RPG Starter Kit 86
By TI-Freak8x (tifreak8x@hotmail.com)
TI-Freakware (http://tifreakware.net)


Thank you for downloading RPG Starter Kit 86 Edition. The purpose of these programs is to give you a foundation on which to build up on for an RPG game. While that is the intended purpose of this game, there are other applications for this as well, such as maze type games, and puzzle style. That is up for you to decide, this will simply tell you how to add on to what is given to you.


It is recommended that you be fairly knowledgeable when it comes to the TI-BASIC syntax for the TI-86. After this point, I will be assuming that you know TI-BASIC and will not be going into much detail at all for the different syntaxes of the code.


++++++++Variables++++++++

WHI - is the while loop, starting out needs to be 1
SD - is the String Detection, starting out needs to be 
CV - Vertical variable for the moving character
CH - Horizontal variable for the moving character
KEY - getKy variable
Str1 - String variable where map data is stored
MV - Used to recall map data, vertical coordinates
MH - Used to recall map data, horizontal coordinates
P - Variable used to keep character from taking extra step


++++++++Programs++++++++

RPGSK - Program that sets the variables, replace with your main program
ZCH - This is the event checker, checks to see letter the character landed on
ZGA - This is the main engine
ZLVL - This is where the levels are stored


++++++++Installation++++++++

To install the files, hook up your TI-86 to your computer, and use your preferred linking software to send the files to your calculator. Run RPGSK to make the demo work.


++++++++Modifying++++++++

As your game grows, you will want to modify parts or all of the demo available in this download to better suit your needs. Here is a slight overview of what to do with each program.

RPGSK: 	Merge the files from here into your primary program, by recalling the data from RPGSK into your starting program.

ZCH:	This is where the game decides how the program should branch off. Simply follow the same format, add to it as you need, and you should be good to go.

ZGA:	This is the primary gaming engine, to add different symbols for hit detection, add or sub(Str1,SDXX,1)!=" " where XX is dependant on which key is 	pressed (getkey values), != is not equal, and " " is the letter you want as an added blockable wall.

ZLVL:	This takes data, starting at the top left of the map, and goes to the right, for each row. The maps are not set on positive, nor are they restricted 	in going in a certain way. The only restrictions are the walls that you put up into the game.


++++++++Assistance++++++++

If you need help with this starter kit, then feel free to join us on the forums at http://tifreakware.net and ask your questions!