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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter D » Dream Studio - Strategy Guide (Page 02)

Dream Studio - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Dream Studio - Strategy Guide (Page 02).

  --------------------------
 ÝAction select  _________v Ý
 Ý# repeats      -[]------- Ý(max left is infinate)
 ÝReverse ani          Ý
 Ý[OK]            [ADVANCED]Ý
 }=========================={
 ÝSpeed          -[]------- Ý
 ÝReturn   EquipmentÝ
 ÝFace     Sound    Ý
 ÝFreeze pose          Ý
 ÝFrame select   -[]------- Ý
  --------------------------

  ACTION SELECT:  Choose an Action from the Action Library (L5).  If
the model isn't human the set of actions might be different.
  # REPEATS:  How many times the action should be repeated.  The
maximum left value repeats infinately.
  REVERSE ANI:  If ON, the animation is played backwards. 
  SPEED:  Sets the speed of the animation.
  RETURN:  My appoximate translation is "Completion Return", but
I haven't tested what this does yet.
  EQUIPMENT:  My approximate translation is "Equipment Display",
but I haven't tested what this does yet.
  FACE:  My approximate translation is "Facial Expression", but
I haven't tested what this does yet.
  SOUND:  My approximate translation is "Sound Effects", but I
haven't tested what this doe syet.
  FREEZE POSE:  If selected, the animation will be frozen.
  FRAME SELECT:  Select which frame from the animation is frozen.
Use these controls to create original static poses by pinching them from
action animations.

$ R3.2.5  Ambient behaviour properties
--------------------------------------

  --------------------------
 ÝBehaviour      _________v Ý
 Ý[OK]            [ADVANCED]Ý
 }=========================={
 ÝAction         !_R3.2.4_v!Ý
 ÝSpeed          -[]------- Ý
 Ý[Area]         Details of Ý
 Ý               area       Ý
 ÝMove type      __________vÝ
 ÝLeader         __________vÝ
  --------------------------

BEHAVIOUR:  Choose one of these three:
  -------------
 ÝStand still  Ý
 ÝRoam         Ý
 ÝFollow       Ý
  -------------
(Note: I'm not sure what the difference is between having "Stand Still"
selected here (and hence in R3.2.3) with an Action selected, and having
"Action" selected in R3.2.3).

  Stand Still keeps the character still.  Roam causes the object to
wander around randomly inside the assigned area.  Follow causes the
object to follow another whenever that other object is within the
assigned area.
 
ACTION:  Takes you to Action Properties R3.2.4 to set the action the
object performs during the behaviour.

SPEED:  How fast the behaviour is performed.

AREA:  Takes you to the World Editor to specify a circular area in which
the behaviour is appropriate.  Use the X button and the triggers to
change the diameter of the area.  If you leave the diameter at 0, as it
is by default, the behaviour will apply to the entire map.

MOVE TYPE:  Two options:
  ---------------
 ÝOn the ground  Ý
 ÝThrough the airÝ
  ---------------
 Ghosted if Behaviour is Stand Still.

LEADER:  Choose the object that will be followed.  Ghosted unless
Behaviour is Follow.

$ R3.3 Maps
-----------

  Hitting Y in the World editor brings up the list of maps.  The
current map is shown in Red; the lowest option, marked with squares,
creates a new map.
  If you select the current map, the following menu appears:

   ------------------
  ÝMap properties    Ý
  ÝCopy map          Ý
  Ý..................Ý
  ÝDelete all objectsÝ
   ------------------

  If you select a map that is not current, you get the following
menu:

   ----------------------------------
  ÝMake map current                  Ý
  ÝMake map current + edit propertiesÝ
  ÝCopy map                          Ý
  Ý..................................Ý
  ÝDelete map                        Ý
   ----------------------------------

  Most of these are self explanatory.  The map properties sheet is
as follows:

   ------------------------------
  ÝName                  ________Ý
  ÝBGM                   !__L5__!Ý
  ÝSky                   !__L6__!Ý
  ÝLighting              !R3.3.1!Ý
  Ý[OK]                [ADVANCED]Ý
  }=============================={
  ÝAnimations                Ý
  ÝSounds                    Ý
  ÝColour                  ___v  Ý
  ÝFogging     !R3.3.2!          Ý
  ÝSpotlight 1 !R3.3.3!          Ý
  ÝSpotlight 2 !R3.3.3!          Ý
  ÝSpotlight 3 !R3.3.3!          Ý
   ------------------------------


Name:  Name the map.  That's all.  By default it's named after the
  Model map it was created from, but you probably want to rename
  it in English.

BGM:  Backing music of the map.  Choose from a BGM Properties
window.

Sky:  Choose one of several sky designs for the map, from the Sky
  Library.

Lighting:  Choose one of several lighting conditions (which are shown
  as you select them, so aren't translated directly), or choose the
  top option to make your own.  This leads to a window:

  --------------------
 ÝAMBIENT LIGHT       Ý
 ÝHue         -[]-----Ý
 ÝSaturation  -[]-----Ý
 ÝValue       -[]-----Ý
 Ý                    Ý
 ÝHERO'S LIGHT        Ý
 ÝHue         -[]-----Ý
 ÝSaturation  -[]-----Ý
 ÝValue       -[]-----Ý
 ÝX ofs       -[]-----Ý
 ÝY ofs       -[]-----Ý
 ÝZ ofs       -[]-----Ý
 Ý[OK]                Ý
  --------------------

Animations:  Turn on or off the landscape's ambient animation (water
  flowing, etc).

Sounds:  Turn on or off the landscape's ambient sounds.

Colour:  Change the base colour of the map.

Fogging:  Change the depth of fog.  The menu is:

  --------
 ÝCustom  Ý
 ÝSlight  Ý
 ÝHeavy   Ý
 ÝPea soupÝ
 ÝModerateÝ
 ÝEvening Ý
  --------

  Custom leads to the following window: 

  -------------------
 ÝHue        -[]-----Ý
 ÝSaturation -[]-----Ý
 ÝValue      -[]-----Ý
 ÝDistance   -[]-----Ý
 Ý[OK]               Ý
  -------------------

Spotlights 1-3:  Add up to three special lights to the map.  The
window is as follows: 

   --------------------
  ÝLocation    [______]Ý
  ÝLit Area    -[]-----Ý
  ÝHue         -[]-----Ý
  ÝSaturation  -[]-----Ý
  ÝValue       -[]-----Ý
  Ý[OK]                Ý
   --------------------

----------------------------------------------------------------------
$ R4 Scenario Editor
----------------------------------------------------------------------

  Ahhhh..... Now *this* is the big one.  This editor is used to specify 
how you want your characters in the game to behave; essentially, to 
write the plot of your game.
  The scenario of the game consists of three sections: one Book, and 
some number of Sheets with attached Scripts.  
  A Script specifies a series of actions which occur (objects moving, 
effects, messages, etc.).  Effectively it specifies an FMV, although
it can include user interaction.
  A Sheet specifies the conditions under which an event occurs (eg, 
when you talk to someone, hit an object, etc.)  
  The Book specifies how Sheets link to each other.

  Throughout the Scenario editor the controls are as follows:

  Analogue/Digital              Move pointer
  A                             Click
  X                             Pan view
  L                             Zoom view
  R                             Unzoom view
  B                             Cancel
  Y                             Switch active map

$ R4.1 Book
-----------

  When you first enter the Scenario editor, the screen will display 
the Book.  The Book consists of a number of sheets (square items) 
linked together by lines.
  You create Sheets using the Book in order to create events in the
game.  You control the flow of events in the game by linking the
Sheets together.  
  Each sheet has four "input" points at the top, and four "output"
points at the bottom; you connect input points to output points and
vice versa.  "Sparks" are sent along the connections; they are send
from output points to input points.  (You can't input or output
values from sheets as you can in a programming language.  Yes,
"sparks" are really just binary values, but it's a nicer name. :) )
  For a sheet to activate, it *must* recieve a spark on one of its
inputs.  A sheet that has none of its inputs connected will never
activate.  A sheet that has recieved and accepted a spark is said
to be "ready".  Ready sheets are shown in the Book editor with a
red box around them.
  The sheet itself may then have an extra condition that needs to be
met in the game.  When that condition is also met, the sheet "fires",
its associated script runs, and it will generate a spark on its left-
hand output (unless something in its script makes it generate it
somewhere else).  A single output can be connected to several places,
in which case it sends a spark on all its connections.  An input can
also have several things connected to it; how these are dealt with is
looked at in the Sheet section.
  There are two special sheets in the book at the start: the Start
sheet (S) and the End sheet (E).  The Start sheet has a single output
which will generate a spark as soon as the game begins.  The End
sheet has a single input; if it ever recieves a spark the game ends
and Dream Studio returns to either the editor or the main menu.
  (NOTE: The start sheet generates a spark only when the game is
started for the first time - remember that Playtesting doesn't
restart the game!  So if you change any connections to the Start
sheet, you must do a Game Reset for the connected sheets to recieve
their spark.)
  To create a new sheet, click in any empty space.  To link sheets
together, click and HOLD on one of the input/output ports of a sheet
and drag the connection to the port you want to connect it to.
  When you click on a sheet, you'll get the following menu:

  -----------
 ÝEdit ScriptÝ  (Expert mode only)
 ÝEdit Sheet Ý
 ÝCopy       Ý
 ÝMove       Ý
 Ý...........Ý 
 ÝDelete     Ý
  -----------

  Edit Script and Edit Sheet take you to the appropriate editors.
Copy and Delete are self explanatory; move will let you move the
sheet around on the book display (which you can also do by holding
down A on it and dragging)

  {Obligatory moan from me:  WHY couldn't they have made it so that
the output spark is generated by default from the output opposite the
input that activated the sheet?  That would have made reuse SO
much easier..}

$ R4.2 Sheet
------------
 
  The sheet editor looks like this:

[INPUT]  [INPUT]     [INPUT]   [INPUT] |[COMMENT]     |
                                       |______________|
  ---------------    --------------    |              |
 |[CONDITION|Icon|  |   [SCRIPT    |   |              |
 |EDITOR]   -----|  |    EDITOR]   |   |              |
 |               |  |              |   |              |
 |Condition      |  |Mock-up of    |   |              |
 |stated         |  |Script editor |   |              |
 |               |  |(doesn't show |   |              |
 |               |  |actual script)|   |              |
  ---------------    --------------    |              |
                                       |              |
       |--------------|

  To edit the comment, point at the COMMENT bar and hit A.  You type the 
comment using the standard text interface.  You can also edit the
name of the sheet by moving the pointer up to the "Sheet Name" entry
in the status bar (not shown on the diagram above) and pressing A.
  To edit the condition, press on the Condition Editor box.  The Icon 
shown in the Condition Editor box is the one that will be used to 
represent the sheet in the Book.  It is determined by the nature of 
the Condition which will be looked at in R4.2.1.
  To edit the script, press on the Script Editor box.  You will go to 
the Script Editor as described in R4.3.
  The four input boxes are used to edit the properties of input sparks.
See R4.2.2.

$ R4.2.1 Condition Editor
-------------------------
  When you first choose to set the condition, you will be given the 
following menu of condition types:

  ---------------------------
 ÝSystem trigger             Ý
 ÝMap hit area               Ý
 ÝMap hit area and button    Ý (expert mode only)
 ÝObject hit area            Ý
 ÝObject movement area       Ý (expert mode only)
 ÝObject hit area and button Ý (expert mode only)
 ÝObject and object collisionÝ (expert mode only)
  ---------------------------

System trigger:  The sheet has no condition; it fires as soon as it is
made ready by sparks.  The icon will be an A in a box.

Map hit area:  The sheet fires when the hero enters a location on the 
map.  You will be taken to the World editor to specify the location.  
Use the analogue to move the area and the X button and triggers to set 
the size of the area.  The icon will be a grid square.

Map hit area + button:  The sheet fires when the hero enters a location 
on the map and the player presses a button.  You will set the hit area 
as above and you will also choose the button that will be required.

Object hit area:  The sheet fires when the hero touches an object.  You 
will be taken to the World editor to choose the object.

Object movement area:  This means something like "fires when the hero
moves away from the object", but I've never gotten it to fire in these
circumstances.

Object hit area and button:  The sheet fires when the player hits a 
button while the hero is touching an object.  You will set the object 
as above and will also choose the button that will be required.

Object collision:  The sheet fires when two objects crash into each 
other.

  Remember that a sheet must be made ready (by recieving sparks) before
it can fire regardless of the condition specified.

$ R4.2.2 Spark control
----------------------

  By clicking on the four inputs at the top of the box, you can choose
how the sheet will behave with respect to sparks recieved.  By and
large the following rules always hold true:

a)  The sheet will NEVER be ready until it recieves a spark.
b)  The sheet will become ready if the specified condition is met on
    ANY of its four inputs.  (For logic fans, inputs are ORed.)
c)  If the sheet recieves sparks it doesn't need (ie, one that would
    make it ready when it's already ready, or one that would disable
    it when it isn't ready), nothing happens.

  When you click on an input, you will be given the following options
for how sparks should be treated on that input:

  ---------------------
 ÝAny spark, once only Ý (expert mode only)
 ÝAny spark, multiple  Ý
 ÝAll sparks, once onlyÝ
 ÝAll sparks, multiple Ý (expert mode only)
 ÝAny spark disables   Ý (expert mode only)
 ÝAll sparks disable   Ý (expert mode only)
  ---------------------

ANY SPARK, ONCE ONLY:  If ANY spark is recieved on this port, the sheet
will become ready.  The sheet can only be made ready once by a spark on
this port.  The icon is the digits 01.  

ANY SPARK, MULTIPLE:  If ANY spark is recieved on this port, the sheet
becomes ready.  The sheet can be activated several times by sparks on
this port.  The icon is the digits 01 with a looping arrow.  

ALL SPARKS, ONCE ONLY:  If a spark is recieved from ALL OUTPUTS connected
to the port, the sheet will become ready.  The sheet can only be made
ready once this way.  The icon is the digits 11.

ALL SPARKS, MULTIPLE:  If a spark is recieved from ALL OUTPUTS connected
to the port, the sheet will become ready.  After the first time, the
sheet will become ready again if another spark is recieved from ANY
of the connected outputs.  The icon is the digits 11 with a looping
arrow.

ANY SPARK DISABLES:  If ANY spark is recieved on this port, the sheet
will CEASE to be ready (if it was ready in the first place).  This can
happen any number of times.  The icon is the digits 01 with a bar above.

ALL SPARKS DISABLE:  If a spark is recieved from ALL OUTPUTS connected
to this port, the sheet will CEASE to be ready (if it was ready in the
first place).  This can happen any number of times.  The icon is the
digits 11 with a bar above.

  Note: be careful.  "ANY SPARK MULTIPLE" means only that the sheet
will become ready every time it recieves a spark.  It does not mean
that the sheet will be able to fire multiple times when it recieves
one spark.  To make a sheet that can fire multiple times, connect the
output of the sheet to its own input port, so the spark it generates
returns back to it and makes it ready again.
    
$ R4.3 Script
-------------

  The Script editor lets you specify what happens when a sheet triggers. 
This is where you will write all the events and dialogues in your game.

  The Script editor's main display is a timeline: the left edge of the 
display is the time when the script begins to run.  As you move the 
cursor left and right, the top left corner of the screen will display 
the point in time represented by the cursor's present location.  Each 
entity involved in the script will have an activity line on the the 
display.  Solid blocks on the activity line indicate the times at which 
the entity is performing actions within the script; the colour of the 
block indicates what action is being performed.  The time resolution 
of the script is one frame; the actual amount of space representing 
this on the line will vary with the zoom level of the lines.  (If you've 
ever used Shockwave Flash you'll know what's going on here.)

  As an example of the appearance of the script editor with a few lines 
and actions added:

------------- -----------------------------------------
|Ic| Dragon | ##########
|On|        | ##########
------------- -----------------------------------------
 
------------- -----------------------------------------
|Ic| Hero   |            ###########
|On|        |            ###########
------------- -----------------------------------------

------------- -----------------------------------------
|Ic|Messages|           #
|On|        |           # 
------------- -----------------------------------------

-------------
\           /
EVENT CONTROL
/           \
-------------

  This shows an event in which first the dragon performs an action for a 
few seconds, then a message appears, then the hero performs an action for a few 
seconds.

$ R4.3.1  Script editor basics
------------------------------

To add lines to the script: Hit the "event control" button and select 
the type of line you want to add.  You can have only one of most lines;
you can have several Object lines, provided they all refer to different
objects, and you can have several Sound FX or Special Text lines.  The list
of lines offered is:

    ------------
   ÝMessages    Ý
   ÝHero        Ý
   ÝObject      Ý(you'll go to the World Editor to choose which object)
   ÝCamera      Ý
   ÝBGM         Ý
   ÝSound FX    Ý
   ÝLetterbox   Ý
   ÝMap         Ý
   ÝSpecial textÝ
   ÝVibration   Ý
    ------------

Click on the box at the left hand side of a line to get the following menu:

    -------------
   ÝNew track    Ý(takes you to the menu above)
   ÝMove track   Ý
   Ý.............Ý
   ÝDelete track Ý
    -------------

To create an event, click a point on a line where you want to create the 
event.  You will be given a menu offering the type of event, and then the 
Event Properties sheet.  These menus and options will vary based on the 
track, and on the event.  To move an event, point to it, hold A and drag; to 
change the length of an event, use the handles attached to either end of the 
bar.  Clicking once on an existing event will get you:

    ---------------------
   ÝEvent Properties     Ý
   ÝCopy                 Ý
   ÝMove                 Ý
   ÝMove forward +1 frameÝ
   Ý.,...................Ý
   ÝDelete               Ý
    ---------------------

  Clicking on an area to the right of the headers where there is no track
will get you the following menu:

   ---------------------------
  ÝAdd time to all tracks     Ý
  ÝDelete time from all tracksÝ
   ---------------------------

$ R4.3.2  Event list
--------------------
  This section will look at the list of possible events on each track and 
the options on their Event Properties sheets.

$ R4.3.2.1  Messages track events
---------------------------------

  The potential events on the Messages track are:

    ------------
   ÝMessage     Ý
   ÝMenu        Ý
   ÝString EntryÝ
   ÝButton      Ý
   ÝTimed buttonÝ
   ÝProbability Ý
    ------------

MESSAGE:  A single message is displayed in a pop-up box, dialogue style.  
The Event Properties box is:

    -----------------
   ÝMessage   _______Ý
   Ý[OK]   [ADVANCED]Ý
   }================={
   ÝPosition     __v Ý
    -----------------

      MESSAGE:  The message shown.
      POSITION: The position of the message on screen.  The symbol
        points up ro down for the top or bottom.

MENU:  The user is given a menu of options to choose from.  The Event
Properties is:

     ------------------
    ÝTitle      _______Ý
    ÝOption 1   _______Ý
    ÝOption 2   _______Ý
    ÝOption 3   _______Ý
    ÝOption 4   _______Ý
    Ý[OK]              Ý
     ------------------

  All the options represent the text of the appropriate part of the
menu.

STRING ENTRY:  The user is asked to input a string.  The user must enter
one of four option strings or the game cannot continue.  The Event
properties is:

     ------------------
    ÝPrompt     _______Ý
    ÝOption 1   _______Ý
    ÝOption 2   _______Ý
    ÝOption 3   _______Ý
    ÝOption 4   _______Ý
    Ý[OK]              Ý
     ------------------

  The four options are those which must be chosen from.  Use of this
event is not really recommended.

BUTTON:  The script waits for the user to press a button.  The
Event properties is:

     -------------------
    ÝButton 1    [_____]Ý
    ÝButton 2    [_____]Ý
    ÝButton 3    [_____]Ý
    ÝButton 4    [_____]Ý
    Ý[OK]               Ý
     -------------------

Press A on any button option and then hit any button or direction on the
digital stick to set which button will activate that option.

These four options above will each have a fixed length of 1 second.  
However, when they are encountered the entire script stops running 
and waits for the user's response.

TIMED BUTTON:  Works in exactly the same way as Button, except it 
doesn't wait for the user.  The user must hit a button within the 
time assigned to the event.  The Event Properties sheet shows:

     -------------------
    ÝButton 1    [_____]Ý
    ÝButton 2    [_____]Ý
    ÝButton 3    [_____]Ý
    ÝButton 4    [_____]Ý
    ÝTimeout     <_____>Ý
    Ý[OK]               Ý
     -------------------

The four button options work just like the standard RANDOM option,
and the TIMEOUT choice is activated if the user doesn't press any
button within the time assigned.  The time allowed is decided by
the length of the event on the track in the script.

PROBABILITY:  Randomly picks one of four choices.  The Event
Properties is:

     -------------------
    ÝChance 1  -[]------Ý
    ÝChance 2  -[]------Ý
    ÝChance 3  -[]------Ý
    ÝChance 4  -[]------Ý
    Ý[OK]               Ý
     -------------------

  The sliders determine the % probability of each of the choices
being selected.

  On all the above items that give four choices, which choice is
selected will determine which of the outputs from the sheet
generates a spark when the script finishes.

$ R4.3.2.2  Hero track events
-----------------------------
The potential events on the Hero track are:

  ---------- 
 ÝSerif     Ý
 ÝAction    Ý
 ÝEmotion   Ý
 ÝMove      Ý
 ÝFly       Ý
 ÝTurn      Ý
 ÝColour    Ý
 ÝVisibilityÝ
 ÝModel     Ý
 ÝCarrying  Ý
 ÝSwitches  Ý
 ÝMap move  Ý
  ----------

$ R4.3.2.3  Object track events
-------------------------------

  The potential events on the Object track are:

   ----------
  ÝSerif     Ý
  ÝAction    Ý
  ÝEmotion   Ý
  ÝMove      Ý
  ÝFly       Ý
  ÝTurn      Ý
  ÝColour    Ý
  ÝVisibilityÝ
  ÝModel     Ý
  ÝCarrying  Ý
  ÝSwitches  Ý
  ÝBehaviour Ý
   ----------

SERIF:  Produces a speech bubble or object indicator.  The only parameter
  is the text of the indicator.

ACTION:  Perform an action; the parameter sheet is Action
  Properties (R3.2.4).


VISIBILITY
  ---------------------
 ÝVisibility      Ý
 Ý[OK]       [ADVANCED]Ý
 }====================={
 ÝEffect        <_____>Ý
  ---------------------

  Effect: Choose fade (4 symbols) or blink (2 symbols)


$ R4.3.2.4  Camera track events
-------------------------------

  There is only one potential event on the Camera track:

  Camera

  The menu is:

  -------------------------
 ÝLocation       _________vÝ
 Ý[OK]           [ADVANCED]Ý
 }========================={
 ÝCollisions          Ý
  -------------------------

  COLLISIONS: The one time I turned this on, the camera appeared to
crash into a landscape feature and stop.  I'm not sure if this is
actually what it's meant to do.

  Location brings up the following menu:

  --------------
 ÝView an objectÝ
 ÝView relative Ý
 ÝView absolute Ý
  --------------

  VIEW AN OBJECT:  Use the analogue joystick to select an object to
focus on, as when selecting an object in the World Editor.  Once
selected, use the digital to position the camera for the angle you
want.
  VIEW RELATIVE:  Gives you two options and then positions the camera.
The first option positions from the camera's viewpoint, the second
option positions with an object representing the camera visible in
the view.  I'm not sure exactly what's different about this.
  VIEW ABSOLUTE:  Use the analogue and digital sticks and the L and R
buttons as in the World Editor to position the camera to the exact
location you want it at, then press A.

$ R4.3.2.5  BGM track events
----------------------------

  The potential events on the BGM track are:

  ---------
 ÝStart newÝ
 ÝStop all Ý
 ÝAdjust   Ý
  ---------

Start new:  Starts a new piece playing.  The properties are:

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