BeeHead

Version 1.0

(c) kRadD / .tSCc. 2007


About

BeeHead is a player database. You could use it in games to avoid implementing a functionallity to type in the name of a player. Instead you could use BeeHead to implement a functionallity that the person or player choose his record from the Database. The advantage is, that the time from the end of a game until a new game starts is quicker. Another advantag is, that you could use pictures of players, so that a highscore table could contains the picture and the name of a player.

BeeHead could also be used in applications of course.

Requirements

BeeHead require a computer that could extract the zip file into a filesystem. So far it was tested on a ATARI Falcon 030 runing Mint and a ATARI Falcon 030 running TOS

Credits

Code kRadD / .tSCc.
ASCII logo Lotek Style / .tSCC.

Contact

tSCC website

www.tscc.de

kRadDs website

http://twh.homelinux.org/zope/kradd

Contact us via email:
Name Email
kRadD kradd@tscc.de
Lotek Style lotekstyle@lotekstyle.de

License

BeeHead is released under the Gnu Public Lisence (GPL)

Structure

Inside the BeeHead folder there is the playerfile (players.lua) and a filehierarchie for the pictures. The samples filehierarchie is for future versions.

Playerfile

The name of the file is players.lua. The content of the file is a standard lua (www.lua.org) table representation. The reason for this structure is, that the reference implementation of BeeHead, the NonConForm framework is written in lua.

Playerrecord

The file contains one record for each player. A record is described as followed:

The file starts with the word non_BeeHeadPlayerDefinition followed by an "{".
The next lines are the player attributes in the form key=value,
The end of a record is a line with a "}"

Example:
non_BeeHeadPlayerDefinition{
  playerid=1
  name3="krd";
  name6="kradd";
  name10="kradd";
  name12="kradd";
  name16="kradd";
  name20="kraddine L.v. Hessen";
}

Playerattributes

Attribute Description
playerid Unique number or Player ID of the player
name3 Name of the players in 3 characters
name6 Name of the players in 6 characters
name8 Name of the players in 8 characters
name10 Name of the players in 10 characters
name12 Name of the players in 12 characters
name16 Name of the players in 16 characters
name20 Name of the players in 20 characters

Player ID

The playerid of the first real player starts with 17. That is because the first 16 Players are dummy players. If you have a multiplayer game with up to 16 players, and don't select any players from the database, then the players should use these dummies. Because lua starts counting in a table with a 1, there is no playernumber 0.

Pictures filehierarchie

In the pictures filehierarchie the following filetree is used:

pictures (Level1)
-- 20x20 (Level2)
---- F16 (Level3)
------ Default (Level4)
-- 20x40
---- F16
------ Default
-- 40x40
---- F16
------ Default

Level1

This folder is named pictures. Thats all.

Level2

At this level there are the folders that represent a special size of player pictures. So far only the 20x20 folder is filled

Level3

At this level there are the folders that represent a special picture format. So far only F16 (Rainbow II Multimedia Standard ATARI Falcon Screendump with header (4 Bytes: width,heigh) ) is filled.

Level4

In this Level the there are the picture files. The files beginn with the playerid followed by the extention of the fileformat.

Example
1.F16 --> picture of player with player id 1
17.F16 --> picture of player with player id 17

In the default folder there are the pictures of dummy players.

Changelog

Version Changes
1.0
Initial release

Examples

As examples how to use BeeHead there are two game fragments. The fragments are reference implementations of a single player game and a multiplayer game using the NonConForm framework.

Requirements

The examples are runnable on a standard ATARI Falcon 030 under TOS and Mint. To controll them you need a JagPad controller.

Start the examples

To start them doubleclick the prg file in the bin folder.

Single Player Game

After the fist screens are passed by pressing the "b" button or space. The menu appears. Here choose "Players".

Now you see the player selection screen. Here the availabel BeeHeads come from the BeeHead playerdatabase. You could select a BeeHead by pressing the number key "1" on the Jagpad. Then exit the screen by pressing button "b".

Now back in the menu choose "start". Then press space. Now the highscore list appears. Here next to the names the pictures of the players are displayed. Use pad up and down to scroll through the 100 entries, to find your player.

Multi Player Game

After the fist screens are passed by pressing the "b" button or space. The menu appears. Here choose "Players".

Now you see the player selection screen. Here the availabel BeeHeads come from the BeeHead playerdatabase. You could select a BeeHead by pressing the number keys "1-8" on the Jagpad. Then exit the screen by pressing button "b".

Now back in the menu choose "start". Then press space. Now the tournament table appears. Here next to the names the pictures of the players are displayed.

Credits examples

NonConForm kRadD / .tSCc.
GodLib Reservoir Gods
DSPMod Dsp modplayer routinge Bitmaster / TCE
Lua 5.0.2 Lua.org, PUC-Rio.

Used software

Program Usage
Pure C. 1.1 C code, asm code
Rainbow II Multimedia Graphics