This is the Dream Stud!o Giga-FAQ (well, eventually) v0.1
By Mark Green 
Email address for submissions/comments:
  mark [at] antelope [dot] demon [dot] co [dot] uk

The latest version of this FAQ will always be available from  

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******************************* INDEX ********************************

**************************** LEGAL BITS ******************************
Neither the author of this FAQ, nor any person who distributes it in
any way, shall be responsible or liable for anything that results from
using this FAQ for any purpose, including but not limited to
damage to your Dreamcast, controllers, hands, eyes, or sanity
(which may be oddly likely with this title).

This FAQ may be freely distributed provided that it is kept unmodified
and in its entirity.  This FAQ may not be sold, or included as part
of a publication that is sold, without the author's express

Dream Studio is (c) Sega Enterprises, 2000.  The use of any trademarks
within this FAQ is not intended to represent a challenge to their

***************************** INTRODUCTION ***************************

  Dream Studio is an 3D adventure creation tool for the Dreamcast.  It
allows the creation of fully 3D interactive adventure-style games.
Although it does not have hard-wired systems for magic or combat,
these can be added using the condition and scripting language included
within it.

  Dream Studio is an intensely complex piece of software, and this
FAQ attempts to unravel it.  This first version of the FAQ is
extremely incomplete, but I have posted it so people can get an
initial flavor of what's being found out.  It will be updated as I
find out more.

  The FAQ is divided into sections:

TUTORIAL SECTION -  A walkthrough-style introduction to Dream Studio.

REFERENCE SECTION - A reference to each part of the tool.

LIBRARY INDICES -  List of all items available in the libraries on
the GDROM.

*************************** TUTORIAL SECTION *************************

  I'll start teaching when I know things for sure myself. :)

************************** REFERENCE SECTION *************************

R1 General Notes
R1.1 Editor modes
  The Editor can operate in one of two modes: beginner or expert mode.
You are asked to choose which you want when you create a game and you
can change your mind while editing by going to the Game Properties 
screen and changing the setting there.
  Beginner mode and Expert mode are more or less the same except that 
in Beginner mode certain options will be disabled or ghosted out.  
Most of the menu translations listed here apply to Expert mode.

R1.2 Dialog structure
  Most Dialogues in Dream Studio are divided into two parts: a Standard 
section and an Advanced section.  You can fold down the Advanced 
section of any dialog by hitting the button in the lower right-hand 
corner.  ALL dialogues will then display their Advanced section until 
you press the lower right-hand button on any dialog again.

  The lower-right hand button will be ghosted and give an error sound if 
you select it while the editor is in Beginner Mode.

R1.3 Text entry
  Many parts of Dream Studio require you to enter text.  The text 
entry system is as follows.

  Use the digital joypad to move around and select letters from the 
pad, and choose menu items from the menu on the right.  The A button 
selects letters and options.  Letters are added at the point of the 
cursor; the epsilon sign indicates the end of the string and cannot 
be moved.  The other buttons perform the following functions:

  L    Switch displayed character set (Hiragana/Katakana/Romaji/Dingbats)
  X    Insert a space
  B    Delete last character
  R    Insert carriage return (if appropriate)
  Y    Hold Y and move digital joystick left and right to move cursor

  The menu is as follows:

  Switch character set (same as L trigger)
  Insert a space (same as X)
  Insert carriage return (if appropriate) (same as R)
  Delete last character (same as B)
  Delete current character

  Pressing START will immediately jump the cursor to the OK button on the 

  Note that when you're editing a Script, the Text Entry box will often be 
preceded by a list of all strings already in the game (comments, object 
names, other messages, etc).  You can select one of these to reuse it.  This 
will help make your game smaller, since the game doesn't have to store the 
same string twice.

R1.4 Safety lines
  The term "safety line" will be used several times in this FAQ.  A 
safety line is a line of hyphens appearing on a menu as an option.  It will 
do nothing when selected other than produce an error beep.  The only 
reason for it is to seperate dangerous menu options (like Delete) from 
the rest of the menu.

R1.5 Start Menu
  Hitting the Start Button anywhere in the editor will give you this menu:

  Playtest game
  Switch editor (World Editor to Scenario Editor or back)
  Reset game
  Game Properties
  Exit to title
  File menu

  If you are in Expert Mode, "Play Game" will give you a submenu:

  From here 
  From this sheet (only if you have a sheet in the scenario editor open.  The 
    sheet will activate as soon as the game is started)
  From the castle (?)

  While playtesting, you can hit the START button to open this menu:

  Play On
  Return to Editor

  You cannot save or load games while playtesting.  If you "Return to
Editor" while in the middle of an event, a warning is shown that this may
leave the game in a weird state if you return from the editor again.
Choose the left option to edit anyway, right option to return to pause
  Note that changes made to the map in the course of play WILL be reflected 
in the editor.  For example, if you start the game and move the hero a bit 
to the left, he will remain there when the editor is restarted.  To put him 
back where you placed him, use the Game Reset option.  In Expert mode, this
gives you a submenu:

  Everything except the map

  Game Properties will take you to the Game Properties screen.  Exit to title 
will return you to the main menu (asking if you're sure first).  And File will 
offer you a submenu:


  Which is easy enough. :)

R1.6 Game properties
  Game Title              _________________
  Author's name           _________________
  Hero                    _________________
  Hero's initial location     
                           x: ***  y: ***
  Editor mode             _________________

  Most of these are self explanatory.  "Editor mode" lets you switch the
editor between expert and beginner mode.

R1.7 HSV Colour

  Dream Studio uses the HSV system for determining colours.  Each
colour is defined by the following properties:

HUE:  The actual base colour involved in the mix.  Varies based on the
position of the colour in the EM spectrum: reds are low, blues are

SATURATION:  How much of the base colour is mixed in with the base
gray.  100% is pure base. 0% is pure grey.

VALUE:  How bright the base grey is.  

R2 Opening/Setup
  The Opening Menu is as follows:

  Create A Game
  Play A Game

R2.1 Create A Game
  After selecting the Create A Game option, a menu will appear:

  Edit an existing game
  Make a new game

  If you choose "Edit existing game", you will go to the file 
management screen to load the game you want to edit.
  If you choose "Make a new game", a series of prompts will

- First, the game asks you to confirm that you really want to make 
  a new game from scratch.  Press A to confirm or any other 
  button to back out.

- You're then asked for your name.

- You're then asked for the title of your game.

- You're then asked to select the initial mode of the editor: the 
  left option is beginner mode, the right option is expert mode.
- Finally, you're asked to choose the initial model for the hero 
  object from the model library.  Once you've done so, you'll pop 
  straight into the World Editor.  (Yes, you can choose *any*
  object from the library, so if you want to write "The adventures
  of a Dungeon T-Piece", go ahead.)

R2.2 Play A Game
  After selecting to Play A Game, a menu will appear:

  Load a saved game
  Play a new game

  If you choose "Load a saved game", you will go to the file management 
screen to load your game.  Note that the GD-ROM disc will not be 
available as saved games can't go there.
  If you choose "Play a new game", you will go to the file management 
screen anyway, to load the game file that you want to play.  The GD-ROM 
will be available.
  Once you have chosen, you will begin to play the game as normal.  The 
analogue joystick controls your character and the digital one moves 
the camera.  The effect of other buttons is dependant upon the game 
design.  Pressing START will lead you to a menu:

  Play on
  Save game
  Load game
  Main menu

R2.3 Options
  There are only two options:

  Sound     (Stereo/Mono)
  Vibration (On/Off)

  Sound is Mono if the second character is a single line, Stereo 
otherwise.  Vibration is On if the string is 4 characters long, Off if 
it is 5.

R2.4 Internet

  I don't know the details of this bit.

R3 World Editor

R3.1 Basic operation

  The World Editor is used to place objects within your game world for 
the player to interact with.
  The screen will show a view of the game world.  Use the digital 
joystick to move the camera around, and the L and R buttons to zoom in 
and out.  The top of the screen will show "energy bars" indicating the 
amount of memory you have used overall and how near you are to exceeding 
the object limit for the map.
  Note: When a map is first loaded, the Dreamcast loads the objects one 
at a time.  The map will slowly fill itself in as the objects are 
loaded, and the Map limit bar will slowly rise.  If you start
Playtesting while the Map is still loading, the "Now Loading" box will
appear until it's caught up.
  Use the analogue joystick to move the object cursor around the map.  
By default it moves in the X and Z axes (ie, along the ground), but you 
can move it in the Y axis by holding down the X button and pushing up 
and down on the analogue stick.
  To edit an object, or create a new one, hit the A button.  If there is 
no object near the cursor you will automatically go to the object 
creation dialog.  If there is an object, or several, near the cursor, 
a menu of all the objects near the cursor will appear.  You can select 
one to edit, or you can choose the bottom option (with filled in square 
characters in it) to create a new object regardless.
R3.2  Objects

R3.2.1  Creating Objects
  To create an object, hit the A button when there is no object near 
the cursor, or hit the A button and choose the bottom option from the 
menu of objects.
  When you create an object, you will first be asked to choose the 
model for the object.  You will then go to the Object Properties page 
just as if you were editing the object.  When you finish there, you will 
return to the menu with the object highlighted in the cursor.  You can 
then place your object on the map by hitting A.  If you want to place 
more than one, continue moving the cursor and hitting A to create 
copies.  When you're finished placing, press B.  While placing an 
object, you can rotate the object by holding down X and pressing the 
R3.2.2  Editing Objects
  To edit an object, hit the A button when near that object and then 
select that object's name from the list of objects that appears.
  The edit menu will then appear:
  Object Properties
  Object Position
  Current Position    (Expert mode only)
  Copy to another map
  (safety line)

  Note that the Copy and Delete options do NOT appear if the object you 
selected is the hero.
  Object Properties will open the Object Properties sheet.  Object 
Position will allow you to place the object again as you did when 
creating it.   Current Position is the same, except that the position
isn't retained after a reset or saved in the game - you can move the
object just for playtesting purposes.  Copy lets you place a copy of the
object, and copy to another map.. well, you can probably guess. :)
Delete will get rid of the object.

R3.2.3  Object Properties

  The object properties sheet is as follows:

  Object name    ____________   |        Picture of 
  Object model   ____________   |          Object
  Mood           ____________   |      Use L and R to
  Scheme         ____________   |          rotate 
  Behaviour      _____          ---------------------------
  Left Arm       ____________      Right Arm  _____________

  Object name:  This is the name the object will appear with in menus 
and the editors.  By default this is the same as the name of the model, 
but you'll probably want to change it to something in English.
  Object model:  The model used for the object.
  Mood:  May be ghosted if inapplicable for the model.  The mood of the 
character represented by the object.  Choose from normal, angry, happy, 
etc.  They are clearly pictured on the screen so there is no real need 
for translation.
  Scheme:  May be ghosted if inapplicable for the model.  Pick one of up 
to four colour schemes for the object.
  Behaviour:  Gives you a submenu:
      Stand still with an action (takes you to Action Properties)
      Stand still
      Move back and forth
      Follow another object
  Ghosted if the object is the hero.
  Left Arm, Right Arm:  May be ghosted if inapplicable for the model.  
Allows you to choose what item the character is holding in its left or 
right hand.  Choose from either "items" section of the Model Library.  

  The advanced section is as follows:

  Visibility      ON         Animation    ON        ??????      OFF

  Visibility:  Controls if the object will be visible or not.  If you 
set this OFF, the object won't be visible until a script makes it become 
so.  Since scripts can't create new objects, this is a good way of 
generating effects.
  Animation:  Controls if the object's ambient animation (based on its 
Action) will run or not.
  ???????:  Don't know.
  Colour:  The base colour of the object.  

R3.2.4  Action Properties

  This window is used to control the action taken by an object.  It is
as follows:

  Action select  __________
  # repeats      __________ (max left is infinate)
  Reverse ani    ON/OFF


(Advanced pull down)
  Speed          __________
   ?  ON/OFF   ?   ON/OFF
   ?  ON/OFF   ?   ON/OFF
  Freeze pose      ON/OFF
  Freeze Frame select ___________

  Action select:  Choose an Action from the Action Library.  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.
  Freeze pose:  If selected, the animation will be frozen.
  Freeze frame select:  Select which frame from the animation is frozen.
Use these controls to create original static poses by pinching them from
action animations.

R3.3 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:

   Map properties
   Copy map
   (safety line)
   Delete all objects

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

   Make this map current
   Make this map current + edit properties
   Copy map
   (safety line)
   Delete map

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

   Name      ________
   BGM       ________
   Sky       ________
   Lighting  ________

(Advanced pulldown)
  Animations  ON/OFF
  Sounds      ON/OFF
  Colour      []
  Fogging     ________
  Spotlight 1 ________
  Spotlight 2 ________
  Spotlight 3 ________

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

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

Lighting:  Choose one of several lighting conditions, or choose the
  top option to make your own.  This leads to a window:

  Hue         ________
  Saturation  ________
  Value       ________

  Hue         ________
  Saturation  ________
  Value       ________
  X ofs       ________
  Y ofs       ________
  Z ofs       ________


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.  In order: Create your own, slight,
  heavy, peasoup, moderate, evening.  Create your own gives the
  following window:

  Hue        ________
  Saturation ________
  Value      ________
  Distance   ________

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

   Location    ________
   Lit Area    ________
   Hue         ________
   Saturation  ________
   Value       ________

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.)
  A Sheet specifies the conditions under which an action occurs (eg, 
when you talk to someone, hit an object, etc.)  
  The Book specifies how Sheets link to each other.

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".  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
  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.)

  On the book editor, use the following controls:

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

  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:

  Edit Script   (Expert mode only)
  Edit Sheet
  (safety line)

  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)

R4.2 Sheet
  The sheet editor looks like this:

                                       |Text of the   |
  ---------------    --------------    |comment       |
 |CONDITION |Icon|  |    SCRIPT    |   |              |
 |EDITOR    -----|  |    EDITOR    |   |              |
 |               |  |              |   |              |
 |Condition      |  |Mock-up of    |   |              |
 |stated (in     |  |Script editor |   |              |
 |Japanese)      |  |(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.
  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:

  System trigger
  Map hit area
  Map hit area and button (expert mode only)
  Object hit area
  Object movement area (expert mode only)
  Object hit area and button (expert mode only)
  Object and object collision (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: ?

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 

  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.)

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

  Any spark, once only   (expert mode only)
  Any spark, multiple
  All sparks, once only
  All sparks, multiple   (expert mode only)
  Any spark disables     (expert mode only)
  All sparks disable     (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.

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.

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.

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.

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.

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.

  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|        |           # 
------------- -----------------------------------------

\           /
/           \

  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 

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.  The list of lines offered is:

    Object (you'll go to the World Editor to choose which object)
    Sound FX
    Special text

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

    New track (takes you to the menu above)
    Move track
    (safety line)

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:

    Event Properties
    Move forward +1 frame
    (safety line)

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:

    String Entry
    Timed button

MESSAGE:  A single message is displayed in a pop-up box, dialogue style.  
The Event Properties only has one basic entry: the message to be shown.  
The advanced section also contains one entry: whether the message should 
appear at the top or bottom of the screen.

MENU:  The user is given a menu of options to choose from.  The Event 
Properties contains, in order, the menu title, and the text of each 
of the four options.

STRING ENTRY:  The user is asked to input a string.  The Event properties 
contains the title given to the user at the input time, and four option 
strings.  The user must enter one of these strings exactly or the game 
will not continue.

BUTTON:  The user is asked to press a button.  The Event Properties 
contains four option settings; press A on one and then hit any button or 
direction on the digital stick to set which button will activate that 

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 Properties has the four button 
options as with the Button event, plus an additional one which  
specifies which if the options is selected if the time runs out 
before the user presses the button.

PROBABILITY:  Randomly picks one of four choices.  Properties has 
four sliders to set the percentage probability of each choice being 

  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

R4.3.2.3  Object track events

  The potential events on the Object track are:

  Change Colour
  Change Model
  Change Carrying

SERIF:  Actually a Speech Bubble.

R4.3.2.4  Camera track events

R4.3.2.4  BGM track events

  The potential events on the BGM track are:

  Start new
  Stop all

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

(advanced pulldown)
  Stereo balance
  Orchestration   Full/Melody

  Most of these are self explanatory.  Tunes are selected from the
BGM library.  "Orchestration" lets you select if all tracks are
played or if only the melody track plays.

Stop all:  Stops all BGM.  Has no properties.

Adjust:  Adjusts the properties of the current BGM.  Properties are
as above, excluding "Tune".

R4.3.2.5  Sound FX track events

R4.3.2.6  Letterbox track events

R4.3.2.7  Map track events

R4.3.2.8  Special text track events

R4.3.2.9  Vibration track events

  There is only one potential event on the Vibration track:


VIBRATE:  Makes the DC controller vibrate, assuming it's equipped with 
a PuruPuruPack.  Its Properties has only one value: the strength 
(1 to 7) of the vibration. 
************************** LIBRARY INDEXES ***************************

L1 - Model Library

  The Model library is divided into categories.  Scroll between categories 
by pushing left and right, and select an entry by pushing up and down.

Category: Men
   Warrior 2
   Fat peasant
   Sneering guy
   Old guy
   Guy with glasses
   Sweater guy
   Wise man

(Note: Selecting Edit lets you make a new model out of any head and
any body.  The screen is:

   Head type
   Body type

Category: Women and children
   Warrioress 2
   Cute girl
   Fat woman
   Sneering gal
   Old maid
   Girl in skirt who gets used as villain a lot in sample games
   Water nymph
   Young boy
   Young girl
   Pauper child
   Rich child

Category: Monsters
   Male zombie
   Female zombie

Category: Architecture 1
   Wooden building 1-5
   Stone building 1-5
   Brick building 1-2
   Big Wood building 1-4
   Stone and thatch building 1-4
   Redbrick building 1-5   
   Shed-type building 1-3

Category: Architecture 2
   Clock tower
   Raised house
   Ramshackle house
   Log cabin
   Log cabin w/snow
   Multiple Stable
   Single Stable
   Snowy single stable

Category: Trees
   Snowy tree
   Blooming tree
   Autumn tree
   Bare tree
   Thick bare tree
   Pine-type tree
   Pine-type snowy tree
   Fern tree
   Palm tree
   Big plant
   Small plant
   Small flowering plant

Category: Features
   Tree stump
   Bundle of logs
   Mounted cannon
   Grave 1
   Grave 2
   Grave 3
   Rotten log
   Broken wall
   Rock 1
   Rock 2
   Rock 3
   Smooth Rock 1
   Smooth Rock 2
   Smooth Rock 3
   White Rock 1
   White Rock 2
   White Rock 3

Category: Signs
   Blank sign
   Point Left
   Point Right
   Beer symbol
   Gold symbol
   Weapons symbol
   Magic ball symbol
   First aid symbol
   Generic text
   Hanging sign: INN
   Hanging sign: Beer symbol
   Hanging sign: Gold symbol
   Hanging sign: Weapons symbol
   Hanging sign: Magic ball symbol
   Hanging sign: First aid symbol
   Hanging sign: Generic text

Category: Fence
   Iron gate
   Brick gate
   Fence gate
   Wood fence
   Iron fence
   Stone "fence"
   Ringfence + gate 1
   Prefab fence 2
   Raft/Bridge 1
   Raft/Bridge 1 snowy
   Raft/Bridge 2
   Raft/Bridge 3
   Suspension bridge
   Bridge curve
   Bridge straight

Category: Floor
   Stone floor 1-5
   Brick floor 1-5
   Gravel floor 1-5
   Sand floor 1-5

Category: Dungeon parts
   Dead End
   Descent into rock
   Rock cave
   Big rock
   Rock passage
   Rock corner
   Rock T piece
   Rock cross piece
   Rock dead end
   Rock passage up

Category: Portals/Travel
   Staircase up
   Staircase down
   Wooden door
   One-side door
   Grand door 1-2
   Strong door 1-2
   Barn door
   Cell door
   Strong cell door

Category: Indoors 1
   Carpet Big
   Carpet Medium
   Carpet Small
   Circular table
   Square table
   Cross table
   Draped desk
   Easy chair
   Throne 1-2
   Bunk bed
   Princess bed
   Cramped bed
   Counter pillar
   Chest of drawers
   Medicine cabinet
   Machine cabinet
   Empty bookshelf

Category: Indoors 2
   Treasure chest
   Vase 1-2
   Wicker basket
   Baby basket
   Wheel/cog 1-4
   Stage stairs
   Stage curtain

Category: Indoors
   Armor display
   Small picture 1-3
   Big Picture 1-3
   Gold statue
   Small column
   Stone column
   Chandelier 1-2

Category: Indoor furniture
   Big pot plant
   Small pot plant
   Flower arrangement
   Empty vase
   Pendulum clock
   Mantel clock
   Grandfather clock
   Quill and letter
   Blank paper
   Blank plaque
   Open book
   Upright book
   Food 1-3
   Candle out
   Candelabra 1-2

Category: Items
   Frying pan
   Vial of liquid
   Swaddled baby
   Complex key
   French stick

Category: Items 2
   Sword 1-2
   Big sword
   Small sword
   Magic Staff
   Holy Staff
   Coloured staff
   Crooked Staff
   Shield 1-2
   Standard spear

Category: Effects
   Transparant cube
   Glowing ball
   Energy ball
   Hit effect
   Slash effect
   Small heart
   Big heart
   Water jet
   Ground patch
   Burned ground patch
   Glowing blade
   Small glowing blade

L2 - SFX Library
  Cursor move
  Window change
  Window close
  Birds singing
  Heavy wings
  Water dripping
  Water running
  Water running heavy
  Heavy machinery
  Thunder rumble
  Thunder clap
  Horse neigh
  Dog Growl
  Dog Howl
  Dog Bark
  Male scream
  Female scream
  Male evil laugh
  Female evil laugh
  Female muted evil laugh
  Footstep echo
  Footstep on wood
  Footstep on wood spring
  Grass footstep
  Sand footstep
  Water footstep
  Knock on door
  Door opening
  Door closing
  Door creaking
  Door slam
  Big bell
  Ship's horn
  Guitar C chord
  Guitar Cm chord
  Snare drum
  Wolf whistle
  Single clap
  Movement whoosh
  Impact 2
  Metal impact
  Wood on wood
  Breaking glass
  Gun shot
  Low gun shot
  Magic warp
  Jump into water
  Rise from water
  Magic slide

L3 - Sample game library
[Note: If you load the examples into the editor, do a Game Reset
before playtesting, or the Sheets will not run.]

  Initial Data
    - This is the initial settings loaded when you start to create a
      game - the default landscape and trees and an empty Book.
  Orphe's Wonderful? Country  
    - A complete sample game with UI.
  Do your Best, Master
    - A complete sample game with UI.  Don't drink the blue bottle
      (unless you want to watch the intro twice)
  Example: Opening
    - A scripted opening sequence.  Just watch.
  Example: Meeting people
    - How to encounter folks.  Walk up to the people around the town.
  Example: Map switching
    - Walk into the cabin door and observe the location switch.
  Example: Sky/weather
    - Walk up the mountain and see the sky change.
  Example: Getting items
    - Look in the barrel and the crate.
  Example: Items changing state
    - Look in the treasure chest twice.
  Example: Picking up and carrying items
    - Get the apple.
  Example: Dialogue, interaction, effects
    - Talk to the angel. On the first two answers, he sends you to
      jail; on the third, he gives you an axe, and on the fourth,
      he runs off.
  Example: Using items
    - Try opening the door.  Then look in the chest and try the
      door again.
  Example: Menu based combat
    - Take on the skeleton in FF style combat.
  Example: Dungeon 1-3
    - Explore the dungeons and see how to create them.
  Example: Many monsters
    - Destroy the skeleton without being caught by the zombies.
      [If a zombie touches you, you will "die", but the game does
      not include game over so that you can see the final state
      of the sheets.  Quit to the editor and do a game reset to
      play again.]
  Example: Trap
    - Get down the corridor avoiding the very unfair traps.
  Example: Gimmick
    - Push the crates around.
  Example: Combat scenario
    - Climb the mountain and save the priestess.
  Example: World map
    - Touch the sign to view the overall map.
  Dream studio staff roll
    - Watch the funky dancing girls and the credits for DreamStudio.
  Orphe Demo
    - A demo sequence from Orphe.
  DreamStudio Demo
    - Rolling demo showing off features of Dream Studio.

L4 - Map Library

Category: Exterior
   Big mountain pass
   Glade with river
   Alternate glade
   Big house grounds
   Snowy glade with river
   Sandy glade
   Rocky desert
   Mountain climb
   Fire pit
   Lake glade
   Island in crater
   River cutting
   Small island in sea
   Boat at sea
   Prefab dungeon
   Rocky prefab dungeon
   Rocky cavern
   No map (must add objects)

Category: Interior
   Bigger house
   Throne room
   Double-level landing
   Mill interior
   Circle house
   Abandoned shack
   Rogue's house
   Tiled room 1-2
   Empty wood rooms: L, M, S
   Empty stone rooms: 1-2, L, M, S
   Corner of room

L5 - BGM library

[Note: I haven't translated the actual names but given a description
of the piece]

   Town-type music
   MOON (introspective piano)
   Introspective wonderment
   Sirius (Strident)
   Next (Strident/Triumphant)
   Sky (Strident/V. Triumphant)
   Beat and undercurrent
   Harpsichord Landscape
   Quietly spooky
   Creepily spooky
   UNFINISHED [Sad, low]
   Shadows of evil
   Dreamstudio [Opening theme]
   Swoops to fanfarish
   Fast jumpy/slow
   Last Fight
   "Level up music"
   "Fanfare music"
   "Joke music"
   "Morning music"

L6 - Sky library
   Clouds 1
   Clouds 2
   Dark clouds 1-2
   Sunset to stars
   Stars and clouds

L6 - Human action library
   Stand normally
   Stand innocently
   Stand casually
   Walk standard
   Walk hurriedly
   Dainty run
   Short step run
   Tilting run
   Drunken walk
   Zombie walk
   Stay seated
   Eat (seated)
   Drink (seated)
   Read (seated)
   Sleep (seated)
   Play piano (seated)
   Sit on floor
   Lying prone
   Rising from prone
   Falling supine
   Rising from supine
   Falling prone
   Fighting with sword
   Slapping round head
   Careful punch
   Chopping punch
   Football kick
   Groin kick
   Heavy chop
   Mid cross chop
   Overbear chop
   Jumping overbear chop
   Cautious palm
   Nocking bow
   Thumbs up
   Spear thrust
   Ssshh pose
   Ready to fight
   Charge.. Fireball!
   Blocking with shield
   Lean dodge
   Getting slapped
   Getting hit in the head
   Getting hit in the midriff
   Stomach ache
   Laughing, hands on hips
   Laughing into sleeve
   Tapping foot (in time)
   Twitching foot
   Tapping foot (impatiently)
   Folded arms
   Wiping eye
   Wiping other eye
   Scratching head
   Patting stomach
   Posed, quivering
   Stumbling back
   Scared back
   Tough guy/gal
   Tapping sides of head
   Abrupt panting
   Looking to sky
   Upward wipe motion?
   Saluting at chest
   Praying on knees
   Blowing kiss
   Tapping other foot (to beat)
   Clapping either side
   Hands on knees (talking to dog)
   Bopping hands
   One clap
   Examining object
   Big chop down
   Rocking baby
   Playing guitar
   Blowing whistle
   Step Dancing
   Twirly dancing
   Reaching up
   Reaching down
   Throwing object
   Pushing object
   Pushing object via handle
   Failing to push object (trapped mime act)
   Knocking on door
   Opening door
   Deep bowing
   Set and salute
   Half Kneeling bow
   Full kneeling bow
   Producing object
   Wave goodbye
   Big wave goodbye
   Waving welcome
   Shooing hand on hip
   Offering handshake
   Raising hand
   Offering hand low
   Offering hand to side
   Offering hand to other side
   Pointing to self
   Nod yes
   Shake head no
   Look up, hand on hip
   Look down, hands on hips
   Look to side
   Look to other side

****************************** CREDITS *******************************

  Since this is the first version, there's only one credit: Me,
mark [at]  Please send e-mail contributions and
suggestions to this address.  Please don't send requests for
information - everything I know is already here.