**************
*instructions*
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Use the arrow Keys to move around the map to colect diamonds
with the shift key press and hold while using the arrow keys left and right to pull a rock or diamond from under another rock to save it being trapped
Avoid the monsters, but you can kill them by dropping a rock on them from above. when they die they will leave a diamond or rock behind. 

You score will increase when the monster is left behind if it does not leave a diamond


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*WORK IN PROGRESS*
******************
    
    22nd August 2018    Build22ndaugust2018.2

        * Map View. Displays all 72 maps (as one display)
        * Minor Fixes to map linking tables
        * Preparing to Creat Level map Editor

        Once I have the editor Built I will then add the other stuff to the game (bombs, floating rocks (hanging from above), Keys to some rooms, Another type of monster) other stuff but have to come up with the ideas first.
            
            O-) Can someone let me know if this works on windows. I have not installed windows inside virtual box yet. (-O            // Have not used windows since 2005 - Love using Linux //


    21st August 2018    Build21staugust2018.1

        * All 72 maps supported now
        * Maps now have there own colours (5 sets) - will create a CFG for colours in next build to be user modified (makes game more pretty)
        * Fixed more Map errors
        * Last release of code... (Future versions will be compiled for Linux64bit)
        * Minor changes to some of the code

        
        Have to make the map editor now as need to finish the data going into the other maps (maps will require the editor to put new items in the right places to run correctly)


    20th August 2018 - work carried out

        * created the map information files to have a total of 72 maps (can add more in the future requsted)
        * draw a map data sheet on paper to connect the maps together
        * tried to fix sound settings which had caused me to re-install linux
        * need a soundcard to program the sounds and music
        * nothing in game any different 
    
    

    19th August 2018 - work carried out in this build AUGUST18THBUILD3
    
        * Maps Added and tested. (going to work on a new thingy in the next few builds to blow up rocks if the are in a 3 way lock)
           eg.   o o       o     
                  o    or o o    
                  
                  will only work by put bomb between three rocks (not work on monsters on three rocks)
                  
                    the are some spots on the maps that this will work on :)
                    
                      
    19th August 2018 - work carried out in this build
    
        * Monsters (primitive but works) need to do some work on some kind of ai but this is still early days
        * Monsters of unlimited numbers. in the map just "M" or "m" needs to be for monster to appear in game and move
        * One monster will leave a diamond when squashed, the other one will leave a rock and up your score
        * Monsters have some bugs fixed that were noticable on 19th build 0
        * Four new maps total of 16 in build19th02
        TO DO:
        
            thinking of rewriting the map connecting so can start at a random map (but not sure as works good)
            monsters to have a primitive AI routing.the one I have is just too simple but it is fast
            sound to come (once i get a sound card)
            
                monster AI will need to have the diamond monster slowly sneak away from your
                monster AI will need to have the killer monsters to seek and kill you
            
            monsters are moving at the moment. 
            wanting to change map data to store in files in ascii rather than numbers to make data files smaller on harddisk (although there tiny anyway)
            
        * Monsters added on build19th00
        
            too buggy (monsters moving too slow and then jumping to fast ahead) now fixed in build19th01
        
    18TH AUGUST 2018 - work carried out in this build
    
        * Lives Routine Added (if you get trapped this will reload map, restore you x and y to where you entered the room) by pressing TAB
        * added another set of colours (c1% = 15: c2% = 12: c3% = 5: c4% = 5: c5% = 13: c6% = 14: c7% = 4: c8% = 14)
        * move a few things around (such as n$ to n1$ and n2$ for files to load temp and original directory data around)
        * map data fixes
        * All 12 maps now linked and able to run (sorted all links to maps)
        * Rock can fall on monsters and crush them (monsters still stationary, but temp and they will kill you)
        * check zip file is correct. now all there. sorry about the mixups. I am still learning
        * fixed some little bugs i have found hidding
        cmode% = ? sets the colours for maps / three sets in total easy to add more
        1 is set 1 and 2 and 3 eg. cmode=3 is color set 3
        IO$=current map number
        there is only three lives (man - woman which ever you prefer)
        
        Started: Routine to count monsters on map, Ideas in head about monsters moving, dead fellas and rocks smashing (imagination working)
        Still need a pci express Audio Card.. checked my board and they are just pci express card slots. no standard pci. :( sound coming soon
        
            
    17TH AUGUST 2018 - work carried out in this build

        * Adjusted the colours from red to blue (not sure which set looks better
        * Adjustment to speed of rocks falling
        * RomToRam transfer folder (just my harddisk files that are read only)
        * c1% = 15: c2% = 4: c3% = 2: c4% = 2: c5% = 6: c6% = 14: c7% = 4: c8% = 1  'original colours
        
        
            Have made a routine to make a copy of original maps on harddisk folder (bm1) to a temp folder (bm2)
            now the maps reload fresh on new game load
            maps stay locked in used state until a new game is loaded
            
            
            romtoram:

            n1$ = ".\bm1\MAP.": n2$ = ".\bm2\MAP.": file$ = "000001002003004005006007008009010011"

            FOR i = 1 TO 12
            io$ = MID$(file$, i * 3 - 2, 3): OPEN n1$ + io$ FOR INPUT AS #1: OPEN n2$ + io$ FOR OUTPUT AS #2
                DO UNTIL EOF(1)
                    INPUT #1, b: PRINT #2, b;
                LOOP: CLOSE #1: CLOSE #2
            NEXT i
            RETURN

            Nothing to Difficult
            
            * c1% = 15: c2% = 4: c3% = 2: c4% = 2: c5% = 6: c6% = 14: c7% = 4: c8% = 1              'original colours
            * c1% = 15: c2% = 7: c3% = 10: c4% = 10: c5% = 3: c6% = 14: c7% = 8: c8% = 9            'current colour codes
            
            
            
            

To run this version go into the folder (bm1) and run levcreate.bas (this will extract the map data once compiled)

    go Back to original folder
    
Load the game by running the file MK (linux) or Compile on windows with QB64 ver 1.2


*note this is not complete and under devolopment.




    to add to this game will be
    
        --------------------------------------------------------------------------------------------------------------------------------------
        * Sound eg. (music and fx) - looking for a sound card as I have an issue and sound not working on my pc
        * 100 maps (12 at the moment) - new colour schemes for maps if requested as i am not good with colour matching (will be user selected)
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        * Music to play from directory              /       able to select own music files                      .cfg
        * Sound effect to go into fx directory      /       able to select own wav files                        .cfg
        * Own custom color set                      /       set colours in config                               .cfg
        * Map editor                                / change contents in maps - rocks walls monsters diamonds
        * Stop uploading of source code.... will be exec files only
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