The Great Giana-Sisters-Construction-Set V3.1

written by Merlin 1992-1995, 2016












Index of Contents:
  1. Preface:
    1. On Disk
    2. About Leveldesign
    3. Releasing Stages
    4. Credits
  2. The Construction-Kit :
    1. Main Menu :
      1. Create Stage :
        1. Object-descriptions
        2. Build exit
        3. Connecting dungeon-walls
      2. Set Sprites :
        1. List of Sprites
          1. List of loading-monsters
      3. Set Start points :
      4. Play Stage :
        1. Hot-Keys for "Play Stage"
        2. Differences between "Play Stage" and a completed game
      5. Load Menu :
        1. Directory and load from Directory
        2. Load Stage
        3. Load Load-Monster or Sprite
      6. Save Stage:
      7. Options:
  3. The Game-Maker
  4. The Program (advanced)
    1. Create load-monsters
      1. Load-monsters moving in a fixed way
    2. Memory-Map
    3. Stage-Assembling in memory
      1. Assembling of Sprite-Data












Preface :


First of all: Congratulations that you've just downloaded one of the best Level-editors available and that you won't even get for money. ;-)

I will make it short (at least here) and tell you in which way the manual is written:
The relevant text is written in normal size, like this, maybe important things in bold and Head-lines are written bigger the more important are.
There are also underlined links like this one:Preface. Simply click on them to see that point in manual.
Small text, as here are not so important things, exact information about things that maybe complicating, examples or other comments.
In red are written hints for advanced users or maybe coders.

Another hint: In the forth-coming text is mentioned the Construction-Set or Construction-Kit. The C-Kit means the level-editor only. C-Set means C-Kit, Game-Maker and the other important files on disk together.

Btw, sorry for the mix of English and German words in the C-Set. At first, it was only supposed for our own use and I entered the words as they crossed my mind At least the most important things are written in English and the special in German, but mostly you'll see what is meant by the graphic and I also translated them as you see below. Also sorry that there may be a lot of mistakes in the text, as English is not my native language. (But if you speak English well and have the time to correct these mistakes with a html-editor, you're welcome to send me your improved version.)
I hope you have nearly as much fun, as we had as we created the stages for Giana-Sisters II.

- Merlin  [The 7th Sign] / [The Seven-A-Three]


P.S.: If you want to print this manual you have to print the right frame only. It might be helpful to open the text file only: "CSetText(en).html".




On Disk:

Die needed tools to create an own Giana-game are right the first 2 files:
"GIANA-CSET V3.0", is the first file, the Construction-Kit, used to create Stages.
"GIANA GAME-MAKER", the second file is needed to put the stages together to a complete game.
You can directly load and start these 2 files, all other files could or must be loaded by them.
"TRAINER" and "GAME PART 2" belong to the Game-Maker, and will by loaded while using it.

Then you have 3 tools which doesn't belong to the C-Set but will be very helpful when you prepare your game-disk:
"FILE-MASTER V1.2" to copy all needed files for your game on the disk.
"DIR-MASTER V1" to edit the directory. With it you can e.g. put the files in the desired succession and rename stages to have the correct number. See also the part: Game-Maker
"SUPERCRUNCH" is a packer for the Action-Replay-Cartridge only. If you used the game-maker with it and didn't crunch your game there, you might better use this one. (see also: Game-Maker)

Next the load-monsters follow: "01 BIG MBALL.SPR", "01 BIG MBALL.NLM", "02 FISH     .SPR", "01 FISH     .NLM", "03 INSECT   .SPR", "03 INSECT   .NLM", "04 DEMON    .SPR", "04 DEMON    .NLM". and so on. More: load-monsters. The load-monsters are a little complicated to handle, but you don't need them for normal stages.

These first files are all write-protected, because they MUST stay on disk ! (Except those 3 tools cause if you know better ones which do the same, maybe you wanna replace them.)

The following is bonus::
E.g. there are stages from several people that were not suited for Giana II. So the most of them are not so great, really too difficult or even not finished. So don't expect too much. Maybe sometimes a good idea is those stages.
Then follow - as a special bonus - all the Stages of Giana I in a in a format which can be loaded by the Construction-Set. You could make a Giana-Sisters I out of them, only with better collision-requests. Also end-bosses, lives at game-end would score then. Additionally I corrected some mistakes in these stages. (Not many, but in some stages extras were set in a wrong way, so you couldn't get them. - Things that were OK in the Amiga-version.)
Next there are all the 15 treasure-rooms from Giana I + II on the disk. (As it seems that many people have problems to create an interesting treasure-room, you may use these, if you don't have better ideas.)
And finally there are all the old Monsters from Giana I and II which were replaced by new graphics as load-monsters + 2 Bonus-Sprites.

P.S.: The Disk is almost full (144 files are maximum). So if you want to save your stages on it you have to scratch files you don't need or copy them to another disk.


About Level-Design:

(No need to read this until you seriously start creating stages.) First of all you should take care that a game is fair, and the difficulty should raise stage by stage.
I think Giana II is a good example for raising difficulty, though the beginning maybe a little too hard. And it's not a bad thing to have easier stages between sometimes. Even if Giana II is not always fair, there are not too many unfair places, and most of them can be avoided if you think about. If you think Giana II is too hard and you want to create an easier game, remind that the stage usually seems easier to the creator than to other players. Best is, when you let others test-play it (preferably without giving hints).

What you should avoid are e.g. branch-off's where you have to choose the right path while the wrong one is deadly. You should be able to get along by using skill and intelligence, not by luck or by memorizing the right way. It's not too evil if there is a deadly dead-end sometimes, but better give a small hint for the right way then. Example: In the middle of stage 31 in Giana II you have to decide, if going the upper path or the one below. But it may cross your mind, that the easy path could be wrong. Additionally, if you walk the wrong path you'll notice that the bonus-blocks there contain no bonuses, what could make you think about, and you're able to go back after you hit the first one. Also if you read the hints for the game (in the intro or on our web-site), you know that you can get every single diamond in the game.
You should also avoid too many invisible walls and hidden corridors, especially if you die when taking the wrong path. Also a labyrinth made from these parts is mostly unplayable - even if you don't die, when you don't know the way. That would be too much of a guessing game. - A good (negative) example for overdoing this is the stage "XX MERLIN3  .STG". (Also on the C-Set-Disk) (I didn't built it to the end, after I noticed that it was totally unplayable.)
Anyway, things you may hide very well are bonuses, that are not needed to accomplish the stage.

Btw. in Giana-Sisters I it was also possible to collect every single diamond, without dying. If you do the same is a matter of taste, of course. I just like it more this way.

VERY IMPORTANT is this: Take care that you cannot collect 100 or more diamonds (bonus) in a single stage, because if you run out of time at the end of a stage, loose a life and start again at the beginning of the stage, you can get back the life you lost before by collecting 100 bonus in that stage again. So you could hypothetically score unlimited points by doing this again and again. Keep in mind that there are also diamonds in treasure-rooms. (Those from Giana II contain around 40, more or less) If you don't get an extra at the beginning of a stage, you may even place more than 100 bonus. But only in the case that you have to be punk at the beginning to get all diamonds. So you can't get more than 99 after you lost a life.


HERE'S A LIST ABOUT WHAT WAS CHANGED SINCE GIANA-SISTERS I:
- 1 to 99 Stages are possible
- up to 40 Treasuries (instead of only 5 in Giana I)
- New Sprite-Control-Program (was a huge Part in the Program, done by Chrille). That means:
  - Giana can jump on moving platforms (Elevators)
  - Giana can swim in water
  - Giana can fly by collecting the Jet-Pack-Extra
  - If the maximum of sprites is in the screen one of them can disappear when a new one comes in (in Giana I no new sprite could appear in this case). If possible dead sprites will be deleted first.
  - Treasure-Chests which contain the same extras like the extra-blocks but Giana can collect them without jumping under a block
  - many new small enemies (some of them must be shot 2 or 3 times to kill them) and some new (big) end-bosses
  - Some enemies can follow Giana
  - Jumping enemies fall down when they loose the ground and bounce against the ceiling when there is not enough space.
  - Some jumping enemies can also jump to the left and to the right
  - Enemies also appear in the first screen (in Giana 1 they had to scroll in)
  - The Dragon spits fire now
  - You'll get thousands of points when you kill an end-monster (instead of nothing :-( in Giana I)
  - Softer collision-detection with monsters (in game only, not in C-Kit/Level-editor)
  - Issue (Bug) cleared : Giana won't die any more BEFORE she touches an enemy (in game only, not in C-Kit)
  - Replaced the annoying fast bug/turtle/mouse(whatever) with a real monster so Giana's Bullet cannot be caught by that monster
  - The exit-elevator has the right look now (not in multi-color)
  - The Bomb-Extra kills all small monsters now (also like worms or balls) and not only the ones who can also be shot (Who needs a Bomb when you just as well can shoot the same enemies). But this won't work for End-Monsters (This would be almost too easy). (in game only, not in C-Kit)
  -Bug cleared: In Giana I the Dragon's head part cannot kill the player. This won't happen now.
- New Stage-Initialisation-Program (done by Merlin) That means:
  - You are able to train a special stage that you already have played, even without using a cheat
  - All stages (and load-monsters) will be loaded from Disk, so the number of stages is not restricted by the RAM.
  - Timelimit can be set different for each Stage between 1 and 9999 seconds
  - Warps do not simply teleport Giana 3 Stages forward but also less or more
  - Diamonds (and some other objects) have different colours in different Stages
  - You can make special settings for single stages, e.g. walk on clouds
- Faster and shorter scroll-routine (by Merlin)
- Also fixed an issue (bug) in the scroll-routine that made Giana slip from an edge when she just landed on it while scrolling
- New Stage-Build-up-Routine (by Merlin)
- New objects like new walls or upside down turned peaks
- Giana cannot "cheat" any more by standing on the red peaks
- hidden corridors, extras, bonus and invisible bridges are possible
- start with 5 Lives instead of 3
- You can always view the high-score-list by pressing "H" in the Title-Screen
- Also the hidden Song of Giana-Sisters can be used (graveyard-music)



What to do with self-made Stages:

If you want to provide your self-made stages for public, feel free to send them to me (Merlin). (E-Mail: SoulBladeGottNr1(at=)gmx.de)
Maybe in the future I will have a website where I can provide the best for download (Site name maybe: The7thsign.de). It doesn't has to be a complete game at once, single stages could even be more  interesting, because if we get enough we could put them together to a game and the more stage-designers the more variety. Quality is better than quantity.




Credits:




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



Replace (at=) with @
















The Construction-Kit :





Main Menu : 

(Use Joystick in Port2)

Create Stage Set Sprites Load Menu
Set Startpoints Play Stage Save Stage
Options



Hot-Keys in the Main Menu:



                     , .  = scroll stage left/right
    Joystick Port1 = scroll stage left/right
                     F1 = change background color*
                     F3 = change Multicolor1*
                     F5 = change Multicolor1*

                                     *easier done at menu item "options"

  On the right side below the menu you can see 2 displays:

P.S: After a Reset you can restart the program by SYS 2061.






 

Create Stage :


Here, all immovable objects (e.g. earth, walls, trees, fire, exit ...) are placed in a stage.
Placing an object or a group of the same object will be done in three steps :

1. Choose an object
First choose an object by using the joystick (Port2). Push right/left to shift in single steps previous/next or push the joystick up/down for steps of 16. (All object numbers hexadecimal) The object is shown in the middle of the menu. Name, number and size (in 8x8 pixel characters) are on the left.
Address and Pos are shown on the right - see also Main Menu.

Here the same  hot-keys as in main menu are valid plus "Ctrl" + "d" to erase the last placed object. But beware, press it just SHORTLY, otherwise you erase the next ones also.("Ctrl" is on the tab-key in most C64-emulators.)
"Ctrl + "Clr/Home" erases the whole stage !!!

The objects you can choose here speak for themselves, but if you want to be sure or wonder how to place the border pieces next to walls or build an exit from several pieces, you'll find the descriptions further below under Object descriptions.
If you choose "end stage" here (No. FF) you'll return to the main menu.
Between no.46 (stone) and no.FF (end stage) there is an option "DELETE ANY OBJECT" (without no.), to delete a single (or several) objects. Read more about it here. Otherwise choose the piece you want to foul the area with and press FIRE.

2. place object on a position
Then you can place the object with the joystick on any location of the stage. (Maybe scroll with the other joystick or "," and ".")
Press FIRE when the piece is in the desired position.

3. Extend object to the right and/or down
Since it would be extremely crappy to place every piece on it's own, you can extend the object to the right and down with objects of the same type (like this you can build a line of walls, for example) by pushing the joystick to the right or down. Joystick to the left or up shortens it again.
Please consider that you can't extend an object up or left. The object placed in step 2 is always the upper left of a group.
If you are finished extending, press FIRE and choose the next object as in step 1.


Object descriptions:

(Some objects look different from the game: e.g. No. 03 Wall with stone has an "S" on it, or No. 30 Exit wall is blue underlaid. That is in order that you can tell one object from another in the construction phase that would look the same in the game.) (As in the program, the german object-names are displayed, I wrote them in brackets behind the english words.)
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




Build exit:


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:

         


Then you may cut out a piece of the walls through overwriting it with "nothing" (No. 2F) or adorn your exit with other objects. There are no limits for your imagination, so you can build a whole castle around the exit, like in Giana Sisters I, stage 31:


There is still exit No. 1D, which is already complete without walls surrounding it. But if you like, you can combine it with dungeon wall 01 (No. 26), like in Giana Sisters I, stage 14:

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)




Connect Dungeon walls :


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.)]


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.




















Set Sprites :




Here all movable objects (Sprites) are set in a stage, mostly monsters, but also extras and elevators.
Similar to "Create Stage" you can push joystick left/right to choose a sprite. (Joystick up = select "Delete Sprite" / Joystick down = select "End with Sprites") Then press FIRE, move the sprite to the desired position in level and press FIRE again to select the next one.
(here is a little bug in the program: Sprites, which are set in the first screen, appear in gameplay 1 character (8 pixels) to the left from the spot where they were set in construction-part. To solve this problem, just set the sprites in the first screen 1 char. further to the right. In the rest of the level (X-Pos 28 and higher) the sprites will appear, where they've been set.)

HOT-Keys: Commodore-key + "Clr/Home" = delete all Sprites (In emulator usually: "Ctrl"+"Pos1"). Otherwise the same Hot-Keys as in Main Menu are valid.

Choose "End with Sprites" to return to Main Menu.

Choose "Delete Sprite" to delete a single sprite in the stage. After pressing FIRE a Cursor will appear. Move it on the sprite you want to erase and press FIRE .
At big sprites (actually put together by 2-4 connected sprites, e.g. end-bosses) move the cursor on the left sprite. Here is also a small bug: If another sprite has the same X-pos. as the one you want to delete (one up on the other) the latter set will be deleted, so you can also place the cursor above or below the sprite. (This is a relic from old times, because the old Giana-I-program didn't allow to set one sprite up on the other.)

Better don't set more than 4 sprites inside one screen, cause it can happen that some of them disappear during game-play (as 4 of the 8 C64-Sprites are used for Giana and her bullet).
For the same reason you better use big monsters (consisting of several sprites) at the end of a stage, respectively if no more sprites will appear. Otherwise these will be destroyed and it looks buggy then. (Feel free to test it.) Additionally these enemies will usually come back after the have left the screen. The spider is possible, if there are not more than 2 other sprites on screen.

List of Sprites:

(Some of them speak for themselves, or you know them already, but others have attributes, which are not so obvious, especially those 10 elevators, which all move in different ways.) (the german words - as displayed in the C-Kit - in brackets)

Number & Name Looks
Score
Description
00 Bird (Vogel) Wenn hier keine Bilder zu sehen sind, 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 müsst Ihr das Unterverzeichnis 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) "Giana-CSet-Instruction(Anleitung) - GRAFIX(BILDER)" 32 Walking. Falls off platforms.
Can be killed, by 1 shot or jumping up on it.
03 Jelly monster (Schwabbelmonster) in das gleiche Verzeichnis kopieren, 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) in dem auch die Anleitung ist. 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.


List of Loading-monsters:

[During the construction-phase only the left bottom sprite of these monsters will be displayed.]

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




















Set Startpoints :


Here Giana's starting-positions for both halves of the stage are set.
If you choose this menu-item, Giana will appear on screen and you can move her to the desired position, by using the joystick. Then press FIRE and do the same for the second starting position.

The X-position should be between 17 and 9A, to prevent problems. Y-position doesn't matter.
  The X-position can be set pixel by pixel, the Y-position character by character (8 pixel-steps) (cause Giana should stand up on a char. and not half way in it.)
Luckily the program prevents, that you set Giana on a too high or too low position (that she would crash immediately), but you could place her too far to the left or right. (If X-pos. is below 0F she is stuck in the left screen-border. Better set it at least to 17.) Also avoid to set her too far to the right (X-pos > FA = Error). Additionally the screen normally begins to scroll at X-pos. > 9A, so in this case the screen scrolls later, and you see less at the right. Although it will be normal after walking once to the left, it may cause other problems. Like it is in stage 1 of Giana II: Here the starting-position is too far to the right, and if you walk left and right a little, the left screen-part has scrolled out, which was the only way out and you're captured.


Unfortunately no other sprites are displayed, while you set the starting position. So you have to take care, that you don't set her on a monster by mistake. But you'll finally notice that during test-play. It can also be a little annoying if you want to start on an elevator. If so, you have to remember the position of the elevator, and maybe try around a little.














Play Stage :


Did you put enough stuff to the stage where Giana can walk on or maybe created a hard-as-hell-level already and want to know if you can beat it?
So here you can test-play your stage. Everything behaves like in a real game. (There are just a few  exceptions).
 
To leave this mode and for a little help during testing you need the forthcoming keys :

Hot-Keys for "Play Stage":

"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..



Differences between "Play Stage" and a constructed game :

1. Sprite-collision-detection is harder than it is in the game. While you can slightly touch the monsters in a game, in the C-kit the collision is at least pixel-exact.(Unfortunately you'll die sometimes even before you touch an enemy like in Giana I, this happens if some sprites in the screen are overlapping.)
But anyway it's better, not to create a stage that you can only accomplish because of  a few pixels more tolerance. In this way it's a good test and you can definitely accomplish the stage in the game if you made it here. (Primarily the collision is harder, because it was like this in Giana I and I didn't transfer some of the not-so-important program-parts from Giana II to the construction-kit, also like the next point.)


2. If you have the bomb-extra and activate it by using "Space" you can only kill monsters that can be killed by 1 hit (like it was in Giana I).
In Giana II and in self-made games you can kill every monster (except end-bosses) with it, also like worms, balls, etc.
End-bosses are all monsters, that can suffer more than 4 shots, but not "immortal" ones.

3. Exit-elevator-bug: In the C-kit the exit-elevator (sprite no.16) often doesn't work properly. It may happen that the elevator dies if you you jump on it, also Giana could die. or some of its sprites are missing.
Fortunately this is not a big problem during test-playing the stage, cause you can simply press "Return" to accomplish it.
In a self-made game this will be ok, of course.

4. When Giana swims or flies, she doesn't look like a punk (in the C-Kit) even if  she has the abilities already. (This way it was in Giana II, too.) But now, for your self-made games it was improved, so Giana will always have the right look there.

5. When you enter a treasury in the C-Kit the first screen of your stage will appear, see object no. 17 Treasure room entrance.

P.S.: You may wonder, why objects like diamonds, bonus-blocks, fire, etc. are not animated like it is in a game, or why there's no sound and music. There's a simple reason for it: Lack of memory!














Load Menu :


If you choose this point a sub-menu will appear and provides the forthcoming choices for you:
 

Directory and load from Directory:

The most important menu-item here, as you can select stages and loading-monsters directly in the directory and load them.
After selecting this menu-item, it takes a little time until directory is loaded. The screen may look a little buggy during loading-time, but it's nothing worse and the directory will be displayed on screen after some time.
Now you may choose a stage-file by using the joystick and load it into the memory. Or choose a file with the ending ".NLM" or ".SPR" to load a  load-monster . (If so, stage-data stays in memory, of course.)
Btw., it's not possible that you load a to big file by mistake, which would overwrite important data and make the program crash. Too big files will be detected by the program and it returns to the main menu. Even if you load a file that doesn't contain stage-data, most times the program won't crash (,only the stage will look crappy probably).
If you just want to view the directory, and don't want to load a file, simply press "Space" to return to Main Menu.

At this (and the next) point it's also possible to load stages created by the old C-Kit from Sandy/Prof. Knibble and those from the "New-Wave"-Giana 2.
Attention: Maybe such Stages have to be adjusted for some reason. E.g: Originally there couldn't appear monsters in the 2nd start-screen.
Stages from our (The 7A3) Giana II can't be loaded for technical reasons.



Load Stage:

Here you can load a stage by entering the file-name via key-board.
To cancel press "Run/Stop".(In emulator: Run/Stop = Esc)
Since stage-files which have been saved by the C-Set are always 16 Characters in length they are here, too. Even if they end with spaces.
If you want to load files with shorter name for some reason (maybe different format) type "*" behind the name.



Load Load-Monster or Sprite:

Here you can load a load-monster by entering the file-name via key-board.
To cancel press "Run/Stop". "(In emulator: Run/Stop = Esc)
Tipp: If you don't know the file-name exactly, but the number of the loadmonster, you may enter e.g. "01??????????.NML" to load the load-monster with no. 01 cause each load-monster needs a different no. to be identified by the program.


Load V2-Stage:

Not required! [Was supposed to load older stages, created with the former version of C-kit (, where the stage-format was a little different).]















Save Stage:


Before saving your stage you have to select:
"Save Stage" to save a stage with a new name or
"Overwrite Stage" to overwrite a stage that already exists with the name you will enter.

Then you can enter the file-name and press "Return" to save or "Run/Stop" to cancel. (In emulator: Run/Stop = Esc)
The first two letters and the ending ".STG" are given. The ending MUST remain this way so that the game can identify this file for a stage. Later the first two characters are changed to the number of the stage, but it doesn't matter in the construction-phase. Read more about putting stages together to a game in the chapter Game-Maker.


















Options:


Here all the stage-attributes (like colours, clouds, music, time-limit, load-monster and warps) are set.
After selecting this menu-item all these attributes will be shown one below the other.
To change one of them select it via joystick and press FIRE. Then push joystick left/right (and/or up/down) to change the value and press FIRE again.

Explanation:   (Some figures are decimal numbers, some are hexadecimal: See the right column)
Music The figures you can adjust here accord with these music:
0 Hi-score-music
1 normal music (like in Giana I+II e.g. in Stage 1)
2 Music for Stages with end-bosses (like in Giana I+II e.g. in Stage 4)
3 Title-tune (complete) (During game-play this music has 1 voice less than it has in the title-screen, because it's used for sound-effects.)
4 Title-tune (only 2nd part) (fits better for gaming, cause the missing voice doesn't carry so much weight here.)
5 Graveyard-music (like in Giana II e.g. in Stage 17) (fits well for dark dungeon-stages)
8 no music (sound only)
Of course, the music is not relevant until you include the stage in a game, as there's no music in the C-kit (not enough RAM for that).
 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



























The Game-Maker :






When you have enough stages, you can put them together and make a complete game out of them.
At first you load the Giana Game-Maker, that should be listed in the directory directly below the C-Kit. With it you can create a game-file that will contain the game-program, a title-screen and the treasuries. All other stages will be loaded by that game-file (more about this later).

Before telling you how to generate the game-file (which is easy, so you may not need an explanation), firstly the most important:
The game file has to be on a disk together with your stages and the required load-monsters. To adjust, how many stages or in which order they appear is not very complicated, luckily. You just have to choose the proper file-names for your stages:
As the stages, which you save with the C-Kit have names like "XX          .STG" you just have to change "XX" to the number of which stage it will be in the game. Numbers from "01" to "99" are allowed. Anyway, the ending ".STG" must stay as it is. Between that you may key in any character. (Maybe you wanna give names to your stages, to keep them apart more easily.)

How to generate the game-file:
Having loaded and started the Game-Maker the message "ENTER TEXT FOR TITLE-SCREEN" appears. Here you can enter a text that will appear in the top line of your title screen, e.g. the name of your game. (or you can simply press "Return" to keep the default text.)

Next the message "INSERT YOUR STAGE-DISK AND PRESS FIRE IN PORT 2" appears.
The disk you insert then should contain the treasuries for your game and a title-screen (Title-screen means the stage that repetitively scrolls through the screen after you've started the game, right before you can start playing.), although you can do it without title-stage. (If so, the part of the screen where the title-stage scrolls is simply black.)
Btw., the C-set-disk contains all the treasure-rooms of Giana I + II (file-ending ".TRA"), that you may use for your game if you have no good ideas for own treasuries. Also on disk: The title-stage from Giana I (file-name: "TI GIANA I  .STG").
After inserting the proper disk press FIRE on joystick in port 2 and the directory will be loaded which may take some time depending on its size.

When directory is loaded it will be displayed on screen and you can scroll it up/down by using the joystick.
At the bottom of the screen the message "SELECT YOUR TITLESCREEN AND PRESS FIRE OR SPACE IF YOU WANT A BLACK SCREEN" will be displayed. So move the stage that you want for the title on the white selection-bar and press FIRE (or "Space" if you don't want a title).

Next the message "SELECT TREASURY TO LOAD OR PRESS SPACE WHEN YOU HAVE ENOUGH" will appear.
That means you have to select your first treasure-room and press FIRE, after that select the 2nd one in the same way, then the 3rd and so on.
As soon as you have included enough treasuries press "Space". Right at the bottom of the screen "NUMBER OF TREASURIES" shows how many you got already. (You need at least one treasury for a game. The maximum amount of treasuries is only restricted by the memory, so around 20 or 30 should be no problem.)

After that the directory-display vanishes and you have to do some final adjustments at the following prompts :
  1. "ENTER LAST STAGE POSSIBLE TO PLAY IN TRAINERMODE : " (enter a 2-digit number)
    If you don't know exactly what the trainer-mode is (it's not a cheat, it's rather for practice) read this:
    If you have played a game for a while and restart playing you can choose a single stage that you want to play with unlimited lifes. This is possible from stage 1 to the highest stage you have reached before. But you can play only the selected stage over and over and train/practice it this way. To quit just press "Restore" and you return to the title-screen.
    The highest stage that is available in trainer-mode should be the one before the last (the stage that contains the huge magic diamond), because if you would collect the huge diamond in the trainermode, it would be like you've accomplished the game and you could enter a high-score - that wouldn't be fair, of course.
  2. "MAKE SOME STAGES SPECIAL ?" (enter: "Y" or "N")
    Press "Y" if  you want to do some special adjustments for chosen stages. (E.g. walk on clouds, different colors for some objects or if the dragon follows Giana...) Anyway, this is not needed and you may press "N" if all your stages should be played in the regular way and it goes on with point 3.
    The forthcoming sub-points show what you can adjust here: (enter a 2-digit number at each point) (If there's an option you don't wanna use, type in 00 for the stage.)
    1. "LAVA INSTEAD OF WATER IN STAGE :"
      Enter the number of the stage where the water is displayed in red color, so it looks like lava.
    2. "WHITE PEAKS I. STG :"
      In the stage you key in the usually red spikes are displayed in white.
    3. "WALK ON CLOUDS I. S."
      Here you enter in which stage giana can walk on clouds. (like in Giana II, Stage 33) You should take care that there are no clouds above the stage. Otherwise you could walk therere, too, which would be confusing. So set clouds (Wolken) = "N" in options of C-kit for this stage.
    4. "TREASURY-ENTRANCE AS STAGE-EXIT :"
      Enter a stage where you enter the next stage instead of a treasureroom when you jump into the treasure-room-entrance (object no.17) (Like in Giana I, Stage 32 or Giana II, Stage 33)
    5. "DRAGON FOLLOWS :"
      Enter the stage where the dragon (sprite no.14) follows Giana to the left and right (like in Giana I, Stage 33 ; Giana II, Stage 39). The dragon with this attribute can also suffer 10 more shots than the normal one and appears in another color.
    6. "CYAN AS 3RD COLOR FOR DUNGEONWALL 99 :"
      Here you can set the 3rd multi-color for dungeon-wall to cyan for a single stage. So it looks better if you combine it with colors like blue and light blue. Usually the third multi-color is always yellow for this wall.
    7. "DIFFERENT TREASURYENTR.COLOR I S :"
      Change the color of the treasure-room-entrance (object no. 17, normal = blue) for the chosen stage.
    8. "COLOR :" Here you enter the color of the treasure-room-entrance for the stage you entered at the point before. E.g. you may set it to 00 (black) to make it invisible in a stage with black background. (Only values from 00 to 07 make sense.)
    9. "2ND STAGE DIFFERENT COLOR :"
      Similar to sub-point 7 for a second stage.
    10. "COLOR :" Enter the color for the treasury-entrance for the stage chosen at 9. You may also enter 01(white) to hide it at top of water.
  3. "REPLACE BIRD WITH BEE? (Y/N)" If you press "Y" all the birds in your game will look like the bee from Giana-Sisters I. (There's no difference in their characteristics.)
  4. "MAKE A TRAINERVERSION ? (Y/N)"
    Press "Y" to allow cheating in your self-made game.
    Anyway, High-Scores cannot be saved if s.o. uses the cheat.
  5. "PRE-CRUNCH PROGRAM ?" ....."(Y/N)"
    Here you decide if the game that you have generated by your former inputs, should be packed already before saving it.
    ATTENTION: You have to pack it, as long as you don't use a cartridge that is able to save the RAM at $D000 -$FFFF.
    If you use e.g. an Action-Replay-Cartridge it's no problem to press "N".
    But whatever you enter it is possible to pack it more later by a usual packer. (The packer that is used here is a little primitive.)

After this you have done all necessary settings and next you'll be asked to enter a file-name for your game.
Having done that the program loads from the Construction-Set-Disk once again and then shows the following message :
"INSERT SAVE-DISK AND PRESS FIRE".
So you insert a disk on which you want to save your game (you need at least 190 free blocks on it or 250 if you didn't pack) and press FIRE.
Now the game will be saved (maybe packed before) and the program exits.

That's it! Now you have made your own Giana-game. Have much fun playing it or maybe watching other players how they find it a really hard nut to crack. (But remind, you should be able to accomplish your own game, of course.)


P.S.: Under the game-maker files is the file "HI!", which contains a default high score table,so you can't enter the high score with a too low score. You can copy it to your game-disk as well but you don't have to. If you don't you have an empty high-score and a new "HI!"-file will be saved after entering the high score table for the first time.


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The Program:






The following chapter is for advanced users and coders who want more possibilities as the C-Set has to offer.
At first a rather simple thing: It is described how to create your own load-monsters. For this you just have to enter a few bytes and get proper sprite-graphics.
Later I will roughly tell about the program and memory-structure to give you a clue where to find data and program-parts that you possibly want to change.




Create load-monsters:



Firstly you have to build a file that contains the sprite-grafix. (12 Sprites is maximum) The filename must begin with the 2-digit-number of the load-monster and has to end with ".SPR".

2ndly and latterly you have to build a file with the same number and the ending "NML" which contains the monsters attributes. These are 21 bytes only. (or more for monsters that move in a fixed way, more of it later).

They have the following meaning: (The bytes are numbered in hexadecimal)

Recommendation: As these data are built up in a relatively complicated way and some of the values have more than 1 meaning, I suggest to view the Sprite-data of the existing monsters and sprites. So you may look at data of sprites with attributes  you already know about, and understand it better this way.

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.)








* The sprites for one animation-phase have to be in memory one after another. Sprites for load-monsters are at $FB80 to $FE80, space for 12 sprites with numbers from EE to F9 for animation-phase left/right and dead monster.
For monsters that consist of multiple sprites the sprites of one animation-phase have to be one after the other in memory, beginning with the left bottom-sprite (next the left top sprite, right top, right bottom for 2x2 sprites. If only on top or besides each other begin with left or bottom sprite.). At the sprite-numbers for first and last animation-phase allways enter the no. of the first sprite from one animation-part.
The sprite-graphics are at the last video-bank at $C000. Each sprite consists $40 bytes (decimal: 64). So the address of the graphic is $C000 + $40 * Sprite-No.
Btw, an Action-Replay-Cartridge is extremely helpful to view, load and save sprites. (in freezer-menu: View Sprites)

The "*.NML"-file should saved at $7505, where the load-monsters are loaded to in C-Kit as also in your game.


Load-monsters moving in a fixed way:



If a Sprite is designed to follow a fixed way, there has to be a byte-sequence in memory that describes its way. This data consist of 3-byte-blocks:

1st Byte: Specifies how often the move that the next 2 bytes contain will be repeated. The value FF is the end-byte to make the whole movement repeat, beginning with the first 3-byte-block again.
2nd Byte: A positive value means how many pixel per 50th part of a second the sprite moves to the right.
               A negative value means how many pixel per 50th part of a second the sprite moves to the left. (FF = -1 , FE = -2 , ...)
3rd Byte: A positive value means how many pixel per 50th part of a second the sprite moves upwards.
               A negative value means how many pixel per 50th part of a second the sprite moves downwards. (FF = -1 , FE = -2 , ...)

It makes sense to write these movement-data directly behind the attribute-data at $751A. So set the fixed-way-pointer to this address.



Of course, all  monster-data are assembled in the same way as the load-monsters. Pointer to their sprite attributes are at $21D8 in a game. [Low-Byte , High-Byte for sprite 0 (bird); Low-Byte , High-Byte for Sprite 1 (gnome) ; ....] If you want to change them, you have to modify the game itself.





Memory-Map:



Here is a rough overview of the memory-map of the game (the file you generated with the Game-Maker). In the C-Kit the memory is partially build up in the same way, but there are also parts that stand at totally different addresses, mostly program-parts. Also the C-Kit practically contains 2 very different programs, one for editing and one for playing a stage.
Text-data are all in character-code, except some exceptions in ASCII which are labelled so.



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)




Stage-assembling in memory :



As you know, when you built a stage in the C-kit it works in 3 steps, where the following things are defined :
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

These 5 values are in memory in the same order followed by the next group of 5 and so on until value = FF signals the end of data. They are in memory at $8400 in the C-kit and in the game at $6E0D (if it's not a treasurie or the title-stage).
Directly before the data of the first object-group there are $10 bytes for each stage which define its attributes which were set at options.
In the Construction-Kit at  83F0 :          (6DFD for Stages in game)

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


Before a stage starts the compact data, assembled in object-groups, are stored to the correct position in the stage-memory at $AC00. There the stage is hold as an array of 256 x 20 ($100 x $14) charakters in char.-code (beginning left at the top to right below).


Assembling of  Sprite-Data:



The sprite-data , that are hold at 8C00 to max. 8D00 in the C-kit and are transfered behind the stage-data (- that's the reason for the pinter at 83F6) are built up in a slightly different way. (As they are set as single objects.) From this pointer 15F3 will be subtracted because the stage-adress is that many bytes below as in the C-kit.

These data are assembled in groups of 3 bytes:
X-Pos inside stage
Y-Pos
No. of Sprite

The X-pos of the following group has to be equal or bigger than the one in the former. (Of course the C-Kit-program sorts it.) If the first byte of a group is = FF, it signals the end of data.















- END -