Syraphage Demo Build 3
        (C) 1997-1998 Alphx Software
        All rights reserved.
        See us on the web at: http://home.OneStop.net/Alphx
        READ THIS DOCUMENT! VERY IMPORTANT INFO!

Syraphage Is:
        Head Programmer - Alex Varanese
        Artist - Alex Varanese
        3D Graphics & Equipment - Alan McConnell/Alex Varanese
        Idea Guy - Zach Thomas

Questions? Comments? Suggestions?
Send all E-Mail regarding Syraphage to:

        LordQBASIC@aol.com
	JubeiX3@HotMail.com

Also visit my web site at (Contains the Official Syraphage HomePage):
        http://members.tripod.com/~JubeiX3/Index.HTM

Syraphage is a large-scale project that was started in early-mid July of
1997. There isn't any scheduled release date for the final version, but
some time in late '98 or early-mid '99 is estimated. It's an RPG style game,
much like Dragon Warrior/Dragon Quest or Final Fantasy, also set in a mideval
psuedo-european era.

      Current System Requirements:
       386 or Better (Pentium Strongly Recommened)
       VGA Adapter Card
       App. 300k
       XMS Support

NOTE: If you are using PKUNZIP for DOS, make sure to include the -D option
      after the filename before extracting-- this will extract Syraphage's
      directories as well as the game files.

      Example: D:\PKUNZIP Syraph.ZIP -D

      Syraphage will not run without directories extracted-- this is
      important. If you've already extracted the demo without the -D
      option, delete the extracted files and unzip Syraph.ZIP again.

NOTE: If you are using a Pentium 166 or higher, it'd be a good idea to enable
      the VSync option-- this will somewhat slow down the pixel scrolling, but
      will seriously reduce any flicker you may experience.

Build 3 (5.3.98)

TONS OF STUFF DONE! All the buildings in town work. Added new tilesets for
the inn, weapon shop, magic shop, and some houses, added more tile animations.
Tile animations temporarily disabled due to lack of proper assembly routines.
Fixed the ever elusive ColDetect bug which allowed the player to walk "under"
certain tiles. Very easy solution-- it was right under my nose the whole time.
An overworld (yes soon you'll be able to leave the town!) should be in the
works within a build or two. Fixed a small number of corrupt tiles. Changed
initialization and outro screens. FULL XMS SUPPORT! ShowMsg bug which
prevented text from being displayed when a message is sent to the user fixed.
Worked more on status menu screen, added Quest item. SERIOUSLY improved error
handling, added extensive XMS error handling too. Updated collision detection
data, and other stuff to accomadate the new tiles that XMS allows me to use.
It's been a long and tough build, but it was worth it! (Right???) Finally
replaced the wooden fencing around the town with tres for linking it to other
maps, namely the overworld. Even added more to the plot! Plans for 4: Add
a test overworld map (Yay!!!)

Build 2 (First Official Release - 3.23.98)

This is the first available demo of Syraphage. Build 1 is only avaiable
to a few of my friends. Build 2 was a lot of work. A lot of art. Event
handler is fully implemented in the code, but is not used by anything yet.
Scroller engine is working; flickery. No sound engine yet. Most likely
not for a while. Custom ASM comming-- future builds of this game will run
at breakneck speeds. Mark my words.

Build 1 (Unreleased):

Started in early summer '97. Contains the first version of the scrolling
engine (You may experience noticable flicker on 486's and below). Contains
basic events engine (collision detection, some character interaction and
working map links). No music, battles, or cut scenes. The view for this
build is entirely 2D from a birds-eye perspective. Pixel scrolling is
sometimes hard to notice on Pentium II machines. Use arrow keys to move,
space to open doors and talk, <ESC> to exit to menu. Contains menu screen,
status screen, but no load game or options interface yet. I finally fixed
a bug in the LoadMap routine, which delayed this first demo by quite some
time. Everyone pray it doesnt show up again-- it was pretty nasty.
