Dschump Level Editor
--------------------


 When you run the level editor by typing <editor.exe> a screen like the one
below will appear.

+---------------+----------------------+------------------------------------+
|               |                      |                                    |
|               |                      | +-----+ +-----+  +--------------+  |
|               |                      | |     | |     |  |              |  |
|               |                      | |     | |     |  |              |  |
|      1        |        2             | |  3  | |  4  |  |      5       |  |
|               |                      | |     | |     |  |              |  |
|               |                      | |     | |     |  |              |  |
|               |                      | |Level| |Toggle  |    Menu      |  |
| List of tiles |      Level           | |     | |     |  |              |  |
|               |                      | | Map | |Action  |              |  |
|               |                      | |     | |     |  |              |  |
|               |                      | |     | |     |  |              |  |
|               |                      | |     | |     |  |              |  |
|               |                      | |     | |     |  |              |  |
|               |                      | |     | |     |  +--------------+  |
|               |                      | |     | |     |                    |
|               |                      | |     | |     |                    |
|               |                      | |     | |     |    Active Tile     |
|               |                      | +-----+ +-----+      +----+        |
|               |                      |                      |    |        |
|               |                      |                      | 6  |        |
|               |                      |                      |    |        |
|               |                      |                      +----+        |
|               |                      |                                    |
|               |                      +------------------------------------+
|               |                      |                                    |
|               |                      |                  7                 |
|               |                      |               Messages             |
|               |                      |                                    |
+---------------+----------------------+------------------------------------+

			       Figure 1

 Initially you can select a tile in area 1 using the cursor keys.  You select
a tile you want to place into the level by pressing SPACE or ENTER.  The
currently selected tile is displayed in area 6.

 Once you've selected a tile a cursor will appear in area 2.  Use the cursor
keys to move the cursor to any position in the level.  Pressing SPACE will
put the 'Active Tile' into the level.  Whatever happens in area 2 also
happens in area 3 (Level Map).  If you want to use a different tile press
ESC to return to area 1.

NB: A quick way of selecting a new tile is to use the keys of the keyboard.
    The keys A to Z , . / ; ' [ ] ` 1 2 3 4 5 6 7 8 9 0 - = and \ each
    have one tile assigned to them.

 In area 2 you can use the PgUp and PgDn keys to move a page at a time.

 Some tiles need some extra information when they are put into the level.

 They are:
 Toggles (Switches)
 Worm holes (Black holes)

Toggles
-------
 Putting a toggle into the level will activate area 1.  At this point you
will have to select any of the 47 tiles.  The selected tile will be
placed at a place (which you select) when the toggle is activated.
The toggle action tile is shown in area 4.

 As an example, lets put a toggle at position (5,53), by moving the
cursor to the desired position and pressing SPACE.  As a toggle action
we select the 'Nails' tile.  This is done by moving the cursor onto
the 'Nails' tile and pressing SPACE.  The 'Nails' tile will appear in
area 4 and a cursor will appear in area 2.  Now move the area 2 cursor
to a position where we want the action to take place.  Lets move it to
location (4,52).  Pressing SPACE at this time will not show the action
tile in the level, but the Level map (area 3) will show the action tile.

 The level designer has a maximum of 10 toggles to his/her disposal.

 |   |   |   |   |   |   |      |   |   |   |   |   |   |
 |   |   |   |   |   |   |      |   |   |   |   |   |   |
 +---+---+---+---+---+---+      +---+---+---+---+---+---+
 |   |   |   |   |   |   |      |   |   |   |   |Action |
 |   |   |   |   |   |   |      |   |   |   |   |Point  |
 +---+---+---+---+---+---+      +---+---+---+---+---+---+
 |   |   |   |   |   |   | ==>  |   |   |   |   |   |   |
 |   |   |   |   |   |Toggle    |   |   |   |   |   |Toggle
 +---+---+---+---+---+---+      +---+---+---+---+---+---+
 |   |   |   |   |   |   |      |   |   |   |   |   |   |
 |   |   |   |   |   |   |      |   |   |   |   |   |   |

			   Figure 2

Worm holes
----------
 The basic idea with a 'Worm hole' is that if you fall into one, you
will be transported to another worm hole.

 |   |   |   |   |   |   |      |   |   |   |   |   |   |
 |   |   |   |   |   |   |      |   |   |   |   |   |   |
 +---+---+---+---+---+---+      +---+---+---+---+---+---+
 |   |   |   |   |   |   |      |   |(2)|   |   |   |   |
 |   |   |   |   |   |   |      |   |(4)|   |   |   |   |
 +---+---+---+---+---+---+      +---+---+---+---+---+---+
 |   |   |   |   |   |   |      |   |   |   |   |   |   |
 |   |   |   |   |   |   |      |   |   |   |   |   |   |
 +---+---+---+---+---+---+      +---+---+---+---+---+---+
 |   |   |   |   |   |   |      |   |   |   |   |   |   |
 |   |   |   |   |   |   |      |   |   |   |(A)|   |   |
 +---+---+---+---+---+---+      +---+---+---+---+---+---+
 |   |   |   |   |   |   |      |   |   |   |   |   |   |
 |   |   |   |   |   |(2)|      |   |   |   |   |   |   |
 +---+---+---+---+---+---+      +---+---+---+---+---+---+
 |   |   |(3)|   |   |   |      |   |   |   |   |   |(3)|
 |   |   |(1)|   |   |   |      |   |   |   |   |   |(B)|
 +---+---+---+---+---+---+      +---+---+---+---+---+---+
 |   |   |   |   |   |   |      |   |   |   |   |   |   |
 |   |   |   |   |   |   |      |(1)|   |   |   |   |   |

	 Figure 3                      Figure 4

 Look at figure 3 and follow the description below.

 First, select the 'Worm hole' tile from the tile menu.  Then move to any
location in the level.  Press SPACE to set the first worm hole (1).  At
this point the message area (area 7) will tell you to position the 'Out'
hole.  Move the cursor to any location in the level, pressing SPACE will
place the second 'worm hole' (2).  Now the message area (area 7) tells
us to place the 'Out' hole for this 'worm hole'.  Position the cursor
on the first (1) 'worm hole' and press SPACE.  Worm hole (3) is now
placed in the same position at worm hole (1).

 Now what does this all mean:  When we jump into worm hole (1) we will
appear in worm hole (2).  Then jumping into worm hole (2) we will appear
in worm hole (3), which is the same as worm hole (1).

 This was the easiest way of using worm holes, figure 4 is a more
complicated example.

 When we jump into hole (1) we appear in hole (2).  Jumping into hole (2)
we appear in hole (3).  Jumping into hole (3), we appear in hole (4),
which is the same as hole (2).  When we jump into hole (A), we will
appear in hole (B), which is the same as hole (3).

 The worm holes are the most complicated, but also the most fun part of
the game.  You can define some really difficult levels with them.

 As a last example look at figure 5.

 |   |   |   |   |   |   |
 |   |   |   |   |   |   |
 +---+---+---+---+---+---+
 |   |   |   |   |(1)<--Toggle Action
 |(2)|   |   |   |(4)|   |
 +---+---+---+---+---+---+
 |   |   |   |   |   |   |
 |   |   |   |   |   |   |
 +---+---+---+---+---+---+
 |   |   |   |   |   |Toggle
 |   |(3)|   |   |   | A |
 +---+---+---+---+---+---+
 |   |   |   |   |   |   |
 |   |   |   |   |   |   |

	 Figure 5

 What we have here, is a toggle which creates a worm hole.  Once the
toggle action tile has been placed, the message box (area 7) will tell
you to place the 'Out' hole.  We place the 'Out' hole (2), then we place
worm hole (2)'s 'Out' hole (3).  Finally we place worm hole (3)'s 'Out'
hole.  This last 'Out' hole we position to be the same as the starting
position of the worm hole sequence.

NB: The toggle action point is not shown on the level, so we have to
remember where the toggle action point it, that is, if we want to end
the worm hole sequence on that tile.

PS: If we have two worm hole sequences, and we start a third one, then
the final hole of the third sequence can end on a worm hole of any
sequence.

PSS: You can cover the a worm hole with any other tile.  What till will
do is, that when you jump into a worm hole, you appear out of this new
tile.  This makes for some very nice effects, like appearing out of
nowhere, when you choose the wrong path.


 This should be enough info on how to get you going.

Editor Menu
-----------
 One we are in the tile select area (1), we can use the cursor and the TAB
keys to move the cursor to the Editor Menu (area 5).  Press ENTER to
activate the currently selected option.

 The menu looks like this:

 Save Level
 Load Level
 Level map
 Action map
 Clear Level
 Clear Toggles
 Clear Worm Holes
 Import Level
 Export Level
 Exit Editor

 Below is a short description of each of the menu options:

o Save Level
  First you will have to enter a level number.  This number can range from
  0 to 99 (inclusive).  Then the level on disk is checked if it contains
  any information, if it does, then you will have to confirm to overwrite
  action.
  Next you will have to enter a unique level password.  Only the letters
  A to Z are allowed.  The editor checks that the password was not used
  before.
  Now if you placed all 4 colour tiles into the level, you have the option
  to switch the colour pickup option ON or OFF.  If you switch it ON, then
  the player can only finish the level if he/she has picked up all 4
  colours (red, green, blue and yellow).

o Load Level
  Enter the number of the level you want to load.  Number ranging from 0
  to 99 are allowed.

o Level Map
  When you activate this option the Level Map (area 3) is redrawn.  After
  the redraw it shows the level as it will appear in the game.

o Action Map
  When you activate this option the Level Map (area 3) is redrawn.  After
  the redraw it shows the level PLUS the toggle actions.  So use this
  option to see what the level looks like when all toggles are switched
  once.

o Clear Level
  Simple, it clears the current level data.  You start with a clean level.

o Clear Toggles
  This leaves nearly all level data intact.  The exception is, that all
  toggles and any resulting action is removed from the level.  This is
  very useful when you made a mistake in your toggle placement.

o Clear Worm Holes
  This removes all the worm holes from the level.

o Import Level
  A previously exported level (see next option) is read into the current
  level.  This option can be used to load a level which was designed
  by a friend into you level list.

o Export Level
  This option stores the current level data to disk.  The export file
  is <tmplevel.dat>.

o Exit Editor
  Quit the current editing session.


Game-within-a-Game Level Editor
-------------------------------

 To run this editor type <edit_scr.exe>.  A screen similar to the one in
figure 6 will appear.

 +----------+-----------------------------------+------------+
 | Tiles    |                                   |            |
 | +---+    |                                   | Position   |
 | |   |    |                                   |            |
 | | 1 |    |           Edit Area               |            |
 | |   |    |                                   |            |
 | |   |    |               3                   |            |
 | |   |    |                                   |            |
 | |   |    |                                   |            |
 | |   |    |                                   |            |
 | |   |    |                                   |            |
 | |   |    +-----------------------------------+            |
 | |   |    |                                   |            |
 | |   |    |                                   |            |
 | |   |    |                                   |            |
 | |   |    |                                   |            |
 | |   |    |                                   |            |
 | |   |    |                                   |            |
 | +---+    |                                   |            |
 |          |                                   |            |
 |          |                                   |            |
 |          +-----------------------------------+            |
 |          |                                   |            |
 |  Current |                                   |            |
 |   Tile   |                                   |            |
 |   +--+   |             Menu                  |            |
 |   |2 |   |                                   |            |
 |   +--+   |               4                   |            |
 |          |                                   |            |
 |          |                                   |            |
 +----------+-----------------------------------+------------+

		       Figure 6

 Area 1 lists the tiles you can use to design the screens.  Area 2 shows
the currently selected tile.  All the editing/action happens in area 3.
Area 4 is the menu.  This editor works on the same principles as the level
editor.  You use the cursor keys and SPACE or ENTER to do all selections
and placements.

 The only point of real importance in this editor is the second tile from
the top of the list (a grey shaded tile).  This tile is the only tile
which can not be destroyed by the ball.

 In total there are 20 screen to the designers disposal.  You use the
'Screen Number' menu option to select the current screen number.

 The menu (area 4) look like this:

 Save Screen
 Load Screen
 Clear Screen
 Screen Number: #
 Quit

 Below is a short description of each of the menu options:

o Save Screen
  After activating this option, the editor wants to know if the currently
  drawn screen should be included in the saved data.

o Load Screen
  This option loads screen data from the disk.

o Clear Screen
  This option clears the current screen.

o Screen Number: #
  With this option you can select the screen number you want to edit.
  The valid numbers range from 0 to 19.

o Quit
  Self evident option.  Quit the editor.


		 All that's left to be said is:

		 Have fun, and happy editing!


----------
Peter Hinz
(c) 1994
