-==========================================================================- F.A.Q v1.2 for Dezaemon 2, Saturn Saturn (JAP import) by I.Mecking, 2006. -==========================================================================- =Table of contents= 1.Intro (Version history/Game info) 2.Requirements 3.Getting started -*1. Games included -*1B. Main menu -*1C. General Controls 4.Sprite editor 5.Game setting editor -*1. Edit start *1A: SHIP *1B: BLAST *1C: TITLE *1D: MUSIC/SFX *1E: ZAKO *1F: BOSS *1G: BG *1H: TEST 6.Music editor (NOT DONE, coming next version) 7.3D shape editor (NOT DONE, coming next version) 8.F.A.Q.'s 9.Credits =================== 1.Intro. =-------= [Version history] *v1.2: This release. Typos fixed. 5.1D, 5.1E & 5.1F sections added. Some F.A.Q's added. *v1.1: More FAQ's (Section 8), More game setting options uncovered. 5.1B 'BLAST' & 5.1C 'TITLE' sections added. Some typos fixed & general lay-out changed somewhat. *v1.0: May 2004, First release. ------------------------------------------------------------------- [Game info] -Title: DEZAEMON 2 (DEZA 2) -Release: 1997 -Players: 1-2 -Developer: Athena -Publisher: Athena -Game #: T-16804G This F.A.Q was written for people interested in getting started with the Sega Saturn game 'Dezaemon 2' for Sega Saturn. If you don't have the booklet that came with the game or having trouble with certain editor options, this F.A.Q may be helpful to you. ===================================================================== 2.Requirements. =--------------= Because this game is only available on Japanese import you'll need a: -Japanese saturn (PREFERRED OPTION, but we'll come to that later) or -Multiregion Saturn (Switched to playback all regions in 50 or 60 hertz) or (least advised) -PAL or U.S Saturn with import cartridge (Sega Satallite, ST Key, Action replay etc.) *NOTE* Don't go 'disc swapping' , it will only ruin your Saturn anyway.. and optionable: *A SEGA memory card (HIGHLY recommended) *A SEGA mouse controller (Hard to find, but try to find it on JAP import) *A SEGA floppy disk drive (Rare and expensive, but handy for placing your game on multiple memory cards) Because this game enables you to FULLY create your own 2d shooting game, (as well as save it) the game needs HUGE piles of memory blocks (~ 2000 blocks for each game compartment you want to save). As the Saturn only has around 400 blocks of internal memory you'll NEED to buy a SEGA memory card if you want to save ANY of your game data. You will NOT be able to mess around 'a little' and save that 'so it fits on your internal memory'...at least...that's what I think..there's a second option at the save menu but that probably is used for saving to floppy. (With the floppy disk drive attached) 'But I won't be able to insert a memory card because the import cartridge uses it' -> Exactly, that's why I recommended you to buy an import console or having your U.S or PAL Saturn switched in the first place ;) 'Can't I swap the cards halfway?' You can, but DON'T. Again, this isn't recommended if you like to keep your Saturn slot working. Oh, and what's more; it erases the data on the memory card most of the time anyway. Sorry :( 'I can use a mouse with it?' Yes, you can and it comes highly recommended as well. Because the game editors use lots of menus and a lot of scrolling is required, a mouse works perfectly for this kind of thing. (Think of using MS Paint/ Photoshop/whatever with a gamepad >_< ) Okay, got the goods? (You lost an arm and a leg in the process, probably) Great, let's move on. ===================================================================== 3.Getting started =----------------= -1.Games included. If you don't have a memory card yet or want some inspiration for your own shooter, the makers of this game kindly added 3 'All done' shooters on the disc as well. (Actually, there are 5 but we'll eventually come to that) These are called: 'Bio Metal gust' (S1 on the main menu) , 'Ramsie' (S2 on the main menu) and 'Daioh P!' (S3 on the main menu). You'll be able to play these shooters in 1 or 2 player mode, as well as being able to set some options for them on their option screens. I will not give any additional help with these shooters as there's not much that needs explaining. You'll only have to remember one thing: You can edit ALL aspects of these built-in shooters. When you've played one of these shooters, you can go back to the main menu and can start editing the LAST shooter you've played in the editor modes on the right. -1B.Main menu. After pressing start on the title screen, you'll enter the main menu. It will give you 9 options; Left hand side of the screen: 'PLAY MODE' ========================================= *S1 - Play the built-in shooter 'Bio metal gust' (Horizontal shooter) *S2 - Play the built-in shooter 'Ramsie' (Vertical shooter) *S3 - Play the built-in shooter 'Daioh P!' (Vertical shooter) *U - User. Play your edited game here. If you've edited, say, some Biometal sprites, test it here. (the game can also be tested in other ways btw) Right hand of the screen: 'EDIT MODE' ========================================= *CG Sprite editor, edit/create sprites & tiles here. *WRENCH Game setting editor, edit all the game settings of your shooter here, like the way bosses behave, which BGM plays at which stage etc. *MUSIC Well duhhh...it's the music editor. You can edit all the BGM as well as creating new tracks and SFX. *3D Modify 3D objects/Create new 3D objectes for use in your game. Bottom right of the screen: 'OPTIONS' ========================================= Hmm you'd say that this is for the Deza 2 options screen, wouldn't you? Indeed, it is ;) Because this section of the game is only small and didn't fit anywhere else, I'll give you a hand with the options. *LOAD Load game data you saved. Pick the '..RAM' option to load from cartridge memory. Now you'll have to pick which slot to load and next you have to pick what PARTS you want to load from that save game. 'ALL' ->All changes. (PENCIL)-> Only the tiles. (WRENCH)-> Only the game settings. 'MUSIC'-> Only the music. '3D'-> Only the 3D objects. Pick the left option when it asks you and you're done. *SAVE Save game data you created. When you've selected SAVE, the game will check how much is changed and how much space is needed to save. When its done (It will show 'OK', YOUR GAME IS NOT YET SAVED!! BEWARE!!) the amount of blocks needed is shown on the bottom right of the screen. Now pick the option that says '..RAM' and pick a slot to save. If you want to overwrite an old save, simply pick the left option when the game asks you.. *CONTROL Alter the controls for the built-in shooter games/your personal shooter games. Four types to choose from. Auto changes to mouse if you have a mouse inserted. *SYSTEM Alter some 'interesting' settings. -BGM - Choose a BGM track to run along your editing sessions. -SE - SFX ON or OFF. Duh. -SPEAKER - MONO (left) - STEREO (right) -KABEGAMI - Alter the -ever so cute- background displayed during editing sessions. -1C. General controls. These controls are used in ALL editing menus. L- Speed up pointer (VERY FAST). R- Speed up pointer (FAST) A- Select menu/ Click button / Draw in sprite editor mode / Place music parts in music editor etc. B- BACK (Only works in some cases) / Set pallette to #0 (100% translucent) in sprite editor mode. Start - Pause/Start game. If you want to use a mouse, insert it in port 1 and insert a pad into port 2. (You'll still have to use it for playtesting) The buttons for the mouse remain the same. ===================================================================== 4.Sprite editor. =----------------= Probably the most interesting part of the game, because you have LOTS and LOTS of options to make you personal sprite-work. Okay let me start to explain the TOP bar of the screen, from left to right. -BOOK: Insert the sprite(s) created into the game tiles / copy a built-in sprite to the drawing board (Useful for small sprite altering) -BOMB: Blast it! Remove everything from the drawing board on the right and start over. -! : Retrace last step. Made a 'booboo'? ^_^ you can go back ONE step here. (Make sure you use this option immediately after you made a mistake because you can only retrace ONE step. Sadly) -Pencil: Simple drawing mode. Point and click. Just like MS Paint. -Lines: Line drawing mode, again; just like MS Paint. Click at first point, drag pointer to the end of the line and click again. -Square: Add solid color squares. -Circle: Add circles. (OUTER LINE only, non filled) -Brush: Flood fill. Want to fill a CLOSED shape with a solid colour? Well, you can with this one. Just like MS Paint. -Duosquare: Copy & paste. Select this option, select an area to copy and paste with the next button press. -Duosquare2: Copy & paste without the background. See page 20 in the manual if you don't know what I mean. (You shouldn't need help here really..) -2 Arrows: Flip. Flip the selection 90 degrees right, down, left, up. -V. Arrow: Flip 2. Flip a selection of the drawing board on a horizontal axis (Up-> Down, Down-> Up) -H. Arrow: Flip 3. Flip a selection of the drawing board on a vertical axis. (Left-> Right, Right-> Left) ANIM: Animate sprites. Info added in future update. EXIT: Exit to last menu. (NOTE: Whatever was left on the drawing board WILL remain there!) Now, lets look at the pallette window on the lower left of the screen. You can choose from 192 basic colours, by simply clicking on them. There's a further 64 colours you can make and save by mixing them. NOTE: The first colour on the top left is NOT black. It is Pallette #0 which means its 100% translucent. This way you can cut holes/make translucent parts etc. The 2 options below the colour pallette are for mixing colours. I haven't worked it out exactly yet. I will add info on doing so in a future update. On the lower right is the 'paint' window. Every option above is used on THIS window. The x1 , x2 , x4 and x8 are zoom options. x8 is best used for editing REALLY small areas or built-in sprites like enemy ships. The 'OFF' button can be changed to 'CHR' to turn the grid on. Make sure you turn it on, I say. This way you can fit your sprites the best way into the game tiles later on. The 'DOT' button is used for changing the standard dot size. And usefull for floodfilling total squares on the grid at once like an embroidery pattern. (only in x4 and x8 mode) ===================================================================== 5.Game Settings editor. =----------------------= Prepare yourself, because this editor is HUGE. It's basicly an editor that compiles and uses all the stuff you've created in the other 3 editors, as well as a wealth of other options. The first screen you look at when you have started the Game setting editor is the stage structure and general game settings of your future game. I'll give you an overview of each button. PLAYER: Select if your game can be played with 1 or 2 players. Standard is 2 players. SCROLL: Basicly, you can set here what kind of shooter you want to create: Vertical (Like 'Radiant silvergun') or Horizontal (Like the 'Thunderforce' series). Standard is vertical. The big window in the middle has several options for each level: STAGE : Select stage you want to edit. NORMAL: Stages can be 'NORMAL' or 'EFFECT' -> which means that the space of this level is used for an intermission screen/title screen/intro. TRIANGLE: Turn the game shadows ON or OFF ARROW: If you have this button selected, the player will return on the same stage after dying, if it isn't, the player will return to the last level which has this setting turned on. E: Sets ending stage. After this stage has been completed, the ending credits will roll. Next, on the upper right is the 'EDIT START' button. Use this to the main settings screen. (explained below) The three buttons below it are for (from left to right): -Switch stages -> Pick two stages and swap priorities/order. Confirm by pressing the left option at the next screen. -Copy stage: Copy stage priorities. -Delete all stage settings: Moves back to standard settings for selected stage. FONT: (Lower right) Set the font used for scores/powerups etc. Can be set to 1-7 by clicking the arrows '<' and '>' You can also set the font colour. Can be set to 1-8 by clicking the arrows '<' and '>' -1 Edit start. This is one huge menu with buttons on top of the screen which link to various sections. SHIP: Edit the way the player's ship looks, behaves etc. ->See 1A section below. BLAST: Edit enemy fire rates, bullet animations etc. ->See 1B section below. TITLE: Edit an existing title screen/ create your own title screen & ending credits. ->See 1C section below. NOTE: Choose which stage comes with which BGM/insert your own BGM and Add/Edit SFX. ->See 1D section below. ZAKO: Edit enemies. Fire rate/Speed/Animation etc. ->See 1E section below. BOSS: Edit/ Create bosses, Add weak spots/hit points/ Edit Boss defeat bonuses/ Edit the way your bosses behave etc. -> See 1F section below. BG: Edit/create backgrounds. You can insert enemies, edit the scrolling backgrounds, use screen effects etc. ->See 1G section below. TEST: Testing feature! Great for testing certain game features. As an added feature you can start on each stage, have unlimited lives etc. ->See 1H section below. RETURN: Just the basic 'back' button on each screen to return to the last screen. You should know what it does by now. ===================================================================== 5.1A: 'SHIP' Like said; you can alter all kinds of things concerning your/the player's ship here. Buttons on top the screen explained: SHIP 1: Edit ship of 1P (BLUE) SHIP 2: Edit ship of 2P (RED) ITEM: Edit fire rate/weapon count/powerups etc. UP/DOWN ARROW: Select 1 or more tiles (*1) and click twice while this option is selected to flip them on a horizontal axis. (*1) Used on animation windows 1-6. LEFT/RIGHT ARROW: Select 1 or more tiles (*1) and click twice while this option is selected to flip them on a vertical axis. (*1) Used on animation windows 1-6. [E]: Eraser. Used to erase 1 or more tiles on animation windows 1-6. -SHIP 1 & SHIP 2- By copy & pasting tiles from the tile list on the lower hand of the screen (using PAGE 1-2-3-4 by clicking on the page number...rather obvious eh?) you can alter the way your ship looks. The windows 1-6 make for the total flying animation. You can alter these by copy and pasting on the windows 1-6. GREEN BUTTON: By clicking the green button you'll be taken to the attribute screen of the ship selected. Options on that screen: SPEED: This is the speed you can move/scroll with your ship. You can set the minimum (without any speed powerups) and the maximum (with maximum power-ups) You can drag the green line from 1-8. ARMS: Set the maximum arm level for each type (A,B,C & D). You can set the minimum (without any powerups) and the maximum (with maximum power-ups) You can drag the green line from 1-8. ANIM: Set the speed of the flying animation 1-8. Set the speed by clicking on the button of the speed you desire. ->When on ANIM screen -> ANIMATION TYPE: Set the way the animations are looped through each 6 windows. -ITEM- This is more interesting. The options on this screen: MOVE: Here you can set what happens with the power-ups after they've been dropped by enemy ships. (*1) Choose from: 1.Drop to bottom slowly. 2.Bounce around the screen. 3.Stay in the same place without moving. (*1 AFTER SELECTING the power-ups you wish to alter first) MENU: After selecting a power up from the left or side sides of the screen (8 in total) you can now select which colour of power-up gives which weapon/item. Choose from Type A, B, C, D (special weapons) or SHIELD (Doesn't need explaning I think) BOMB (..) , POW (The drones that float around and protect your ship, damaging everything they touch) & SPEED (Extra speed). EDIT button: After selecting a powerup of the above list (Except SPEED, BOMB or POW which can't be edited) you can edit some of settings for them (what will certain weapons will be changed into after picking up the power-up, that's basicly what it is). *NOTE: On this screen you can also edit the way the power-ups look by dragging tiles from the tile list (lower side of the screen) to the power-up icons on the left and right of the screen. Settings for TYPE A,B,C & D: MAIN: Main weapon can be set to: OFF/VULCAN A/VULCAN B/MISSILE/HOMING/ SHADOW/WAVE/BOUND SUB: Secondary (B) weapon can be set to: OFF/H-MISSILE (homing missile) /S-MISSILE/ G-MISSILE/RF-LASER/OPTION A/B/C (Player created blasts) BOMB: Can be set to: /OFF = OFF (Duhhh) /RED (red radius circle blast) /BLUE (horizontal blue radius blast) /GREEN (Homing green lasers) /EDIT A/EDIT B (Player edited bomb explosions) /BIG (Big motha bomb? Nope, your ship will become HUGE, kinda funky) /WIPE (Blue shockwave plus explosion wave from left to right). CHARGE: Set the charge blast (By holding the shoot button in-game) to: OFF/CANNON/LASER/FIRE ARROW UP: Back to ITEM setting screen. ARROW DOWN: Edit the special weapons their trails some more. Settings for SHIELD: Not much...you can edit the way the shield power-up looks by replacing the tiles. Settings for BONUS: Set the bonus points for picking up the bonus power-up. Can be set to: 5.000/10.000/20.000/50.000/100.000/200.000/500.000/1.000.000 ------------------------------------------------------------------------- 5.1B: 'BLAST' Despite what you may think, this option is actually used for editing ENEMY blasts. If you want to edit the PLAYER'S blasts, simply use the 'SHIP' option. (See 5.1A) It's quite simple, really. You can edit the tiles of the enemy bullets (FIRE 1, 2 & 3) and edit the explosions (Blast 1&2). Simply copy and paste tiles from the tile list below. The fifth window of each FIRE (1,2 & 3) shows the total fire animation. The seventh window of each BLAST (1 & 2) shows the total blast animation. If you're done with the art side, let's edit some settings by pressing the green button.(NOT the G-EDIT one, I mean the one with the Japanese text on it, it simply says 'settings'). FIRE Settings: SPEED (1-4) - Sets how fast the bullets will be hurled towards you. ANIM (1-8) - Sets the animation speed. {C} - If this box is checked enemy FIRE can simply be 'destroyed' by a player's counter blast. If it is NOT, the player won't be able to destroy this enemy fire and will have to dodge it instead. BLAST Settings: ANIM (1-8) - Sets the animation speed. (Gosh, what a surprise!) The buttons on top of the screen are used just like normal: Flip selection (vertical axis), Flip selection (horizontal axis), Erase selection, Undo last step, Go to tile editor. ------------------------------------------------------------------------- 5.1C: 'TITLE' Every good shooter should come with its own title screen and ending credits. The only drawback is that if you want to make them impressive, you'll need a LOT of time and use a LOT of tiles. (which could've been used for other things) You'll first enter the TITLE screen editor. The two window you see 'TITLE 1' & 'TITLE 2' can be used for your title screen. The 'TITLE 1' window will be used as the UPPER section of your title screen. The 'TITLE 2' window will be used as the LOWER section of your title screen. You can edit them by simply dragging tiles from the time list below into the window and pasting them. Just like normal, you can select the tile pages by clicking the page number (1-4). The buttons on top of the screen are used just like normal: Flip selection (vertical axis), Flip selection (horizontal axis), Erase selection, Undo last step, Go to tile editor. Right, ready for some fancy stuff? Click the green button on the right. You'll enter a special effects page. Now pay attention: The first fifteen buttons (L->R, U->D) are used for your title screen's UPPER section. The last fifteen are used for your title screen's LOWER section. You can now simply pick a 'route' from left to right for those sections. What effects you pick will influence the way your sections will behave. I'll give you an icon overview: -Arrow pointing down in box: Section enters screen from above. -Arrow pointing left in box: Section enters screen from the right. -Rotation: Section will make a full 360 degree rotation before stopping in place. (clockwise) -Two arrows entering box from up and downside: Section will be shrunk down from top and bottom. (Outside in) -Two arrows entering box from left and right: Section will be shrunk from left and right. (Note that if you also have the other shrinking option selected the section will behave differently). -STOP: Simply use this to avoid mixing multiple effects. -Arrow pointing up in box: Section enters screen from below. -Arrow pointing right in boxt: Section enters screen from the left. -Rotation: Section will make a full 360 degree rotation before stopping in place. (counterclockwise) -Stretch: Stretches section up and down from inside out. -Stretch: Stretches section left and right from inside out. Use the green CHECK button to check how it looks. Use the RETURN button to return to the tile editing screen. *END Back on the first screen you'll also be able to select END (top row, second icon). This is (naturally) used for your ending credits. On the left you have three sections for credit options displayed. Each of them can be changed. Here's what you can use: :OFF: - Section will not be used, PLANNING, PRODUCE, SFX PLAY, ENEMY DESIGN, MAP DESIGN, CHARACTER DESIGN, TITLE LOGO, 2D GRAPHIC, 3D GRAPHIC, DEBUG, SPECIAL THANKS, PRESENTED BY, GRAPHIC, MUSIC, THANKS. On the right you insert the names of the people involved in the part set on the left. 2 names pro part can be used. (Or more, depends on how small your font is). Simply copy and past tiles from the tile list below. You can also copy tiles between the six windows for easy multiplying of names Note that the standard tiles used for those names are at page 2 and 3 of the tile list. ------------------------------------------------------------------------- 5.1D: 'MUSIC/SFX' Without sound and sfx it would be a very dull experience, don't you think? In this menu you can set the BGM and SFX set for every part of your game. When you change the track it will play, there are 24 BGM tracks in total. (Edit them in the music editor at the main menu. You'll be able to compose your own tracks and store them in one of the 24 slots) TITLE - Choose from 24 different tracks to run along your title screen. STAGE CLEAR - When the player cleared a stage this track will run. GAME OVER - This track is played when the player died and it's game over. ENDING - The track that will run when the player has completed the game. (durings credits) In the table below those four options you'll be able to select the BGM of the stage's MAIN and BOSS music. Quite simple, really. SE SELECT: SE stands for 'Sound effect(s)'. You'll be able to change the main SE set from real (normal) to: COMIC or SF (science fiction). ------------------------------------------------------------------------- 5.1E: 'ZAKO' Enemies! One of the best parts of Dezeamon 2, because you'll be able to create your own baddies, insert them in the game and make them do all kinds of funky stuff. At the top of the screen there's seven buttons with blue boxes in them. When you press them, a list of enemies in the current class will be shown. You see, every enemy is placed in a different 'class' depending on its size. From really small (most left box) to BIG (most right box). After you've created an enemy in the sprite editor and placed it in the tile list, this is where you go next to make it 'come alive'. Off course, you can also edit the regular enemies here if you didn't do any yourself. Press the 'G EDIT' button (top of the screen) to go to the sprite editor and create something. First, start by making sure you pick the right size of box. If you have a real small enemy, use the the smallest box it fits in. This saves larger boxes for larger enemies. That said, it's perfectly possible to use larger boxes when you've run out of smaller ones. Simply select the tiles from the tiles list below and drag them to the first box next to the orange '01'. When done correctly the most right window (which shows the total enemy animation) will change by 1 frame. This is because you only used the first frame of animation. Depending on the size of your enemy, you'll be able to use 1-4 frames of animation. If you need more, you can always use more animations and link them together. (We'll come to that later). As for the other buttons on the screen; The up and down arrows are used to scroll up and down through the different sets of animations. For instance, there's room for 16 animations (each using 4 frames) for the smallest type of enemy. The green button above them takes us the biggest part of ZAKO: Settings/Attributes. Select the enemy you want the change the attributes of by using the class buttons in top of the screen and scroll through the different enemies in that class by using the two large buttons left and right of the animation window. Here's all the options you can set, make sure you select the right enemy FIRST or you'll mess up the attributes of a wrong one. That's because enemy/hazard has its own set of attributes. There's SEVEN main catagories: MOVE, FIRE, SPAWN (shown as a symbol) , LIFE, SCORE, ANIM and SFX. When you select one of these options (by clicking the corresponding button) the menus in the lower half of the screen will change with them. [-MOVE: This is the way the enemy moves around the screen. Change it by using MENU 1 and 2 below. Menu's for MOVE: *CUE - Will the enemy enter the screen from top or bottom of the screen? Pick the button. *SPEED - General MOVE speed. Set to 1 for slow, set to 8 for fast. *Menu 1 & 2 - Choose the way the enemy moves around the screen by simply clicking one. Change between menu 1 & 2 by using the button next to it. [-FIRE: Change the configuration the enemy fire here. Menu's for FIRE: *TYPE - Change the type of fire the enemy uses. Can be set to small, medium or large which are corresponding to FIRE 1, 2 and 3 seen at the BLAST editor. Can also be set to 'E' which means it can fire actual enemies! Select the enemy you want to be fired on the right. *TIMING - Changes the time the total fire animation (selected in MENU) takes to complete. If set to 1, it takes less time to complete and loops faster (which most of the time decreases the enemy fire rate), if set to 8 it takes a longer time to complete, which (most of the time) means the enemy has a fast fire rate and is shooting at the player for a longer time. Use the 'CHECK' button above to check after you've changed the timing and you'll get an idea. *TARGET - This can set be to 'FIXED aiming' (first option) which means the enemy fire will always be shot in the direction of the player no matter what direction the enemy is facing OR 'FREE aiming' (second option) which means enemy fire will always move in the direction the enemy is facing, not necessarily towards the player. *MENU - Use the FIRE animation you like. You can use spread shots, random shots etc. One little thing that may come in handy here is that, if you look closely at the icons, the WHITE part resembles the enemy itself and the grey parts are the actual fire pattern. Simply use 'NO' to stop the enemy from firing at the player. [-SPAWN - This is used to make the enemy spawn all types of things; items, other enemies or other things. Menu's for SPAWN: *TYPE - Spawning type. Can be set to 'NO' (enemy doesn't spawn anything) 'I' (enemy spawns item) or 'E' (enemy spawns another enemy) When using 'I' you can choose from power-up 1-8 or a random item. 1-4 are fire type A B C and D (seen at the SHIP editor) 5 is a BOMB, 6 is an extra POW (the floating balls around your ship), 7 is an amount of bonus points (can be set at the ship editor) and 8 is shield. (can be edited at the ship editor) When 'E' is used you can set the type of enemy to be spawned on the right. This 'hatch' uses the same attributes as its 'mother'. Use the EGG to turn off enemy spawning. *BLAST - When the enemy dies, does it; implode (fist option) or explode (second option) [LIFE/SCORE/ANIMATION - Change the amount of life the enemy has, change the score the player will receive after killing this enemy, sets the animation speed. Menu's (all in same window): *LIFE - 1-8. Use the button next to 8 to switch between a 'background object' (which cannot harm the player) or an actual element the player must avoid. Use the '1oo' button for an invulnerable enemy which CAN be shot at (the damage animation will show but the enemy won't die) Use the '2oo' button for an invulnerable enemy which CANNOT be shot at (fire will simply fly past the enemy, no damage animation seen) *ANIMATION SPEED - Can be set 1-8. Changes the enemy animation speed. *SCORE - Sets the amount of points which will be added to the player's score after killing this enemy. Can be 50-100-200-500-1000-2000-5000-10000 [-SFX - Use various special effects on enemy sprites, such as rotation, zoom, fading etc. This is tricky stuff. Best used with testing after each change made. Menu's for SFX: * - [SCALING settings] [ROTATION settings] [STRETCHING settings] [FADING settings] When one of these buttons is pressed the options below will change to the default settings. For [SCALING]: *TYPE - NO (no scaling) - [Box] (Use scaling settings) When the second option is used, the settings below take effect: *SPEED - 1-8 set scaling loop SPEED. *START - How large is the unit at the START of the scaling loop? -[e] (Extra small - invisible a.f.a.i.c.t.) -Smallest -Smaller -Small -Normal (standard size) -Large -Larger -Largest -[E] (Extra large, enemy is semi translucent for some reason) *LOOP - Set scaling loop to: -Loop once from START to END -Scale back and forwards (START->END -scale back to- START->END etc) -Repeat from START (START->END -new loop- START->END etc) *CUE - From what moment can the loop be seen? The further to the left, the earlier the loop (and indeed the enemy) can be seen. Test yourself, please. *END - How large is the unit at the END of the scaling loop? -[e] (Extra small - invisible a.f.a.i.c.t.) -Smallest -Smaller -Small -Normal (standard size) -Large -Larger -Largest -[E] (Extra large, enemy is semi translucent for some reason) For [ROTATION]: *TYPE - NO (No rotating) -Rotate clockwise -Rotate counterclockwise -Rotate in the direction of the player ship -Rotate when fleeing (only works if the enemy actually flees) When anything except NO is used, the settings below take effect: *SPEED - 1-8 set rotation loop SPEED. *START - What direction does the enemy face at the START of the rotation loop? (The buttons don't need further explaining I'd say) *LOOP - Set rotation loop to: -Loop once from START to END -Loop goes back and forwards (START->END -rotate back to- START->END etc) -Repeat from START (START->END -new loop- START->END etc) *CUE - From what moment can the loop be seen? The further to the left, the earlier the loop (and indeed the enemy) can be seen. Test yourself, please. *END - What direction does the enemy face at the END of the rotation loop? (The buttons don't need further explaining I'd say) For [STRETCHING]: *TYPE - NO (No stretching) -Stretch in all directions -Stretch only horizontal -Stretch only vertical When anything except NO is used, the settings below take effect: *SPEED - 1-8 set stretching loop SPEED. *START - How large is the unit at the START of the stretching loop? -[e] (Extra small - invisible a.f.a.i.c.t.) -Smallest -Smaller -Small -Normal (standard size) -Large -Larger -Largest -[E] (Extra large, enemy is semi translucent for some reason) *LOOP - Set stretching loop to: -Loop once from START to END -Loop goes back and forwards (START->END -stretch back to- START->END etc) -Repeat from START (START->END -new loop- START->END etc) *CUE - From what moment can the loop be seen? The further to the left, the earlier the loop (and indeed the enemy) can be seen. Test yourself, please. *END - How large is the unit at the END of the stretching loop? -[e] (Extra small - invisible a.f.a.i.c.t.) -Smallest -Smaller -Small -Normal (standard size) -Large -Larger -Largest -[E] (Extra large, enemy is semi translucent for some reason) For [FADING]: *TYPE - NO (No fading) -[circle] Use fading settings When the second option is used, the settings below take effect: *SPEED - 1-8 set fading loop SPEED. *START - How visible is the enemy at the START of the loop? (The buttons don't need further explaining I'd say) *LOOP - Set fading loop to: -Loop once from START to END -Loop goes back and forwards (START->END -rotate back to- START->END etc) -Repeat from START (START->END -new loop- START->END etc) *CUE - From what moment can the loop be seen? The further to the left, the earlier the loop (and indeed the enemy) can be seen. Test yourself, please. *END - How visible is the enemy at the END of the loop? (The buttons don't need further explaining I'd say) [-CHECK button. Check your current settings. Use it! ------------------------------------------------------------------------- 5.1F: 'BOSS' No shooting game is complete without some nasty bosses. At the top of the screen there's four buttons with blue boxes in them. When you press them, a list of bosses in the current class will be shown. Every boss is placed in a different 'class' depending on its size. From really small (most left box) to BIG (most right box). After you've created a boss in the sprite editor and placed it in the tile list, this is where you go next to make it 'come alive'. Off course, you can also edit the regular bosses here if you didn't do any yourself. Press the 'G EDIT' button (top of the screen) to go to the sprite editor and create something. If you don't see any of the bosses make sure you selected a stage with a boss (at the first screen of the EDIT MODE). First, start by making sure you pick the right size of box. If you have a real small boss, use the the smallest box it fits in. This saves larger boxes for larger bosses. That said, it's perfectly possible to use larger boxes when you've run out of smaller ones. Simply select the tiles from the tiles list below and drag them to the first box. If you got a boss that needs more space you can use two boxes and have them linked together as one graphic. As for the other buttons on the screen; you should know what they do by now: Flip (Hz.) , Flip (Vt.), delete selection, undo last action. The green button above them takes us the biggest part of BOSS: Settings/Attributes. All the PTN# buttons at the top of the screen are used to set the different boss 'phases'. This way you can make the boss behave in multiple ways depending on what phase it is in. [Setting boss FIRE] By selecting the buttons F1/F2/F3 on the right side of the screen you can place the three shooting points on the left by pressing A or C. You can alter the fire used as well, naturally. Simply select the 'FIRE' button on the right (it's selected by default). *TYPE: Select a type of fire. -Small bullets (Set pattern with the MENU tab, use TARGET for homing/non homing fire) -Medium bullets (See above) -Large bullets (See above) -Enemy (spawn an enemy, you'll get the ENEMY submenu when selected ) -Special 1 (Red blast) -Special 2 (Laserbeam) [Setting boss MOVEMENT] Select the 'MOVE' button and you'll get some tabs with move options you can set. Simply select the movement pattern in MENU 1 or 2. (Switch to MENU 2 with the button on the lower right). With SPEED you can set the movement speed from 1 to 8. [Setting boss ANIMATION] Not much, but you can set the animation speed 1-8. By using the CHECK option you can (indeed) check if the options are set the way you want them to be. Very handy. Now, that's everything you can do with the PNT# screens. Lets take a look at 'ETC.' now. *LIFE - Set the amount of life 1-8-Muteki(why?) and set the amount of points the player will receive after killing the boss. *SCORE - Set the amount of points the player ...etc. (Can also be set with the LIFE button above, so it's rather useless, really) *LOOP - Ah! Now this is where the PNT# phase settings come into play. You can use up to 16(!) phases by pressing the P# buttons. P1-4 are actually referring to PNT1-4. Select E to end the loop and start over from the beginning. *BOSS intro This is used to set the way the boss enters the scene. -SFX (options from left to right): *Don't scale *Scale from small to large *Scale from large to small *Don't rotate *Rotate clockwise *Rotate counterclockwise -FADE *ON/OFF -DIRECTION (options from left to right): *No (No vertical movement) *Boss enters scene from the bottom *Boss enters scene from the top *No (No horizontal movement) *Boss enters scene from the left *Boss enters scene from the right You can also use TWO direction settings to make the boss enter the scene from a diagonal angle. ------------------------------------------------------------------------- 5.1G: 'BG' In this editor you can build up your level from scratch by placing enemies, changing background tiles etc. On top there's four buttons, the standard setting is First Icon, BG: =============== On the BG screen you can alter the background tiles by selecting tiles from tile list on the left, a pasting them on the background on the right. If you want to remove a tile simply pick the 'E' button (Top row, 7th icon). If you made a mistake, use the '!' button. (Top row, 8th icon). If you want to flip tiles use the two arrow icons (5th & 6th button, top row) If you want to zoom in and check out your background at full screen, use the 4th button, top row. On the next screen you use can the slide button to move around. If you want to go and make some new tiles simply push the 'G EDIT' button. Right that's all you need to know, the second button is.. Second Icon, EFFECTS: ====================== This is used for adding special background effects, like a distorted screen when a boss battle is started, special scrolling for an intro sequence etc. The most important are the icons in the middle. Each part of your background (Each level consists of 48 parts) can be changed. If you want normal scrolling for your entire level, make sure the bottom icon (for horizontal shooters) or the far right icon (for vertical shooters) is used. (The ')' icon) You can change the speed at which the screens scrolls with the arrows on top of the screen (for horizontal shooters) or on the far left of the screen (for vertical shooters) click them once to increase the speed (Up to 7). You can set the start and end of the stage by using the two arrows below the 'Pay attention' hand icon. You can check the scrolling by using Magnifying glass (4th icon, top row). If you want to check ALL the scrolling use the fifth icon. The 'hand' icon is used as a 'scroll switch'. (More info in future update) Next comes the.. Third Icon, ENEMIES: ===================== You can place enemies all over your level with this tool. Use the 'ENEMY' menu on the left of the screen to pick which enemy you want insert. This is done like this: Use the slider buttons '<' and '>' to browse trough the enemies in a GROUP. The enemies are grouped by the SIZE of them. Use the blue squares below the enemy preview screen to change groups. The 'I' is used for item placement, the 'B' for bosses. When you have the right enemy/item/boss selected you can simply paste them in your level on the right. You can delete enemies by selecting the 'E' icon (Top row, 7th icon), selecting the enemy (if the enemy is more than one block large, you have to select ALL blocks!) and press 'A' again to delete it. If you want to copy and paste use the Copy and paste icon (Top row, 6th icon) and use the same method. If you made a mistake simply use the '!' button. (Top row, 8th icon) You can also change all enemy priorities by selecting an enemy on the left of the screens and pressing the green button below. However, as this can also be done (and better) by using the 'ZAKO' option on the main edit menu I will not put any further info about using it here. --------------------------------------------------------------- 5.1H: 'TEST' Indeed, it's Deza's testing mode. You have five options: PLAYER SELECT : 1 or 2 - Play as the 1p ship or as the 2p ship. PLAYER STOCK : 0-99 - Set the amount of lives available while testing. BOMB STOCK : 0-99 - Set the amount of bombs available while testing. MUTEKI : ON/OFF - Basicly this means 'GOD MODE' (Invincibility) on or off. STARTING STAGE : 1-10 - Start on which stage? Press the 'START' button on top of the screen to start test play. While testing press START and select 'Escape-> YES' to stop testing. ===================================================================== 6.Music editor. =----------------------= Coming in future update! ===================================================================== 7. 3D shape editor. =-------------------------= Coming in future update! ===================================================================== 8.F.A.Q's =----------------------= Here's some F.A.Q's I can answer for you. If you have a question that should be included, send me an email on my address below. Q.Does this game support the xxx controller / xxx Memory card? A.Supported controllers: *Sega Mouse *Official standard SEGA controller V1 (JAP release version, late PAL/U.S release) *Official standard SEGA controller V2 (PAL/U.S release version) *Nights 3d analogue controller (Must be set to D-pad control , NOT analogue stick!) *Unofficial 'Super pad 8' by performance. (Turn off turbos while at the Sprite editor mode) *Unofficial 'Explorer+' pad by Innovation. (Turn off turbos while at the Sprite editor mode) *Virtua stick (PAL version tested, make sure you turn off the turbos in the Sprite editor mode) Unknown: *Mission Stick. Unsupported: *Arcade racer. (D'oh! it doesn't? What a shame... :S) *Virtua gun. (See above) Supported Memory cards: *Sega memory card HSS-0111 (JAP, grey) *Sega 'backup memory' MK-80300 (PAL, black) *Sega memory card #? (U.S, black) *Sega Floppy drive (White, JAP) Unknown: *Tamagotchi park memory card (JAP, pink) *Tokimeki memorial L.E memory card (JAP, turquoise) *E.M.S. 16 Meg Memory Cartridge Unsupported Memory cards: *All memory cards without direct saving options. (Action replay/Gameshark) Q.Can I import/export JPEG/BMP/GIF FILES with the Saturn floppy drive? A.Okaaay, I'll admit it; I inserted this question because I wondered myself.. The answer: probably not. There's no option for it anywhere. Would be cool though.. Q.How come my game/save becomes smaller the more I add? A.Seems strange, eh? Well, here's the explanation. The built-in games are optimised for use with the Deza tile system. I.e: they use the entire tile list and mostly hi-res (well for Deza anyway) tiles. Player creations often use simpler level design and tiles with less colours which take less space to save than the standard Deza games, it's as simple as that. Q.HELP! I can only make rubbish sprites! A.This can only be a common problem..it's kinda hard at first to make anything that looks even the slightest bit impressive. Try finding your mothers embroidery patterns (!?) and set the grid and zoom to the max. Know what I mean? Another way is to find pixelated sprites from old games, print them so that each coloured square (pixel, whatever) is clearly visable. Success! Q.I heart about this cheat... A.Yes. It's only a small one, so I didn't feel like adding a complete section for it; At the options screen of any of the built-in titles hold L and press R for advanced options like extra players ships & bomb count. Q.When I let the demo roll for a while, it shows two shooters called 'Vexsarsion' and 'Elvin', how can I play/edit those?! A.Well, let me tell you something, you CAN! Woohoo! I recently found out how it is done. First, you need to wait at the 'Press Start' screen and wait for 7th demo (Vexsarsion) or 8th demo (Elvin'). Immediately press START when it rolls and press START again to enter the main menu. Now choose 'U' (Next to S1, S2 and S3) and..IT'S YOURS! You can now also EDIT all the tiles :D Enjoy! Especially Elvin is a really cool shooter. Q.Cool! Any other tidbits? A.Hmm yes, while trying to find those hidden shooters I also found this: The (Blue/Green) Deza 2 Logo at the 'Press Start' screen can be stretched, enlarged etc. Use a button and drag. Pointless but fun. Q.I'm looking for more Dezaemon 2 lovelyness! A.You have two options. 1) Check out: *Http://lmnz.at.infoseek.co.jp/dezaemoners.htm for loads of Dezaemon 2 (and other) stuff. It's all in Japanese but try using: *Http://www.excite.co.jp/world/english/ to translate it to English. 2) Buy the Dezaemon 2 guide book (ISBN4-88321-436-2). It's in Japanese (no surprises there, I think) but it does feature some nice stuff, like an overview of the fire/movement patterns and an overview of the built-in games. Try Ebay,Yahoo auctions JP,Yamatoku.. ===================================================================== 9.Credits. =----------------------= For this version.. Ivan Mecking @ Webmaster@segacollection.com Special thanks to: M.Campbell, Antipasta, Tatsujin,Gaijinpunch & Kyoto Temple artist. Suggestions, questions, fanmail? See the address above. =====================================================================