lines
       Circl: Set two points for radius of circle
       Line : Set two points for line
       Box  : Set two points for far corners of box
       Fill : Use with other modes. Fills marked off area with selected color.
       Zoom : Magnify area on Drawing Board
       Copy : Copy areas of scene
       View : Hide commands and work on entire screen
       Move : Move sections of scene into view

SpriteMaker COMMANDS
--------------------

File  : Same as Editor FILE commands.
Setup : Choose SINGLE or MULTI-COLORED sprites, V MAG, H MAG and set number of
        sprites.
Quit  : Go back to Editor

Spr=01: Select part of sprite on which to work
Fr=01 : Select frame on which to work

Cmd:    Present animation commands. These are:

        Flip  : Move joystick to turn sprite
        Anima : Animate from 00 to 00 frames
        Shift : Move sprite positions in Positioning Area
        Clear : Erase all frames of sprite
        Copy  : Copy one sprite or one frame to another

SoundMaker COMMANDS
-------------------

Quit : Go to Editor
Ins  : Insert frame into sound effect
Del  : Delete current frame
Copy : Copies frame from one to another
Cir  : Erases all frames
File : Same as Editor FILE commands

Master CONTROLS
---------------

Repeats : Repeat sound
Speed   : Set speed of sound effect
Frame   : Select frame to edit

SoundMaker CONTROLS
-------------------

Wave : Select NOISE, SQUARE, SAWTOOTH or TRIANGLE.
Frq  : Control High and Low pitch
Spd  : Change speed of frequency sweep
Pls  : Determine pulse wave width
Dur  : Determine amount of time of sound effect
Tie  : Create a smooth transition beetween frames

Hearing Sound Effects
---------------------

Hear sound : Hear entire sequence of sounds
Hear frame : Hear current frame
Constant   : With HEAR SOUND and HEAR FRAME, repeat entire sound or frame
Quiet      : Stop sound

MusicMaker COMMANDS
-------------------

File  : Same as Editor FILE commands
Quit  : Go to Editor
Ins   : Insert note between two others. Turn on or off.
Top   : Go to first note in song
Del   : Delete note in song
Play  : Play song
Clr   : Clear music sheet of all notes
Stop  : Stop playing song
1,2   : Channel display selectors
Tie   : Make notes flow smoothly. Turn on or off.
Tempo : Change speed of song
Scrolling arrows : Select to move forward or backward in song.

                      ------------------------------------

GameMaker PROGRAM COMMANDS
--------------------------

add 0000 to score1   - Add value from 10 to 1000 to score #1 or 2.

add 0000 to score[a] - Add value from 10 to 1000 to score specified by [a].

add [a] to score1    - Add value in [a] to score #1 or 2.

add [a] to score [a] - Add value in [a] to score specified by [a]

clear scene  - Erase informations in specified scene and clear colors to black

clear score1 - Set specified score to 000000 and print on screen at specified
location (see 'SCORE AT...' and 'SCORE COLOR...' commands).

clear score[a] - Set score specified by [a] to 000000 and print on screen.

clear sprite - Make designed sprite invisible by positionning off edge of
screen. Use when changing from one sprite to another or moving it at same
time.

/comment - Holds 24 characters of typewritten information to explain particu
lar Area of program.

data table at l001 - Tell computer location of current data table. Numbers are
read from list using 'set a = value at data + [a]' command.

data values-000 000 - Holds values in data table. Enter two values per
instruction. Values are read from left to right.

endif - Mark end of logical if function.

if...then - Mark beginning of logical if function.

'if' statements available:

     if a = 000 then
     if a = [a] then
     if a > 000 then
     if a > [a] then
     if a < 000 then
     if a < [a] then - affects program flow based on comparison of variable [a]
                       and a number "000" or a variable [a] and another [a].

if button 1 is on then - Affects program flow based on whether joystick button
is on or off. If program uses button 1 statement, use space bar to go to the
Editor.

if joystick is right then - Affects program based on direction of joystick.
                            Joystick can be LEFT, RIGHT, UP, DOWN, or OFF.

if score1 > 000000 then - Test if current value of score #1 or 2 is greater
than number specified. Select from 1000 to 100000 by 1,000's.

if score[a] > 000000 then - Test if current value of score pointed to by a
variable [a] is greater than a number.

if score1 > score2 then - Test two score values against each other.

if sprite hit sprite then - Test if sprite is colliding with other graphic on
screen. Select sprite 1-8 or anyone.

jump to label l001 - Cause program to jump to designed label.

jump to label l[a] - Jump to label designed by the variable [a].

jump to subroutine at l001 - Jump to subroutine at designed label.

jump to subroutine at l[a] - Jump to subroutine at label designation by value
in [a].

otherwise - Tell computer to execute commands after otherwise and before next
'endif' if expression in preceding 'if...then' statement was false.

pause for 000 units - Cause program to wait before moving on to next command.

plot a dot at x = 000 y = 000 - plot high resolution pixel on scene picture.

plot a dot at x = [a] y = [a] - plot dot at coordinate values designated by
variables.

plot color 0 - Designate color used by plot command. Select scene colors 0-3

plot color [a] - Designate by variable color used by plot command

print xxxxxxxxxxxxxxxx - Print 20 characters on screen at position selected by
'print at row 00 column 00' command in colors selected by 'print color = 00 on
00' command.

print at row 00 column 00 - Tell computer destination of next print statement.

print ar row [a] column [a] - Designate destination of next print statement
with variables.

print character of [a] - Print character specified by variable [a].

print color = 00 on 00 - Designate foreground and background colors used by
print command.

print value of [a] - Print 3 digit numeric value of variable.

return from subroutine - Return to instruction immediatly following earlier
executed 'jump to subroutine at l001'.

scene is [] - Load scene into memory of computer. The disk with desired scene
should be in the disk drive.

score1 at row 00 column 00 - Designate position at which score #1 will be
displayed.

score2 at row 00 column 00 - Designate position at which score #2 will be
displayed.

score1 color = 00 on 00 - Designate foreground and background colors for score1

score2 color = 00 on 00 - Designate foreground and background colors for score2

screen update on - Screen update on/off turns off visible changes to display,
executes any display instructions, turns on and displays changes instantly.

set a = 000 - Set value of designated variable egal to a number from 000 to 255

set a = [a] - Set value of designated variable egal to value of another
variable.

set a = a + a - Add selected number to value in a

set a = a + [a] - Add value of a variable to value in [a]

set a = a-000   - Substract selected number from a

set a = a-[a]   - Substract value of a variable from a

set a = a * 000 - Multiply value in variable by selected number

set a = a * [a] - Multiply value in variable by value in another variable

set a = a / 000 - Divide value in variable by selected number

set a = a / [a] - Divide value in variable by value in another variable

set a = rnd number from 0 to 000 - Set designated variable egal to a random
value from 0 to selected value

set a = sprite x position - Set designated variable egal to current value of
selected sprite's x position on screen

set a = sprite y position - Set designated variable egal to current value of
selected sprite's y position on screen

set a = value of data + [a] - Set designated variable egal to value in data
table pointed to by [a]

set a = value at ram + [a] - Set designated variable egal to value in user RAM
table

set value at ram + [a] = [a] - Set value in RAM data table pointed to by the
first variable equal to value of second variable

skip next if a = 000
skip next if a > 000
skip next if a < 000 - Skip next instruction in program if mathematical
expression is true. This command can be used in place of an 'if...then'
command for simple testing of variables.

song is [] - Load a song. The disk containing song should be in disk drive

sound = [] - Select sound effect to be executed on designed channel

sound off - Shuts off the current sound

sprite 1 is [] - Assign selected sprite (1-8). The disk containing sprite
should be in disk drive

sprite animates always - Select 'sprite animates always' to cycle from frame 1
to end over and over. Select 'sprite animates once' for sprite to go through
animation sequence once and stop

sprite animation spd = 000 - Select a speed of animation for designated sprite

sprite animation spd = [a] - Select a speed of animation for designated sprite
equal to value of variable

sprite color 1 = black - Designate new color #1 for selected sprite, overriding
color that sprite was drawn with in SpriteMaker

sprite color set = blue/red - Select new color set for designated sprite

sprite dir = 000 000 - Set direction of selected sprite equal to a value
between 000 and 255

sprite dir = [a] - Set direction of selected sprite equal to value in
designated variable.

sprite movement speed = [a] - Set movement speed of selected sprite equal to
value of designated variable

sprite x position = 000 - Position selected sprite on screen at designated HTAB

sprite x position = [a] - Position selected sprite on screen at HTAB position
designated by value of variable [a]

sprite y position = 000 - Position selected sprite on screen at designated VTAB

sprite y position = [a] - Position selected sprite on screen at VTAB position
designated by value of variable [a]

stop program - Stop execution of program. A blank line in your program is
equivalent to stop program command

trace of [a] on - Select trace mode of program execution. Either turn ON or OFF
trace mode. When a 'trace of [a] on' instruction is executed, program 1) stops
at next instruction, 2) displays commands text at bottom of screen, 3) places
program in single step mode, and 4) displays current contents of variable
designated in trace instruction.

------------------- Doc de GARRY KITCHEN tapée par GODFATHER, PARIS le 08/11/86