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  Dream Studio [DC]
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

wwwwwwwwwww If the block of characters on the left has a straight
mmmmmmmmmmm right-hand edge, you are using a monospaced font.
iiiiiiiiiii This FAQ looks far better viewed in a monospaced font.
OoOoOoOoOoO Use EDIT, DOS TYPE, the Netscape text viewer, or MORE
12345678901 to view this file.

******************************* 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 __________
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
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.

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