sebastian
09 July 2007, 01:19 AM
http://i126.photobucket.com/albums/p105/unoseb/dummies.png
Hi Remember Me Sebastian? Well during the down time of the forums i decided to re-write my Guide to making a Game/FanGame, I also would like to thank Harods for giving me the inspration to start this guide. Check out his Guide, Link at the bottom of this Guide.
http://i196.photobucket.com/albums/aa279/cpwidget/g.png
What do i need to create a useful Program/Fan Game?
First you need to know whether you want to create programs that run on your (or some other) computer, or if you want to write web pages that either just display information or have some functionality involved. If you don’t really know yet, do not worry! The information on this site will give you a good background to figure out where you want to go.
You will find that most books and websites you encounter on programming generally show you text programs. This style of programming goes back to the days of prompt-based computing. Some of you may remember using DOS or perhaps a VAX system in school, where you had to enter commands on a command line (“c:\>”) to get things done. Since most programming languages were written when command line interface was the primary interface, many of the instructional manuals you will find use this method of teaching. You are probably much more interested in creating windows based programs, those that run in an open window in your current operating system. The windows and tools commonly used in the windows (menus, help files, open and save files, etc) are found in what is called an Integrated Development Environment (IDE). These environments provide the tools you can drag and drop into your programs so you don’t have to write these types of tool from scratch - a very useful innovation. Given that most teaching texts stress the command line interface, this can be confusing for the person who is trying to learn and understand programming. You probably aren’t interested in writing command line interface programs, yet that is most of what is being taught. Rest assured, there are ways to easily write windows applications. Visual Basic is built to write Windows applications specifically. Languages like C and C++ weren’t designed for Windows specifically, but using IDE tools like Microsoft Visual C++ and Borland C++ Builder you can adapt your knowledge to Windows based programs.
If you wish to create webpages or programs that function on the web, you have a few roads you can choose. If you would just like to create webpages with text and graphical content, HTML is probably the best choice for you. If you want to create more interactive pages or pages with more advanced content, learning PHP and MySQL may be appropriate depending on what exactly it is you want to do. If you want to create rather advanced programs that use the internet to function, the more complex uses of Java may be what you are looking for.
Installers:
Installers, want to make a game with a installer like you see all them big game developers use?
Well Heres some free Software to create a installer:
http://www.jrsoftware.org/isdl.php
http://www.clickteam.com/eng/installcreator.php
Describing your game:
If you want someone to download your game I would describe it In a very detailed way, add how much memory the download is and where your downloading it from. Like the country or state. Or just anything else you want to add.
Organizing your game:
Organizing your game I would recommend downloading Programmers Notepad where you can make Notes and write scripts.
http://www.pnotepad.org/
Help:
I found this AWESOME! Forum that provides help and tutorials on the following thing:
Flash
Gimp
Photoshop
Paint Shop Pro
Macromedia Fireworks
3D Max
Blender 3D
Cinema 4D
Light wave 3D
CSS
Dream Weaver
HTML
Java
JavaScript
MM Fusion
And a heck lot more, one of the best Forums for help I have seen.
http://www.vbforums.com/
And I also found this site with tutorials and a forum:
http://www.devppl.com/
Copyright:
Lots of people ask how do I copyright my game?
Well ive dug up some Copyright Information:
http://www.copyright.gov/help/faq/
http://www.cendi.gov/publications/00-3copyright.html
http://www.copyright.gov/circs/circ61.html
Names:
Naming a game is a important thing, try to make it about what it is for example if it’s a fan game Heres some names:
Flippers (Not Taken)
Waddles (Rod Regos Game)
Names like that, im sure if you stick your head into it you will
File Hosts (Downloadable Games):
Heres some Free services to host your downloadable games on:
http://www.filefront.com (Max of 1 GB) <Highly recommended Fast Upload
http://www.box.net/ ( Max of 10 MB)
http://www.putfile.com (Max of 10 MB)
http://www.willhostforfood.com/ (Max of 250 MBs)
File Hosts (Online Games):
File hosts for a online games you can either create a website and host it there, or host it on ImageShack there’s a lot more Hosters out there, But ImageShack is the only one ive discovered.
Beta Testers:
Beta Testers test your game before you release it to the public, they test for bugs and glitches I recommend having between 25 – 100 Beta Testers to test your game.
Screenshots:
Making screenshots for your game is a good way to con someone into downloading your game if it is a large file. Take Screenshots of the best parts of your game, to take a screenshot press the print screen button located at the panel on top of the arrow keys. Then go into editing software. For Example MS Paint and press Crtl+V and then sav the picture then upload it to a image hoster, Heres some good image Hosters:
http://www.photobucket.com
http://www.imageshack.us
http://www.tinypic.com
Websites:
Making a Website for your game is and isn’t a really good idea, Google Domains for a .com, .net, .info, .org, Also check out Harods Thread on Free Website Services.
Competitions:
Competitions are a great way to let other people choose the Beta Item or A name for your game, it gives the community a choice of what they want in a fan game.
http://i196.photobucket.com/albums/aa279/cpwidget/gm.png
GML, GML stands for Game Maker Laungage. Which you use in Scripts and Codes.Heres some greate Game Maker Sites that have Examples and Games made on Game Maker:
www.64digits.com/ (http://www.64digits.com/)
www.gamemaker.nl (http://www.gamemaker.nl)
Ive managed to take the time and type up a couple of pages on learning GML:
----------------------------------------------------------------------------
ONE1 - About this Tutorial
----------------------------------------------------------------------------
You may think this is yet another confusing tutorial attempting to explain how game maker's coding works. Well let me just say that I'm here to help all of you who REALLY want to learn it but don't want to take classes or attempt to understand some of the mumbo jumbo of the other GML tutorials out there.
I promise I will do what I can to stay away from using technical terms. I'll talk as if you guys have no idea what your doing. This should help you understand things alot better. I DO recommend you at least know the basics of D&D (Drag and Drop) to understand my tutorial.
The BOLD text is commands and the non-bold text is the parts you need to change. (for TWO2 and THREE3)
P.S. This tutorial is ment to teach you GM6 or above and may not be completely accurate for GM5.3 or below.
----------------------------------------------------------------------------
TWO2 - Basic setup of GML
----------------------------------------------------------------------------
Starting with the very basics here. You'll notice that the basic setup is the same as D&D (Drag and Drop) if you just read through it like a normal sentence. Also, note that capital letters DO matter! The built-in commands will always be lower case.
if something
do this
By replacing "something" with something such as a variable, you can tell GM what to do but only if it meets a requirement. Lets start by worrying about "something" rather then the "do this" part for now.
if Timer=1
do this
That code will do whatever as long as the variable "Timer" equals 1. You can also use < (less then) or > (greater then) in the place of the = sign. Remember "timer" and "Timer" are different so be sure to use correct capitalization!
if Timer>1
do this
if Timer > 1
do this
Here I just want to point out that spaces between everything doesn't really matter. The above code is the EXACT same as the one below it. They read the same so it's just a matter of what is easier to read for you.
if Timer >= 1
do this
Another thing you can do is use two >, =, or < signs. GM understands >= as being "greater than or equal to". Also, instead of using a variable, you can use a command. The "if" commands are listed in the codeing box at the bottom when you start to type. All of which are explained in the help file. (GM manual)
if distance_to_object(me) = 10
do this
This may look like a big jump from the above codes but lets take a look at it. If the distance to the object "me" is equal to 10, it will do the code. (thats 10 pixels by the way) For this command, you probably would want to use > or < instead. This command is often used in enemy AI to detect how far from the player the enemy is or how far from a certain object. There is a section of this tutorial where I explain a bunch of commands such as this one. Check the index.
if distance_to_object(me) > 50 && Timer > 1
do this
Ok, this code is a little harder to understand but still easy to use. "&&" means just that... it means "and". So this code means, if the object "me" is further then 50 pixels away from this object AND this object's variable "Timer" is equal to 1, it will run the "do this" part of the code. Remember it will NOT do anything unless it meets both requirements. You can add as many requirements as you want by just putting more and more &&'s in there...
if Timer > 1 && < 10
do this
Can you see anything wrong with this code? Yes it is WRONG and GM will point that out. When using &&, it's kinda like using "if" only it's mixing it with another. When using &&, you must repeat the command or variable as if it were separate. Doing the above code makes GM think "if what is less then 10???"
if Timer > 1 && Timer < 10
do this
This code is helpful because it will only do the code when the variable is within the range of 2 to 9.
if Timer >= 1 && Timer <= 10
do this
This is basically the same as the one before it only you can see I added some = signs in there. Instead of checking if it's only greater then or less then, now it will also accept it if it's equal to it which makes it give you a range from 1 to 10. VERY important you remember that if one of the symbols are going to be an = sign, that it's second. <> also would work. Basically checking to make sure it is not the amount.
if not Timer = 1
do this
Now this code looks a little different but it is just like using <> only it looks better and may be a little easier to read. (if Timer <> 1) There is yet another way to use not...
if Timer ! = 1
do this
That code is the exact same as the last. placing a ! in there works EXACTLY like putting "not". Using this and && in there you can make your codes looks pretty complicated. :) Also, note that functions (almost anything but variables) need the ! before it instead of after. An easy way to know when it's before or after is if it has an = sign or not. If it does, it comes before the = sign. If not it comes before the function itself.
if Timer = 1 || Timer = 2
do this
This is the last of the shortcuts i'm gonna tell you about. Putting || in your code is like placing a mirror in there. This code will activate if Timer is equal to 1 OR equal to 2. Yes, this is a replacement for putting in "or". The | lines are made by holding shift and pressing the button above your enter key.
Now lets look further into the same codes as before but mess with the "do this" part.
if x = 255
x = 100
This code would check to see if the object's x value is exactly equal to 255. If it is then it will change the x value to the value 100 ; jumping your object to a different spot in the room.
if Timer >= 10
move_towards_point(10,20,30)
That code will check if Timer is equal or over 10. If it is, it will move the object towards the point 10x20 at the speed of 30. How about we add more then one effect?
if Timer ! = 2 {
move_towards_point(10,20,30)
Timer = 2 }
Ok, now it's starting to look like code huh. Just break it down and see what it says. If timer is NOT (notice the ! in there making it mean not) equal to 2, it will move towards the point AND change Timer equal to 2 making the code not do anything else. Using { and } in your code is just like using brackets in D&D. If you have more then one effect, you will need to add { after the "if" part and then add a } at the end if the entire effect list. If you are using &&, you still only need one set of brackets.
if Timer = 1 && distance_to_object(me) < 10 && x >= 10{
x = 1
y = 2
}
Notice I used 3 ifs but I still only need 1 set of brackets. You'll never need more then one set unless you have a requirement inside of a requirement like this.
if Timer = 1 || Timer = 2{
x = 300
y=200
if Timer = 2{
Timer = 3
}}
If Timer is equal to 1 or equal to 2, it will move the object to 300x200 and if Timer was 2, it changes Timer to 3. Remember this code would still activate if Timer is 1 but it just will remain 1 at the end of this code.
Also, remember you don't always need to use an "if" in your code.
Timer += 1
If your code is in the step event of an object, putting this code will make it constantly raise the value of "Timer" by 1.
Timer = 1
This IS different because it would change the value of "Timer" to the value of 1 meaning it will just keep changing it to 1 (if put under step). If your going to do something like that, (for lag reasons) you may want to use something like this...
if Timer ! = 1
Timer = 1
Now again, assuming this code is under the "step" event of an object, this code will ONLY change Timer to 1 if it isn't already 1. Using the last code will be changing Timer to 1 every step of the game. Doing that kind of thing too many times WILL cause lag eventually because it's constantly loading those.
Also, another helpful thing to learn is how to effect an object with the code being in another object.
x = Me.x
If there is an object named "Me" in the room and you run this code from another object, it will change the x value of this object to the object "Me"'s x value. Still with me?
x = Me.x
y = Me.y
This code will make the object 'stick' to the object "Me" by keeping the x and y values the same Keep in mind it will only update every time you run the code. If in step and you havent changed the game speed, it will "jump" to the object 30 times each second. It's common to see it trail behind you by a few pixels before updating again. I'd recommend drawing a sprite for this instead of using objects but anyways...
x += 1
This code is most likely the type of code used in most platformers or RPGs. If put into the "keyboard left" event of an object, it will rapidly move the object to the right. using a - (minus) sign instead of the plus sign will cause it to go backwards making it (in this case) go left.
You should now know some of the major parts of coding. Now all that is left is learning the built-in codes from D&D and maybe a few more even. I'd recommend checking the help file (Game Maker Manual) and click the index tab. Then start to type some stuff in or use the search tab if you have no idea of the code you need. Anyways, here are some important ones...
Hi Remember Me Sebastian? Well during the down time of the forums i decided to re-write my Guide to making a Game/FanGame, I also would like to thank Harods for giving me the inspration to start this guide. Check out his Guide, Link at the bottom of this Guide.
http://i196.photobucket.com/albums/aa279/cpwidget/g.png
What do i need to create a useful Program/Fan Game?
First you need to know whether you want to create programs that run on your (or some other) computer, or if you want to write web pages that either just display information or have some functionality involved. If you don’t really know yet, do not worry! The information on this site will give you a good background to figure out where you want to go.
You will find that most books and websites you encounter on programming generally show you text programs. This style of programming goes back to the days of prompt-based computing. Some of you may remember using DOS or perhaps a VAX system in school, where you had to enter commands on a command line (“c:\>”) to get things done. Since most programming languages were written when command line interface was the primary interface, many of the instructional manuals you will find use this method of teaching. You are probably much more interested in creating windows based programs, those that run in an open window in your current operating system. The windows and tools commonly used in the windows (menus, help files, open and save files, etc) are found in what is called an Integrated Development Environment (IDE). These environments provide the tools you can drag and drop into your programs so you don’t have to write these types of tool from scratch - a very useful innovation. Given that most teaching texts stress the command line interface, this can be confusing for the person who is trying to learn and understand programming. You probably aren’t interested in writing command line interface programs, yet that is most of what is being taught. Rest assured, there are ways to easily write windows applications. Visual Basic is built to write Windows applications specifically. Languages like C and C++ weren’t designed for Windows specifically, but using IDE tools like Microsoft Visual C++ and Borland C++ Builder you can adapt your knowledge to Windows based programs.
If you wish to create webpages or programs that function on the web, you have a few roads you can choose. If you would just like to create webpages with text and graphical content, HTML is probably the best choice for you. If you want to create more interactive pages or pages with more advanced content, learning PHP and MySQL may be appropriate depending on what exactly it is you want to do. If you want to create rather advanced programs that use the internet to function, the more complex uses of Java may be what you are looking for.
Installers:
Installers, want to make a game with a installer like you see all them big game developers use?
Well Heres some free Software to create a installer:
http://www.jrsoftware.org/isdl.php
http://www.clickteam.com/eng/installcreator.php
Describing your game:
If you want someone to download your game I would describe it In a very detailed way, add how much memory the download is and where your downloading it from. Like the country or state. Or just anything else you want to add.
Organizing your game:
Organizing your game I would recommend downloading Programmers Notepad where you can make Notes and write scripts.
http://www.pnotepad.org/
Help:
I found this AWESOME! Forum that provides help and tutorials on the following thing:
Flash
Gimp
Photoshop
Paint Shop Pro
Macromedia Fireworks
3D Max
Blender 3D
Cinema 4D
Light wave 3D
CSS
Dream Weaver
HTML
Java
JavaScript
MM Fusion
And a heck lot more, one of the best Forums for help I have seen.
http://www.vbforums.com/
And I also found this site with tutorials and a forum:
http://www.devppl.com/
Copyright:
Lots of people ask how do I copyright my game?
Well ive dug up some Copyright Information:
http://www.copyright.gov/help/faq/
http://www.cendi.gov/publications/00-3copyright.html
http://www.copyright.gov/circs/circ61.html
Names:
Naming a game is a important thing, try to make it about what it is for example if it’s a fan game Heres some names:
Flippers (Not Taken)
Waddles (Rod Regos Game)
Names like that, im sure if you stick your head into it you will
File Hosts (Downloadable Games):
Heres some Free services to host your downloadable games on:
http://www.filefront.com (Max of 1 GB) <Highly recommended Fast Upload
http://www.box.net/ ( Max of 10 MB)
http://www.putfile.com (Max of 10 MB)
http://www.willhostforfood.com/ (Max of 250 MBs)
File Hosts (Online Games):
File hosts for a online games you can either create a website and host it there, or host it on ImageShack there’s a lot more Hosters out there, But ImageShack is the only one ive discovered.
Beta Testers:
Beta Testers test your game before you release it to the public, they test for bugs and glitches I recommend having between 25 – 100 Beta Testers to test your game.
Screenshots:
Making screenshots for your game is a good way to con someone into downloading your game if it is a large file. Take Screenshots of the best parts of your game, to take a screenshot press the print screen button located at the panel on top of the arrow keys. Then go into editing software. For Example MS Paint and press Crtl+V and then sav the picture then upload it to a image hoster, Heres some good image Hosters:
http://www.photobucket.com
http://www.imageshack.us
http://www.tinypic.com
Websites:
Making a Website for your game is and isn’t a really good idea, Google Domains for a .com, .net, .info, .org, Also check out Harods Thread on Free Website Services.
Competitions:
Competitions are a great way to let other people choose the Beta Item or A name for your game, it gives the community a choice of what they want in a fan game.
http://i196.photobucket.com/albums/aa279/cpwidget/gm.png
GML, GML stands for Game Maker Laungage. Which you use in Scripts and Codes.Heres some greate Game Maker Sites that have Examples and Games made on Game Maker:
www.64digits.com/ (http://www.64digits.com/)
www.gamemaker.nl (http://www.gamemaker.nl)
Ive managed to take the time and type up a couple of pages on learning GML:
----------------------------------------------------------------------------
ONE1 - About this Tutorial
----------------------------------------------------------------------------
You may think this is yet another confusing tutorial attempting to explain how game maker's coding works. Well let me just say that I'm here to help all of you who REALLY want to learn it but don't want to take classes or attempt to understand some of the mumbo jumbo of the other GML tutorials out there.
I promise I will do what I can to stay away from using technical terms. I'll talk as if you guys have no idea what your doing. This should help you understand things alot better. I DO recommend you at least know the basics of D&D (Drag and Drop) to understand my tutorial.
The BOLD text is commands and the non-bold text is the parts you need to change. (for TWO2 and THREE3)
P.S. This tutorial is ment to teach you GM6 or above and may not be completely accurate for GM5.3 or below.
----------------------------------------------------------------------------
TWO2 - Basic setup of GML
----------------------------------------------------------------------------
Starting with the very basics here. You'll notice that the basic setup is the same as D&D (Drag and Drop) if you just read through it like a normal sentence. Also, note that capital letters DO matter! The built-in commands will always be lower case.
if something
do this
By replacing "something" with something such as a variable, you can tell GM what to do but only if it meets a requirement. Lets start by worrying about "something" rather then the "do this" part for now.
if Timer=1
do this
That code will do whatever as long as the variable "Timer" equals 1. You can also use < (less then) or > (greater then) in the place of the = sign. Remember "timer" and "Timer" are different so be sure to use correct capitalization!
if Timer>1
do this
if Timer > 1
do this
Here I just want to point out that spaces between everything doesn't really matter. The above code is the EXACT same as the one below it. They read the same so it's just a matter of what is easier to read for you.
if Timer >= 1
do this
Another thing you can do is use two >, =, or < signs. GM understands >= as being "greater than or equal to". Also, instead of using a variable, you can use a command. The "if" commands are listed in the codeing box at the bottom when you start to type. All of which are explained in the help file. (GM manual)
if distance_to_object(me) = 10
do this
This may look like a big jump from the above codes but lets take a look at it. If the distance to the object "me" is equal to 10, it will do the code. (thats 10 pixels by the way) For this command, you probably would want to use > or < instead. This command is often used in enemy AI to detect how far from the player the enemy is or how far from a certain object. There is a section of this tutorial where I explain a bunch of commands such as this one. Check the index.
if distance_to_object(me) > 50 && Timer > 1
do this
Ok, this code is a little harder to understand but still easy to use. "&&" means just that... it means "and". So this code means, if the object "me" is further then 50 pixels away from this object AND this object's variable "Timer" is equal to 1, it will run the "do this" part of the code. Remember it will NOT do anything unless it meets both requirements. You can add as many requirements as you want by just putting more and more &&'s in there...
if Timer > 1 && < 10
do this
Can you see anything wrong with this code? Yes it is WRONG and GM will point that out. When using &&, it's kinda like using "if" only it's mixing it with another. When using &&, you must repeat the command or variable as if it were separate. Doing the above code makes GM think "if what is less then 10???"
if Timer > 1 && Timer < 10
do this
This code is helpful because it will only do the code when the variable is within the range of 2 to 9.
if Timer >= 1 && Timer <= 10
do this
This is basically the same as the one before it only you can see I added some = signs in there. Instead of checking if it's only greater then or less then, now it will also accept it if it's equal to it which makes it give you a range from 1 to 10. VERY important you remember that if one of the symbols are going to be an = sign, that it's second. <> also would work. Basically checking to make sure it is not the amount.
if not Timer = 1
do this
Now this code looks a little different but it is just like using <> only it looks better and may be a little easier to read. (if Timer <> 1) There is yet another way to use not...
if Timer ! = 1
do this
That code is the exact same as the last. placing a ! in there works EXACTLY like putting "not". Using this and && in there you can make your codes looks pretty complicated. :) Also, note that functions (almost anything but variables) need the ! before it instead of after. An easy way to know when it's before or after is if it has an = sign or not. If it does, it comes before the = sign. If not it comes before the function itself.
if Timer = 1 || Timer = 2
do this
This is the last of the shortcuts i'm gonna tell you about. Putting || in your code is like placing a mirror in there. This code will activate if Timer is equal to 1 OR equal to 2. Yes, this is a replacement for putting in "or". The | lines are made by holding shift and pressing the button above your enter key.
Now lets look further into the same codes as before but mess with the "do this" part.
if x = 255
x = 100
This code would check to see if the object's x value is exactly equal to 255. If it is then it will change the x value to the value 100 ; jumping your object to a different spot in the room.
if Timer >= 10
move_towards_point(10,20,30)
That code will check if Timer is equal or over 10. If it is, it will move the object towards the point 10x20 at the speed of 30. How about we add more then one effect?
if Timer ! = 2 {
move_towards_point(10,20,30)
Timer = 2 }
Ok, now it's starting to look like code huh. Just break it down and see what it says. If timer is NOT (notice the ! in there making it mean not) equal to 2, it will move towards the point AND change Timer equal to 2 making the code not do anything else. Using { and } in your code is just like using brackets in D&D. If you have more then one effect, you will need to add { after the "if" part and then add a } at the end if the entire effect list. If you are using &&, you still only need one set of brackets.
if Timer = 1 && distance_to_object(me) < 10 && x >= 10{
x = 1
y = 2
}
Notice I used 3 ifs but I still only need 1 set of brackets. You'll never need more then one set unless you have a requirement inside of a requirement like this.
if Timer = 1 || Timer = 2{
x = 300
y=200
if Timer = 2{
Timer = 3
}}
If Timer is equal to 1 or equal to 2, it will move the object to 300x200 and if Timer was 2, it changes Timer to 3. Remember this code would still activate if Timer is 1 but it just will remain 1 at the end of this code.
Also, remember you don't always need to use an "if" in your code.
Timer += 1
If your code is in the step event of an object, putting this code will make it constantly raise the value of "Timer" by 1.
Timer = 1
This IS different because it would change the value of "Timer" to the value of 1 meaning it will just keep changing it to 1 (if put under step). If your going to do something like that, (for lag reasons) you may want to use something like this...
if Timer ! = 1
Timer = 1
Now again, assuming this code is under the "step" event of an object, this code will ONLY change Timer to 1 if it isn't already 1. Using the last code will be changing Timer to 1 every step of the game. Doing that kind of thing too many times WILL cause lag eventually because it's constantly loading those.
Also, another helpful thing to learn is how to effect an object with the code being in another object.
x = Me.x
If there is an object named "Me" in the room and you run this code from another object, it will change the x value of this object to the object "Me"'s x value. Still with me?
x = Me.x
y = Me.y
This code will make the object 'stick' to the object "Me" by keeping the x and y values the same Keep in mind it will only update every time you run the code. If in step and you havent changed the game speed, it will "jump" to the object 30 times each second. It's common to see it trail behind you by a few pixels before updating again. I'd recommend drawing a sprite for this instead of using objects but anyways...
x += 1
This code is most likely the type of code used in most platformers or RPGs. If put into the "keyboard left" event of an object, it will rapidly move the object to the right. using a - (minus) sign instead of the plus sign will cause it to go backwards making it (in this case) go left.
You should now know some of the major parts of coding. Now all that is left is learning the built-in codes from D&D and maybe a few more even. I'd recommend checking the help file (Game Maker Manual) and click the index tab. Then start to type some stuff in or use the search tab if you have no idea of the code you need. Anyways, here are some important ones...