Brudal Baddle Character Editor Help File
========================================
Copyright 1994 Sandbird Software 

Character creation and editing is not a task for the faint of heart.
Each character has approximately FIVE THOUSAND bits of data defining
what they do and how they do it.

MOVEMENTS
=========

        A.      Data Hierarchy
                1.      Sprite Offsets
                        a.      Each characters has many sprites
                                associated with it and they can be any
                                size.  To make sure that they line up
                                correctly on the screen the have an
                                X & Y offset.
                        b.      Generally, the X-offset is the distance
                                from the left side of the sprite to the
                                center and the Y-offset is the distance
                                from the bottom of the sprite to there
                                feet.
                2.      Moves
                        a.      Sprite
                                The is a Sprite associated with
                                each move, this is the picture that will 
                                be displayed when the move is called.
                        b.      X & Y Move
                                This is the X & Y movement of the sprite.
                                Each time the move is called the sprite will
                                move this number of pixels in the respective
                                direction.
                        c.      Body Range
                                This is the distance from the center of
                                the sprite until the edge where the player
                                can be hit.
                        d.      Attack Range
                                This is the distance from the center of 
                                the sprite to the edge of the attackers
                                reach.
                        e.      Type
                                There are defined zones such that
                                        <-- Ultra High
                                  0     <-- High
                                --|--   <-- High
                                 / \    <-- Low
                                 These are the areas in which the character
                                 can be hit.
                                 Standing is both the Low & High Zones.
                                 Ultrahigh is jumping and such.
                                 Not hittable is used when recovering from
                                 a punch or something.
                        f.       Attack Type
                                 The correlates directly to the Type.
                                 But also includes the Strength of the
                                 attack such as Weak, Or Strong
                3.      Sequences
                        a.      A sequences is simple a long series of
                                moves.
                                A jump kick sequence would call something 
                                like:
                                Sequence #9
                                Seq. Frame       Picture        Movement
                                1       Move 11: squatting      none
                                2       Move 12: half squat     y=+5 x=+3
                                3       Move 11: squatting      y=+7 x=+3
                                4       Move 13: squat kick     y=+7 x=+3
                                5       Move 13: squat kick     y=+7 x=+3
                                6       Move 13: squat kick     y=-7 x=+3
                                7       Move 13: squat kick     y=-7 x=+3
                                8       Move 11: squatting      y=-7 x=+3
                                9       Move 12: half squat     y=-5 x=+3
                               10       Move 11: squatting      none
                               11       Move 254==ALL SEQUENCES END WITH 254
                4.      Computer Response
                        a.      Computer Response
                                Is simply a series of sequences like:
                                computer response #132
                                Response Frame Sequence
                                1               23 Forward
                                2               23 Forward
                                3               24 Hi Kick
                                4               30 Hi Block
                                5               254  End
                                You must use all frames or place 254 to end
                                the series.
                        b.      Zones
                                There are three ranges for computer activity
                                Short, Med and Long.
                                Each Range has twenty responses that can be
                                programmed. 

Special Movement Keys
=====================
Each character has a set number of special moves.
To activate one of these you must set up the key sequence.

If you wants a special move to be like:
        Left
        Down
        Right
        Left+Up+Punch button
You define it by the sequences that would be called
so the key sequence would look like:
        Forward
        Backward
        Duck
        Jump Kick

                                
                                
