Here is the system program
**************************************
*System.prg                             *
*RPG Toolkit Development System, 2.0    *
*System Library.                        *
*Copyright 1999 By Christopher B.       *
*Matthews                               *
*****************************************
* This library gives access to extended *
*RPGCode commands.                      *
*****************************************
*****************************
* #Pause()                  *
*****************************
* Waits for a key press.    *
*Ignores arrow keys.        *
*****************************
#Method Pause()
{
    #pause_done!=0
    #While(pause_done!==0)
    {
        #Wait(pause_wait$)
        #If(pause_wait$~="UP")
        {
            #If(pause_wait$~="DOWN")
            {
                #If(pause_wait$~="LEFT")
                {
                    #If(pause_wait$~="RIGHT")
                    {
                        #pause_done!=1
                    }
                }
            }
        }
    }
    #Kill(pause_done!)
    #Kill(pause_wait$)
}
**********************************
* Causes a graphic to move from
* x1,y1 to x2,y2
* mgFilename$ is the filename of the graphic.
* mgspeed! is the speed (1 is fast, 0.5 is slower)
**********************************
#method moveGraphic(mgFilename$, mgx1!, mgy1!, mgx2!, mgy2!, mgspeed!)
{
	*calculate delta y and delta x...
	#mgDX! = mgx2! - mgx1!
	#mgDY! = mgy2! - mgy1!
	*calculate slope...
    #mgm! = mgDY! / mgDX!
	*calculate b...
	#mgb! = mgm! * mgx1!
	#mgb! = mgy1! - mgb!
    *#mwin("<mgx1!>,<mgy1!>  <mgx2!>,<mgy2!>")
	*
	*now we have y = mx + b
    #if(mgx1!<=mgx2!)
    {
        #for (mgc! = mgx1!; mgc! <= mgx2!; mgc! = mgc!+mgspeed!)
        {
            #mgxx! = mgc!
            #mgyy! = mgm! * mgxx! + mgb!
            #scan(mgxx!,mgyy!,0)
            #put(mgxx!, mgyy!, mgFilename$)
            *#delay(0.1)
            #mem(mgxx!, mgyy!, 0)
        }
    }
    #if(mgx1!>mgx2!)
    {
        #for (mgc! = mgx1!; mgc! > mgx2!; mgc! = mgc!-mgspeed!)
        {
            #mgxx! = mgc!
            #mgyy! = mgm! * mgxx! + mgb!
            #scan(mgxx!,mgyy!,0)
            #put(mgxx!, mgyy!, mgFilename$)
            *#delay(0.1)
            #mem(mgxx!, mgyy!, 0)
        }
    }
	#kill(mgDX!)
	#kill(mgDY!)
	#kill(mgm!)
	#kill(mgb!)
	#kill(mgc!)
	#kill(mgxx!)
	#kill(mgyy!)
	#kill(mgFilename$)
	#kill(mgx1!)
	#kill(mgy1!)
	#kill(mgx2!)
	#kill(mgy2!)
    #kill(mgspeed!)
}
*************************************************
* #NumSetElement(name$, elementnum!, value!)    *
*************************************************
* Sets a specific element in a numerical array. *
*************************************************
#Method NumSetElement(sE_Name$, sE_Element!, sE_Value!)
{
    #castLit(sE_Element!, sE_LitEle$)
    #castLit(sE_Value!, sE_LitVal$)
    #sE_Name$=se_Name$+"["+sE_LitEle$+"]!"
    #sE_com$= "#" +se_Name$+ "="+ se_LitVal$
    #RPGCode(se_com$)
    #Kill(sE_Name$)
    #Kill(sE_Element!)
    #Kill(sE_Value!)
    #Kill(sE_com$)
    #Kill(sE_LitEle$)
    #Kill(sE_LitVal$)
}
*************************************************
* #LitSetElement(name$, elementnum!, value$)    *
*************************************************
* Sets a specific element in a literal array.   *
*************************************************
#method LitSetElement(sE_Name$, sE_Element!, sE_Value$)
{
    #castLit(sE_Element!, sE_LitEle$)
    #sE_Name$=se_Name$+"["+sE_LitEle$+"]$"
    #sE_com$= "#" +se_Name$+ "="+ sE_Value$
    #RPGCode(sE_com$)
    #Kill(sE_Name$)
    #Kill(sE_Element!)
    #Kill(sE_Value$)
    #Kill(sE_com$)
    #Kill(sE_LitEle$)
}
*************************************************
* #NumGetElement(name$, elementnum!, dest!)     *
*************************************************
* Get a specific element in a numerical array.  *
*************************************************
#method NumGetElement(gE_Name$,gE_Element!,gE_dest!)
{
    #castLit(gE_Element!, gE_LitEle$)
    #gE_Name$=ge_Name$+"["+gE_LitEle$+"]!"
    #gE_com$= "#gE_dest!" + "="+ gE_Name$
    #RPGCode(gE_com$)
	#ReturnMethod(gE_dest!)
    #Kill(gE_Name$)
    #Kill(gE_Element!)
    #Kill(gE_dest!)
    #Kill(gE_com$)
    #Kill(gE_LitEle$)
}
*************************************************
* #LitGetElement(name$, elementnum!, dest$)     *
*************************************************
* Get a specific element in a literal   array.  *
*************************************************
#Method LitGetElement(gE_Name$, gE_Element!, gE_dest$)
{
    #castLit(gE_Element!, gE_LitEle$)
    #gE_Name$=ge_Name$+"["+gE_LitEle$+"]$"
    #gE_com$= "#gE_dest$" + "="+ gE_Name$
    #RPGCode(gE_com$)
    #ReturnMethod(gE_dest$)
    #Kill(gE_Name$)
    #Kill(gE_Element!)
    #Kill(gE_dest$)
    #Kill(gE_com$)
    #Kill(gE_LitEle$)
}
	
		
			
				alterdimension said:
			
		
	
	
		
		
			Here is the system program
		
		
	 
**************************************
*System.prg                             *
*RPG Toolkit Development System, 2.0    *
*System Library.                        *
*Copyright 1999 By Christopher B.       *
*Matthews                               *
*****************************************
* This library gives access to extended *
*RPGCode commands.                      *
*****************************************
*****************************
* #Pause()                  *
*****************************
* Waits for a key press.    *
*Ignores arrow keys.        *
*****************************
#Method Pause()
{
    #pause_done!=0
    #While(pause_done!==0)
    {
        #Wait(pause_wait$)
        #If(pause_wait$~="UP")
        {
            #If(pause_wait$~="DOWN")
            {
                #If(pause_wait$~="LEFT")
                {
                    #If(pause_wait$~="RIGHT")
                    {
                        #pause_done!=1
                    }
                }
            }
        }
    }
    #Kill(pause_done!)
    #Kill(pause_wait$)
}
**********************************
* Causes a graphic to move from
* x1,y1 to x2,y2
* mgFilename$ is the filename of the graphic.
* mgspeed! is the speed (1 is fast, 0.5 is slower)
**********************************
#method moveGraphic(mgFilename$, mgx1!, mgy1!, mgx2!, mgy2!, mgspeed!)
{
	*calculate delta y and delta x...
	#mgDX! = mgx2! - mgx1!
	#mgDY! = mgy2! - mgy1!
	*calculate slope...
    #mgm! = mgDY! / mgDX!
	*calculate b...
	#mgb! = mgm! * mgx1!
	#mgb! = mgy1! - mgb!
    *#mwin("<mgx1!>,<mgy1!>  <mgx2!>,<mgy2!>")
	*
	*now we have y = mx + b
    #if(mgx1!<=mgx2!)
    {
        #for (mgc! = mgx1!; mgc! <= mgx2!; mgc! = mgc!+mgspeed!)
        {
            #mgxx! = mgc!
            #mgyy! = mgm! * mgxx! + mgb!
            #scan(mgxx!,mgyy!,0)
            #put(mgxx!, mgyy!, mgFilename$)
            *#delay(0.1)
            #mem(mgxx!, mgyy!, 0)
        }
    }
    #if(mgx1!>mgx2!)
    {
        #for (mgc! = mgx1!; mgc! > mgx2!; mgc! = mgc!-mgspeed!)
        {
            #mgxx! = mgc!
            #mgyy! = mgm! * mgxx! + mgb!
            #scan(mgxx!,mgyy!,0)
            #put(mgxx!, mgyy!, mgFilename$)
            *#delay(0.1)
            #mem(mgxx!, mgyy!, 0)
        }
    }
	#kill(mgDX!)
	#kill(mgDY!)
	#kill(mgm!)
	#kill(mgb!)
	#kill(mgc!)
	#kill(mgxx!)
	#kill(mgyy!)
	#kill(mgFilename$)
	#kill(mgx1!)
	#kill(mgy1!)
	#kill(mgx2!)
	#kill(mgy2!)
    #kill(mgspeed!)
}
*************************************************
* #NumSetElement(name$, elementnum!, value!)    *
*************************************************
* Sets a specific element in a numerical array. *
*************************************************
#Method NumSetElement(sE_Name$, sE_Element!, sE_Value!)
{
    #castLit(sE_Element!, sE_LitEle$)
    #castLit(sE_Value!, sE_LitVal$)
    #sE_Name$=se_Name$+"["+sE_LitEle$+"]!"
    #sE_com$= "#" +se_Name$+ "="+ se_LitVal$
    #RPGCode(se_com$)
    #Kill(sE_Name$)
    #Kill(sE_Element!)
    #Kill(sE_Value!)
    #Kill(sE_com$)
    #Kill(sE_LitEle$)
    #Kill(sE_LitVal$)
}
*************************************************
* #LitSetElement(name$, elementnum!, value$)    *
*************************************************
* Sets a specific element in a literal array.   *
*************************************************
#method LitSetElement(sE_Name$, sE_Element!, sE_Value$)
{
    #castLit(sE_Element!, sE_LitEle$)
    #sE_Name$=se_Name$+"["+sE_LitEle$+"]$"
    #sE_com$= "#" +se_Name$+ "="+ sE_Value$
    #RPGCode(sE_com$)
    #Kill(sE_Name$)
    #Kill(sE_Element!)
    #Kill(sE_Value$)
    #Kill(sE_com$)
    #Kill(sE_LitEle$)
}
*************************************************
* #NumGetElement(name$, elementnum!, dest!)     *
*************************************************
* Get a specific element in a numerical array.  *
*************************************************
#method NumGetElement(gE_Name$,gE_Element!,gE_dest!)
{
    #castLit(gE_Element!, gE_LitEle$)
    #gE_Name$=ge_Name$+"["+gE_LitEle$+"]!"
    #gE_com$= "#gE_dest!" + "="+ gE_Name$
    #RPGCode(gE_com$)
	#ReturnMethod(gE_dest!)
    #Kill(gE_Name$)
    #Kill(gE_Element!)
    #Kill(gE_dest!)
    #Kill(gE_com$)
    #Kill(gE_LitEle$)
}
*************************************************
* #LitGetElement(name$, elementnum!, dest$)     *
*************************************************
* Get a specific element in a literal   array.  *
*************************************************
#Method LitGetElement(gE_Name$, gE_Element!, gE_dest$)
{
    #castLit(gE_Element!, gE_LitEle$)
    #gE_Name$=ge_Name$+"["+gE_LitEle$+"]$"
    #gE_com$= "#gE_dest$" + "="+ gE_Name$
    #RPGCode(gE_com$)
    #ReturnMethod(gE_dest$)
    #Kill(gE_Name$)
    #Kill(gE_Element!)
    #Kill(gE_dest$)
    #Kill(gE_com$)
    #Kill(gE_LitEle$)
}
	
		
			
				alterdimension said:
			
		
	
	
		
		
			Here is the system program
		
		
	 
**************************************
*System.prg                             *
*RPG Toolkit Development System, 2.0    *
*System Library.                        *
*Copyright 1999 By Christopher B.       *
*Matthews                               *
*****************************************
* This library gives access to extended *
*RPGCode commands.                      *
*****************************************
*****************************
* #Pause()                  *
*****************************
* Waits for a key press.    *
*Ignores arrow keys.        *
*****************************
#Method Pause()
{
    #pause_done!=0
    #While(pause_done!==0)
    {
        #Wait(pause_wait$)
        #If(pause_wait$~="UP")
        {
            #If(pause_wait$~="DOWN")
            {
                #If(pause_wait$~="LEFT")
                {
                    #If(pause_wait$~="RIGHT")
                    {
                        #pause_done!=1
                    }
                }
            }
        }
    }
    #Kill(pause_done!)
    #Kill(pause_wait$)
}
**********************************
* Causes a graphic to move from
* x1,y1 to x2,y2
* mgFilename$ is the filename of the graphic.
* mgspeed! is the speed (1 is fast, 0.5 is slower)
**********************************
#method moveGraphic(mgFilename$, mgx1!, mgy1!, mgx2!, mgy2!, mgspeed!)
{
	*calculate delta y and delta x...
	#mgDX! = mgx2! - mgx1!
	#mgDY! = mgy2! - mgy1!
	*calculate slope...
    #mgm! = mgDY! / mgDX!
	*calculate b...
	#mgb! = mgm! * mgx1!
	#mgb! = mgy1! - mgb!
    *#mwin("<mgx1!>,<mgy1!>  <mgx2!>,<mgy2!>")
	*
	*now we have y = mx + b
    #if(mgx1!<=mgx2!)
    {
        #for (mgc! = mgx1!; mgc! <= mgx2!; mgc! = mgc!+mgspeed!)
        {
            #mgxx! = mgc!
            #mgyy! = mgm! * mgxx! + mgb!
            #scan(mgxx!,mgyy!,0)
            #put(mgxx!, mgyy!, mgFilename$)
            *#delay(0.1)
            #mem(mgxx!, mgyy!, 0)
        }
    }
    #if(mgx1!>mgx2!)
    {
        #for (mgc! = mgx1!; mgc! > mgx2!; mgc! = mgc!-mgspeed!)
        {
            #mgxx! = mgc!
            #mgyy! = mgm! * mgxx! + mgb!
            #scan(mgxx!,mgyy!,0)
            #put(mgxx!, mgyy!, mgFilename$)
            *#delay(0.1)
            #mem(mgxx!, mgyy!, 0)
        }
    }
	#kill(mgDX!)
	#kill(mgDY!)
	#kill(mgm!)
	#kill(mgb!)
	#kill(mgc!)
	#kill(mgxx!)
	#kill(mgyy!)
	#kill(mgFilename$)
	#kill(mgx1!)
	#kill(mgy1!)
	#kill(mgx2!)
	#kill(mgy2!)
    #kill(mgspeed!)
}
*************************************************
* #NumSetElement(name$, elementnum!, value!)    *
*************************************************
* Sets a specific element in a numerical array. *
*************************************************
#Method NumSetElement(sE_Name$, sE_Element!, sE_Value!)
{
    #castLit(sE_Element!, sE_LitEle$)
    #castLit(sE_Value!, sE_LitVal$)
    #sE_Name$=se_Name$+"["+sE_LitEle$+"]!"
    #sE_com$= "#" +se_Name$+ "="+ se_LitVal$
    #RPGCode(se_com$)
    #Kill(sE_Name$)
    #Kill(sE_Element!)
    #Kill(sE_Value!)
    #Kill(sE_com$)
    #Kill(sE_LitEle$)
    #Kill(sE_LitVal$)
}
*************************************************
* #LitSetElement(name$, elementnum!, value$)    *
*************************************************
* Sets a specific element in a literal array.   *
*************************************************
#method LitSetElement(sE_Name$, sE_Element!, sE_Value$)
{
    #castLit(sE_Element!, sE_LitEle$)
    #sE_Name$=se_Name$+"["+sE_LitEle$+"]$"
    #sE_com$= "#" +se_Name$+ "="+ sE_Value$
    #RPGCode(sE_com$)
    #Kill(sE_Name$)
    #Kill(sE_Element!)
    #Kill(sE_Value$)
    #Kill(sE_com$)
    #Kill(sE_LitEle$)
}
*************************************************
* #NumGetElement(name$, elementnum!, dest!)     *
*************************************************
* Get a specific element in a numerical array.  *
*************************************************
#method NumGetElement(gE_Name$,gE_Element!,gE_dest!)
{
    #castLit(gE_Element!, gE_LitEle$)
    #gE_Name$=ge_Name$+"["+gE_LitEle$+"]!"
    #gE_com$= "#gE_dest!" + "="+ gE_Name$
    #RPGCode(gE_com$)
	#ReturnMethod(gE_dest!)
    #Kill(gE_Name$)
    #Kill(gE_Element!)
    #Kill(gE_dest!)
    #Kill(gE_com$)
    #Kill(gE_LitEle$)
}
*************************************************
* #LitGetElement(name$, elementnum!, dest$)     *
*************************************************
* Get a specific element in a literal   array.  *
*************************************************
#Method LitGetElement(gE_Name$, gE_Element!, gE_dest$)
{
    #castLit(gE_Element!, gE_LitEle$)
    #gE_Name$=ge_Name$+"["+gE_LitEle$+"]$"
    #gE_com$= "#gE_dest$" + "="+ gE_Name$
    #RPGCode(gE_com$)
    #ReturnMethod(gE_dest$)
    #Kill(gE_Name$)
    #Kill(gE_Element!)
    #Kill(gE_dest$)
    #Kill(gE_com$)
    #Kill(gE_LitEle$)
}
	
		
			
				alterdimension said:
			
		
	
	
		
		
			Here is the system program
		
		
	 
**************************************
*System.prg                             *
*RPG Toolkit Development System, 2.0    *
*System Library.                        *
*Copyright 1999 By Christopher B.       *
*Matthews                               *
*****************************************
* This library gives access to extended *
*RPGCode commands.                      *
*****************************************
*****************************
* #Pause()                  *
*****************************
* Waits for a key press.    *
*Ignores arrow keys.        *
*****************************
#Method Pause()
{
    #pause_done!=0
    #While(pause_done!==0)
    {
        #Wait(pause_wait$)
        #If(pause_wait$~="UP")
        {
            #If(pause_wait$~="DOWN")
            {
                #If(pause_wait$~="LEFT")
                {
                    #If(pause_wait$~="RIGHT")
                    {
                        #pause_done!=1
                    }
                }
            }
        }
    }
    #Kill(pause_done!)
    #Kill(pause_wait$)
}
**********************************
* Causes a graphic to move from
* x1,y1 to x2,y2
* mgFilename$ is the filename of the graphic.
* mgspeed! is the speed (1 is fast, 0.5 is slower)
**********************************
#method moveGraphic(mgFilename$, mgx1!, mgy1!, mgx2!, mgy2!, mgspeed!)
{
	*calculate delta y and delta x...
	#mgDX! = mgx2! - mgx1!
	#mgDY! = mgy2! - mgy1!
	*calculate slope...
    #mgm! = mgDY! / mgDX!
	*calculate b...
	#mgb! = mgm! * mgx1!
	#mgb! = mgy1! - mgb!
    *#mwin("<mgx1!>,<mgy1!>  <mgx2!>,<mgy2!>")
	*
	*now we have y = mx + b
    #if(mgx1!<=mgx2!)
    {
        #for (mgc! = mgx1!; mgc! <= mgx2!; mgc! = mgc!+mgspeed!)
        {
            #mgxx! = mgc!
            #mgyy! = mgm! * mgxx! + mgb!
            #scan(mgxx!,mgyy!,0)
            #put(mgxx!, mgyy!, mgFilename$)
            *#delay(0.1)
            #mem(mgxx!, mgyy!, 0)
        }
    }
    #if(mgx1!>mgx2!)
    {
        #for (mgc! = mgx1!; mgc! > mgx2!; mgc! = mgc!-mgspeed!)
        {
            #mgxx! = mgc!
            #mgyy! = mgm! * mgxx! + mgb!
            #scan(mgxx!,mgyy!,0)
            #put(mgxx!, mgyy!, mgFilename$)
            *#delay(0.1)
            #mem(mgxx!, mgyy!, 0)
        }
    }
	#kill(mgDX!)
	#kill(mgDY!)
	#kill(mgm!)
	#kill(mgb!)
	#kill(mgc!)
	#kill(mgxx!)
	#kill(mgyy!)
	#kill(mgFilename$)
	#kill(mgx1!)
	#kill(mgy1!)
	#kill(mgx2!)
	#kill(mgy2!)
    #kill(mgspeed!)
}
*************************************************
* #NumSetElement(name$, elementnum!, value!)    *
*************************************************
* Sets a specific element in a numerical array. *
*************************************************
#Method NumSetElement(sE_Name$, sE_Element!, sE_Value!)
{
    #castLit(sE_Element!, sE_LitEle$)
    #castLit(sE_Value!, sE_LitVal$)
    #sE_Name$=se_Name$+"["+sE_LitEle$+"]!"
    #sE_com$= "#" +se_Name$+ "="+ se_LitVal$
    #RPGCode(se_com$)
    #Kill(sE_Name$)
    #Kill(sE_Element!)
    #Kill(sE_Value!)
    #Kill(sE_com$)
    #Kill(sE_LitEle$)
    #Kill(sE_LitVal$)
}
*************************************************
* #LitSetElement(name$, elementnum!, value$)    *
*************************************************
* Sets a specific element in a literal array.   *
*************************************************
#method LitSetElement(sE_Name$, sE_Element!, sE_Value$)
{
    #castLit(sE_Element!, sE_LitEle$)
    #sE_Name$=se_Name$+"["+sE_LitEle$+"]$"
    #sE_com$= "#" +se_Name$+ "="+ sE_Value$
    #RPGCode(sE_com$)
    #Kill(sE_Name$)
    #Kill(sE_Element!)
    #Kill(sE_Value$)
    #Kill(sE_com$)
    #Kill(sE_LitEle$)
}
*************************************************
* #NumGetElement(name$, elementnum!, dest!)     *
*************************************************
* Get a specific element in a numerical array.  *
*************************************************
#method NumGetElement(gE_Name$,gE_Element!,gE_dest!)
{
    #castLit(gE_Element!, gE_LitEle$)
    #gE_Name$=ge_Name$+"["+gE_LitEle$+"]!"
    #gE_com$= "#gE_dest!" + "="+ gE_Name$
    #RPGCode(gE_com$)
	#ReturnMethod(gE_dest!)
    #Kill(gE_Name$)
    #Kill(gE_Element!)
    #Kill(gE_dest!)
    #Kill(gE_com$)
    #Kill(gE_LitEle$)
}
*************************************************
* #LitGetElement(name$, elementnum!, dest$)     *
*************************************************
* Get a specific element in a literal   array.  *
*************************************************
#Method LitGetElement(gE_Name$, gE_Element!, gE_dest$)
{
    #castLit(gE_Element!, gE_LitEle$)
    #gE_Name$=ge_Name$+"["+gE_LitEle$+"]$"
    #gE_com$= "#gE_dest$" + "="+ gE_Name$
    #RPGCode(gE_com$)
    #ReturnMethod(gE_dest$)
    #Kill(gE_Name$)
    #Kill(gE_Element!)
    #Kill(gE_dest$)
    #Kill(gE_com$)
    #Kill(gE_LitEle$)
}
here is the start program
*******************************************************
**
**  Basic Startup Program.
**  ----------------------
**
**  Look for all lines commented as TBD (to be done)
**  to see what you should change.
**
*******************************************************
*******************************************************
* Some initial settings.  Maybe you want to change these...
#Fontsize(12)
#itemwalkspeed("slow")
#walkspeed("slow")
#mediaplay("vip - title2.mid")
#characterspeed(2)
#bold("on")
*******************************************************
#BorderColor(0,0,0)
#Fade(1)
*******************************************************
* TBD: Play a title screen file here...
* #MidiPlay("mysong.mid")
*******************************************************
#Clear
*******************************************************
* Draws the title screen...
#drawtitle()
*******************************************************
*******************************************************
* Waits for the user to choose something...
#done!=0
#While(done!=0)
{
    #MouseClick(x!,y!)          *waits for a mouse click and returns x y coords
    #CheckButton(x!,y!,opt!)    *checks if we clicked a button
    #if (opt!=0)
    {
        *'new game' clicked
        #Color(15)
        * TBD: You might want to change the message window graphic...
        #WinGraphic("mwin.jpg") *Message window graphic
        #Fontsize(12)
        #done!=1
        #selectGraphics()
        #history()
	#end
    }
    #if (opt!=1)
    {
        *'load game' clicked
        #dirsav(dest$)
        #if(dest$~="CANCEL")
        {
            #load(dest$)
            #done!=1
            #end
        }
    }
    #if (opt!=2) {#dos}
}
#end
*******************************************************
* This method draws the title screen...
*******************************************************
#method drawtitle()
{
    #Fade(1)
    #Clear
    * TBD: Set some graphic for your title screen graphic.
    #Bitmap("title.gif")
    #WinGraphic("mwin.jpg")
    * TBD: Maybe you want to change these buttons...
    #setbutton("new.jpg", 0,123,45,125,30)
    #setbutton("load.jpg",1,248,45,125,30)
    #setbutton("quit.jpg",2,373,45,125,30)
}
* TBD: Put a stroy here...
#method history()
{
	*Main story
        #MWin("Long, long ago, the land of Hylanka was guarded by")
        #MWin("a legendary jewel.  One day, things changed...")
	#Wait(a$)
}
#method selectGraphics()
{
	#bold("off")
	#clear
	#fontsize(25)
	#Italics("on")
	#Text(1,1,"Graphics Mode Selection")
	#Italics("off")
	#ColorRGB(255, 0, 0)
	#DrawLine(2,30,600,30)
	#ColorRGB(150, 0, 0)
	#DrawLine(3,31,599,31)
	#ColorRGB(100, 0, 0)
	#DrawLine(4,32,598,32)
	#fontsize(16)
	#ColorRGB(255,255,255)
	#Text(3,5,"The RPG Toolkit can draw graphics in different ways.")
	#Text(3,6,"Please select the mode you want to use:")
	#fontsize(20)
	#Bold("on")
	#text(7,8,"1 - Parallaxing off (fast!)")
	#text(7,9,"2 - Parallaxing on (slower, but with parallax effects)")
	#bold("off")
	#fontsize(14)
	#text(20,15,"Press 1 or 2")
	#done! = 0
	#while(done! = 0)
	{
		#wait(a$)
		#if(a$="1")
		{
			#parallaxMode! = 2
			#done! = 1
		}
		#if(a$="2")
		{
			#parallaxMode! = 1
			#done! = 1
		}
	}
	#parallax(parallaxMode!)
	#bold("on")
	#fontsize(20)
}