Ok here is the deal. I had not coded a iso unix test client yet, but its simple All what you have to do is to load this zip http://mids.student.utwente.nl/~michtoen/isodata.zip This includes data to setup dx client and unix client for iso. For the dx client simply copy all this stuff in a dx client installation of v 1.20 client (make a backup forst, silly). In the map folder is the HallOfSelection and a test1 map. Ifyou had access to a server, copy this in the map folder over the original HallOfSelection (backup, silly!). Now start and create a new char... viola. For the unix client, one must change the map coding. The map has a different space, so you must handle with the map windows. You must include the gfx folder tiles so, that they overrule the server send tiles. In the system folder is a background is use (original from David Gervais), but you don't must use this yet. Change the map printing core of the unix client to this! #define MAX_MAP_XLEN 11 #define MAX_MAP_YLEN 11 #define MAP_TILE_OFFSET_Y 27 #define MAP_XSTART 373 #define MAP_YSTART 283 for(z=y=0;y<MAX_MAP_YLEN;y++) { for(x=0;x<MAX_MAP_YLEN;x++,z++) { // This calc you the right diamond shape positions // MAP_X/YSTART are for the DG iso screen skin, change it when needed xpos = MAP_XSTART+x*26-y*26; ypos = MAP_YSTART+x*13+y*13; ylen = <Get_Length_of_Sprite>; // You must get the Y-length of the sprite you blt // this is the easy but tricky part: you use the left bottom edge as blt anchor if(ylen > MAP_TILE_OFFSET_Y) ypos -= ylen-MAP_TILE_OFFSET_Y; <BLT THE SPRITE> } } Thats all. No other changes yet. enjoy Michael