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- SODEDIT 1.1 - Spear of Destiny (SOD) Map Editor
- ----------- - ----- -- ------- ----- --- ------
-
-
- *******************
- * QUICK START *
- *******************
-
- !!! important warning !!! important warning !!! important warning !!!
- -----------------------------------------------------------------------------
- -- BE SURE YOU HAVE BACKUP COPIES OF YOUR MAP FILES PRIOR TO USING SODEDIT --
- -----------------------------------------------------------------------------
- !!! important warning !!! important warning !!! important warning !!!
-
- Read the file EDITTIPS.DOC that is included with SODEDIT. This is a
- collection of hints and tips that were compiled by Warren Buss after many
- hours of constructing and editing maps. It is an excellent source of
- information for both the new and experienced user, and can eliminate a
- great deal of frustration if read prior to experimentation with SODEDIT.
-
- To use SODEDIT, place all SODEDIT associated files (see the MANIFEST file)
- in your SPEAR OF DESTINY subdirectory.
-
- Type SODEDIT to start the editor.
-
- A swap directory is required for temporary use during execution of SODEDIT.
- You will be prompted for a drive letter upon which a temporary subdirectory
- will be created. See the note below for swap size requirements, optimization
- suggestions, and potential clean-up problems.
-
-
-
- ----------------------------------
- SPEAR OF DESTINY MAP FILES
- ----------------------------------
-
- Important note: Be sure you have back-ups of the following
- files prior to using SODEDIT.
-
- Spear of Destiny uses two files to store the gamemaps. These files are
- named MAPHEAD.SOD and GAMEMAPS.SOD.
-
- SODEDIT reads and modifies these two files, so be sure you have a back-up
- filed away somewhere prior to running SODEDIT.
-
-
-
- --------------------------
- SODEDIT SWAP SPACE
- --------------------------
-
- SODEDIT requires temporary disk space to be available as a "swap directory"
- during execution. You will be prompted for a drive letter to use for this
- swap space. A subdirectory named SODSWAP.DIR will automatically be created
- on this drive. Assuming the program terminates normally, this directory will
- be deleted automatically. If, for some reason, SODEDIT aborts, you will have
- to manually remove all of the temporary files that are created in this
- directory and then remove the directory from the drive.
-
- The amount of swap space required is dependent on the complexity of the maps,
- and will vary as you make edits. A good rule of thumb is to have at least
- twice as much space available as the size of the original GAMEMAPS.SOD file.
- (This will usually be about 600k to 700k bytes.)
-
- When SODEDIT is first started, all of the levels are read from the
- GAMEMAPS file into the swap disk. In addition, as you scroll through
- the levels using the up and down arrow keys, levels are swapped to and
- from disk. Due to this inherent I/O time, it is recommended that you
- use a RAM disk for swap space. This will eliminate disk access except for
- the initial reading of the GAMEMAPS file and writing the edited version upon
- exiting SODEDIT.
-
-
-
- ------------------------
- SODEDIT HOT-KEYS
- ------------------------
-
- F1 - display full-screen help
-
- 1 - display only level 1 guards
- 2 - display only treasure and one-ups
- 3 - display only level 3 guards
- 4 - display only level 4 guards
- 5 - display only super guards
- 6 - display only ammo, guns, food, first aid, and one-ups
- # - display only level 1 and level 3 guards
- $ - display only level 1, level 3, and level 4 guards
- % - display only guards (all levels)
-
- A - display All objects
- C - Clear level (grey brick around the outside inside filled with
- selected map value)
- E - Exchange clipboard map with screen map
- F - toggle display of Floorcodes on/off
- M - Memorize present map (into clipboard)
- N - change the Name of the current level
- O - toggle display of Objects on/off
- Q - Quit (you will be prompted to save)
- R - Read a floor file from disk into clipboard
- S - toggle between Statistics and help summary display
- T - Transfer clipboard map to screen
- W - Write screen map to a floor file
- Z - 'Zap' all floorcodes within room under cursor to the floorcode
- currently assigned to the left mouse button
-
- <Space>- toggles legend mode between map and object items
- <Pgup> - scrolls legend display up
- <Pgdn> - scrolls legend display down
-
- <Up Arrow> - go to next level
- <Down Arrow> - go to previous level
-
- <Left Arrow> - display left mouse button selection
- <Right Arrow> - display right mouse button selection
-
-
-
- -------------------------------------------
- GENERAL DISCUSSION OF MAP DATATYPES
- -------------------------------------------
-
- In Spear of Destiny there are two different types of data that can be assigned
- to a given square. One is known as "map" data, and the other is "object"
- data. Examples of "map" data are: various wall types, doors, and "floor
- codes". "Object" data is all of the other scenery (treasure, food, ammo,
- tables, etc.) Guards are also considered to be object data. SODEDIT
- requires map and object "definition" files to specify the symbol and
- provide a short bit of text to remind you of what each specific item is.
- These definition files are described below. At any time, SODEDIT is in
- either "Map Mode" or "Object Mode" depending on which Legend is currently
- being displayed on the right of the screen. You toggle the mode by either
- pressing the space bar or clicking the appropriate box below the Legend
- window.
-
- The left and right mouse buttons can each be assigned a "map" code and
- an "object" code. Thus, you can have 4 different codes (2 map and
- 2 object) at your fingertips. You switch between them by toggling the
- Legend. You can assign values to the mouse buttons in 2 ways: (1) by
- selecting the desired item in the Legend window, or (2) by "memorizing"
- an item by holding either shift key and clicking the desired mouse button
- while pointing to the desired item in the Map window. Note that the
- datatype (map or object) that is memorized depends on the current Legend
- mode.
-
- The map or object datatype that is currently assigned to a mouse button
- is displayed in the lower left corner of the SODEDIT window. To switch
- between display of left and right values, use the left and right arrow
- keys. To switch between datatypes, toggle the legend mode by either
- pressing the spacebar or clicking on the appropriate box in the legend
- window. The mouse button annotation consists of two characters to
- indicate what is currently being displayed (left/right and map/object)
- followed by the symbol and the descriptive text.
-
-
-
- ------------------
- MAP WINDOW
- ------------------
-
- Whenever the mouse is in the map window, the map and object data for the
- selected square will be displayed beneath the window. Clicking either
- mouse button will change either the map or object data in the map to the
- item currently assigned to that button. The datatype that is assigned
- (either map or object) depends on the current Legend mode.
-
- Holding down the SHIFT key and selecting a map/object value using the
- left/right mouse button will memorize that value for that button. (See
- General Discussion above)
-
- Holding down the CONTROL key while pressing either mouse button and
- pointing to an object (with the legend in object mode) modifies the
- display to only show objects of that type. This functionality is similar
- to use of the '1' through '6' and associated shift keys shown above.
-
- Holding down the CONTROL key while pressing either mouse button and
- pointing to any wall code (with the legend in map mode) modifies the
- display to only show locations with that wall code.
-
- Holding down the CONTROL key while pressing either mouse button and
- pointing to any floor code (with the legend in map mode) modifies the
- display to only show locations with that floor code (as well as all
- walls, but no objects).
-
- Note that when displaying only specific items (either through the
- CTRL+Click combination or use of the '1' through '6' and associated
- shift keys) the map and legend borders change to red and map changes
- are prohibited until all objects and map codes are re-displayed by
- using the 'A' command (or scrolling to another level).
-
- Holding down the CONTROL and ALT keys while pressing either mouse button
- will change all map or object types of the kind pointed at to the type
- that has been assigned to that mouse button. The types that are changed
- depend on the current mode (map or object). (This can be a dangerous
- operation. Use with caution.)
-
- To use the "Rubberband" feature, click and drag the mouse to form a
- rectangle. This allows you to rapidly draw boxes of any map data type
- (walls and floorcodes).
-
-
- ---------------------
- LEGEND WINDOW
- ---------------------
-
- The window on the right side of the screen displays the map/object legend.
- Clicking on UP/DOWN or pressing the page up/down keys scrolls through the
- list. Clicking on MAP/OBJ or pressing the spacebar switches between the
- map and object lists. Clicking on an item in the list with either mouse
- button makes it the "current" item for that button.
-
- After each guard in the object list, there is a 3 character description
- which indicates what difficulty level the guard appears on, whether they
- are moving or stationary, and what direction they are facing/walking. For
- example, "1/S/E" means a level 1 guard, stationary, facing east.
-
-
-
- -------------------------------------------------
- MEMORIZE, TRANSFER AND EXCHANGE FUNCTIONS
- -------------------------------------------------
-
- With these operations you can move maps from one floor to another. All of
- these operations involve the floor that is currently displayed. If you
- want to copy a floor, move to the floor you want to copy and press the 'M'
- key. The Memorize line in the help display will turn yellow indicating that
- you have stored a floor in the clipboard. This will now stay yellow for the
- rest of the session because there will always be something stored. You can
- now Transfer (Paste) the clipboard floor wherever you want. Move to the
- floor where you want the stored floor to be and either press 'T' to Transfer
- the stored floor from the clipboard to the current floor or press 'E' to
- exchange the clipboard floor with the current floor. If the Memorize line
- in the Help display is not yellow (nothing stored) these functions won't work.
- They will flash red in this case.
-
- Transfer causes the clipboard floor to be copied on top of the displayed
- floor, thus losing it. If you don't wish to lose the current floor, then
- either use the Exchange function or save the floor by writing it to disk
- before using Transfer.
-
-
-
- --------------------------------
- READ AND WRITE FUNCTIONS
- --------------------------------
-
- Use the 'W' command to write (or export) a floor file to disk. You will
- be prompted for a filename. Enter up to eight characters plus an optional
- 1 to 3 character extension. To read (or import) a floor file from disk,
- use the 'R' command. Again, you will be prompted for the filename. The
- file will be read into the clipboard. In order to place it into the actual
- map file, use either the 'E' or 'T' command.
-
- A major advantage of exporting/importing by file is that you now can share
- your floors with others without having to give them your gamemap/maphead
- files. All you have to do is give them the file saved using the write
- command. They can then import the file and use either the 'E' or 'T'
- command to place it into their map file.
-
- Note that this is basically the only use for the floor files. They are in
- a binary format and may not be printed or viewed without SODEDIT.
-
-
-
- -------------------
- CLEAR LEVEL
- -------------------
-
- Pressing the 'C' key will Clear the current floor placing grey brick on the
- outside edge and filling the inside with the left mouse button map value.
- Prior to pressing the 'C' command, be sure to select the desired "fill" value
- with the left mouse button.
-
-
-
- -------------------
- ZAP COMMAND
- -------------------
-
- To instantly set all floorcodes within a selected room to a given code,
- first set the left mouse button to the desired code. Then make sure that
- the floorcodes are displayed (F toggle). Position the cursor over the
- room to be altered, and press the Z key. All floorcodes except those
- previously set to 6A (deaf guard code) within the room (bounded by walls
- and doors) will be set to the selected code. (To set ALL floorcodes in a
- room to the selected value - including deaf guards - press ALT+Z.)
-
-
-
- --------------------
- NAME COMMAND
- --------------------
-
- To modify the level name (shown in the lower left corner of the edit
- window), use the N command. The name may be up to 16 characters, and
- may consist of any numeric or alphabetic characters as well as spaces,
- '.', '_', and '-'. Note that this name will not be preserved in a
- floor file written with the W command, but will be saved in the
- GAMEMAPS.SOD file.
-
-
-
- ------------
- HELP
- ------------
-
- The major hot-keys are listed in the help display below the legend window.
- (Press the 'S' key to toggle between the help summary and the statistics
- display.) Hit F1 to get a full-screen display of all of the hot-keys.
-
-
-
- --------------------------
- STATISTICS DISPLAY
- --------------------------
-
- The statistics display keeps track of the following information:
-
- Number of Static Objects
- Total number of Guards
- Total number of Doors
-
- Number of Level 1 Guards
- Number of Level 3 Guards
- Number of Level 4 Guards
- Number of Boss Guards
-
- Number of Secret Doors
- Number of Treasure and Extra Lives
-
- This information can be very useful in designing levels. There are
- some program limits that must not be exceeded. These limits are:
-
- 400 Static Objects
- 150 Guards
- 64 Doors (Unlocked + Locked + Elevator Doors)
-
- When these limits are exceeded, the text changes to red as a visual
- warning.
-
- You can control what object information is displayed in the map using
- the '1' ... '6' and '#', '$', and '%' keys (see hot-key list above).
- This allows you to easily balance the number of guards, etc, as you are
- designing your maps.
-
-
-
- ---------------------------------------
- MAP AND OBJECT DEFINITION FILES
- ---------------------------------------
-
- MAPDATA.SOD and OBJDATA.SOD
-
- If you figure out a new object or want to change the description, you can
- add/change it's description to the object/map list by editing the
- MAPDATA.SOD or OBJDATA.SOD file. Each line in the file contains 3 items:
-
- 0000 0000 Objectname
-
- The first four digits are HEX for the object number.
-
- The second four digits define how the object will look in the map.
- The first two digits are the primary/secondary colors. The third
- digit is the graphic type, and the fourth digit is the character
- string to use if the graphic type is "text".
-
- Colors:
- 0 - black
- 1 - blue
- 2 - green
- 3 - cyan
- 4 - red
- 5 - magenta
- 6 - brown
- 7 - light grey
- 8 - dark grey
- 9 - light blue
- a - light green
- b - light cyan
- c - light red
- d - light magenta
- e - yellow
- f - white
-
- Graphic types:
-
- 0 - text (uses fourth character of graphic definition)
- 1 - solid box
- 2 - checkered
- 3 - solid box (primary) with decoration (secondary)
- 4 - checkered box (primary) with decoration (secondary)
- 5 - large filled circle (primary) with smaller circle (secondary)
- 6 - horizontal bar
- 7 - vertical bar
- 8 - two color box (used for landscape view)
- 9 - single pixel centered
- a - 3x3 pixel block
- b - 3x5 pixel block
- c -
- d - X (primary)
- e - rectangle
- f - arrow (secondary color indicates direction: 0=n,1=ne,2=e,3=se,
- 4=s,5=sw,6=w,7=nw)
-
-
-
- ---------------------
- VERSION NOTES
- ---------------------
-
- Ver 1.0 - Bryan Baker (Removed support of Wolfenstein 3-D from MapEdit
- version 7.1; implemented rubberband-drawing
- feature written by Wayne Skala; added "ctl+click"
- functionality to display single object types)
-
-
- ---------------------
- (The following notes detail the evolution of MapEdit.)
-
- Ver 7.1 - Bryan Baker (Eliminated output of shareware levels, added
- room "ZAP" feature, added full-screen help,
- added level name input)
-
- Ver 7.0 - Bryan Baker & Dave Huntoon (Expanded statistics features,
- Read/Write filename may now be
- specified, Improved program error
- reporting & logic during startup)
-
- Ver 6.1 - Matt Gruson (Spacebar toggles between Map and Object modes,
- PAGEUP/PAGEDWN scroll legend display, add right
- mouse button to have own value, Shift + left mouse
- button memorizes value from map)
-
- Ver 6.0 - Dave Huntoon Modification (Help, Copy, Paste, Exchange,
- Write and Read)
- Ver 5.0 - Bryan Baker Modification (Display of critical statistics)
- Ver 4.1a - Dave Huntoon Modification (Spear of Destiny compatibility)
- Ver 4.1 - (c) 1992 Bill Kirby
-
-
-
- ---------------
- SUPPORT
- ---------------
-
- SODEDIT is freeware and is entirely user-supported. It is intended to be
- used only by registered owners of Spear of Destiny.
-
- Levels created with this software may not be sold for profit, nor may
- they carry any endorsement of Id Software or FormGen Corporation.
- Any such endorsement may constitute a copyright violation to which the
- map level creator and distributor must be held solely liable.
-
- I assume no responsibility for levels created and distributed with this
- software.
-
- If you have any questions or problems associated with SODEDIT ver 1.0,
- you may contact me via e-mail on CompuServe.
-
- Bryan Baker 71121,3376