

	Magnetic: An interpreter for Magnetic Scrolls adventures
		          Dreamcast Addendum
                       Port by: Eytan Kaziberdov
    
    See the Original.txt for information on the interpreter, other
    ports, and how to convert, or obtain the necessary game files.
    You may also visit http://www.if-legends.org/~msmemorial/memorial.htm
    for more information.

    Magnetic DC
    ===============

    V1.2 Release:


    Requirements:
    ===============
    - Preferably A Dreamcast Keyboard, or Keyboard adapter with Keyboard.
    - Dreamcast controller for virtual keyboard support
    - Controller in the first Port with a VMU in SLOT1 if you
      wish to save.
    - The program comes in one package, an UNSCRAMBLED binary file.
      In order to make this a stand alone bootable you will have to
      scramble the bin file, and follow the instructions below.

    Missing from Magnetic 2.2
    =========================
    - No log files.
    - Title pictures are not implemented.
    - No Online Hints

    Dreamcast specific
    ==================
    - Game Selection Menu.
    - Images are auto scaled to the graphics window.
    - Music can play during the game see the instructions.
    - VMU directory listing
    - Virtual Keyboard with Controller
    - Configuration for text size, and color.

    Instructions
    ============
    Plug a controller with a VMU in the first port, and if available a
    keyboard in any other port with the exception of the forth port.

    You will be greeted with a simple intro, pressing the spacebar or "A" on
    the controller skips to the main menu.

    On the main menu you'll be presented with the box art for each of the
    games. Games that are "Dimmed out" are not available to play.
    Use the left or right arrows to select the game you want to play
    then hit enter. On a controller press left or right and A to select.

    If the game has a music file, it will begin playing as the game starts.
    Pressing F2 will stop the music.
    Pressing F1 with start/restart the music.
    The controller can't disable/restart the music.
    Note: That windows based game start with the graphics off, simply
    type "graphics" at the first prompt if you don't see a picture.

    Game saving is done to a VMU in the first controller port, in the
    upper slot (where you normally have the VMU). If you only use a 4MB rumble
    then you'll have to place it in the upper slot to save.
    In most games you simply type save, and you may be prompted for
    a filename. Whether the save failed or went okay, you will be notified
    by the game, and a better description will appear in the location bar.
    Pressing F3 will bring up the directory on the VMU, any key to exit.
    There's no button mapped on the controller to display the directory,
    so make sure you remember the save names if not using a keyboard.
    A lot of work went into VMU saving, it's 100% safe, so you won't have
    any problems with "phantom missing blocks".
    Note: The game will save and replace files, but you can't delete files
    on the VMU within the game so make sure you have at lease 15-30 blocks
    free if you want to save, before you play.

    With V1.1 I've added a virtual keyboard. DPAD or analog stick moves the
    mouse, A button selects. The other buttons are shortcuts to functions.
    B is mapped to Space, X is mapped to Delete, and Y is mapped to Enter.
    As well as a keyboard there are a few other common words available, as
    well as directions of movement.

    With V1.2 the configuration menu can be accessed by pressing F4 or START
    during gameplay. You also have the option to save the setting so they will
    become the default setting. I must note that on a TV the default resoluton
    is 40 columns, on a VGA it is 80 column with extra lines of text. If you save
    your preferences they will override the default TV/VGA settings.

    Animation support has also been added with Wonderland, and Windows Collection
    games. Although there are some problems with the animations due to a bug that
    only happens with GCC, they still play quite well.

    Creating the CDROM
    ==================
    You will need to obtain the .GFX and .MAG files for the games you would
    like to play. See the "original.txt" to see how to create/obtain them.
    While Magnetic DC should work with only the .MAG files, I did not test
    it, since the point is to see the graphics.
    While it's not needed, you can also use the music files that some of these
    games came with (Pawn,Jinxter,Corrupt,Fish). In Magnetic DC, these files
    need to be in .OGG format. If you get these sound files from your games,
    they will most likely be in a ST/NT MOD format, or you might be able to
    find them in MP3 format. These can be converted using BESWEET or other
    similar tools. I've added a special feature to the DC version. The music
    plays during the game, since I don't display the intro screen. Therefore
    each game looks for it's own music file (in OGG format) so that you could
    even use your own tunes. The file names match the .GFX and .MAG names.
    They are:
    pawn.ogg , fish.ogg , guild.ogg , jinxter.ogg , myth.ogg , wonder.ogg
    corrupt.ogg

    To make a selfboot disc:
    Simply place all your .MAG .GFX and .OGG files on the root of the CDR
    Scramble the included bin file, rename the scrambled file to 1st_read.bin.
    At this point you'll need to obtain a tutorial, or software that can make
    a selfboot for you. An alternative method would be to use an Self Boot Inducer,
    these are canned images that allow multiple programs to be on 1 cd.

    The DC version doesn't use the hint files, or the PNG image files.

    For Selfboot Inducer files
    http://www.sesonsite.com/Ten-321/DCStuff/SBI.shtml

    For V1.1 premade CD images that allow you to swap in a CDR
    with the games, or tutorials to make a SelfBoot DC CDR.
    http://www.dcemu.co.uk/
    http://www.dchomebrew.org/

    For the Sourcecode to the latest version
    http://www.ifarchive.org/

    Source Code Notes:
    ==================
    To compile the source code you will need KOS1.2.0 from Dan Potter.
    http://gamedev.allusion.net/

    History V1.2
    ============
    Minor Bug Fixes
    Added 40/80 column suppport
    VGA/TV Specific code
    Mouse acceleration
    Saved Preferences
    Colored Text

    History V1.1
    ============
    Forgot to change a def, so the .ogg support was disabled on some
    games.. sorry!
    Added Virtual Keyboard support*
    Added animating graphics*
    *See Instructions


    History V1.0
    ============
    Fully playable Beta.

    Eytan Kaziberdov
    http://www.dchomebrew.org/kamjin/
