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The Three Magi (c) 2006 by Solo Games
Version 0.0.5, 	created 12/28/2006
Solo Games is a virtual company organized and maintained by Steven Silvey (aka Onewing)

For FuriousOrange!


- Didn't have any time to write this file.  If you have any questions, just ask me!
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1. CONTENTS
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	1. Contents
	2. License
	3. Compiling
	4. Minimal Requirements
	5. How to Play
	6. Additional Game Elements
	7. Scoring
	8. Change Log
	9. Designer's Cut
	10. Inspirations
	11. Software Used
	12. Credits
	13. Contacts

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2. LICENSE
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	The Three Magi is freeware.  It was built with the intention of dispersing
	freely to the community.  You have the right to use, play, modify,
	redistribute and/or whatever else you can come up with of this product.
	If you do choose any of the above options, it is strongly encouraged
	that you acknowledge Solo Games by either sending personal comments, bug
	reports, etc. to its owners, moreover, Steven Silvey.  And it is even
	more encouraged that in the case should you use the code in any manner, that
	you place the following general disclaimer in your own code and that 
	you accredit Solo Games in your product during runtime.  However, you are
	not required to do either, as this game is freeware.

	GENERAL DISCLAIMER:
	I HAVE MODIFIED, COPIED, STUDIED AND/OR USED CODE FROM SOLO GAMES' AUGUST
	2006 PRODUCT, THE THREE MAGI.  THE THREE MAGI IS A FREEWARE PRODUCT AND PERMITS 
        THE USE	OF ITS CODE FOR PERSONAL AND/OR COMMERCIAL REDISTRIBUTION.  THE THREE MAGI
	WAS MADE USING ALLEGRO WITH C/C++ AND HAS NO CONTRACTUAL AGREEMENTS OR LEGAL
	BINDINGS.

	LICENSE DISCLAIMER:
	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
	FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
	SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
	FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
	ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
	DEALINGS IN THE SOFTWARE.

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3. COMPILING
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If you are interested in compiling the source files, then please read the following.  Compiling the source is helpful if you are using the code in some form or for ports to other operating systems.

******* WINDOWS ********
Windows compilation should be reasonably straight forward.  You have to have 		allegro	version 4.2.0 installed on your machine.
Other than that, it should be as simple as compiling like you always do through whatever IDE you are using.

******* LINUX *********
NOTE:  Linux distribution is incomplete and untesetd.

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4. MINIMAL REQUIREMENTS
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OS:  		Windows 98/2000/ME/XP
Processor:  	1.0 GHz / Pentium III
Memory: 	512MB
NOTE:		Game may not run on older computers and is untested with the currently listed minimal requirements.

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5. How to Play
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As of now, you just run around fighting monsters.  Content is still being built and added,
but the main world is there for you to explore.

CONTROLS
Press "M" to go to the menu when not in battle.
 - Then, just press the GREEN letter of any option to perform it.  "Item" and "Equip" are 
   unfunctional at this point.
 - The "Party Leader" option selects the character to be the party leader

There is a quick help screen for how to do battles in-game on the first battle.

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6. Additional Game Elements
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The monster AI.  Currently there are seven different types of monsters.  They are:

1 Random Striker
2 Attack Weakest
3 Attack Strongest
4 Attack Party Leader
5 Attack non-Party Leader
6 Special When Strong
7 Special When Weak

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7. Scoring
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There's no scoring, but you can get XP to raise the level of your characters (which
makes them stronger and able to fight harder monsters).

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8. Change Log
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The Change Log reflects all the changes that happened AFTER the entry was submitted to ChristmasHack 
and the time spent to do them.  This is to show what all I intended for the entry but to also show 
that I didn't finish a lot during the competition.

12/24/06 (1:28 AM - 4:00AM)
    * Created zones 5,6,and 7 for the Jericho Desert
    * Connected zones in data
    * Redid entire zone 4 for Jericho Desert
    * Play tested

12/24/06 (3:00 PM - 4:30 PM)
    * New monsters
    * New monster patterns
    * Testing new monsters
    * Adrenaline Rush and Tired factors worked into battle engine
12/25/06 (3:00 AM - 4:00 AM)
    * Downloaded all monsters for game (from Lufia II)
    * Wrote stats for ALL the monsters in the valley (10 in total)
    * Setup 16 different monster groups using the 10 above
    * Added proper monster areas to the first zone of Jordan's Valley
    * Tested game balance
    * New Background image

12/25/06 (4:39PM - 6:00Pm)
    * Save bug fixed
    * Monster auto-target fixed
    * Hid mouse during gameplay
    * Kept atb bar from going negative
    * Fixed sector bug
    * Attack Calculations balanced
    * Monsters set for two more zones of Jordan's Valley
    * Play Tested

12/26/06 (11:05AM - 12:20PM)
    * Added monsters to the rest of the Jordan Valley
    * Play tested

12/26/06 (11:08PM - 2:06AM [Off and on, since I got paged at work...])
    * Fixed monsters special attack
    * Added bufs (based on Tired vs Rush) to hitting as well
    * Slowed down the blob
    * Buffed up later monsters
    * Checking appropriate tile vs monster area
    * added a "Game Over" section
    * More engine balancing
    * Converted all remaining monsters to PCX format

12/27/06 (9:30AM - 12:00ish [off and on])
    * Monsters for all zones
    * Play Testing

12/28/06 (12:34AM - 1:16AM)
    * Fixed level up bug
    * Added Easter Egg
    * Set max level limitations
    * Added "Taunts" to battle system
    * Changed Desert Background

12/28/06 (Morning)
    * Play Testing

12/28/06 (8:45PM - 10:30PM)
    * Battle Help Screen
    * Added intro music
    * Added a few sfx
    * Fixed bug in zone 5 of Jericho
    * Play Tested
    * Finally finished up readme

1/4/07 (7:37PM - 8:07PM)
    * Added NPC's to datafiles and game system
    * Sorting NPC's and drawing order complete!

1/4/07 (10:13PM - 10:30PM)
    * Got the NPCs to talk :)

1/7/07 (5:13PM - 7:13PM
    * Advancing NPC chat system (including having npc's say different things based on plot_id)
    * Added text box
    * Wrapping text in chat box

1/7/07 (11:50PM - 1:02AM)
    * Fixing bugs from previous additions



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9. Designer's Cut
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The engine for this game was made during 6 days of ChristmasHack '06.  The changelog reflects 
what changes happened after CH.  I had a lot of fun, just like when I was making Scourge.  I 
have a few ideas for a more advanced battle system, and The Three Magi is motivating me to do
so.  I want to finish all the intended content for this game before I move on to do a bigger (and
better) RPG idea that's been brewing in my head for some time.  And who knows, after that, I might
make that SimRPG game I've been talking about...

-Steven Silvey
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10. Inspirations
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1)  Final Fantasy VI (and others)
2)  Fenix Blade (THE allegro game to get you fired up about making an RPG via allegro)

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11. Software
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1)  Microsoft Visual C++ (7.0 with .NET)
2)  PAINT
3)  Photoshop Elements 3.0 (for several facelifts)
4)  Notepad (who can forget notepad?)
5)  Secure Shell (transferring files)

Libraries
allegro - Graphics library.
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12. Credits
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Programmer / Designer
Steven Silvey

Music from Final Fantasy VI downloaded from vgmusic.com
Graphics from charas.project.net
SFX from www.therecordist.com

Special Thanks
Shawn Hargreaves
Matthew Leverton
Brittainy Silvey

Solo Games
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13. Contact
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spsilve@uark.edu		