     ͻ
                     Savegame Editor Construction Kit                  
     ͼ
                        
                         
                         
                         
                         D O C U M E N T A T I O N 
                        
                             Version  V 2.00





            Copyright (C) 1995,1996  Advanced Digital Technologies
   
 Design & Program : Frank Necas-Niener      Manual & Tests : Michael Schwarz
   
 
 
   
   
   
 THIS IS THE ENGLISH TRANSLATION OF THE ORIGINAL GERMAN DOCUMENTATION FILE  
 FOR SECK 2.00 ! I KNOW THAT MY ENGLISH SPELLING IS NOT VERY GOOD, BUT I WANT 
 TO MAKE THINGS EASIER FOR ALL ENGLISH SPEAKING PEOPLE OUT THERE ! SO BE 
 PATIENT WITH ME ! I'M A PROGRAMMER, NOT A WRITER !!! 


   
   
   CONTENT : 
   ========

   1. disclaimer of warranty    
   
   2.1 General information about SECK, the idea and the handling of the 
       program
   
 * 2.2 The new desktop of Version 2.00   

 * 3.  How to load savegame into SECK 
   
   4. The savegame - analyse                      
      
          General inforamtion about comparing savegames     
           
           4.1   General changes     
           4.2   Smaller OR bigger values    
           4.3   Switches ( 0 / 1 & others )
           4.4   Difference ( - 1 & others )
           4.5   Automatical values search  
           4.6   Energy bar search        
           4.7   More searching techniques 
                    4.7.1  Find values up to 999.999.999 
                    4.7.2  Find halve values       
                 *  4.7.3  Find alternate values     
                 *  4.7.4  Find values in an interval 
                 *  4.7.5  Find items stored as bits  
                 *  4.7.6  Master Search                    

   5. View   
      
       5.1  Show actual result screen         
      
       5.2  Show LIST       

   6. Patch savegames    
      
       6.1 Patch Byte          
       6.2 Patch Byte, Word & DWord        
       6.3 Undo byte-patch changes

   7. The integrated HEX - EDITOR 

   8. The integrated SCREEN - EDITOR     

 * 9. The integrated HEX - DEC - Calculator 

 * 10. Option "Start game when leaving SECK 2.00"

 * 11. The Master - Search                  
   
   12. The creation of Savegame - Editors 
      
    *  12.1  Standard Savegame Editor 
    *  12.2  Individual Editor    
    *  12.3  Graphical Editor   
    *  12.4  BONUS ( Professional Version ) Individual Editor from 1.00   
   
   13. Diagram : Simply working with SECK 
      
=============================================================================
 
 (1) Disclaimer of warranty
     
     
     In the following, Frank Necas-Niener will be called "the author" , and 
     BOTH The Savegame Editor Construction Kit ( SECK ) 2.00 AND all editors 
     that have been created using the Savegame Editor Construction Kit (SECK) 
     2.00 will be called "the software" :
     
     Ŀ
     The Software is delivered " as is ".                                  
     The author hereby disclaims all warranties relating to this software,     
     whether expressed or implicit,including without limitation any implied    
     warranties of merchantability or fitness for a particular purpose.        
     I will not be liable for any special, incidental, consequential,      
     indirect or similar damages due to loss of data/damage to hardware or 
     any other reason, even if I have been advised of the possibility of   
     such damages.                                                         
     
      
     I do not give any warranties of any kind for the fitness of the 
     savegame editors that have been created using SECK.The developers 
     of these editors are to be held responsive themselves.
      
     If you USE SECK and some or all of its relating files and / or if 
     you CREATE and PUBLISH your own savegame editors, you admit 
     to this disclaimer of warranty 

     
      
     In spite of intensive programming and lots of tests, we are forced to  
     give no warranties because of the huge amount of different hard- and 
     software components that exist all over the market! We cannot test all 
     surroundings that may exist concerning the fitnes of our program ! 
     We hope that you understand this !
      
     If you recognize any bugs concerning SECK and / or the Savegame Editors
     that have been created using it, please feel free to write us so that
     we will be able to fix it. Please give a detailed explication of 
     the situation in which the error appears.

 
(2.1) General information about SECK, the idea and the handling of the 
      program
      
      
      SECK is a program that will help you to analyse savegames easily 
      and that let you make any modification you want to do.

      SECK is also able to create individual savegame editors and compile  
      them to .exe files ( only professional version! ), that are executable 
      without the need to load SECK first! You may publish and spread these
      savegame editors on your own with no further payment to the author.

      A HEX - EDITOR for advanced users, a SCREEN - EDITOR with which you can
      create your own screen to be used in the editors as well as a HEX-DEC
      calculator build the other features of SECK.
      A big theoretical part concerning savegames and their modification, 
      (very good especially for beginners !) is also part of the 
      huge SECK environment.

      SECK has been developed to make analyse and modification of
      savegames much more easier than it is if you have to do this
      on your own.

      When you have finished analysing your savegames, you do not  
      have to change a savegame all the time by yourself, you simply
      create a savegame editor which is specified for the game
      and which can do the modification fast and easily.

      In the professional version, you may also compile your savegame 
      editors and publih them, and even SELL them, if you like.
      

(2.2) The new desktop of SECK 2.00       

      Okay, first you have to no, that an english version of SECK 1.00
      has never existed, in case that you're wondering why you've never heard 
      of it before.SECK 1.00 gave me an impression if a program like this
      was wanted by some users or not.And a translation is plenty of extra 
      work, so I diddn't do this for version 1.00 !But I'm convinced now that
      an english version is also necessary, so here it is !

      In version 2.00, we've added a complet new desktop. There are two pages 
      which are 100 % mouse controlled.That means, you're NOT able to move
      through this two pages with any cursor or simila keys.
      The only two keys that are allowed is the ESC key ( ends program ) and 
      the F1 key ( gives ONLINE - Help to the topic the cursor is pointing
      at ).Using this new desktop, we've got a much bigger flexibility which
      was not possible using any key movements.
      When entering the menu topics, the old key commands from version 1.00
      have been conserved there so that you won't have big problems 
      using the new version. All keys you may use are described in a corner 
      of the screens, so don't worry about this, it's very easy!

      If you want to choose a menu item, just move the mouse onto the 
      box and click onto the left mouse key.
      Within most of the searching techniques, another menu will open 
      where you can specify your choice.
      Here, just click on the text of the submenu to choose the option 
      described.

      You can move to the second page with the menu entry in the right 
      corner on top of the page.
      
      As I already mentioned, in all screens with key control, the keys 
      you may use are described anywhere in the screens or in the 
      online help that you may enter pressing F1.

      You may leave SECK 2.00 either with a click onto the right mouse key
      or by pressing ESC.

      If there is a LIST that you haven't saved yet, SECK 2.00 will asked
      you whether to save this LIST or not.Afterward, you have to admit 
      once more that you want to quit SECK.

      If you're having problems with the combined mouse-key control, 
      don't worry. After a little time, you won't even recognice this
      any more !

*(3)  How to load savegame into SECK 
      

      For to load the savegames that you've prepared while playing a
      game you want to write a savegame editor for, you have to choose
      the menu item CHOOSE SAVEGAMES.
      You'll receive a view of the files and directories in the root
      directory of your harddisk.
      You'll only see a part of the files and directories, if you 've
      got lots of them, use the cursor keys to move up and down.
      Attention : SECK won't show you more then 255 files or directories !
      Using the TAB key, you can change between the side with the file
      entries or the one with the directories, where you can choose any
      subdirectory you want.With a hit on SPACE BAR, the File / directory
      will be chosen.A file will be added to the file list.A file can 
      be removed from the filelist with the DEL key, which you have to admit 
      again.
      F1 lets you change to another drive, where you'll start agin in the
      root directory. With PGDN, PGUP you can move thorugh the files list
      faster, with ESC you can leave this topic.
      

(4)   General inforamtion about comparing savegames     
      
      
      If you want to create savegame editors, doesn't matter which special
      kind, you have to analyse the savegames of the game you want to train
      at first.Every game has got a different format for its savegames due
      to the programmers.
      To find out all important positions, you have to stuck to the following:

      You need a few savegames, which have been saved in slightly changed
      situations during the game.These will be compared.This is the only
      way to find out which changes were made to the saveames due to the
      player's situation during the game.

      In the savegames, all important data concerning the player are stored
      for a later usage.If you've got, for example, 3 lives in a game and you 
      want to "train" this value, to modify it, you have to save three times,
      at first with 3 lives, then with 2 and finally again with 1 live.

      After this, you'll start SECK and compare the savegames ( after having
      chosen them ) one with another.

      If you find a position in the filesm where the value changes from 3 
      to 2 and again from 2 to 1, this might already be the right position
      for the "lives" in the game.

      You may control this using the "Patch savegame" option in the main menu.
      With this option, you can modify a savegame of your choice at a position
      of your choice with a value you like.
      In this example, you could write a 255 (maximum Value that may be stored
      in a byte) into the position where you have found the 3,2,1 changes.
      When you start again the game, load the savegame and see that you've 
      now 255 lives, the position has been correct! Otherwise you'll have to 
      test other positions, another searching technique or simply different
      savegames.

      SECK offers 15 searching techniques to you for comparing up to 5 
      savegames, in the master search even up to 12.
      So you should be prepared well for all kind of games.
      
      A few more important hints : 

      * The savegames will be examined FROM THE FIRST TO THE LAST ONE.
      * If the savegames have different file length, all will only be
        examined up to the end of the SHORTEST SAVEGAME of all.
        SECK will inform you, too, that the chances to find any 
        corresponding positions are little! With those savegames, you won't
        receive any suitable results often with the normal techniques.
        But wait for the next version of SECK, I've got something in mind
        what to do with these special and difficult savegames!
      * Changes will only be shown if they appear in ALL CHOSEN SAVEGAMES  
        - depending on the searching technique - at the same position.
      * All vlaue entries in SECK can be done both in the decimal and
        in the hexadecimal format. If you want to use a hex-value, 
        you have to start the entry with a $ sign.

      The description of the SECK searching techniques ( methods )
      ============================================================

      4.1  General changes    
      
      
      It will show you ALL differences in the savegames.It is therefore
      an unspecialised method which often won't lead to success, 
      in case that more than 500 differences have been found ... .If this 
      happens, it isn't profitable to test all 500 possibilities !
      
      If SECK exits comparison, you should use another method.
                   
      samle         Savegame 1     Savegame 2    Savegame 3 
      result       Ĵ
                                                            
                        67            33             11     
                        12            48             24     
                       100            85             90     
                   
     PREPARATION : 
     Save a few times in the game and create savegames.                 
      
      
      4.2  Smaller OR bigger values    
      

      You can decide in a submenu, whether you want SECK to look 
      either for values that become smaller or bigger from 
      one savegame to the other.

      The results will be shown afterwards.
      
      sample        Savegame 1     Savegame 2    Savegame 3 
      result       Ĵ
                                                            
                        88            57             21     

      or            Savegame 1     Savegame 2    Savegame 3 
                   Ĵ
                                                            
                       100           127             150    
      
     PREPARATION : 
     Save from the first to the last savegame with values that become 
     smaller or bigger.

      4.3.  Switches ( 0 / 1 & other )
      

      You can again decide in a submenu, whether you want to look for 
      normal switches ( 0 and 1 ) or some special switches.
      Saying switch, I mean a position in a savegame that may only
      contain two values, one value meaning that an option is ACTIVE, 
      the other that the option is INACTIVE.If you have ON/OFF options
      in a game, this is usually stored in a switch in the savegames.
      For example, in the Magic Carpet (TM) savegames, the magic spellings
      are active or inactive when in those file positions a 1 or a 0 is 
      written.


      sample        Savegame 1     Savegame 2    Savegame 3 
      result       Ĵ
                                                            
                         0             1              0     

      bzw.          Savegame 1     Savegame 2    Savegame 3 
                   Ĵ
                                                            
                       255             0            255     


     PREPARATION : 
     Save on time with the option being DISABLED, another time with it being
     ENABLED, an once more again with DISBABLED, or the other direction.
     
     4.4  Difference ( -1 & other )
     

     This method will show you simple diferences. In a submenu you may 
     choose the standard difference -1 or a difference of your choice.
     Then, all changes in the savegames concerning the difference will 
     be shown.
     

      sample        Savegame 1     Savegame 2    Savegame 3 
      result       Ĵ
                                                                 ( - 1 )
                         12           11             10     

      or            Savegame 1     Savegame 2    Savegame 3 
                   Ĵ
                                                                 ( - 8 )
                         88           80             72     


     PREPARATION : 
     Save exactly when the value you're just looking for has become smaller   
     by the difference you want to choose.
     
     4.5  Automatical values search
     

     Here, you'll define a start value for the first savegame and
     SECK will show you all positions, where this value has become 1 smaller
     each savegame.
     This is the ideal technique for games with amounts that become
     smaller step by step.
      
      sample        Savegame 1     Savegame 2    Savegame 3 
      result       Ĵ
                                                                  
                         5            4              3      

      or            Savegame 1     Savegame 2    Savegame 3 
                   Ĵ
                                                                 
                         44           43             42     

     PREPARATION :  
     Save with any sart value and reduce this value with 1 each of the 
     following savegames.     
     
     4.6 Energy bar search        
     

     If you're looking for any kind of energy bars in the savegames, 
     this is the corresponding method.
     Energy bars are normally stored in one of the following formats : 
     FULL  :  255   or   100     and       EMPTY  :  0
     This searching technique will look for values that are 255 or 100 
     IN THE FIRST savegames, all other values in the following savegames
     at this positions are allowed.
     If you've saved the first game with full energy bar, the second with 
     only half of it and if you find a position where the value in the 
     second savegame is either round about 50 or round about 128, you 
     might have found the right one.
     
     PREPARATION :
     Save the first Savegame with a full energy bar. 

     4.7  More searching techniques
     
     With these additional techniques, you can use more and very mighty 
     methodes.The description in detail :
     
     4.7.1  Find values up to 1.000.000.000  
      
     
     With this method, you can look for big values, such as money
     in simulation games or similar ones. You have got the possibility
     to enter a value up to 999.999.999 that you want to find.
     IMPORTANT NOTE : In this method, ONLY THE FIRST SAVEGAME will be
     examined. If the value has been found, SECK will show you the first
     position in the savegame, from which the value is written.The value at 
     this address is - in case of success - only one out of any more up to 
     4, that are used to code the money amount.
     You can make direct use of this address if you test this position
     with the "patch Byte, Word, DWord" option.
     But please be careful : If the game's programmer has only planned 
     two bytes for the money amount, which is not more than at maximum
     65535, a patch with 80000 could cause irreparable damage to the
     savegame - exactly when at the two illegal bytes important 
     game information has been stored !
      

      samle         Savegame 1     Savegame 2    Savegame 3 
      result       Ĵ
                                                                  
                     47                                     

     PREPARATION : 
     Save at a position of your choice during the game and note the money  
     (or big value) amount at this position.


     4.7.2  Find halve values     
     
     
     This will find values that halve from one savegame to the next.
     It is one of the more specialise techniques, when the others don't
     lead to success.
      

      sample        Savegame 1     Savegame 2    Savegame 3 
      result:      Ĵ
                                                                  
                       140            70             35     

     PREPARATION : 
     Save a few times exactly, when the value halved depending on the value 
     that has been stored in the savegame before.

   * 4.7.3  Find alternat values       
     
     
     The first of the 4 new searching techniques in SECK 2.00 let you 
     find values, that do not change following to a special scheme.
     You define the value you want to look for in each savegame.
     Having started this method, you'll be asked which value to look 
     for in each of the chosen savegames. This method brings you 
     a maximum of flexibility when saving in game.Ater the examination, 
     the results will be shown as usual.
     
      sample        Savegame 1     Savegame 2    Savegame 3 
      result       Ĵ
                                                                  
                       48             40             19     

     PREPARATION : 
     Save different savegames with certain values and note these.    
     Save e.g. with 48, write this value down, save with 40, write it
     down again and so on... .


   * 4.7.4  Find values in an interval  
     
     
     This searching method often leads to success, when you do not know
     exactly, what the amount is at the time when you're saving.
     In some games, special values are changing very fast, shortly before
     the savegame is stored and shortly again when it was loaded.
     If you're looking for this kind of values, you have to use this method 
     because the others are not capable to manage these special values.
     When you start this searching technique, you have to define at first
     a value to look for in each savegame, like in the "Find alternate values"
     search.But here, you have to define in addition to the values an interval
     in which will be uses with the values.
     SECK 2.00 is then looking for values, that lie in the interval round 
     about the values you've chosen.
     For example, if you're looking for a value round about 15 in the first 
     savegame, a value round about 40 in the second and if you've chosen 
     an interval of 10, SECK 2.00 will look for an address that contains
     in savegame 1 a value from 5 and 25 and in savegame 2 a value from 
     30 to 50.

      sample        Savegame 1     Savegame 2    Savegame 3 
      result       Ĵ
                                                                  
                       18             44             89     

      PREPARATION : 
      Save few times at different positions and try to estimate the value 
      the savegame might have when you've just saved. The bigger the 
      interval, the longer the search will take, but the more safe it will 
      be.Only intervals are possible, that do not cross zero.
     
   * 4.7.5. Find items stored as bits  
     
     
     In lots of games the amount of items you've got that are from the same
     kind, e.g. weapons, are stored as a single byte value in the savegames.
     This happens often, when you can not have more than 8 of these items.
     The programmer can store values from 1 to 255 in a byte by storing 
     and deleting bits at different positions.Let's say that the pistol is
     replaced by Bit 0 (value 1), the shotgun by Bit 1 (value 2) and the
     rocket launcher by Bit 5 (value 32). Then we get : 
     Only the pistol    :  1           stored in the address / position
     pistol and shotgun :  1+2=3       stored in the address / position
     all together       :  1+2+32=35   stored in the address / position
     This is not alway obvious, but this method can find it out.
     Having started the method, you will be asked about the amount of 
     items in each savegames. SECK 2.00 will look for bytes that may 
     correspond with your choice. It doesn't matter, which format the 
     programmer has chose, the only important thing is the amount in the
     savegames.If SECK 2.00 manages to find the right position, you normally
     only have to patch this position with 255 to get ALL items.
     ( 255 = All 8 bits are stored ! )
      
      sample        Savegame 1     Savegame 2    Savegame 3 
      result       Ĵ
                                                                  
                       1              3              35     

      PREPARATION : 
      Save a few times with a different amount of items / things and note     
      the values.                   


   * 4.7.6. Einzelschritt-nderungs-Suche
     
     
     This mighty searching technique will be described in the separate
     topic 11, because it is in the main menu at another place.

 (5)  View    
      

      Using this topic, you can change to one of two importan program    
      screens :

      5.1 Show actual result screen         
      
      
      This will show you the screen with the result of the latest search 
      you've started.      

      COMMANDS:
      =========
      Cursor - keys     :  Move thorugh the result screen.           
      F1                :  start the online help that shows all commands.
      INST              :  Copy a position / address for further
                           use ( patch options, Editor development )
                           into the LIST.          
      DEL               :  Choose totaly different savegames.
      ESC               :  Quit the result screen.           

      5.2 Show LIST
      
      
      Will show you the list, the most important part of SECK, which 
      is used for the patch options and the editor development engine. 
      
      COMMANDS: 
      =========

      Cursor - keys     :  Move through the LIST.          
      F1                :  Start the online help that shows you all commands
      F2                :  Enter a file position / address into the LIST
                           that doesn NOT result from the result of a search
                           ( but maybe from the hints of a certain gaming
                           magazine ? ).
      I                 :  Will show you the content of a certain address. 
                           Having chosen this, you still have to decide
                           the savegame whose content at this postion you    
                           want to see.
      EINFG             :  Enter a text / comment to a value that you've
                           found so that you know, what is stored in the
                           corresponding position / address.
      ENTF              :  removes a value out of the LIST
      F4                :  Starts the file option menu. 
                           Now you can a) save the actual LIST to disk 
                                    or b) load a previous saved LIST   
                                          for further work with it.    
                           IMPORTANT NOTE : SECK 2.00 will test before 
                           loading, if still all savegames and all 
                           pathes to this savegames exists.Otherwise, 
                           the LIST WON'T be loaded !

 (6)  Patch savegames
      

      When you have found any values which might represent the values
      you're looking for in the savegaems, you can test this using the
      patch option.
      After you've chosen this option via a mouse click, you can choose in 
      a submenu whether you want "Patch byte" or "Patch byte, word, dword".
      
      6.1. Patch byte
      

      Start the option "Patch byte".
      
      Now you choose any of your savegames to be modified.

      SECK will shwo you the LIST screen.Now decide, which addres to be
      tested and then hit P.
      SECK will show you the actual value at that position and will ask you 
      to enter a new value.
      When you have done this, the savegame will be patched at this position
      and the patch option will end.

      After this, quit SECK, start your game and load the savegame.
      You'll see ( or not ) the result of your modification.

      6.2. Patch Byte, Word, DWord
      

      This submenu will start the new function "patch Byte, Word, DWord".#
      The additional tool SG-PATCH will be started to path values that
      are bigger than 255.
      All addresses in SG-PATCH can be entered either in hex or in dec format.
      Hex entires have to be marked by a leading $ sign.

      Now you have to enter the address, from which the big value shall be
      stored in the standard format.

      Then you enter the big value itself, up to 999.999.999

      Then you've got still the possibility to abort the patch with J or N.
      If you decide to patch, a safety copy named UNPATCH.IT will be made.
      If the patch damages the savegame, you can restore it by copying the
      UNDO.IT to the name of the savegame.

      6.3 Undo byte-patch changes
      

      This option lets you undo the 15 last changes of the "Patch Byte"
      option.But this is only possible, when the path to the savegames
      is still correct. Modifications that have been caused by SG-PATCH may
      be undone using the safety copy UNPATCH.IT
      But this copy may only undo the last changes !

      Choose the option "Undo byte-patch changes"

      An undo list will be displayed, where the last 15 changes have been 
      notified. Use the patch to be undone with the cursor keys.

      Hit Space.

      The patch will be undone and SECK will return to the main menu.

 
 (7)  The integrated HEX - Editor 
      

      SECK contains as an additional tool its own HEX - Editor, 
      a tool that als advanced and professional users know well.
      With this tool, the content of files can be read out, regarded, 
      modified and saved back to disk.

      Choose the menu item "HEX - Editor"

      SECK will show you again the screen with which you normally chooses 
      your savegames.Now choose the file to be loaded into the Hex - editor.

      The Hex - Editor will be started.

      You'll see the content of the first 256 Bytes of the files.
      At the top of screen, some important information are shown:

      DISPLAY : 
      

      Filename      : The name of the file you've loaded into the editor
      Filelength    : The length of the file
      Fileposition  : The actual position in the file the cursor is pointing
                      at      
      Mode          : Shows whether entries will be done in HEX or in DEC 
                      mode                            
      act.Block     : Shows the number of the acrual block in which you're
                      staying at the moment ( 1 Block = 256 Bytes )   
      max.Block     : Shows the maximal number of Blocks where you can go to.

      The movement in the HEX - Editor : 
      
      
      Cursor - keys    : move across the screen.                      
      PGDN, PGUP       : Move a block up or down.               
      Pos 1            : Move to the first BLock.          
      Ende             : Move to the last Block.             
      ESC              : Escape the HEX - Editor.        
      F1               : The help screen will be showed with all commands 
                         and hints.


      You can make use of the following commands :
      
      
      Search        : Searches for some byte values or for a string in  
                      the file loaded.The search will start IN THE ACTUAL
                      Block where you're just staying!
      Next          : Will go on searching after a search has been 
                      interrupted, in the block the search was aborted.
      Change        : Changes the entry mode from HEX to DEC and the other 
                      way round.
      Save          : Saves the modification to the file.               
                      ATTENTION : The former file will be overwritten !  
      Undo          : Undoes changes, that HAVE NOT BEEN SAVED yet.
      Goto          : Moves to a block of your choice.
                      
      Having finished the HEX - Editor, SECK will return to the main menu.

      It is advised to make safety copies before loading any file into the 
      Hex - Editor so that you can undo changes if it is necessary.


 (8)  The integrated SCREEN - Editor
      

      Using the SCREEN - Editor, you can create your own personal
      Text - Screens to be used in your individual savegame editors.

      Start the option "SCREEN - Editor" in the main menu.

      You'll see a box with all possible commands that you can use in the 
      SCREEN - Editor.
      Hit Space Bar, the screen will be cleared and you can start creating :

      Movement  
      
      Cursor - keys   : Move across the screen   
      PGDN, PGUP      : Move into the first, into the last line
      Pos1            : Move to the left side of the screen 
      End             : Mmove to the right side of the screen
      keyboard        : all text entries        
      Alt + Code Nr.  : Special signs, e.g. Alt + 184   ( =  ) 
      F4              : Choose color.Having pressed F4, a small window 
                        with the actual fore-and background colors will be
                        shown.You can change the background color with 
                        Cursor up, Cursor down.
                        The foreground color will be changed using 
                        cursor left, cursor right.
                        The color definition will be escaped using ENTER
                        or SPACE
      Alt + S         : Saves the the actual screen too disk 
      Alt + L         : Loads a previous saved screen into the editor     
      Alt + T         : Loads a textfile and shows it to the screen. If the 
                        text in the file is more than there's space on the
                        screen, the file will be shown correctly but only   
                        the last part will rest on the screen.
      Alt + K         : Copies a part of the screen.    
                        Mark a box using the cursor keys, hit ENTER and 
                        move the area again with the cursor keys.
      Alt + V         : Moves a part of the screen.Movement same as at ALT+K.
      Alt + Y         : Flips a part of the screen horizontally.       
                        Mark the area with the cursor keys, hit ENTER and 
                        the area will start.                          
      Alt + X         : Flips a part of the screen vertically.     
                        Movement same as at ALT+Y.
      Alt + F         : Store colors to a part of the screen.
                        Mark a box with the cursor keys, hit ENTER and choose
                        the fore-and background color again using the 
                        cursor keys.Leave the color definition with ENTER
                        or SPACE.
      Alt + M         : creates some kind of pattern in a part of the screen
                        Mark a box with the cursor - keys, hit ENTER and paint
                        a pattern style into the appearing box.This pattern 
                        will be used to fill the previous defined aread.   
      F2              : Copies a sign and its color code from the actual 
                        cursor position.Ideal for frequent repretitions of 
                        Signs !
      F3              : Stores the value taken with F2 to the actual cursor 
                        position.
      F5 / F6         : Changes fore-and background color from the whole screen
                        F5 chooses higher, F6 lower values.            
                        IMPORTANT NOTE : This option only works if the 
                        screen is empty.
      F1              : Shows the Help - Screen wit all the commands of 
                        The Editor.                         

      The screens you've created may be uses with SECK in the   
      individual Savegame Editors.

 (9)  The integrated HEX - DEC - Calculator
      
      This is one from many users wished tool that may calculate
      values from one system (either hex or dec) into the other.
           
      After you have started the Hex - Dec - Calculator, the default mode will 
      be HEX mode, which means that all entries are interpreted as hex values.
      
      By pressing the # key you may change the mode to dec, H changes back to 
      the hex mode.

      You'll have to enter the value to be calculated in a big display.
      Then hit ENTER, and the calculation will start. The result will be 
      shown IN BOTH systems.

      Then you can decide via J or N if you want to have SECK 2.00 calculated
      more values or not.
 
 (10) Option "Start game when leaving SECK 2.00"
      
      This useful little function will help you making your savegame analyse
      as much as comfortable as possible.
      When you have clicked onto it, you have to choose a file that 
      will be started right after you will have finished SECK 2.00.
      This file can be located in another directory, of course.
      Having finished and having left SECK 2.00, you won't have to 
      do anything, the file will be startet automatically.And when
      you've finished with this game, SECK 2.00 will be started again.
      You can have this as often as you need to find all interesting values
      in the savegames.When you finally click again onto this option, 
      the normal mode will be restored and after you have left SECK 
      you will find yourself back in the good old DOS mode again.

      IMPORTANT NOTE : This option is the reason why SECK 2.00 is being 
                       started out of a batch file ! If you start SECK with
                       ADT.EXE instead, this option won't work !

 
 (11) The Master - Search 
      

      This method is especially for difficult cases, where all the other
      methods are not successful.
      But it is also a bit more difficult than the other ones.

      If you cannot find any corresponding values with the other
      specialised searching techniques like "Find alternate values", you've
      got more chanced with this one.
      
      You can have SECK examine 12 ( TWELVE!!! ) Savegames within this
      method.But some games only allow up to 5 savegames. In this cases, 
      you should prepare 5 savegames, rename them, prepare another
      5 and rename them again. the last two savegames may be kept at their
      original names.
      
      The principle of the Master - Search is the following :
      You're looking for a certain position in the savegams that you 
      couldn't find with any other method perhaps because they all keep to a 
      certain scheme that is fixed.THIS method only cares for one thing : 
      if at a certain address the value has changed from one savegame to the
      other or not! The value of this address is completely unimportant for
      The Master Search, which is not the case in the other techniques.
      Here, the only thing that counts is, whether something happens to the
      value or not.A Programmer may protect his values in a special and 
      difficult format, but when they are stored at the same address, 
      you can find them with this method.
      You are creating with this method from the first to the last savegame
      some kind of individual analyse code. You have to save the savegames
      just as you want;hold the value some times unmodified from one 
      savegame to the other, then change it and save again, hold it again etc.
      If you think of "no change" as 0, and "change" as 1, your
      analyse code could be for example :
      0 1 1 0 0 0 1 0 1   using 9 Savegames OR 
      1 0 1 1 0 1         using 7 Savegames usw.
      And think about this : concerning the thousands of values that 
      may be different from one savegame to the other, how propable
      is it, that a value changes exactly corresponding to your 
      analyse code, instead of the value you're looking for ???

      The following options are possible during the Master - Search :    
                      
      SPACE       :  Choose another savegame into The Master Search, called   
                     object in here              
      DEL         :  Removes the last savegame from the Master Search,  
      PGDN        :  Starts the Search
      PGUP        :  Changes to the result screen, if this one isn't empty   
                    

      If The Master Search will find more than 10 possible positions, 
      no results will be shown. Choose another "Code" instead or simply 
      more Savegames !                                                    

      You can copy the addresses into the LIST by hitting INST while 
      being in the result screen.

 
 (12)  The creation of Savegame - Editors 
       
  
  Explication of the most important terms
  ------------------------------------
  Savegame - Editor  :  Program which is able to modify savegames  
                        so that you get more ammo, more keys, etc.
  
  File position /
     addresse        :  Postition in a savegame where you can find one of the
                        values you want to modify.

  Switch             :  Option from the Savegame Editors for the modification 
                        of addresses : Switches know the state ON and OFF and
                        depending on this they write a special value into   
                        a certain address in the savegames.     

  Byte               :  Accepts values up to 255.
  
  Word/Dword (here)  :  Accept values up to 999.999.999 
  

  12.1 Standard Savegame Editor ( Standard Trainer )
  

  When you're starting the standard Editor for the first time, you
  have to have a LIST loaded into SECK with some file positions / addresses.
  Then you've got the possibility to create the really simple standard editor.

  When clicking between the brackets, you can choose out of the following 
  possibilities :

  You can decide, whether the DOS-screen will be cleared when your editor
  is started or whether it should be saved and written back to screen 
  when the user has finished your editor.
  Than you can decide whether to use the keys 'J' and 'N' (german) or the
  keys 'Y' and 'N' (english) in your editors.
  These keys will control the choice of the user concerning the position
  of switches.The default option for switches is always ON. If the
  user of the editor doesn't want this, he has to choose N in this case.

  Ex.:   Energy is unlimited  ( Y / N ) ? 

  Then you can enter the text lines that will be displayed within the  
  editors.                    

  The first texte field describes the individuak are that is shown at the    
  beginning of the editor.There, you could e.g. place the name of the 
  Editor, of the game the editor has been created for, your name ( and 
  for example the name of the really great program with which you've
  created the editor).

  Ex.:              The ultimate B O O M - EDITOR    
                      created by E.X. AMPLE          
                with the Savegame Editor Construction Kit V 2.00
                  by Advanced Digital Technologies  

  It is important that you add a text for the wrong editor calls :
  EX.:       You have started this savegame editor without any parameters!
             Please start the editor like in the example :
                            boomtr  boomsav.001

  The last text aread to enter is a text to be displayed after the editor    
  is finished.   

  Ex.:      The savegame has been modified successful.
            I wish you much fun playing BOOM !

  Now you have to enter the correct file positions / addresses into the
  Editor and what changes shall be allowed in these addresses.
  For this, simply click onto [Next Page]. If you want to place the point
  for ammo at the first position out of 20, you have to click between 
  the brackets in front of 1 and then you can enter the text that will 
  be displayed in the editor.Now you need to link this point with an 
  address to modify.Click onto ADDRESS, choose the corresponding position out
  of the LIST and move the address with  T  to the editor. The last thing 
  to do is to specify, whether the position will be a switch or a value
  to enter. And in case of value, you have to choose between Byte or
  Word/Dword :
  
        Switch            : Question 'J/N' or 'Y/N'
        Value             : Hier haben Sie zwei Mglichkeiten:
        -Byte            : Values up to 255 
        -Word/Double Word: Values up to 1.000.000.000 

  With the SAVE Button, you can write the configuration file of the 
  Editor to disk for later use.Just enter a name without extension and
  hit ENTER.
  The LOAD options restores a previous stored configuration file.

  To start you Editors, quit SECK and start the separate program EDE, 
  the Editor Development Engine.


  12.2 Individueller Savegame Editor ( Individueller Trainer )
  
  
  Before you start creating an individual editor, you have to have already
  created at least one main screen for your editor, where the user will have
  to choose the options you let modify ( use the SCREEN-Editor ! )
  Withour such a screen, you won't be able to create an individual editor.

  Besides the main screen, it is also possible to define a start and an end 
  screen, which you can create just as you want.

  Having defined a main screen and having loaded a LIST with the addresses
  to modify, you can create your individual savegame editor.

  You've got the possibility to define some start- and endeffects.
  Just like the standard editor, you can choose wheter 'J' and 'N' (german)
  or 'Y' and 'N' should be used to control the Switches.
  
  The next thing to do ist to define the co-ordinates so that the 
  editor later on is able to know which positions shall react to a 
  mouse click.To define these reaction fields, click with the mouse onto 
  the start coordinate of the field and then onto the end fiels.
  It is important, that start- and endfiels lie on the same y co-ordinate.
  You'll here a sound when clicking, and the first sound (start) is a bit
  brighter than the second sound (end).
  
  Then you have, once more again, the choice between a switch or a value 
  to be controlled by this position.And if you choose value, you have to 
  specify if the user should be able to enter values up to 255 or 
  ( if this is possible at the position ) values up to 999.999.999 .
  In this case, 4 Bytes will be overwritten! You must test if this is 
  possible or if it causes savegame damages !  
  
  The addresses will be loaded out of the LIST again. If you've defined 
  a switch, you have to enter the values for the switch positions, the 
  value fot "switch off" and the one for "switch on".
  The switch is as default values at position ON.
  IMPORTANT NOTE : Don't forget the QUIT Switch, otherwise the Editor
  won't work.
 
  You can quit the co-ordinates definition with a click onto the right
  mouse button.
  Then you can choose between : 
  B=Quit definition,  Z=Show already defined fiels and L=Delete last defines
  field.

  You can SAVE and LOAD your editor configuration file using the 
  corresponding switches.
  
  To start the individual editors, quit SECK and start the separate program
  EDE, the Editor Developmet Engine.

  12.3 Graphical Savegame Editor ( Graphical Trainer )
  
  ( Developed using TP 6.0-Unit HIVGA 1.8, M. Stadler & M. Richardt )
  
  PROBLEMS WITH THE GRAFIK-ENGINE NORMALLY CANNOT BE FIXED BY THE AUTHOR
  OR ADT, BECAUSE HIVGA DOES NOT BELONG TO OUR COPYRIGHT !!!

  Parameters :  HIMOUSE moves the mouse by pixels. But this may cause 
    problems with some mouse drivers

  Before you start creating graphical editors, you have to have loaded a LIST with
  with some addresses stored within.
  You cannot create graphical editors from SECK, you have to quit SECK and to 
  start the program GFXEDIT.EXE instead.
  Then you're asked immediately to enter the name of the LIST ( without 
  extension ) you want to use for this editor.Please remind, in the LIST
  all file positions / addresses for the modifications are stored.
  If you've chosen a valid LIST, the main menu will appear that is similar
  to the one from the individual editors.
  You can also define a start- and an endscreen here that have to be - just 
  like the main screen - a graphical PCX 640x400, 256 color picture.
  Like in the individual editors, you cannot go on without a prepared 
  main screen.
  You may use different formats and convert them to PCX 640x400,256 colors 
  for example using the Shareware program Paint Shop Pro (TM) (R) or similar
  convert programs.
  
  When you have defined the screens, you can choose the effects ( or none )
  with which the editors shall appear.
  
  Like in the two other editors, you've got the possibility to let
  your savegame editor react to 'J' and 'N' (german) when controlling
  the switches, or 'Y' and 'N' (english).
  
  Afterwards, you can start the co-ordinates definition. You will see
  the screen for the main menu that you've defined.For to place the 
  position of the switches and the entryfields, click onto the 
  Start co-ordinates, move the mouse to the end co-ordinates and click again.
  Then you have to specify if a switch or a value ( and in case of 
  value, if Byte or Word / Dword ) should be controlled by the position.
  ( See individual Editors )
  
  IMPORTANT NOTE : Do not forget the quit switch, cause you won't be able
  to SAVE nor execute your editor in this case.
  
  If you click onto the right mouse button, you can choose between 
  B=quit definition, Z=Show already defined fields and L=Delete last
  defined co-ordinates.
  Attention : With L you cannot delete the - once define - quit button, but 
  you can redefine this button always to other co-ordinates.


  12.4 Individual Savegame Editor ( Individual Trainer ) " OLD "
  
  ATTENTION:THIS EDITOR IS ONLY AVAILABLE AS SOME KIND OF BONUS IN THE  
  ========= PROFESSIONAL VERSION.IT IS THE FIRST INDIVIDUAL EDITOR FROM      
            SECK 1.00; WHICH CANNOT BE CONTROLLED WITH THE NEW EDE     
            BECAUSE OF THE REPROGRAMMING OF ALL EDITORS.

  This function serves to create your own and individual savegame
  editors, that you already know from version 1.00.There 
  has to be - like in the other editors - a LIST loaded into SECK.
  The screens you want to use may be created with the SCREEN - Editor.

  1.) You decide, whether you want to have a title screen or not within
      your trainer.

  2.) You define the name of the main screen.This screen is absoluetely
      neccessary to create a trainer like this.

  3.) You decide, whether you want to have an end screen or not within 
      your trainer.

  4.) You choose the color for the menubar which will controll your 
      trainer later on.

  5.) You define the co-ordinates that will be used by the      
      menu - bar later on.How to define the co-ordinates ?
 
      - You move the cursor with the cursor keys ONE POSITION in front
         of the place you want the bar to begin.
      - Press SPACE and choose with the cursor right key the length of 
        the bar.Then press SPACE again                  
      - You decide, whether you really want to use this bar or not.
        If not, it will be deleted again.         
      - you choose out of :     
          
          W = define value        > User has to enter a value here         
          S = define switch       > User has to decide between ON or OFF 
                                     concerning a certain option.
          Q = Quit Switch         > Switch to quit the Trainer         
          P = Save Switch         > Switch to Save a modified savegame.
          L = Delete              > The last definition will be deleted 
                                     again.
          R = undo                > The last defined BAR will be deleted  
          ESC = Quit definition   > Quits the co-ordniattes definition.
                                     
          
          Using the options W and S, the positions to be patched will 
          be taken out of the LIST.

          Every individual Editor of course does need a switch to quit and
          a switch to save the modification.

  6.) You enter up to 5 lines of text that will be shown, if the  
      user does'nt define the name of the savegame to modify as parameter.
  
  7.) You enter a name for your new Savegame Editor ( Trainer).    
      The rest will be done by SECK for you and you can immediately
      start you new, self-created Savegame Editor !

  
  13. Diagram : Simply working with SECK 
      

                                ͻ                      
                                START
                                ͼ
               ͻ
                    choose / load prepared Savegames     
               ͼ
              ͻ  
                Choose searching technique that fits best  
              ͼ
              ͻ  
               Enter suspicious file positions / addresses  
                into the LIST.Save the LIST for later use.  
              ͼ
        ͻ  
         Test the suspicious positions and delete invalid      
         addresses out of the LIST immediately.Add a text into 
         the LIST at the right file position, e.g. :           
         " Here is the amount for the keys "                   
        ͼ
        ͻ  
           Do the same with all the other values you want to    
           find and modify until the LIST is complete and all   
                         position are in there.                 
        ͼ
        ͻ  
          Create Standard Savegame Editor ( Standard Trainer )   
                                 OR                              
         Create Individual Savegame Editor ( Individual Trainer )
                                ODER                             
          Create Graphical Savegame Editor ( Graphical Trainer ) 
                             einrichten                          
        ͼ
