The workflow that was used to develop Frantic in 1992
=====================================================

Coding:
======================================================================================================
Tools:
- Assember: GEN80.COM, versie 2.04 (HiSoft 1987).
- Text-Editor (ANMA used TED, version 2.6 by M.J. Vriend)
Workflow:
- Edit source code (.GEN files)
- Assemble source code (run GEN80.COM from MSX-DOS), like:  A>GEN80 GAME.GEN
- Optionally rename binary output file (which has .COM extention by default)
- Run binary, either directly or using a MSX-BASIC loader.
(see "Frantic - code" subfolder for more info about code)


Graphics:
======================================================================================================
Tools:
- Drawing tool: Sony Halos (shipped with Sony HB-F700P)
- Custom MSX-BASIC tools for convertion of sprites, etc (not all available anymore?)
Workflow:
- Draw graphics in Sony Halos
  - Initially use Halos' custom file format (.SCR extention), because it has advantages.
  - Save as .SC5 extension when finished to be able to use the file from MSX-BASIC.
- Optionally do conversions in MSX-BASIC, like sprite data conversions.
- Make graphic data more compact by crunching it with the little ANMA 'CRUNCH' tool.
- The result is a binary that is loaded and uncrunched by the loader of the game.
(see "Frantic - graphics" subfolder for more info about graphics)


Music:
======================================================================================================
Tools:
- tracker: ANMA 'RED' (Recorder/EDitor)
- converter-tool: to convert the .AMU to a .CON/.MUS file
Workflow:
- Edit/record music in ANMA's RED
- Convert .AMU file to .CON file using the converter-tool
- Rename .CON (=CONverted) to .MUS (used in game products)
- This .MUS music binaries are loaded by the loader and played by the replayer.
(see "Frantic - music" subfolder for more info about music)



Sound effects:
======================================================================================================
Tools:
- No tools (just MSX-BASIC at first)
Workflow:
- For PSG-sound effects: design a sound effect using SOUND statements in MSX-BASIC.
- For FM/OPLL-sound effects: design a sound effect using 'CALL AUDREG(..)' statements in MSX-BASIC.
- Convert this MSX-BASIC routines manually to ANMA's sound effect-data format.
(see "Frantic - music" subfolder for more info about sound effects)



Jobs / Stages:
======================================================================================================
Tools:
- ANMA's FReditor (to design most of the Frantic Job)
- Text-Editor and GEN80.COM assembler (for creating meta-data, enemy data and moving platforms)
Workflow:
- Use FReditor to create a Job (except for meta-data, enemy data & moving platforms)
- Using FReditor, save the JOB, like 'STAGE?.JOB'
- Edit 'STAGE?.GEN' to design the meta-data, enemy data & moving platforms
- Assemble 'STAGE?.GEN' with 'GEN80.COM', which results in the 'STAGE?.COM' binary file.
- Concatenate 'STAGE?.JOB' and 'STAGE?.COM' to create 'FRANTIC?.JOB'
(see "Frantic - jobs and FReditor" subfolder for more info about Frantic Jobs)






