================Pixel by pixel scrolling engine by R.Eric Lope================


Engine code:R.Eric Lope
Tiles and sprites:Ingmar Steen
Extra coding,tiles and sprites:Kackurot(Main module,Palload),
                               Lachie Dazdarian


This RPG engine is part of Rellib(also by R.Eric Lope).While ago I
downloaded Rellib and checked it's RPG engine.Since I really liked it 
I e-mailed Eric and complimented him.He replied by sending me a commented
source code of this engine which he made for another person(Kackurot).
Anyway Kack made some of the stuff in the engine too.

I.Why this version of engine?
=============================
Now,since I belive that Rellib and it's RPG engine in is underrated,
especially this commented source code of engine(which not many people have), 
I thought it was my duty to make it more popular/known.
So i made this archive which is something like EXTRA version of the engine.

II.What is in this archive?
===========================
This archive includes:
Very well commented source code of pixel by pixel scrolling engine.
Compiled pixel by pixel scrolling engine.
Map tiles and sprites for character animations.
Necessary libraries to run the source code(rel.lib,rel.qlb,rellib.bi)
Small example(space.exe) which illustrates the possibilities of this engine.
This niffty readme file.

I changed the tiles from the original engine with the ones from other 
engine,which is screen by screen scrolling.So the tiles and sprites are 
not mine,they are by Ingmar Steen.Well extra ones are mine.

This extra version of engine(SCROLL.BAS) includes:
1.Extra character walking on the map and appropiate colliding.
  Character moves in one direction.The code is rather primitive but
  it gives you a hint for making more complex algorithms(AIs).
  Colliding is pixel by pixel.Eric helped me on this(Thank you master).
2.Castle and guards which guard the gate(Up right corner of the map).Guards 
  react on Hero being to close to the gate(try to approach the gate).Nice 
  example of static sprites on map reacting on player.
3.Extra tiles(ruins,castle and fruit tree) and extra sprites(Fred and Guards) 
4.Delayer for fast PCs.On Pentiums this engine runs way too fast so I made
  a sub for speed control.You can access speed control menu with SPACE key
  when runing the engine.
  A note:I added scroll2.exe which doesn't use the delayer since it behaves
  strange on some PCs.


Added subs:Engine.DrawFred,Engine.DrawGuards,MainScreen,SpeedControl

III.How can i use this engine for my projects?
==============================================
To run the source code run QBasic with qb/l rel/ah    

This engine uses RelLib routines and i advise you to download RelLib
althought you can run the source code without it.
You can download Rellib from http:\\qbhost.com.sapo.pt
I recommend this library.It's good.Trust me.

Create your own tiles and sprites with Pixel Plus 256.You can edit the 
existing ones there too.Engine uses 20*20 tiles,but you can modifiy the 
engine for other tile sizes too.


New versions of this engine can appear on the same URL so check it for
the last version.
Freely use this engine for your own projects but give appropriate credits
to R.Eric Lope,Ingmar Steen(if you gonna use he's tiles) and me(if you
gonna use my character routines or extra tiles/sprites)

Update 5.3.2002:Changed the delayer.This one should work.Some cosmetic changes
too with the guards reacting on hero.Fixed one confusing comment.
Added necessary library files to run the source code without the RelLib.
Added new example(space.exe)
Update 8.3.2002:Changed the colliding with Fred to pixel by pixel.Quite a
                a big improvement of code.


----Lachie Dazdarian(lachie13@yahoo.com)

