Construction-Set: | Manual: |
Program/Design: Merlin (mail to: SoulBladeGottNr1(at=)gmx.de) |
German text: Merlin |
Additional program: Armin Gessert, Chrille (mail to: Chrille(at=)The7thSign.de) |
Translation to english: Merlin, Thorsten Hessler aka Rockford (mail to: der.hessi(at=)web.de) |
Graphics: Manfred Trenz |
HTML-optimization: Chrille |
Additional Grafix: Merlin, new owl by TheRealWanderer |
|
Sound and Music: Chris Huelsbeck |
Create Stage | Set Sprites | Load Menu |
Set Startpoints | Play Stage | Save Stage |
Options |
No. & Name | Looks |
Size_: X x Y |
Description |
00 Big box (großer Kasten) | ![]() |
3 x 3 | indestructible - These are actually 1 1/2 boxes. Supposed to be placed on the bottom of the stage. With it, you can e.g. create a transition from earth to water, because earth is 3 char. high and the common box only 2 (or 4, if you place one upon another). |
01 Ground (Erde) | ![]() |
3 x 3 | indestructible |
02 Burrow (Loch) | ![]() |
5 x 3 | You may place this in the ground to create a hole in it. If you want to create a bigger hole, you'll have to place 2 of them and overwrite the interfering earth parts in the middle with object No. 2F "nothing" . |
03 Wall with stone (Mauer mit Stein) | ![]() |
3 x 2 | If Giana is a punk and jumps beneath it, this wall transforms
into a stone and falls down. If the stone falls on Giana, your time is drawn off until you are free again. If other stones were on top of the wall already, they fall down also. +50 points |
04 Bonusblock | ![]() |
3 x 2 | This block transforms into a box (No. 05), if Giana jumps
beneath it. Also adds +1 bonus (diamonds) +25 points |
05 Box (Kasten) | ![]() |
3 x 2 | indestructible |
06 small box (kleiner Kasten) | ![]() |
2 x 2 | indestructible |
07 Crumbling platform (Bröselplattform) | ![]() |
2 x 1 | dissolves, when Giana stands or walks on it |
08 Rope bridge (Hängebrücke) | ![]() |
3 x 1 | indestructible |
09 Column (Säule) | ![]() |
6 x 3 | indestructible |
0A Magic wall (magische Mauer) | ![]() |
3 x 2 | When Giana is a punk and jumps beneath it, she gets 1 diamond and 25 points every time, before this wall turns into a box (No. 05). The faster she jumps on this piece in this time period, the more diamonds she gets. |
0B Bed of nails (Nagelbrett) | ![]() |
6 x 2 | deadly (nails), board is indestructible |
0C unknown | ![]() |
3 x 4 | indestructible |
0D Moss l (Moos l) | ![]() |
4 x 1 | indestructible |
0E Moss r (Moos r) | ![]() |
4 x 1 | indestructible |
0F Moss (Moos) | ![]() |
3 x 1 | indestructible |
10 Diamond (Diamant) | ![]() |
3 x 2 | Diamond with a blank to the right The size 3 x 2 - although a diamond is only 2 x 2 squares - is the result of the fact, that a space of 1 char. is produced if you place several of these diamonds next to each other. |
11 Wall (Mauer) | ![]() |
3 x 2 | If Giana is a punk, she can jump beneath this wall to destroy
it. +50 points |
12 Bush (Busch e) | ![]() |
4 x 3 | Background graphic (you can walk through it) |
13 Bush (Busch d) | ![]() |
5 x 3 | Background graphic (you can walk through it) |
14 Netting (Geflecht) | ![]() |
2 x 2 | indestructible |
15 Toadstool (Fliegenpilz) | ![]() |
4 x 3 | Background graphic (you can walk through it) |
16 Diamond (Diamant) | ![]() |
2 x 2 | Diamond (without blank) |
17 Treasure room entrance (Schatzkammereingang) | ![]() |
1 x 1 | If Giana jumps in it, she gets to a treasure room. After she
exits the room, this entrance transforms to a crumbling platform
(No. 07). Should be placed on the bottom of a stage. You don't have to, but in this case Giana falls from the top of the stage after leaving the treasure room, instead of being tossed up. ATTENTION: In the C-Kit you can't test Stages with treasuries as usual, because if you enter one it appears the first screen of your stage as a treasury. This way it could happen that your way to the exit-elevator is blocked. Then you can only press "Restore". Best is if you test your stage without a treasure room entrance and build it in when you finished testing. Usually you don't even need to enter a treasury during testing. The only exception would be if you can't get ahead without (e.g. if you need it as a bridgeover for a too far jump). In this case you could temporarily set a crumbling platform (No.07) on top of the entrance or change the starting screen to make the elevator reachable and delete these changes when you finished testing. |
18 Small tree (kleiner Baum) | ![]() |
3 x 3 | Background graphic (you can walk through it) |
19 Big tree (großer Baum) | ![]() |
3 x 5 | Background graphic (you can walk through it) |
1A Big bush (großer Busch) | ![]() |
A x 3 | Background graphic (you can walk through it) |
1B small bush (kleiner Busch) | ![]() |
6 x 2 | Background graphic (you can walk through it) |
1C Water (Wasser) | ![]() |
3 x 2 | This is the water surface. To make the water deeper, you need
the water parts (No. 3E) If Giana is supposed to be able to swim, the surface has to be at least 4 char.-squares from the screen bottom. If it's too shallow, Giana crashes. |
1D Exit 1 (Ausgang 1) | ![]() |
8 x 6 | You may place this exit somewhere in the landscape, opposed to the other exits that are built from several parts. (see also: Build exit) |
1E Cloud (Wolke) | ![]() |
4 x 2 | Background graphic (you can walk through it) |
1F Cloud (Wolke) | ![]() |
5 x 2 | Background graphic (you can walk through it) |
20 Small column (kleine Säule) | ![]() |
3 x 3 | indestructible |
21 Dungeon wall 04 (Dungeonmauer 04) | ![]() |
4 x 2 | indestructible - read: Connecting dungeon walls |
22 Border parts L1 04 (Randteile L1 04) | ![]() |
1 x 2 | indestructible - read: Connecting dungeon walls |
23 Border parts L1 04 (Randteile R1 04) | ![]() |
1 x 2 | indestructible - read: Connecting dungeon walls |
24 Big exit (großer Ausgang) | ![]() |
4 x 4 | These exits should be combined with wall parts, in order that it doesn't look abrupt. (see also: Build exit) |
25 Small exit (kleiner Ausgang) | ![]() |
2 x 3 | |
26 Dungeon wall 01 (Dungeonmauer 01) | ![]() |
2 x 2 | indestructible - read: Connecting dungeon walls |
27 Border parts 01 (Randteile 01) | ![]() |
2 x 1 | indestructible - read: Connecting dungeon walls |
28 Extrablock | ![]() |
3 x 2 | If Giana jumps beneath it, an extra pops out [assumed you put
an ball-extra (sprite No. 0B) on it] and it transforms to a box
(No. 05) |
29 Spike (Spitze) | ![]() |
4 x 3 | Deadly, if you jump on it. But you can touch it if you walk. |
2A Medium column (mittlere Säule) | ![]() |
4 x 4 | indestructible |
2B Plattform u | ![]() |
6 x 2 | indestructible |
2C Plattform n | ![]() |
6 x 2 | indestructible |
2D Big column (große Säule) | ![]() |
6 x 6 | indestructible |
2E Ground (Erde) | ![]() |
1 x 3 | indestructible - Normally, this object isn't needed. It
was supposed to fill the last char. with ground, if you drew a line
of ground throughout the whole stage. [255 divided by 3 (width of
earth (No. 01)) would be OK, but the stage is 256.] Normally the
last column isn't even visible, so you can save your effort. Only
exception: the stage for the title screen. |
2F Nothing (Nichts) | 1 x 1 | Background graphic (you can walk through it) Should be called "blank". with it you can overwrite parts of objects that are in the way. Or you may fill a dungeon stage completely with dungeon walls and cut the path with blanks. Never mistake this "nothing" for "erase". If you overwrite objects you don't need with blanks and place new objects over it, they stay in the memory after all, for every placed object/group need 5 bytes memory. To delete an object, use "Delete any Object" or "CTRL" + "D" to delete the last placed object. |
|
30 Exit wall (Exitmauer) | ![]() |
2 x 1 | Background graphic (you can walk through it) - Is needed for exits. (read: Build exit ) |
31 Lift column (Fahrstuhlsäule) | ![]() |
3 x 1 | indestructible |
32 Exit parts (Ausgangsteile) | ![]() |
1 x 1 | Single parts of an exit. You don't need further objects for an
exit in stages with a black background. (see also: Build exit) Hint: If you're setting this in a stage with black background, you should temporarily change the background-color to see it. It's possible all the time by pressing "F1". |
33 Fire (Feuer) | ![]() |
4 x 2 | Usually deadly, but Giana may walk right through it, if she has the water drop extra. |
34 Warp | ![]() |
3 x 1 | If Giana jumps beneath it, she will be warped to another stage.
If you touch it from above, you fall right through it. Warps are only visible in the construction kit, so the creator knows where they are. In the actual game, they are invisible, of course. |
35 Spike upside down (Spitze u) | ![]() |
4 x 3 | Deadly, when you jump beneath it, but not when you're falling. From the side you can walk through it. (In Giana II it was deadly when you touched it with your feet. This was improved now to be more accurate. But you need more space now if you have to jump below these spikes). |
36 Fake wall 16 (Scheinmauer 16) | ![]() |
2 x 2 | Background graphic (you can walk through it) - read: Connecting dungeon walls |
37 Border parts L1 16 (Randteile L1 16) | ![]() |
1 x 2 | Background graphic (you can walk through it) - read: Connecting dungeon walls |
38 Border parts R1 16 (Randteile R1 16) | ![]() |
1 x 2 | Background graphic (you can walk through it) - read: Connecting dungeon walls |
39 Border parts L2 16 (Randteile L2 16) | ![]() |
1 x 2 | Background graphic (you can walk through it) - read: Connecting dungeon walls |
3A Border parts R2 16 (Randteile R2 16) | ![]() |
1 x 2 | Background graphic (you can walk through it) - read: Connecting dungeon walls |
3B Dungeon wall 04 (Dungeonmauer 04) | ![]() |
2 x 2 | indestructible - read: Connecting dungeon walls |
3C Border parts L2 04 (Randteile L2 04) | ![]() |
1 x 2 | indestructible - read: Connecting dungeon walls |
3D Border parts R2 04 (Randteile R2 04) | ![]() |
1 x 2 | indestructible - read: Connecting dungeon walls |
3E Wasserteile | ![]() |
1 x 1 | Water parts to fill a any space with - you guessed it - water. See also No.1C |
3F Dungeon wall 99 (Dungeonmauer 99) | ![]() |
2 x 2 | indestructible - read: Connecting dungeon walls |
40 Border parts L1 99 (Randteile L1 99) | ![]() |
1 x 2 | indestructible - read: Connecting dungeon walls |
41 Border parts R1 99 (Randteile R1 99) | ![]() |
1 x 2 | indestructible - read: Connecting dungeon walls |
42 Border parts L2 99 (Randteile L2 99) | ![]() |
1 x 2 | indestructible - read: Connecting dungeon walls |
43 Border parts R2 99 (Randteile R2 99) | ![]() |
1 x 2 | indestructible - read: Connecting dungeon walls |
44 Border parts 01 (Randteile 01) | ![]() |
1 x 1 | indestructible - read: Connecting dungeon walls |
45 Black bridge (schwarze Brücke) | ![]() |
1 x 1 | indestructible- supposed to build invisible bridges or walls in stages with black backgrounds. (Hint: if you place black bridges, it will be helpful to change the background color for that period.) |
46 Stone (Stein) | ![]() |
3 x 2 | indestructible. Can also be placed on walls with stone (No. 03), to let all stones on the "wall with stone" fall down, when destroyed. |
XX Delete any Object | ![]() |
- | With it you can delete an object (i.e. a group of an object) of
your choice. The diamond you see here is only a cursor. Move it onto the upper left character of the object you want to get rid off and press FIRE. The message FOUND should appear, followed by 5 hexadecimal numbers (and the address). Next you can choose "delete" or "go on" (search further(and don't delete)) , because it can be possible, that several objects are in the same position. (e.g. the border parts on the walls) The numbers behind FOUND mean (left to right): object-no., x-pos, y-pos, side by side, in tiers. All stage dates are made in these groups of five. See also Stage-Assembly in memory. If no (more) pieces are found, the message "NOTHING FOUND" will appear. |
FF End Stage | - | set end-byte and return to main menu |
If you place the exits No. 24 or 25 simply somewhere in the landscape it may look a bit shabby. To avoid that you should place a group of walls (No. 03 or 11) on this position and integrate the exit in them. Then you have to place a vertical line of exit walls (No. 30) on the side, where the exit is supposed to be open. | |
Here are two examples for exit No. 24: Left to right: Step 1 (walls), step 2 (place exit wall), step 3 (exit). ![]() |
The same with exit No.
25:
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After all, there are still the exit
parts No. 32. You can put them on the right end of a stage with a
black background, so it looks like you can simply leave the stage
to the right. But beware: the stage doesn't scroll completely to
the right border, so the x-pos of the first exit part may not be
higher than FD to make sure one can reach the exit. You can also place the exit in a hole, but you have to make sure, that the y-pos of the most upper exit part is at most 12. If it is 13, Giana dies in the chasm, before the program recognizes that there even is an exit. This exit is perfectly suitable build a hidden exit. See Giana Sisters II, stage 27 (here, 2 exits are hidden, before you reach the 3rd exit) or stage 28 (exit hidden in a column). Needless to say that you don't hide the exit that good, that one has to search the whole stage for it. That would decrease the fun considerably. (This is Giana Sisters, not Battleships!) Of course you can combine this exit with other exits or simply place a rectangular exit in a wall. |
|
To be complete, I should mention the exit lift (sprite No. 16), which is best combined with the lift column (object No. 31). For this, there are a lot of examples. (Giana-Sisters I: Stages 5,9,10,15,19,25,29 ; Giana-Sisters II: Stages 9,13,14,23,38) |
If you use the dungeon walls, you will
notice that the left and right borders look very abrupt. You can
solve that problem, if you use border parts. The sheer mass of
objects needed for this can be confusing, so I describe the system,
how the objects are named. Every type of a dungeon wall has a number in its name. (The number simply stands for the first stage in Giana II, where that wall appears..) You can find this number also in the name of the matching border parts. For every type of a wall there are four different border parts: L1, R1, L2 or R2 are therefore added to the name. L stands for left and R for right. The border parts L1 and R1 are put left and right directly alongside the wall and widen them for 1 square. The border parts L2 and R2 are put left and right directly on the border of the wall, which doesn't get wider, of course. An exception is dungeon wall 01, which needs only one type of border parts, which are placed only on the left side and can be placed on or alongside the wall. To make this clearer, here is an example of every dungeon wall (2 objects on top and alongside each other), without and with border parts: [Below the graphic there are the numbers of the used objects (left to right.)] |
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Dungeonmauer 04 | Scheinmauer 16 * | Dungeonmauer 99 ** | Dungeonmauer 01 | |||
Without border-parts: | ![]() 3B(or 21) |
![]() 36 |
![]() 3F |
![]() 26 |
Without border-parts: | |
with border parts L1 left and R1 right (alongside) | ![]() 22,3B,23 |
![]() 37,36,38 |
![]() 40,3F,41 |
![]() 44(or27),26 |
with border parts on the left side of the wall | |
with border parts L2 left and R2 right (on top of the wall) | ![]() 3C,3B,3D |
![]() 39,3B,3A |
![]() 42,3F,43 |
![]() 44(or27),26 |
with border parts on the left on top of the wall | |
* The Fake-wall (Scheinmauer 16), where
you can walk through (or fall), is used to build
hidden corridors in dungeon wall 04. If you look closely, you recognize that they do not look exactly the same (I found that more fairly), but not everyone knows that and during play you can easily overlook that fact. |
||||||
** If you use dungeon wall 99, you
should choose multicolors for the stage very carefully. The inner
parts of the wall are always yellow, so the combinations red and
pink (like here) are matching the best. Brown + orange or brown +
green (maybe some others, just try). In the game it is possible to change the third multicolor for a single stage - which is now yellow - to cyan. In this case combinations like light blue and dark blue for multicolor 1+2 look good. See chapter Game-Maker. |
Number & Name | Looks |
Score |
Description |
00 Bird (Vogel) | ![]() |
50 | Flies horizontally to the left or to the right until it hits
something and turns around. Can be killed by shooting or jumping upon it. |
01 Gnome | ![]() |
500 | Walks left or right. Falls off platforms when it walks over the
edge. Immortal! (Except if you use the bomb (That works on all "immortal" monsters)) |
02 Eye (Auge) | ![]() |
32 | Walking. Falls off platforms. Can be killed, by 1 shot or jumping up on it. |
03 Jelly monster (Schwabbelmonster) | ![]() |
44 | Walking. Doesn't fall off platforms, i.e. it turns around at
the edge of the platform. Can be killed. (1 shot or...) |
04 Worm (Wurm) | ![]() |
500 | Walking. Falls off platforms. Immortal |
05 Owl (Eule) | ![]() |
50 | Walking. Falls off platforms. Can be killed. (1 hit) |
06 Skull-Ball (T.-K.-Ball) |
![]() |
- | Jumping (ca 6 characters high)(not sidewards) Beware! This ball stays always on it's fixed position. It also jumps through walls and doesn't fall down if it looses ground, because of no collision request. For that better use T.K.-Ball 2 (No.24) . In the Construction-Kit this Ball is displayed in the wrong color to show the difference. In the game there's no difference. It makes sense to use this ball, if it's supposed to let it jump out of a hole in the ground, where it shouldn't fall out of the screen. (T.-K.-Ball 2 would fall off there.) Immortal ! |
07 Pumpkin (Kürbis) | ![]() |
70 | Hopping left or right. Can be killed. |
08 Bug (Kaefer) | ![]() |
99 | Walking fast. Stays on platforms. Can be killed. |
09 Walking stick yellow (Spazierstock gelb) | ![]() |
500 | Walking. Falls off platforms. Immortal |
0A Fish (Fisch) | ![]() |
500 | Jumping very high (ca 15 characters)(not sidewards). Like
T.-K.-Ball no.06 it jumps through walls and doesn't fall down if it
is placed somewhere in the air. But it could happen, that it jumps
out of the top of the screen (and doesn't come back) if you place
it too high on the screen. (as it is for all jumping monsters) So
you should set the Y-pos not less than 0D. Immortal |
0B Ball | ![]() |
50 | If you want to place an extra, you
only need the ball and place it on an extra-block (immovable
object no.28), because the ball simply stands for the next extra in
succession (Ball, Lightning, Double lightning, Strawberry,
Clock, Bomb, Water drop, Lolly-pop). So when Giana jumps
beneath the extra-block the right extra will pop out. (Sometimes it may be useful to place the extra not directly on the extra-block, e.g. if there's not enough space or Giana couldn't reach the extra. Then you may place it e.g. in the ground under the block. Actually you can place it anywhere in the same screen as the extra-block, because jumping beneath it activates any inactive extra in the same screen.) Actually the other extras are not needed and are only available because of program-technical reasons.(The only reason for using another one but the ball is, if you place more than 1 extra in a screen. As the extra-block activates all extras in a screen, all of them would look the same. If you want to prevent this, you may use one of the other extra-sprites, but these will always look the same. E.g. if you placed a lightning then always the lightning will appear, not another extra in the succession. But beware, because for game-play this doesn't make a big difference, cause any time you collect an extra, you'll get the next in succession, no matter how it looks like. |
0C Strawberry (Erdbeere) | ![]() |
50 | |
0D Lightning (Blitz) | ![]() |
50 | |
0E Lolly pop (Lutscher) | ![]() |
50 | |
0F Alarm clock (Wecker) | ![]() |
50 | |
10 Water drop (Wassertropfen) | ![]() |
50 | |
11 Bomb (Bombe) | ![]() |
50 | |
12 Walking stick blue (Spazierstock blau) | ![]() |
80 | Jumping (ca 6 characters high)(not sidewards) Has no Background-collision-request (like T.-K.-Ball No.06), better use Walking stick 2 blue (No.30) . In the Construction-Kit this walking-stick is displayed in light blue, to show the difference. In the game both look the same. (The monsters without collision-request are listed at the beginning to grant compatibility to old stages, where the new abilities were not available , e.g. Giana I stages.) Can be killed |
13 Double lightning (Doppelblitz) | ![]() |
50 | see above: 0B Ball |
14 Dragon (Drache) | ![]() |
5000 | Moves in a fixed way, which is repeating. Also shoots a
fire-ball once during this way. (It shouldn't be placed in a
starting screen.) Can be killed by 11 shots Note: If another sprite was in the screen it will disappear but it could also happen, that it will transform to the dragons shot (sprite keeps on same y-pos, x-pos may be set to the right) |
15 Spider (Spinne) | ![]() |
2000 | Moves in a fixed way, which is repeating. Walks all the time
alternating forward or backwards and moves more and more to the
left this way. If it moves out of the left screen-border, it will
appear on the right border after some time. Can be killed by 11 shots |
16 Exit-elevator (Fahrstuhl) | ![]() |
1 | This Elevator is an exit. Moves up and down all the time. If
Giana jumps on it the stage is done. Best place it on the
lift-column (object no.31) (, cause it looks better). (It shouldn't
be placed in a starting screen.) Can be killed by 1 shot only, so you better not shoot around mindlessly at the end of a stage, otherwise your exit is gone. During test-playing ("Play Stage") it doesn't work properly ! Read: Exit-elevator-bug Another issue is relevant in the game: If there's still another sprite on the screen, it could happen that it won't disappear but will be stopped. If you jump on such sprite it's the same like jumping on the elevator. |
17 Huge magic diamond (Riesendiamant) | ![]() |
? | If Giana collects this one the game will be completed, and you
get bonus-score for lives, bonus, extras and time you have left.
Place it in the last stage of your game. If you're test-playing
("Play Stage") it only makes the stage start again. Note: You cannot place this diamond in the starting screen. (You can, but it will appear at the right border when the screen scrolls on.) Also you can't place it too far at the end (max. x-pos = F6), otherwise the program won't detect the collision, you simply walk through and nothing will happen. |
18 Bat (Fledermaus) | ![]() |
500 | Flying fast sidewards. Immortal ! |
19 Jellyfish (Qualle) | ![]() |
90 | Jumping very high (ca 15 characters)(not sidewards) Can be killed. (Except of this it has the same attributes as 0A Fish) |
1A Treasure chest (Schatztruhe) | ![]() |
50 | Collect it to get the next extra in succession.
(Ball,lightning,double-lightning,...). In contrast to the other extras, this one is active all the time, so you can collect it without need of an extra-block or anything. |
1B 7A3-Ball | ![]() |
500 | Jumping (ca 8 characters high)(not sidewards) This ball uses a background-collision-request, so it will fall down, if you destroy the wall where it is jumping on, or it bounces back from the ceiling if there's not enough space to jump higher. Immortal ! |
1C Gnome blue (Gnom blau) | ![]() |
500 | Walking. Stays on platforms. Immortal ! |
1D Walking stick light green (Spazierstock hellgrün) | ![]() |
95 | Walking. Falls off platforms. Can be killed. The mean thing of this monster is, that it's hard to distinguish from the yellow walking stick (no.09). On the first seight, you may not notice that you can kill it. (On a black-white TV you will even see no difference) |
1E Walking stick cyan (Spazierstock türkis) | ![]() |
- | Running extremely fast. Falls off platforms. This monster is supposed to shock the player, as it is so fast. Better place it in a way that it doesn't directly run into the player, cause you have nearly no time to react. (I think stages, which you have to play several times to know where the save places are, are poor. - This is Giana-Sisters, not Rick Dangerous - where those things are ok) Immortal ! |
1F Turricanfisch | ![]() |
100 | Swimming to the left or right until is has to turn around. Additionally it follows Giana up- and downwards. Supposed to be placed underwater. Can be killed by a shot or by hitting it while Giana moves downwards. (If you don't move in the water the fish will kill you when it hits you, even if it comes from below.) |
20 Jetpack | ![]() |
50 | Special extra: If you collect it Giana gets a jet-pack, to be
able to fly for the rest of the stage, or until you loose a life.
If you create a stage, that can only be completed by using a
jet-pack, please consider that you also have to place a jet-pack at
the 2nd starting-position. Otherwise you'd stand there without a
jetpack, after loosing a life in the second part of the stage and
maybe it's impossible to complete it then. You can also place it exactly on Gianas starting-position, so you fly right from the start. Beware: You're not able to fly higher than the ceiling of a stage. Otherwise you could simply fly through a hole in the ceiling and over the whole stage. |
21 Elevator (Fahrstuhl) | ![]() |
- | Moves slowly up and down. Turns around at obstacles (and at top and bottom of the screen). |
22 Elevator (Fahrstuhl) | ![]() |
- | Moves slowly left and right. Turns around at obstacles. It can leave the screen at the left or right border, except if Giana stands on it. Then it turns around or the screen scrolls to the right. |
23 Elevator (Fahrstuhl) | ![]() |
- | Jumping ca 6 char. high and slowly sidewards. Requests background-collision. Can disappear at the left or right screen-border, if you're not standing on it. Can also fall off at the bottom of the screen. (In this case you'll die if you still stand on it). |
24 Skull-Ball 2 (T.K.-Ball 2) |
![]() |
500 | Jumping (ca 6 characters high)(not sidewards) This is the "real" Skull-Ball which requests background-collision, so it can fall down if it looses ground or bounce from the ceiling. Immortal ! |
25 7A3-Ball grau | ![]() |
200 | Jumping (ca 6 characters high) and also sidewards. Can be killed by 3 shots (or 2 shots and then jump on it for the last hit). |
26 Walking stick grey1 (Spazierstock grau1) | ![]() |
90 | Jumping (ca 6 characters high) and also sidewards. Can be killed (1 hit is enough) |
27 Walking stick grey3 (Spazierstock grau3) | ![]() |
500 | Walking. Can fall off platforms. Follows Giana to the left or
right. (But is slower.) Immortal ! |
28 Bat grey (Fledermaus grau) | ![]() |
500 | Flying slowly. Follows Giana in all directions. Immortal ! |
29 Turricanfisch weiß | ![]() |
199 | Swimming. Follows Giana in all directions (,whereas the
yellow Turricanfish (No.1F) only follows up- or
downwards). Can be killed by 2 shots (or 1 shot and then jump on it for the last hit) |
2A Elevator (Fahrstuhl) | ![]() |
- | Moves fast up and down. Turns around at obstacles (and at top and bottom of the screen). |
2B Elevator (Fahrstuhl) | ![]() |
- | Moves fast left and right. Turns around at obstacles. It can leave the screen at the left or right border, except if Giana stands on it. |
2C Elevator (Fahrstuhl) | ![]() |
- | Another elevator that moves slowly left and right, but it
always turns around at the same spot. Obstacles are
irrelevant. (It also moves through walls.) The line
where it moves on is around 15 characters in distance. You may place this elevator in the air, where are no obstacles (that would make the other elevator turn around). If you want to show clearly, where it turns around, you may place background-objects (e.g. clouds or trees) besides the left and right reversal-points. |
2D Elevator (Fahrstuhl) | ![]() |
- | Like No.2C but moves fast. |
2E Spike-Star up down |
![]() |
100 |
Moves up and down all the time, first up. Can disappear behind walls. This way you can build opening and closing barriers in corridors for example. Is displayed in the wrong color, to see a difference to the other spike-stars (No. 2F, 36) Immortal ! |
2F Spike-Star down up |
![]() |
100 | The same but contrary to 2E, i.e. it moves down at first. Immortal ! |
30 Walking stick 2 blue (Spazierstock blau 2) | ![]() |
80 | Jumping (ca 6 characters high)(not sidewards) This is the "real" blue walking stick which requests background-collision, so it can fall down if it looses ground or bounce from the ceiling. Can be killed. |
31 7A3-Ball braun | ![]() |
100 | This ball doesn't jump, it "circles" (actually it's
rather an octagonal way) around a point which is ca 2 char
below and 4 char from the left of it's starting-position. Immortal ! |
32 Loading monster (Nachlademonster) | ? | ? | What sprite is displayed here depends on which one you loaded
in memory at "Load Menu" then "Load Load-Monster or Sprite". You
can also load it (in Load Menu) at "Directory and
Load from Directory" where you can select it from the directory by
joystick. (It takes a little time to load. During this time
the screen could look buggy. But that's ok, so don't be irritated.
The program didn't crash!) The file-names end with ".NLM" oder ".SPR". ".NLM" contains the attribute-data of a monster/sprite. ".SPR" contains the graphic for its sprites. You can even create your own monsters with own graphics, but that's complicated. Read more at Create load-monster. When you select such a file, the ending doesn't matter, cause both will be loaded, that means the complete monster/sprite-data. (Example: If you choose the file "02 FISH .NLM" it and "02 FISH .SPR" will be loaded.) IMPORTANT: If you want to set a loading-monster in your stage you have to set the number for it at "Options". The number is equal to the first 2 Characters of the proper file-name. (Example: If you want the insect as end-boss and loaded "03 INSECT .NLM" you have to set "Nachlademonster" to 03 at "options".) This MUST be set if you want to use the stage in a game to make the correct enemy appear. Set "Nachlademonster" = NO if no load-monster is needed. [P.S.: If you load a self-made stage to the Construction Kit, you still have to load the proper load moster (, if you want to test-play). This works automatically in the game (, that's what the value in options is for).] As default the "Big Merlin-Ball" is available. Which monsters you can load is shown here: List load-monsters. |
33 Elevator (Fahrstuhl) | ![]() |
- | Moves in a fixed octagonal way: From it's starting-position it moves diagonally left upwards, then horizontally left, left downwards and so on. |
34 Elevator (Fahrstuhl) | ![]() |
- | Moves in a fixed square way (ca. 13 characters wide): From the
start firstly upwards, then left, down, right and
repeating. |
35 Elevator (Fahrstuhl) | ![]() |
- | Moves in a fixed way: At first it stands still for some seconds, then it moves to the left (ca 15 char.), moves back to the right,waits again and so on. |
36 Spike-Star |
![]() |
100 | Doesn't move. Immortal ! |
Delete Sprite | ![]() |
(as it is written above)
In the C-Kit this cursor sprite looks a little
buggy, but this is only because the interrupt-pointers at $FFFA are
in the same RAM. (because of lack of memory.) So better not repair
this sprite... |
|
End with Sprites | Return to the Main Menu. (And an end-byte will be set.) | ||
* The elevators have strange
colors during the construction phase. That's because you won't see
the difference otherwise. During a game they look as usual. (like
no. 21). Note: These elevators (not the exit-elevator no. 16) have a small bug, but luckily it appears only at the very end of a stage. I.e. if an elevator is at x-position F5 to F7 Giana falls through if she stands on the right side of it. So better don't place elevators that far at the end. (But usually there's the exit already.) At position F7 or F9 it is contrary to that, i.e. Giana stays in the air when she walks over the edge of the elevator. Pos. FA to FE is normal again. |
Number & Name | Looks |
Score |
Description |
01 Big Merlin Ball | ![]() |
6000 | Jumping, ca 9 char. high and sidewards. Can't leave the screen to the left or right, i.e. it turns around there. But it can fall off the screen, if there's no ground. Appears in Giana-Sisters II in stage 30. Can be killed by 34 shots. |
02 Fish | ![]() |
8000 | Moves in a fixed way: It circles twice at its
starting-position, then moves very fast to the left, a little
downwards, right an upwards back to the start. Take care that you don't place it to near at the bottom of the screen, because it could disappear below the screen, or the lower half disappears which causes graphic-errors. A good example for using the fish you can see in Giana-Sisters II, Stage 25. Can be killed by 50 shots. |
03 Insect | ![]() |
7000 | Moves in a fixed way: Flies slowly to the left, while also
moving a little up an down, then flies fast straight to the left
out of the screen and comes in again from the right and repeats its
movement. Appears in Giana-Sisters II in Stage 33. Can be killed by 25 shots. |
04 Demon | ![]() |
9999 | Moves in a fixed way: Flies from its starting position
diagonally left upwards (over the whole screen-height) and then
left downwards and repeats it. So it leaves the screen at the left
border and comes in again from the right all the time. Place it near the bottom (Y-pos has to be at least 16), otherwise it disappears over the top of the screen. ( The reason for the high score, you get if you kill it, is because in Giana II it is extremely hard to accomplish stage 39 on the first try to face the demon and still have the ability to shoot.) Appears in Giana-Sisters II in Stage 40. Can be killed by 17 shots. |
05 - 07 |
not occupied (yet) - Space for new
End-Bosses |
||
08 Teleport |
n/a (be surprised) |
- |
A teleporter, works similar to an elevator. But it
doesn't move, it warps ca. every 3 seconds first up, then down (8
characters far) and takes Giana with it, if she stands on it (even
through walls). |
09 Bubble |
n/a |
60 |
Floating up and down. (Looks good with dark
background only.) Can be killed by 1 hit. |
0A Buzzsaw |
n/a |
500 |
A buzz saw blade, diagonally flying through the
screen Immortal |
0B Buzzsaw V |
n/a |
500 |
Like 0A, but moves vertically only |
0C Jelyfish1 |
![]() |
50 |
The known eye from Giana-Sisters II but as an
under-water-enemy, cause it looks rather like a jellyfish,
anyway. swimming / flying horizontally Can be killed (1 hit). |
0D Jelyfish2 |
like 0C in light green |
80 |
swimming diagonally (supposed to be placed under
water) Can be killed (1 hit). |
0E Movpeak B |
![]() |
500 |
Should be placed (e.g.) on top of a wall.
So it moves down inside the wall and up again all the time. destroyable by 100 shots |
0F Movpeak T |
![]() |
500 |
Similar to 0E but disappears in the ceiling
instead of the ground. In opposite to that it has to be placed
inside the wall from which it moves out. |
10 - 15 |
Old opponents from Giana-Sisters I |
||
16 - 1A |
Old opponents from Giana-Sisters II | ||
1B GX Elfant |
n/a |
- |
Bonus-Sprite: The elephant from the first
Giana-Sisters-Construction-Kit by Sandy/Professor Knibble,
respectively the hacks made with it. But now it's designed as an elevator, i.e. Giana can be carried by it. |
1F Chopliftr |
n/a |
500 |
Bonus-enemy Can be killed by 7 shots |
1C-1E 20 - FF |
unoccupied |
"Restore" | Back to Main Menu. (In Win-Vice: Restore = Page Up) |
"Return" | Complete stage and start it again. |
"F3" | Increases Extra. If you have no extra and press "F3" Giana should become a punk. And that happens, but you can't see it. Not until you complete the stage or collect another extra. (cause the program that changes Giana's look won't be called before that.) |
"T" | Play stage as
treasury. If you have created a treasure room instead of a normal stage and want to play it in the right way, you can press "T" right after the start, and everything behaves like in a treasury. Unfortunately you can play it only once as a treasury, because it stays in memory as you leave it. I.e. if you play it a second time you'll miss diamonds and other things. But you can simply press "Restore" and choose "Play Stage" again.. |
Music | The figures you can adjust here accord with these music:
|
0-5;8 | ||||||||||||||
Backgroundcolour | Mostly black (0) (in dungeons) or light blue (E) (outside). Sometimes other colours fit, too. | hex | ||||||||||||||
Multicolour 1 | Multicolours for the immovable objects.
The values you can adjust here match with those typical
C64-color-values that you can also set for the background by Poke
53281,[no. of color (0-15)] To make it look well, you should take care that multicolour1 is brighter than Multicolour2. |
hex | ||||||||||||||
Multicolour 2 | hex | |||||||||||||||
Diamondcolour | Here you can select one of 7 different color-combinations for
the diamonds. (Best is to try how it looks
like.) And there are 2 special cases: If you set this value to 8 the diamonds are completely dark blue. So in a stage with dark blue background (Backgroundcolour = 6) all diamonds will be invisible. It's the same for black background (Bgcolor = 0) if you set this value to 9. |
1-9 | ||||||||||||||
Time | Setting the time-limit works a little different from the other
options: Push joystick left/right to change which figure is flashing. Push joystick up/down to increase/decrease the flashing figure. |
dez | ||||||||||||||
Warps | Joystick right/left = +/- 1 , Joystick up/down = +/- 16 If there's a warp (Object No.34) inside the stage, here is adjusted how many stages forward (or maybe backwards) you'll warp from this stage on. A "P" (plus) ahead the value means that you will be warped forward as many stages as the number shows, if you activate the warp. According to this an "M" (minus) shows how many stages you warp backwards. But this is only needed if you want to include secret stages (which can only be reached by warps and only be left by warps) in your game. By no means it should happen that you can play a stage more than once. Otherwise you could score unlimited points. Values above 98 make no sense, of course, as a game includes a maximum of 99 stages. |
dez | ||||||||||||||
Wolken | Set it to "Y" to have clouds above the stage. "N" = no
clouds |
Y/N | ||||||||||||||
Nachlademonster | (Joystick right/left = +/- 1 , Joystick up/down = +/- 16) Set it to "NO", if no load-monster is in the stage. Otherwise you have to set it to the number of the load-monster that is destined to appear in this stage. The number corresponds to the first two characters in the file-name of the proper load-monster. |
hex | ||||||||||||||
Exit | Press FIRE = back to Main Menu |
00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 |
No. of sprite, which appears at first on screen. (usually the same value as byte 06) |
Bit 7 = 1: Animationphase forth and back Bit 7 = 0: Animation-phase forward and begins again with 1st sprite Bit 6 = 1: Sprite can not move over water surface Bit 1 = 1 Sprite is beyond character-graphic Bit 0 = 1: Single-Color |
Color of Sprite Bit 7 = 1: Sprite blinking |
Movement: 00 = normal 01 = jump/vertical 02 = fixed way 03 = Special-Prg. (Dragon, Exit-elevator) 04 = Huge Magic Diamond |
Animation-phase: 1st Sprite-No. when moving right * |
Animation-phase: last Sprite-No. when moving right * |
Animation-phase: 1st Sprite-No. when moving left * |
Animation-phase: last Sprite-No. when moving left * |
08 | 09 | 0A | 0B | 0C | 0D | 0E | 0F |
value for hit-points: -x = x+1 hit
00 = 1 hit 01 = immortal 02 = Extra (e.g. Ball) 12 = active extra (e.g. Treasure-chest) 7F = elevator |
Score (low-byte) (BCD-value) (00-99) |
Y-speed (Bit 7 = 1: follows player) or Pointer to fixed way (low-byte) |
jumping-height (for linear vertical movement = 0 ) or Pointer to fixed way (high-byte) |
Sprite-No. dead sprite right |
Sprite-No. dead sprite left |
X-Speed (Bit 7 = 1: follows player) |
Animation- speed |
10 | 11 | 12 | 13 | 14 | |||
Movement: 00 = normal 01 = stays on platforms or moves vertically 02 = flying, or jumping without requesting background-collision (For fixed-way-monsters this value doesn't matter) |
00 = normal (Sprite disappears if passing left or right
screen-border) 01 - 7F = stays in screen (turns around at left or right screen-border) 80 - FF = returns after leaving screen (provided it cannot fall down at the bottom) |
score (High-Byte) (BCD-value) (00-99) |
number of sprites -1 the monster consists of (00=1,...,03=4 Sprites) (03 is maximum) |
Number of Sprites -1 on top of each other (More than 1 sprite on top of each other works only in combination 2 x 2, because the program for this isn't perfected. Else it causes bugs.) |
Memory: | Content |
0000 - 0100 | These addresses contain values needed during game-play.
E.g.: 0020 Stage, currently playing 0021 Scroll-position at right screen-border 0022 No. of current extra (not all bytes are used here) |
0400 - 0800 | More addresses containing values during game-play. e.g.: 0435-0437 Score 043C Number of lives left 05F4-0604 Sprites x- and y-pos, will be transferred to D000-D010 in raster-interrupt 0720-0723 properties for not-Giana sprites in screen (byte no. 03 from property-data of sprites.) Only parts of this memory are used. |
0810 - 08BF | Text |
08BF | Start of main-program (load hi-score , start
title-sequence) |
0C89 | Sub-Routines |
1269 | Interrupts |
1413 | Sub-Routines |
1568 | ? |
1582 | Title-screen-text |
15FA | Text: "Time,Bonus,Score,..." |
1639 | File-name of Hi-Score-data-file in ASCII (for loading it) |
163C | Sub-Routines |
2168 | Movement-Data of Dragon |
21D8 | Pointer at Sprite-Attribute-Data |
2246 | Attribute-Data of Sprites |
26B4 | Movement-Data for other Sprites (mainly elevators) |
2704 | Part of a Sub-Routine |
2720 | needless Data (?) |
2753 | Program-start for Trainer If the game was saved as a trainer-version, the programm starts here and calls the trainer-sub-routine at AFE8 (will be overwritten later by stage-data) and then jumps to the normal program-start at 08BF. |
2768 | free memory |
2C55 | Text: "SAVING END-SEQUENCE" (not needed) |
2C68 | Filename: "ENDING PART 1" (ASCII) (not needed) |
2C75 | sleepin program to save an ending-sequence (maybe you have use for it, if you want to code an ending-sequence.) |
2D14 | ? |
2D2D | Program |
2D38 | Data |
2D4A | Program for "Game Completed Bonus", "Trainermode" and Requests
between Stages |
3155 |
later inserted prg parts for background collision
detection, sprite-transfer (ersatz-sprites) and special prg for
dragon/exit-elevator |
31B1 | free |
3200 | Data |
325D | Hi-Score-List-Sub-Routine |
3590 | Interrupt-Routine during Hi-Score-List |
3614 | Data and Text for Hi-Score-Routine |
36F7 | Memory for Hi-Score-List as Text |
37E7 | last Score (6 char as char.-code) and other Data |
37F2 | File-name of Hi-Score-Data-file as ASCII (for saving it) |
37F5 | Data |
3800 | Grafix of animated Characters |
3BD8 | Text: "Restore exits Trainermode" |
3BF1 | Pointer at Stage-data for Title-Stage and Treasure-Rooms (Low-Byte , High-Byte) |
3C58 | Grafix of animated Characters |
3D18 |
Giana's ersatz-sprites for flying/swimming (see
also: At $A080) |
3E18 | free memory |
41C0 | Sound&Music-Subroutines and Sound&Music-Data |
6000 | Stage-Data: Title-Stage , Treasuries (Pointer at 3BF1) (see also: Stage-Assembling in memory) |
6DFD | Stage-Data of current Stage (is loaded if a new stage
starts) (see also: Stage-Assembly in memory) |
7505 | Data of load-monster |
774C | Subroutines for Sprite-Control and Data |
8F11 | Data of Char-Objects (Pointer at 9200) |
8F99 | Table for BCD-figures from 00 to 99 |
8FFD | Current values for: Loaded Stage, Stage playing in Trainermode, highest Stage reached |
9000 | Data |
9010 | Subroutines called at Stage-Change |
9179 | free |
91C5 | File-name for current Stage as ASCII |
91D5 | File-name for current load-monster |
91E5 | Tables for Diamond-Colors |
9200 | Pointer at
Char-Objects: The data where the pointers point to are build up as following: 1st and 2nd Byte are width-1 and heights -1 of the object from the 3rd byte on the character-codes used for the object, from left to right and top to bottom |
928E | Data for Char-Objects |
94AC | free memory (at 94FA useless data: File-name of last
treasury) |
963B | Scroll-Routine |
9881 | Sub-Routines |
9A2C | Data (mainly jump- and warm-up-acceleration-curves) |
9C20 | Collision-Data for each Character from 00 - FF 00 = no collision 01 = solid object 02 = water 40 = deadly (like nails - attention: The red spikes don't belong to this cause there the characters are directly requested, so they have the value 00. They request the collision more pixel-exact, but only while falling (for the normal spikes) or moving up (for the upside down turned), thats why you can walk against them from the side.) 60 = fire 80 = diamonds |
9D20 | Data ? |
9DE9 | Sub-Routines |
9FAE | Data ? |
A080 | Giana's Ersatz-Sprites: Depending on whether Giana (or Maria)
is punk or not, here are the grafix of the sprites that are not
needed at the moment. As only a range of $4000 bytes can be used as
graphic-memory, there is not enough space in the video-bank at C000
for all sprites. The grafix are swapped every time Giana changes the look (,that's why it causes graphic-failures if pressing "RESTORE" during transformation). |
AB00 | Color-Table for all characters (00 - FF) (Each char. has
a fixed color. ) |
AC00 | Whole Stage as char.-codes When building up or scrolling the screen, the program gets the char-data from here to store them to the screen-memory. ($100 Bytes build a complete line of the stage from left to right. There are 20 ($14) lines starting at the top) |
C000 | Character-Set-Grafix |
C800 - CBE8 | Screen-memory |
CBF8 | Numbers for Sprites displayed on screen |
CC00 | Sprite-graphix |
FC80 | Sprite-grafix of Load-Monster |
FE80 | Sprite-grafix: Shot and explosion |
FFBF | Sub-Routines |
FFFA , FFFB | Jump-Vector for "RESTORE" (Low-Byte , High-Byte) |
FFFC , FFFD | N/A |
FFFE , FFFF | IRQ-Jump-Vector (Raster-Interrupts) (Low-Byte , High-Byte) |
st. Byte | 2nd Byte | 3rd Byte | 4th Byte | 5th Byte |
Object-No. | X-Pos | Y-Pos | Number of objects side by side |
Number of objects on top of each other |
83F0 | 83F1 | 83F2 | 83F3 | 83F4 | 83F5 | 83F6 | 83F7 |
No. of load-monster 0 = without load monster |
Diamond-color | Warps | Music |
Time (low-byte) |
Time (hi-byte) |
pointer at Sprite-Data (Low-Byte) || (Hi-Byte) (should point directly behind Stage-Data) |
|
83F8 | 83F9 | 83FA | 83FB | 83FC | 83FD | 83FE | 83FF |
clouds (not 0 = no clouds) |
Back-ground-color |
Multicolor 1 |
Multicolor 2 |
Giana's start-position at begin of Stage X-Pos |
Giana's start-position at begin of Stage Y-Pos |
Giana's start-position 2nd Stage-part X-Pos |
Giana's start-position 2nd
Stage-part Y-Pos |