Hey.

Just thought that I'd give you a few pointers about the development code.

First: Because of all the graphics and code which are loaded in right now,
the program will not run in the IDE.  In other words, you have to compile
it into an EXE before you can run it.

Second: EF.BAS is the main module so that's the one you want loaded, otherwise
it would probably be wierd.  Don't worry, the file will automatically load
all of the other neccessary bas files including the EF.BI file which is a
file where all of the global variables are declared as well as the subs and
whatnot.  I'll show you how to get into it in person, if you're eager though
you can figure it out for yourself, it's not too tough.

Third: It might be a thought to read through the code, this way you'll have
an understanding of how everythings works.  I didn't comment the code to
save space.  The one thing which you MUST read and understand is the
DrawLocation sub as this is the main engine of the game and what will be
drawing your graphics on the screen for the maze part.  Once you have an
understanding of it, you can improve if you wish and make a better pseudo 3d
engine.  I was also nice and included my 3drpg.zip file which is an earlier
version of just the engine so you can grasp it as quickly as possible.  Using
DirectQB along with my engine, you could come up with a Shining the Holy Ark
engine with releative ease, plus you wouldn't need to draw as many gfx.

Well, that's all of the main things I can think of.  Just keep a backup of
everything I've given you zipped and play around with the unzipped version.
This way, should something go wrong, you can always recover.  The code for
all of this is complicated since there's so much of it, but I'm pretty
certain that it should be easy to figure out if you spend some time.

Good luck on the new version of Lith, and always let me know how the project
is going so that I can add my input to it.

Cheers!

DarkDread
