clearroom:Are you sure you want to clear the room?
clearunused:Are you sure you want to clear all the unused data?
cleargame:Are you sure you want to clear the game?
nocleargame:Do you want to abandon before it's too late?
# Info
ev2pl:Event %0's trigger has been moved from the deleted monster to Miner Willy
evdel:Event %0 has been deleted as it affected the deleted monster's movement
default:Loading default file 'JetSet'
IamOld:You need at least v%0 to load '%1'
BadVer:Badly specified version number
# System errors
fatal:Fatal error in JSW: %0
goaway:You can't run two copies of Jet Set Willy at once
nosprites:Can't find JSW sprites
notemp:Can't find template '%0'
noload:Spurious DataLoad message received
noroom:Could not claim enough memory to process file
screensize:JSW requires %0K of screen memory
fullvga:JSW requires an extra 96K of application space (total 480K) and %0K of screen memory
nopaint:Failed to start up !Paint for sprite editing
nreslost:Could not reset, old data lost
nreskept:Could not reset, old data preserved
nomem:Could not claim enough memory to %0compress the game file
comp:
decomp:de
# User errors
dragsave:To save, drag the file icon to a directory viewer
noscrap:Could not transfer file - no scrap file set
badmode:Sprite '%0' is not in a 256-colour mode
badsprname:'%0' is not a valid sprite prefix
badscenery:Scenery sprite suffixes must be in the range 0 to 255
badframeno:Amimated sprite suffixes must be in the range 0 to 319
badbackgnd:Background sprite suffixes must be in the range 0 to 159
badframeno:Arrow sprite suffixes must be '0', '1', 'r', or 'l'
badleverno:Switch sprite suffixes must be in the range 0 to 7
badscensize:Sprite '%0' must be 8 by 8 in 256 colours
badframesize:Sprite '%0' must be 16 by 16 in 256 colours
badfile:Bad data file %0
badanim:Bad animation sequence file %0(%1)
badroom:Bad room data file %0(%1)
badblok:Bad scenery data file %0(%1)
bad0:unrecognised length
bad1:data value(s) out of range
nodata0:There is no JSW data file to save
nodata1:There is not enough free memory to create a sprite file
nodata2:You do not have a room open for editing
cantbe:The %0 cannot be in the same room as the %1
guardsp:guard sprite
finsp:finish sprite
cantgo:You cannot go to another room while editing events
badgame:Whoops! That wasn't a proper JSW game file!
badinit0:Bad name '%0',
badinit1:'%0' is not a JSW game file
badinit2:'%0' not found or is not a file
nostart:No start position defined
# Help text
# Misc
IC:\TJet Set Willy game and editor.|M\Splay the game, or \a to edit it.|MClick ⇧\a to open the game files directory.
IN:This \w displays information about Jet Set Willy.
# Edit map
A0:\Tmap editing \w.|MClick \s on a room to edit it, or \a to edit the centre room's name and exits.
A1:\Sselect and edit this room; drag to a directory \w (or another application) to save (export) the room.\Aedit its name and exits.
A?:\Sselect and edit this room; drag to a directory \w (or another application) to save (export) the room.|M\Aedit the centre room's name and exits.
# Edit room
Bx:\Troom editing \w.
B0:Click or drag \s to place a piece, or \a to delete.%0|MThen ^\s to draw a line (vertical, horizontal, 45° diagonal), or ^\a to draw a filled box.|MClick ⇧\s over a teleport to move to its opposite end.
B00:|MYou can have up to 64 collectables per room.
B1:\Sselect or create a monster, drag to reposition.|M\Aset its movement limits (white rectangle), drag to resize.|MClick ⇧\a to adjust its position and limits.|MYou can have up to eight monsters per room.
B2:%0|M\Acancel.
B20:\Sset the start position.
B21:\Sset the target position.|MYou must take Miner Willy here when all objects have been collected. Once here, he will automatically walk right, hopefully to the finish sprite.
B22:Click \s over a monster to set it as the guard sprite. This monster will disappear when all objects have been collected.
B23:Click \s over a monster to set it as the finish sprite.|MMiner Willy should be able to get here by walking right from the target position.
B24:\Splace a new teleport source or choose an existing one if you wish to change its destination.
B25:Click \s over a teleport source ('t') or destination ('d') to delete that teleport.
B26:\Sset the teleport destination. This cannot be in the same room as its source.
B3:\Senter a coordinate (pair) at the caret position. The caret is advanced if a single coordinate is entered. If "Alter monster bounds" is selected, this works similarly to normal bounding box editing instead.|M\Aselect a monster.
B4:\Screate or edit an arrow. If the icon is lit, an arrow exists here; click \a to remove it.|MYou may have up to four arrows per room.
# Pieces toolbox (C), piece editing (D)
C0:This toolbox contains the pieces available in the current room.
C1:\Sselect this piece.%0
C10/C40:|MYou can have up to 64 per room.
C2:\Senter monster editing mode.
C3/D3:This icon shows what type the piece to the left is.%0
C4/D4:The piece to the left of this icon is collectable.%0
C5:\Stoggle whether this room has a rope or not.
C6:Double-click this icon to export the animation sequence sprites to !Paint, or drag it to another application or a directory \w.
Cb:This icon shows the background pattern for the current room.
Cc:\Sselect this switch. You can only have one per room.
Cd:This shows the type of the switch which may be present in the current room. Click Select to change the type.|MA = change state at any time|MV = change state once per visit to this room|G = change state once per game|MR = V, but set to OFF on entry
D0:This \w allows you to set the appearance and type of each map piece in the current room.
D1:This is one of the map sprites to be used in the current screen.
D2:\Schange the appearance of the sprite shown to the right.
D30:|MIf it is a conveyor, click and hold \s to animate it. The animation does not multitask.
D5:\Saccept the sprites shown above for the current room.
D6:\Schange the type of the sprite shown to the left.
D7:\Sreject any changes made to the map pieces in the current room.
# Monsters toolbox
F0:This toolbox allows you to select the sprite used for new monsters, and how the selected monster moves.
F1:This sprite shows which animation sequence will be used when creating a new monster. Double-click it to export the animation sequence sprites to !Paint, or drag it to another application or a directory \w.
F2:\Sstep through the available animation sequences for a new monster. The sprite shown is the first in the selected sequence.
F3:This group of icons show the selected monster's initial direction.|MClick \s on this icon to force the monster to move %0.
F30:left if it is moving right
F31:right if it is moving left
F32:up if it is moving down
F33:down if it is moving up
F4:This shows how fast the selected monster is moving %0.
F40:horizontally
F41:vertically
F5:\Sdecrease the selected monster's horizontal velocity.|MIf it is not moving right, this will appear to increase the value ('left' is treated as 'negative right').
F6:\Tselected monster's horizontal speed.
F7:\Sincrease the selected monster's horizontal velocity.|MIf it is moving left, this will appear to decrease the value ('left' is treated as 'negative right').
F8:\Sdecrease the selected monster's vertical velocity.|MIf it is not moving up, this will appear to increase the value ('down' is treated as 'negative up').
F9:\Tselected monster's vertical speed.
FA:\Sincrease the selected monster's vertical velocity.|MIf it is moving down, this will appear to decrease the value ('down' is treated as 'negative up').
FB:\Sdelete the selected monster.|MYou cannot delete the guard and finish monsters.
FC:\Senter map editing mode.
FD:\Sset Miner Willy's animation sequence in the current room to the animation seqence shown above. The sequence must have its 'X sets frame number' flag set.
FE:\Tmonster sprite (animation sequence) used for Miner Willy in the current room.
FF:This group of icons control how the current monster behaves when it reaches its movement limits, either (H)orizontal or (V)ertical - not both. When off, it turns around as normal. When on, its action is determined by 'No delay'.
FG:\Stoggle 'No delay' on/off. When off, the monster will turn round and move back to its opposite limit - invisibly. When on, it moves to its opposite limit immediately.
# Animation editing
G0:This \w allows you to edit the animation sequence for the currently selected monster sprite.
G1:The frames within this box are used for monsters when they are%0 moving right.
G10: not
G2:\Salter the frame to the %0, stepping through the available monster sprites.
G20:right
G21:left
G3:\Stest the animation for the 'left' frames, or \a for the 'right' frames. The animation does not multitask.
G4:\Saccept the selected frames for the current animation sequence.
G5:\Sreject the selected frames for the animation sequence, leaving it unchanged.
G6:\Stoggle this flag. When set, the game uses the X coordinate of the monster or Miner Willy to select the frame number. See the help text for a detailed description.
G7:\Schoose this frame %0 for the animation sequence.
G70:and the next %0, used in the order shown,
G700:seven
G701:three
G702:one
G71:only
G8:\Stoggle this flag. When set, any monsters created using this animation sequence can be used as lifts by Miner Willy.
# Set exits
J0:This \w allows you to set the name of the current room, and its exits.
J1:\Sdecrease the number of the room %0.
J2:\Sincrease the number of the room %0.
J3:\Tnumber of the room %0.
J4:\Tname of the room %0.
J10/J20/J30/J40:to the left
J11/J21/J31/J41:to the right
J12/J22/J32/J42:above
J13/J23/J33/J43:below
J5:\Tname of the current room.
J6:\Saccept the new exits and name.
J7:\Sreject the new exits and name, leaving the old ones intact.
# Saving
K0:This box allows you to save the JSW %0, or transfer it to another application.
K1:\Ssave the JSW %0 with the given name. If a full pathname is not supplied, drag the icon to the left to a directory \w.
K2:Drag this icon to the directory in which you want to save the JSW %0, or to another application.
K3:This shows the filename for the JSW %0. If it is not a full pathname, drag the icon above to a directory \w.
K00/K10/K20/K30:game file
K01/K11/K21/K31:monster sprites
K02/K12/K22/K32:map sprites
K03/K13/K23/K33:animation sequences
K04/K14/K24/K34:current room
K05/K15/K25/K35:current scenery
# Options
L0:\Stoggle the immunity flag. When on, Miner Willy will be immune to monsters for a short time after losing a life.
L1:\Stoggle the fade flag. When on, the title screen, game screen and endgame message are faded in. When off, they appear instantly.
L3:\Schoose 'fast' mode. This mode runs at 25 frames per second.
L4:\Schoose 'slow' mode. This mode runs at almost 17 frames per second.
L5:\Sdiscard any changes made to the in-game options.
L6:\Saccept and save the in-game options.
L7:\Saccept the in-game options.
L8:\Stoggle the VGA full screen flag for VGA monitors and better. When on, the full screen is used, with a speed penalty for those with ARM2 or ARM250. When off, a letterbox mode (with correct aspect ratio) is used.
LA:\Tcurrent in-game tune.
LB/LC:\Scycle through the in-game tunes.
LD:\Stoggle whether the sound is 'fixed' to play at the correct speed and pitch on VGA monitors.
LE:\Stoggle whether the in-game music is on or off.
LF:\Sdecrease the in-game music volume level.
LG:\Sincrease the in-game music volume level.
LH:\Tin-game music volume level.
LJ:\Sforce CGA mode.
LK:\Stoggle which method of rope climbing is used.
LL:\Stoggle which method of collectable display is used. When on, they are 'pulsed' (their brightness changes). When off, each is invisible for one frame in eight.
LM:\Stoggle which method of disintegrating platform display is used. When on, they 'sink' as in Manic Miner.
LN:\Schoose whether the standard modes (13 or 49) or JSW's own modes are used.
L?:This box allows you to set the JSW in-game options.
# Menus
M0:\Rsee information about Jet Set Willy.
M1:\Splay Jet Set Willy.
M2:\Ralter the JSW game options.
M3x:\Rselect which part of the game to edit.
M3O:This submenu allows you to select which part of the game to edit.
M30:\Sedit the map.
M31:\Sedit the monster sprites.
M32:\Sedit the map sprites.
M33:\Redit the author's name.
M34:\Stoggle the original turn type flag. When on, Miner Willy turns around as in JSW and Manic Miner. When off, he turns as in JSW 2.
M35:\Rsee information about the current JSW game file.
M3a:Enter the author's (ie. your) name here.
M3r:Fiddler on the roof...
M4:\Stest the game. This allows you to see all the animation in each room.
M5x:\Rsave the game or the sprites.
M5O:This submenu leads to save boxes for the game or the sprites.
M50:\Ropen a save box for the current JSW data file.
M51:\Ropen a save box for the %0.
M510:monster sprites in the current JSW data file
M511:scenery sprites in the current JSW data file
M512:background sprites in the current JSW data file
M513:animation sequences in the current JSW data file
M514:room currently being edited
M515:scenery sprite numbers for the current room
M5l:\Sopen a filer \w for the JSW datafiles directory.
M5m:\Gthere is no JSW data file loaded.
M5n:\Gno room is currently being edited.
M6:\Sclear the current game from memory.
M7x:\Thelp menu.
M7O:\Ropen the help menu.
M70:\Sopen the interactive help window (loading !Help if necessary).
M71:\Sopen the JSW manual, using StrongHelp 2 if available.
M8:\Squit Jet Set Willy.
Mx:\TJet Set Willy main menu.
E0:Click \s here then in position in the required room to set the start location, eg. the bath in the Bathroom.
E1:Click \s here then in position in the required room to set the target location, eg. the bed in the Master Bedroom. Miner Willy walks right from here to the finish sprite.
E2:Click \s here then on a monster in the required room to set it as the guard sprite, eg. Maria the housekeeper in the Master Bedroom.
E3:Click \s here then on a sprite in the required room to set it as the finish sprite, eg. the toilet in the Bathroom.
E4:Click \s here then place the new teleport (or select an existing one) and its destination. Teleports are shown as 't', their destinations are shown as 'd'.
E5:Click \s here then on a teleport source ('t') or destination ('d') to delete it.
E6:\Ropen the rope position box.
E7:Click \s here to open the event editing \w, allowing you to edit the events attached to this room.
E8:\Rgo to another room.
E9:\Srestore the room to its previously stored state. This does NOT restore the monsters.
EA:\Sclear the room. Monsters will be permanently lost.
EB:\Sclear all unused rooms (those which cannot be reached, either by walking or by teleport, from the start room).
ED:\Stoggle the grid lock option. When on, new monsters (when created) and movement limits (when altered) automatically snap to the nearest cell boundary (one cell is the same size as a map piece).
Eg:\Gthe event editing \w is open.
Eh:\Gthere is no rope in this room.
Ex:\TJet Set Willy editing menu.
# Dummy entries (to avoid errors)
M3/M5/M7:%0
# Monster pos
Nx:This box lets you adjust the current monster's position and bounds.
N0:\Sadjust the monster's %0 bound in the direction shown.
N00:left
N01:top
N02:right
N03:bottom
N1:\Smove the monster in the direction shown.
N2:\Sclose this box.
# Event editor
O0:This \w allows you to edit the events for the current room.|MClick on an event number to edit it, then set the event type and trigger condition.|MClick on OK to accept the changes, or Cancel to reject them.
O1:This pane allows you to define what the current event does - %0.
O10:which part of the room is scrolled, in which direction, and %0 (if to a different room)
O100/O11:where the player is moved to
O12:what direction the monster will move in, where it moves to, if it is to be moved, and, if not, whether the event can be triggered again while still in the room
O13:what to alter the monster's movement limits to
# Go to room
P0:This box allows you to select a room for editing, by number or name.
P1:Enter the room number here.|MThe room name, shown below, is updated automatically.
P2:\Tname corresponding to the room number shown above.|MIt is updated automatically.
P3:\Sdecrement the room number.
P4:\Sincrement the room number.
P5:\Scancel, and not select the room shown for editing.
P6:\Sselect the room shown for editing.
# Stats
Q0:This box shows information about the current JSW game file.
# Rope position
Rx:This box sets the rope position.
R0:\Tposition of the top of the rope, relative to a point halfway across the top of the room.
R1:\Smove the rope left.
R2:\Smove the rope right.
R3:\Sset the rope position.
# Editor
mapno:Room %0
# In game
# <= 32 chrs:
spctoplay:SPACE to play ^ESCAPE to exit
testmsg:ZX"/ to move ESCAPE to exit
# = 32 chrs, containing:
# "0000" [collected], "1111" [total] and "07:30:00" [time]