デサエモン3D Dezaemon 3D Contents 1.Introduction 2.Manual Translation 1.Introduction Released on the 26th June 1998 Dezaemon is a shmup creation tool for the N64 by Athena. It is actually the fifth title in the series, with previous entries appearing on the Famicom, SNES, Playstation and Sega Saturn. It was followed by two more Playstation releases. This series inspired several developers including Shigatake, and ASTRO PORT. Shigatake is most well known for his work on Odin Sphere and Dragon Crown. Athena used their software to create Biometal (1993) for the SNES and Daioh (1993) for the arcades. The kind of shmup you can make has certain limitations. You can make a 5 stage game, with 3D graphics, but 2D movement. The camera can be rotated to change the game perspective however. It also has a limited ability to create Demoscenes. Game creation is hampered by the small amount of RAM on the cartridge. You can save up to 5 stages worth of data, up to 6 textures, up to 5 models, and 5 songs. This is only enough to make one game really. The game comes with three pre made games, Example Storm, SOLID GEAR, and USAGI-san (Mr. Rabbit). Example Storm is clearly a re-creation of Taito’s fantastic “lock-on laser” shmup; Raystorm. Athena held a game creation competition using the software in 1999. I wonder who won… A complete manual for the game was also released by Eagle Publishing. This version of the game was planned to have 64DD connectivity to allow greater storage and the ability to share your games over lan net. However these elements of the game were canceled after the 64DD failed to take off. The game still recognizes the 64 DD if it is connected and lets you look at the contents of its memory. You are also able to use the 64DD mouse with the game, if you plug it into controller port 2. It was reviewed by the British publication N64 Magazine, and was awarded a high score of 82%. They wrote that while it is quite a powerful game creation engine, because of the language barrier, they were unable to make anything interesting with it. Athena released a few other games for the N64 including Pro Mahjong Kiwame, Super Bowling and Yakochu 2. They were supposedly a 10 man team. The company went into bankruptcy in 2013 after being in operation since 1987. I would like to thank Ozidual. Without his hard work, this guide would not have been possible. He has been tirelessly scanning and uploading Japanese N64 game manuals at extremely high quality. He is also assisting in many N64 translation projects and fixed the trophy glitch in Space Station Silicon Valley. I am very grateful for your efforts towards preserving video game history. Back of the box Make and play the number 1 shooting game in the world! Of course you can design your own craft and characters, put the enemies where you want, define the collision detection, and even make the background music. Enjoy making a 3D polygon shooting game according to your own ideas! You can freely use the polygon modeler and texture mapping. You can put the enemies exactly where you think they should be. You can edit the workshops and windows. You can easy make your own original soundtracks using the 4 track synthesizer. Includes lessons, demos and online help. Even beginners can simply enjoy it! You can choose a design you like from the abundant sample models. You can understand the functions at a glance with the online help. Even first time users can quickly play one of the included lesson demos. 2.Manual Translation Controls Game Controls 3D Stick – Move A Button – Shoot B Button – Fire the lock on laser R Trigger – Bomb Z Trigger – Change the movement speed Start – Pause and exit Edit Controls 3D Stick / D Pad– Move the cursor A Button – Confirm B Button – Cancel. In paint mode with the drawing wand, use the spot function C Button – Scroll the screen. Rotate and resize textures in Model mode. R Trigger – Turn the chord and Drum Track ribbons on and off in Music mode. Bring up the enemy placement wand in Layout mode. L Trigger – High speed function Z Trigger – Confirm Start – Pause and exit How to play shooting games (Example Laser) Score (shown at the top of the screen) How many points you have. If you lock onto an enemy and then shoot them down with you laser you will get points. If you lock onto and shoot down two enemies you will get double points, if you shoot down 3 enemies you will get triple points and so on. In this way, you can raise your score. Bombs (top right) When you drop a bomb your shop will become invincible. Bombs are limited, so if you have 0 you can fire anymore. Speed (shown under your bombs) If you press the Z Trigger, you can cycle through the 3 speeds of your ship. Number of ships (top left) Shows how many lives you have left. Lock on laser It can shoot down any enemy regardless of their altitude. At first you can only fire 4 lasers at a time, but if you pick up Laser Up items you can fire up to 8 at a time. Shots Your shoots will only hit enemies on altitudes close to your own ship. You can power up your shots by up to 3 levels by picking up Power Up items. Pause If you press the Start button during the game, the game will stop. If you wish to quit the game please choose Yes. How to play Time Attack Within the time limit, compete to get the most points as possible. Tutorial Mode This gives an easy to understand explanation of how to make the basic parts of a game. When you make something for the first time with Dezaemon 3D, please learn how to make the Tutorial Game first. Press the Start Button to pause and C Up to show the last sentence. About the editor Draw pictures, make polygons and create your original game on your own in this mode. Try to make a game which is better than the example games by painting, modeling, building and composing music with the four tools. 1 Paint Tool ペイントツール Make the images and textures used in the game. 2 Model Tool モデルツール Make the polygons used in the game. 3 Music Tool ミュージックツール Make the music used in the game. BUILD menu (This main menu is mostly in English!) PLAYER – Create the players machine, weapons, items and shots. ENEMY – Create the enemies animation, movements, and effects MAP – Create things such as the textures of the map. LAYOUT – Create the layout of the enemies and effects. Game Title – Create the title screen and any effects. Ending – Create the image used during the credits SOUND – Create the songs and sound effects used throughout the game Test Play About the GAME EDIT menu (From left to right, top to bottom) (first row) TV – Environment settings – set the wallpaper and BGM in edit mode. Hand – Cursor speed – Change the cursor speed and turn the helper on/off. Stop watch – Time attack icon – Change the time limit for stage time attacks. Exit – Quit the editor. (second row) E buttons – Select a stage to edit. (third row) EDIT – Edit the selected stage SAVE – See below High score set button – Delete the current high score. (fourth row) STAGE (has three options) Insert – Insert a stage Copy – Copy a stage Delete – Delete a stage SYSTEM DATA – This lights up when the data has been changed FONT – Choose a font type COLOR – Choose a font colour About Saving When you press the SAVE button it will automatically overwrite the saved edit data. The amount of data that you can save to the game cartridge is as follows. You can save up to 5 stages worth of data, up to 6 textures, up to 5 models, and 5 songs. Depending on how you use the data you could save more songs, for example, but less textures and models. However this is only a rough estimate, so depending on the contents of the data you may be able to save more. About the Edit buttons Exit Exit the current edit window and return to the previous screen. A bomb Delete the current edited data. Exclamation mark If you make a mistake, press this to go back one step. (undo) A grey box with a green block This is the memory use meter. This displays how much more data can be recorded. At the beginning it should be all black. As the data increases it will turn green, and when it reaches max it will become red. A pair of eyes Each setting on the screen is being checked. A grey grid Displays the reference lines on the paint and model screens. A window with an X mark They can be moved with the cursor, click the X to close them. A scroll bar/buttons Scroll the screen with these. About the help If there is a button or icon that you don’t know, if you put your cursor on it, an explanation will be displayed at the bottom of the screen. About the paint tool This is a tool to make drawings for use as textures, for maps, or on the title screen. (Cock wise from the top left) Paint tube – Open the palette window Grid - Displays the reference lines. Minus icon – Reduce the size of the displayed image Plus icon – enlarge the size of the displayed image Magnifying glass – Return to the normal size image Memory use meter – see above Exclamation mark – see above Bomb – see above EXIT – see above Scroll bar and buttons Paint colours Light bulb – Turn on and off the transparency colour Colours 1 and 2 – The current two colours you have selected Tool window buttons – see below DRAW – Opens the drawing tool window COPY – Opens the copy tool window SPECIAL – Open the special effect tool window for things like shading LIBRARY – Opens the copied pictures window TEX. – For pictures with other areas, opens a tool window that allows pasting About the Palette window You can make a colour and register it to the palette. You can adjust a colours RGB values, or make a colour gradient. There are 32,768 possible colours, 256 of which can be registered to the palette at one time. (from top to bottom) The colour palette Blank page icon – reset the palette Grid icon – Palette gradient- Make a gradient. Pick one colour, press this button, then choose two of the many colours that will be displayed to automatically make a gradient. Grid with an arrow – Register the colour to the right to the palette RGB – The red, blue, green values of the colour you have chosen Colour picker cube – search for a colour, its RGB values will be displayed About the DRAW tool This tool draws dots, lines, squares, circles and many other shapes. (first row left to right) Pen – draws thin lines Writing Brush – draws slightly blurry lines Spray gun – draws even blurrier lines Paint Brush – paints in squares or circles Rubber – erases a small part at a time (Second row, left to right) You can select from 4 thickness of lines. (Third row, left to right) Free line – The line will follow the movement of the cursor Straight line – Draw a straight line between two chosen points Zig zag line – Draw a straight line between as many points as you choose Rectangles 1 – Choose a place to start drawing a rectangle, then move the cursor to change its size Rectangles 2 – Draw a rectangle filled with a colour of your choice. Circles 1 - Choose a place to start drawing a circle, then move the cursor to change its size Circles 2 - Draw a circle filled with a colour of your choice. About the Copy function You can copy an area of a picture, and paste it in a different place (First row, left to right) Copy – Using a box copy an area of any picture Move – Move the selected area to another place Stamp – You can paste the copied area as many times as you like (Second row, left to right) Paste above – Paste the selected picture over the current picture Composite – Composite the copied area and current picture About the Special Tool Invert, rotate or add shading or a gradient the current picture (From left to right) Invert – Invert the selected area, up, down, left or right. Rotate – Rotate the selected area in any direction. Gradation – Gardiate the selected area using colour 1 and 2. Shading – Shade the selected area Mask – Using a selected colour mask the picture, you will not be able to draw over that colour. About the Library Tool Copy and paste images from the resource library. (From left to right) User Library – Paste images you have previously saved In game Library – Copy and paste images installed in the game, difficult to draw textures such as wood grain and bare rock are available. About the TEX Tool You can copy textures from the Library and the Sample Games with this tool. (From left to right) Copy – Paste pictures from the library. Stamp – Repeatedly paste a picture Delete – Delete the picture in the selected area About the model tool This is a tool to make Polygon models. You can make models for things like the player ship, enemies and items. Main Screen (Options at the top of the screen from left to right) Grid – Display the gird. You can move or change things in fixed units using this. Smiley face with a dot – Hide button – Hide the currently selected model Lasso – Group button – Group the currently selected model parts Cut Lasso – Ungroup button - Ungroup the currently selected model parts Ghost – ghost button – Make the selected model transparent. It is good to use when making models for use on your character. Memory use meter – see above Exclamation mark – see above Bomb – see above EXIT – see above (Options at the side of the screen from top to bottom) MODIFY – Open the window to move, rotate or change the model. COPY – Open the window to copy parts of the model TEX. - Open the window to paste textures on the model. LIGHT - Open the window to add light sources to the model. MODEL - Open the window to choose basic shapes. L – Displays the number of vertexes P – Displays the number of polygons, the max is 100. LIST – Model Number – Displays the current model number. (Number of objects?) Four Model Views (left to right, top to bottom) Side View Correct View – Helps you edit the model in real time. You can move and rotate the model using the cursor. Click the R button to return to the default view. Pose View – Click the square to choose the background colour. Click the other square to stop the model from automatically rotating. You can use this view to quickly check how your current edits look. If you press the A button and move the stick you can see the model from any angle. Bird’s Eye View How to make models 1 Choose a basic shape from the sample models 2 Change the model in any way you like. 3 Apply textures and light sources to the model About the MODIFY tool Use this tool to move, rotate and change the model. Select polygons with the A button and press the Z Trigger to insert them. (First Row, left to right) Grey cube with a dot – Vertex select – Select a point Grey cube with one red side – Polygon select – Select one face of polygon Red cube – Model part select – Grab a part Two red cubes – Select all models being edited (Second Row, left to right) Four arrows – Move the selected part Circle arrow – Rotate the selected part Up and down arrows – Enlarge or shrink the selected part > < - Lengthen or shrink the selected part (Third Row, left to right) Two up and down arrows – Change the shape on the vertical axis only Two left and right arrows - Change the shape on the horizontal axis only Four arrows - Change the shape on any axis Rubbish bin – Delete the selected part For example, this is how you would stretch a dice shaped model. 1 First choose the cube from the sample models. 2 Choose “vertex select” (1st row Grey cube with a dot), then “move” (2nd row Four arrows) then “no restrictions“ (3rd row Four arrows). 3 Choose a vertex that you want to stretch with the 3D stick and the A Button, whilst holding the Z Trigger move the 3D stick. 4 When you are happy with the shape let go of the Z Trigger and press the A Button to confirm the changes. About the COPY tool You can copy and paste the selected model. (from left to right) Normal copy – Copy the selected model to a different place. Inverted copy – Pastes an inverted copy of the selected model. Symmetrical copy – Pastes an symmetrical inverted copy of the selected model. For example, if you use the symmetrical copy tool… 1 Select the model part you wish to copy. 2 Choose which axis you wish to copy along, the horizontal or vertical. 3 Press the Z Trigger and the model will be symmetrically copied at that location. About the TEX tool You can paste textures onto polygons with this tool. (From left to right) Set the Texture Paste the texture How to texture a model 1 Choose a texture from ones you have made in the Paint Tool. One model may have only one 64 by 32 dot texture applied to it at one time. 2 The texture you have chosen will be registered as a single tile pattern. You will paste the texture on the polygon in this tile pattern. You can register up to 16 different tile patterns per texture. 3 Choose a polygon you wish to texture with the A button, and press the Z Trigger to texture it. You can move the texture with the 3D Stick. You can rotate the texture with the C Buttons. If you press the Z Trigger you will move to the next step, then if you press the C Buttons again you can enlarge or shrink the texture. When you have finished press the A Button to confirm the texture is complete. About setting the Textures If you press the Texture Setting button, the following window will open. (From top to bottom) Current Texture – Shows an enlarged view SET – Press this button to set the texture TILE EDIT – Shows the tile pattern, scroll around with the arrow buttons to right UP arrow – Reset the tile pattern DOWN arrow – Register the tile pattern TILE – Shows the tile pattern and its number (max 16) How to register a texture 1 Press the SET button the textures you have drawn in the paint tool will be displayed so please select one. 2 Select an area to use from the CURRENT TEXTURE box. 3 Confirm the texture in the TILE EDIT box, and move around with the arrow scroll buttons to find a pattern you like. 4 If you press the DOWN arrow below the TILE EDIT box, you r texture will be registered to the TILE box. About the LIGHT tool This is a tool for making lighting and shadows for your model. You can use up to 30 different types of light in one game. (From left to right, top to bottom) (First row) Torch – Set the light you wish to use. Smiling cube – Mask surfaces which you do not want to be lit. No. – The lighting number POSITION – The 8 lighting directions 3 pictures – The height of the lighting AMB. – Set the environmental light colour LIGHT – Set the lighting colour About the Lighting Mask (smiling cube) Select the surfaces of the model which you do not wish to be lit and press the Z Trigger to apply the mask. About the MODEL tool You can choose a basic model to use with this tool. (From left to right) Robot – Copy the selected sample model Face – Copy a model you have created Plane – Copy a model from the 150 that were made for the example games. About selecting a sample model 1 If you press the Robot face the sample model screen will be displayed. 2 When you find a model you want to use press the OK button and it will be copied to the model edit screen. 3 Move the model around to a place you like and press the A Button to confirm. About adding textures You decide about the model textures with the TEXTURE tool. (From left to right) Blank cube – Copy only the shape of the model with no textures Checkered cube – Copy the model with its texture information to add your own textures Purple cube – Copy the model with the current textures About the Player tool This is a tool to create the player object, enemies, maps and other data. You can also make the game title screen and edit other things with this tool. An explanation of the main screen. (The same as the one earlier in the guide.) BUILD PLAYER – Create the players machine, weapons, items and shots. ENEMY – Create the enemies animation, movements, and effects MAP – Create things such as the textures of the map. LAYOUT – Create the layout of the enemies and effects. Game Title – Create the title screen and any effects. Ending – Create the image used during the credits SOUND – Create the songs and sound effects used throughout the game Test Play About the PLAYER tool Set the models for the player object, its weapons, enemy weapons, explosion patterns, and item models. (The left hand column from top to bottom) PLAYER – Set the player object, its weapons and starting altitude ENEMY – Set the graphics for the enemy weapons BLAST – Set the explosion graphics ITEM – Set the models for things like power up items. If you press the PAINT button in any of these windows it will directly open the paint tool. The PLAYER window (The tool bar from left to right) Ship – Set the player object Target reticule – Set the Target Reticule Missile – Set the players shots/bullets Laser – Set the picture for the player’s laser. Bomb – Set the picture for the player’s bomb. (Next follows an explanation of the above 5 tools) Ship window The window displays the currently selected ship. Next to it is a transparent cube, if you click this you can set the transparency. MY SHIP displays the players object and MY SHIELD, it’s shield. SPLASH allows you to set a splash/dash/boost effect for your object. BOOST allows you to set the graphic that will be displayed when the booster is charged. START ALTITUDE allows you to set the starting altitude of the players object. STOCK SHIP allows you to set a image to use for lives. The rumbling controller icon allows you to set the rumble effects for a Rumble Pak. How to set the player object 1 If you click the model window you can choose any of the model objects you have made or borrow one from the library. You can also choose the size of the object in game and any animations (using the PATTERN and SPEED options) 2 Set the transparency using the cube next to the model window. This function can be used to change the transparency of the model in game slowly. You can make it turn from normal to transparent and back again too. (I suppose this is for when your ship gets hit? Or if you want to do some kind of shield effect?) (The transparency menu is in English!) 3 Set the Splash effect and Booster charge time graphics. 4 Set the starting altitude of the ship from the 8 options, and set the Rumble Pak vibration intensity from 8 levels for when your ship explodes. If you game uses a shield you can also do the same for the shield. Target reticule Set the picture for the target reticule or mark with the following options MARK – Set the picture that appears on an enemy when you lock onto them. SIGHT – Set the open target reticule SIGHT CLOSED – Set the closed target reticule Missile Set the picture for the players shots/bullets with the following options MUZZLE FLASH – set the muzzle flash when you fire a shot. SHOT – Set the shot/bullet picture DUST – Set the picture for the effect that happens when your shots hit something. Laser You can set the picture used for the player objects laser using the following options. LASER – The laser picture. FLASH – The flash that occurs when the laser fires. Bomb You can set the picture of the players bomb with these options. BOMB – The image for the number of bombs the player has. STOCK – The number of bombs the player will have at the start from 0 to 3. BOMB – Set the bombs graphics here. Controller – Set the vibration intensity of the Rumble Pak when you use a bomb. The ENEMY window You can set the enemies weapon graphics and patterns with this tool using the following options SHOT TYPE –Set 2 types of shot for the enemies to randomly use. LASER 1 – The laser mainly used for ground based enemies. FLASH – The flash graphic that occurs when laser 1 is fired. LASER 2 - The laser mainly used for flying enemies. The BLAST window You can set the graphics and patterns used for the explosions. A preview of each explosions animation will be shown to the right. The animation is made from 6 frames which will be displayed to the left. TYPE – You can use two types of explosion, A and B. PARTICLE – You can set 4 types of explosion for when you shoot down an enemy. Controller - Set the vibration intensity of the Rumble Pak an explosion occurs. The ITEM window You can set the model of each time of item from the following, 7. The model preview will be shown to the right. The numbers to the left and right of the model show which of the 7 item types it is assigned to. The transparent cube allows you to set the model transparency. Shots Lasers Bombs Shields 1 Ups Bonuses – You can choose two types and set their point values below. About the Enemy tool You can use this tool to set the enemies animations, movements, and abilities. The main menu has a preview of the currently selected enemy and its number. You can scroll between enemies using the scroll wheel to the right. (Options along the top of the screen) ? This window displays the movement, and speed information of an enemy when it appears in game. Eyes Preview the current enemy in game. You can set the number of enemies and the camera angle. Smiley face Copy the data of one enemy to another enemy. (These options are down the left hand side of the screen) ANIME – Set the enemies animation. MOTION – Set the enemies movement and altitude. SHOT – Set the enemies attack pattern. HIT – Set the enemies hit points. ETC – Set what happens when the enemy is destroyed. The ANIME window SPEED – Choose from 8 levels. ANIME – Turn animations on or off. PATTERN – Set 4 animation patterns. SCALE – Set the scale of the enemy. The animation preview will be displayed at the bottom right. IF you click the model button you will be taken to the Model making tool. How to set a model’s animation 1 Choose a model for an enemy an press the セット button (set) to register it. 2 Turn animations ON and register at least 2 patterns. 3 Set the animation speed. About the SCALE window Set the enemies scale in comparison to the players object. You can change the camera angle and reset the model’s size. The MOTION window A tool used for setting the enemies’ altitude and movement with the following options. (from left to right) Straight arrow – Basic motion – Set their geometric plane and speed. Curved arrow – Altitude motion – Set their altitude changing abilities. Twisting arrows – Special motion – Rotate, enlarge, shrink and turn transparent. About the Basic motion window (the straight arrow) TYPE – Set free type or fixed type motion IN – Set whether the enemy comes from the top or the bottom of the screen. SPEED – Free movement has 8 speed settings and fixed has 4 speed settings. BEING CUE – Set their spawn and natural deletion points. ORBIT A – Choose a fixed movement pattern (see below) MOTION NO – For fixed movement type only. Set one of 3 types of movement. Free Type movement patterns. (I have listed them in order of left to right and broken them into each row. If you look at the pictures you can image what kind of movement the enemy will make.) 1. Stop as soon as it appears and scroll down with the background 2. Stop and move left and right a little and scroll down with the background 3. Stop and move left and right a lot and scroll down with the background 4. Stop and move right and scroll down with the background 5. Stop and move left and scroll down with the background 6. STOP and rotate and scroll down with the background 7. Curve down 8. Snake down a lot 9. Snake up and down horizontally 10. Do a rotating curve in the middle of the screen then curve down 11. Stop in the middle of the screen and do an evading U turn 12. Go down and do a narrow U turn back up 13. Go down and do a wide U turn back up 14. Do a sudden diagonal rise at the bottom of the screen 15. Do a rotation in the middle of the screen and then do a U turn 16. Do a U turn at the top of the screen 17. Stop at the top of the screen and retreat 18. Go straight down 19. Snake down a little 20. Go down stopping once at the middle of the screen 21. Snake down in big straight lines 22. Step down the screen, stopping to change directions 23. Roll up and down the screen 24. Bound down the side of the screen 25. Bound across the whole screen whilst moving down 26. Move towards the player, it will not pursue the player 27. Pursue the player 28. Pursue the players whilst stopping repeatedly 29. Go down until it is level with the player and then move horizontally towards them 30. Go down but then flee in the opposite direction to the player Fixed Type movement patterns. (I have listed them in order of left to right and broken them into each row) 1. Stop at the current location 2. Move left and right a little 3. Move left and right a lot 4. Move up and down a little 5. Move up and down a lot 6. Do a small upwards facing semi circle movement 7. Do a large upwards facing semi circle movement 8. Do a small downwards facing semi circle movement 9. Do a large downwards facing semi circle movement 10. Do a small round rotation 11. Do a rectangular horizontal rotation 12. Draw a horizontal 8 shape 13. Draw a vertical 8 shape 14. Draw a W shape 15. Draw an M shape 16. Draw a triangle 17. Draw an upside down triangle 18. Draw a diamond 19. Draw a square Patterns with a green arrow mark show when the enemy will fire when doing the pattern. About the Altitude motion window (the curved arrow) This is a tool to set the motion of altitude changing. There are fixed and free types of motion. (The window is laid out in the following way, from left to right) ACTION CUE Set what level the enemy will start changing altitude (8 choices) START – Set the enemies starting altitude (8 choices) LOOP – see below RATE – see below END – Set the altitude they will finish at (8 choices) SPEED – Set how fast the enemy will change altitude (8 speeds) (These are all the LOOP and RATE motions in order, from left to right) LOOP Don’t change altitude Descend to the lowest altitude and stay there Loop between the lowest altitude and the initial altitude Bounce up and down between the initial altitude and the lowest altitude. Descend to the lowest altitude and disappear Descend to the lowest altitude and die naturally RATE Change altitude along a fixed line Change altitude along a curve If you choose the fixed type of altitude change, there are only 3 types of motion you can choose. About the Special Motion (the Twisting arrows) You can set enemies to rotate, enlarge, shrink and turn transparent. (The initial menu is as follows from left to right) Enlarge Rotate Transparency Setting the enlargement motion ACTION CUE – Set the initial enlargement position START – Set the starting reduced size LOOP – Set a looping pattern END – Set the ending size SPEED – Set the speed of the enlargement Setting the Rotation motion ACTION CUE – Set the initial rotation position (8 choices) AXIS – Set the axis of rotation, either X Y or Z. (see below) LOOK – Sets the direction of the nose of the player object START – Set the starting angle (8 choices) LOOP – Set a looping pattern ROTATION – Set the direction of the rotation, anti-clock wise or clock wise END –Set the end angle of rotation SPEED – Set the speed of the rotation About the axis rotation X axis – it will look like the player is rolling Y axis – it will look like the player is spinning Z axis - it will look like the player is doing a screwing rotation Setting the Transparency motion ACTION CUE – Set the initial transparency position (8 choices) START – Set the starting transparency amount (8 choices) LOOP – Set a looping pattern END –Set the end transparency amount SPEED – Set the speed of the transparency change About the SHOT window Set the enemies attack pattern using the following options SHOT NO – Each enemy has 3 shot types, choose which one you want to set. TYPE – Set the shot type TIMING – Set the firing timing, if you choose the arrow it will fire according to the default set by its movement pattern (see above). VARIATION – Set the number of shots and their pattern (15 choices) SPEED –Set the speed of their shots (8 choices) DIRECTION – Set the direction of movement of the shots (3 choices) POSITION – Set the places on the enemy where the shots will be fired from SOUND NO – Set a sound for the enemy to play when it fires shots About the HIT window Set the enemies hit points with the following options HIT POINT – Set enemy hit points. See below. LOCK ON – Set if you can lock onto the enemy or not HIT CHECK – Set the size of the enemies hit box where collision detection occurs There are 4 types of enemy hit points. 1 They have an amount of hit points from 1-6 2 They are invincible but you can’t collide with them (green infinity symbol) 3 They are invincible but if you collide with them you will lose a life (red infinity symbol) 4 They have a switching amount of hit points (S) When you choose the HIT CHECK option, the follow window will open. The rotating multicoloured square indicates the hit box SIZE – Set the size of the hit box VIEW – Change the camera angle RESET – Reset the location of the hit box ZERO – Set specific coordinates to move the hit box to About the ETC window Set what happens when the enemy is destroyed with the following options SCALE – Set the size of the enemy explosion (3 choices) PATTERN – Set the number of times the explosion occurs (4 choices) PARTICLE – Turn explosion particles on or off TYPE – Choose which of the two explosion types it will use. SOUND – Choose a sound effect to play at the same time as the explosion STAGE CLEAR – Set whether destroying this enemy clears the stage SCORE - Set how many points destroying this enemy adds to your score ITEM – Set what item the enemy drops when they are destroyed (8 choices) ENEMY RISE – Set if the enemy can come back to life after being shot down ENEMY SET – Set whether this enemy will also be destroyed if another enemy is destroyed. (good for turrets on gunships?) About the Map tool You can set the textures, collision points and special effects of maps with this tool. Main menu explanation (The options on the left hand side of the screen from top to bottom) Left eyes – Check the map in the game screen Right eyes – Check the map from the start of the stage TEX – Opens the map texture settings window HIT – Opens the map collision detection settings window TRANS – Opens the map transparency settings window EFFECT – Opens the scrolling and other effects settings window LOOP – Opens the map loop settings window SCALE – Opens the map size settings window About the TEX window (from left to right) Copy – Copy a texture to the map Stamp – Stamp the same texture multiple times Delete – Delete a selected area of the map How to add textures to the map 1 Choose Copy or Stamp from the window 2 Choose an image you have made or one from the library 3 Paste it onto the map About the HIT window You can choose places to check for collision detection on the map, using these two options 1 Set instance of collision in the selected place 2 Set instances of collision from a certain point onward. If you set this all over, the player can collide with any part of the map. (good for the ground?) About the TRANS window Set up to 8 levels of transparency for the map with these two options. 1 Set one instance of transparency in one selected place 2 Set transparency from a certain point onward. About the EFFECT window Set special movement effects for maps with these options. First choose between 1 Set one effect in one place. 2 Set an effect from a certain point onward. Then set the effect with these options, from left to right Ribbon - The type of effect Hammer - Effect strength (8 choices) Arrows - Effect speed (8 speeds) Curve – Effect cycle (4 choices) Spikes – The unevenness of the starting condition (4 choices) About the LOOP window Choose a place for the texture loop to start and end, from 1-25. About the SCALE window You can set the altitude of the camera and the scale of the map (8 choices). About the ENEMY Layout tool You can set the location of enemy planes, dialogue boxes and camera angle changes with this tool. The editor moves to the right, in the direction that the player moves. The game runs at 30 frames a second, enemies and effects can be placed on specific frames. About the enemy placement layout tool (Top of the screen, from left to right) Eyes – Preview the game from the current frame position Big Eyes – Preview the game from the start of this stage Curved arrow – Change between the bird’s eye view and the side view 十― Enlarge/shrink the layout screen Layer Display Tabs (x3) – See below Memory use meter Exclamation mark – If you make a mistake, press this to go back one step. (undo) Bomb – Delete the current edited data. EXIT – Exit the current edit window and return to the previous screen. Green/Black bar with a number – The number of enemies you have placed Box below that – The background colour of the viewer About the Layer Display tabs Each tab has a light to show it is the layout being edited. You can edit 3 layouts, the Map (shown as a scroll, A, or B. Click on the tabs to switch to them. Objects on layouts not being edited will be displayed transparently if you click on the bottom part of the tab, otherwise they will not be displayed. (Bottom of the screen from left to right) Grey box - Individual enemy initial altitude setter R – Reset the layout screen size Number – The frame number that the cursor is at Frame scroll bar – Use the arrow keys to move 5 frames at a time Timer – The time since the stage has started at the current cursor location Horizontal scroll gear – Turn this to rotate how the enemies are displayed (The left hand side of the screen from top to bottom) ENEMY – Place, copy and delete enemies EFFECT – Place copy and delete effects 十 - Set a place to put a new enemy Diagonal arrow - Choose an enemy to place PUT - Place the enemy Enemy model viewer - Display the currently selected enemy EDIT– If you click this, the model editor tool will be opened Viewer scroll bar – Move it up and down to change the displayed view About how the LAYOUT system works The placement of enemies in the stages of Dezaemon 3D are divided into virtual space in 3 layers (Map, A and B layers). When the game is played, those 3 layers are combined into one stage. You can build games where large objects are moving using these three layers. For beginners, it is enough to build games just with the Map layer. When you edit the map, only one layer is active for placing copying and editing objects at a time. The Map layer is the active tab by default when you start the editor. Enemies not on the same layer will not be displayed by default. If you wish to display those enemies as transparent objects please click on the bottom part of the Layout tab. How to read the layout viewer The yellow lines show the altitude of the player and their shots. Grey lines show the altitude boundaries The Red line shows the ground Arrows show the position of enemies. Green arrows show that they move towards the player. Red arrows show they are moving away from the player. Yellow squares show that they do not move. How to place enemies 1 Click the plus button to choose a place 2 Choose an enemy to place there 3 Click the PUT button to confirm the placement About the ENEMY window If you press the A button once, one enemy will be selected. If you hold the A button down and move the cursor multiple enemies will be selected. Press the Z trigger to confirm. These are the options on the two rows, from left to right. Move an enemy Copy an enemy Delete an enemy Move or copy vertically only Move or copy horizontally only Move or copy freely How to view a placed enemy Select an enemy with your cursor and press the R Button, that enemies data window will be displayed as follows NO – The number of that enemy Screwdriver – Adjust the location of the current enemy ? – Look at this enemies information X – The enemies horizontal position Y – The enemies vertical position FRAME – The frame they appear on Left and Right arrows – Move between enemies using these buttons. About the game preview feature (The two eyes at the top left) The C Buttons have the following controls in the preview mode. C Up - Play C Right – Skip ahead C Left – Stop the preview and open the edit tool at the current frame C Down - Pause About the EFFECT Layout tool You can set the music, scrolling layer speed and other things on specific frames. Using the icons you can set what type of effect happens on each frame. About the EFFECT window (From left to right, rows 1 and 2) Pencil – Set or correct an effect One smiley face – Move an effect to a different frame Two smiley faces – Copy an effect to a different frame Eraser –Delete an effect INS – Insert a new frame DEL – Delete a frame Effects List These are the 19 effects in the order they are shown on the layout screen. 1. Play a sound effect – set its volume and whether it loops or not 2. Play a piece of music – set when it starts and stops 3. Display a character portrait 4. Set the Map layer scroll speed 5. Set the A layer scroll speed 6. Set the B layer scroll speed 7. Rumble the Rumble Pak a set amount 8. Set the altitude of the player object 9. Display or hide the player object 10. Set the collision detection of the player object on or off 11. Set the splash effect of the player object on or off 12. Set the Stage Clear conditions 13. Start or stop a demo (stage clear music will not play) 14. Set the background texture 15. Set the background scrolling speed and direction 16. Set the vertical camera angle and movement speed 17. Set the horizontal camera angle and movement speed 18. Set a camera zoom and the zoom speed 19. Set fogging and its colour How to set an effect. Select one of the 19 effect icons and press the A Button. Then set which frame the effect will start and end on. Press the B Button to go back a frame. Select the silver “/” at the top left of the screen and press the A Button to skip to the end frame of the currently set effect. About the Portrait window (From left to right) Number – This portraits number / total number of portraits Finger – Set the display of the current portrait Eraser – Delete the current portrait Paper – Delete all the portraits of this type If you click the Finger, the following menu will open (From top to bottom) Portrait Display – Set the portrait image POSITION - Set the location of the portrait IN – Set how fast the portrait appears TRANS – Set the portrait transparency Up to 40 different portraits can be displayed per frame. About the Game title tool You can set the game title picture and any effect it has here. The title and the background will become one image. The player object can also be shown on the title screen. Title screen editing can only be done on the Stage 1 editing screen. The following options are available TITLE 1 – Set the first title TITLE 2 – Set the second title BACK – Set a background image (optional) About the title setting window The following options are available in 4 rows (from left to right) Rotation settings (left , right, or do nothing) Entrance animation – Choose 8 directions or no animation Horizontal (enlarge, shrink, do nothing) Vertical (enlarge, shrink, do nothing) Transparency (4 choices) Flickering on or off 3D Wave effect – (vertically, horizontally, both, or don’t wave) If you choose SOUND on the BUILD menu you can set the title music, the ending music, the stage clear music, the game over music, and choose a sound effect type. 3 types of sound effects are available, Real, Comic and Ninja. About the Ending tool If you select Ending on the BUILD menu you can set the picture used during the end credits roll. The Ending tool has the following options ENDING TYPE – Use the game screen or a picture for the credits background SET – Set the starting and ending points of the credit roll About TEST PLAY You can test each stage with this tool. You can check the game with hit detection on or off. About the Music Tool The following options allow you to create music for your game. (Top of the screen from left to right Tracks 1-4 Displays each track Bass guitar – Set the Bass Track Smiley face- Set the Cord Track (3 tracks) Drum – Set the Drum track (3 tracks) Memory use meter Exclamation mark – If you make a mistake, press this to go back one step. (undo) Bomb – Delete the current edited data. EXIT – Exit the current edit window and return to the previous screen. (Left hand side of the screen, from top to bottom) EDIT – Edit and set the notes for each track. MIXER – Set the volume for each track (Bottom of the screen from left to right) The number of the track you are currently editing Right and left arrows – Set when the loop starts and stops Walking/running person gauge – Displays the tempo Rewind Fast-forward Play Stop Loop button – Loop one bar/ measure (Main part of the screen) The bar at the top is the Measure Gauge, the yellow part is the looping part Under that are the 4 tracks, if they have a musical note then they have data Under that are the bass, cord and drunk tracks, depending on their picture, they display whether they have data or not. The Cord track has a face icon to represent the mood of the accompaniment (5 choices). The drum tracks can have musical accompaniment in 9 levels. Each drum track can have one of 4 rhythm patterns, shown by the picture here. About the EDIT window (These are the options from left to right) Pencil – Place a note on the location your cursor is at Snake face – Change the timbre of the note One green square – Move a selected area of notes Two green squares – Copy a selected area of notes Eraser – Erase a selected area of notes About the Track Edit screen (The first row is the same as the main menu above) (The second row is as follows from left to right) Grid – Return to the main Music maker menu Grey arrow – Turn beginner mode on/off (it only lets you use the rhythm tracks) Rhythm tracker shrinker – Shrink the rhythm tracks Yellow pill – Set the strength of the sound (4 levels) Wavy green line – Extend the length of a note Piano – Chose the timbre (50 choices) (The third row) Black box – Play the displayed track only Green and yellow gauge – Displays the information of the current measure that you are editing, the yellow part shows the parts that will loop. Grey square – Enlarge of shrink the music score About the drum pattern display In the drum track maker the tab above the musical score shows the currently selected drum pattern type (5 choices) How to make a piece of music 1 Set the piece number (bottom left) 2 Put notes into each track 3 At the end adjust the volume and other options with the mixer How to use the track maker 1 Choose a track you want to edit and open its note data from the main menu. 2 Select the timbre and note strength. 3 Place notes using the Z Trigger to listen to them 4 Use the movement, copy options to make a song. The basics of using the track maker to create songs Make bass, cords and drum tracks and combine them into a song. Only 3 tracks can play at a time. If you choose to use the Rhythm track function, you will not be able to use the 3 tracks . About the Drum Track Rhythms Beginners can also easily use this music creation tool, there is a Rhythm track function to allow users to make music. If you turn the Rhythm tracks on, it will automatically play the cords, bass and drums. If you bring them all together with a melody, you can easily make a piece of music. If the Rhythm tracks are on, the beginner button (A green downwards facing arrow) will be displayed at the top of the screen. If you click this button only the cords sounds will be placed. The automatic performance functions are as follows Bass sound on or off Cord types and accompaniment mood (smiley faces on the cords) Rhythm pattern mood (Using the smiley faces ) About the Mixer You can set various options such as the sound level and echo. If the lamp next to the track or icon (bass cord or drum) is lit, then this track has music to play. These are the options on the mixer screen. PAN – set the left and right balance of the volume. Volume adjustment bars – You can adjust the volume of each track with these ECHO – By click plus or minus you can add and echo effect R – Reset the track to this first settings. The Dezaemon 3D Game Contest We will hold a contest for original games made with Dezaemon 3D. The winner will be presented with a luxury prize! Become a game designer, and reply quickly! How to Apply – Make an original game with Dezaemon 3D (any number of screens is ok. But only Dezaemon 3D may be used.) and record it with a VHS recorder and send it to the address below. If possible please include your game plans and settings. Please do not forget to include your game title, address, name, age, phone number and occupation. You may submit multiple entries but please ensure you number and name each entry! Qualifications – Anyone with a copy of Dezaemon 3D is OK! Important points – Please refrain from including anything that may infringe the copyrights of other works. Please refrain from including anything that may be upsetting to public orders and morals. If you entry makes it past the qualifying round we would like to borrow the cartridge, so save the data. Athena retains all copyrights to works made in the Dezaemon engine. Please understand that we are unable to return any video tapes. Thank you for your understanding. Announcement – We would like to contact the winner directly. Deadline – January 10th 1999. Information – Athena’s address and telephone number in Shinjuku Tokyo. About the official guide book Athena Co Dazaemon 3D: The complete manual. Now on sale! 1,300 yen (before tax) Eagle Publishing END OF THE MANUAL TRANSLATION