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1995-02-11
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693 lines
HHE v1.0
By Greg Lewis (Tree)
gregl@umich.edu
This is a general help file for HHE version 1.0. For more specific
product information, see the file HHE.TXT. For important start-up info
and instructions, read README.TXT.
This help file is arranged in the following sections:
1. A Glossary
2. Patch File Info
3. Command Line Options
4. HHE.INI Options
5. Available Keys
6. Mouse Support
7. Thing Editor
a. Thing fields
b. Bit fields
8. Frame Editor
9. Ammo Editor
10. Sound Editor
11. Sprite Editor
12. Text Editor
So, without further ado, here it is!
1. *** A Glossary
\------============
There are a few new terms that I will be using throughout this file,
so first off I'll define everything and explain it in simple terms.
Thing: A Thing in Heretic is any object that's in the game, such as
monsters, the player, items, weapons, and decorations. If some-
thing isn't part of the floor, ceiling, or walls, it's a Thing.
These are the most complicated objects in the exe, and have the
most information stored about them. This information includes
what pictures to show onscreen, what sounds are associates with
it, it's height, width, speed, etc.
Sprite: A Sprite is a collection of all the pictures that belong to
one Thing. For instance, there is a Sprite that contains all of
the pictures for the Gargoyles, from first activation to gory
death. Sprites can be referred to by a 4-letter name (which HHE
will display for you on the Sprite editing screen). The Sprite
for the Gargoyle is called IMPX, and is Sprite #0.
Frame: A Frame is one picture individual picture of a Sprite. For
example, there is one Frame that shows the Gargoyle with its hand
back, ready to throw a fireball at the player. The most complex
Sprites may have 20-25 individual Frames in them, whereas simple
Sprites could only have one or two Frames. Frames also contain
info about how long the picture should be displayed, and which
picture to display after the current one. Frames are named by
adding a letter to the end of a Sprite name. The name for the
Gargoyle with his arm back is IMPXD, with a Sprite number of 0
and a Sprite sub-number of 3. The code for converting the sub-number
to the letter is 0=A, 1=B, 2=C, 3=D, etc.
Code Pointer: These are values that tell Heretic where in the exe to
go to do some action. The code pointers are actually listed in two
places: on the Frame editing screen (right hand column), and on the
Pointer editing screen. Changing the values on the Frame editing
screen will probably have no effect; to accomplish anything you need
to use the Pointer editing screen (F8). Beware that changing these
to wrong values could have very unexpected consequences!
Weapon: A weapon of the player, and associated info, such as what
picture to use for the weapon, and the ammunition that the weapon
uses.
Sound: A sound that's played at some time. The name is obvious, but
other sound values (labelled with descriptive names such as "Special",
"Value", and "1 / 2"), are still unknown. Play around with them, and
perhaps you'll find something new.
2. *** Patch File Info
\------=================
This is some more info on patch files, which may help explain any
difficulties you are having with them.
Patch files are entirely different from WAD files. WAD files can
contain level info, sound, and graphics info (stuff normally found in
the Heretic WAD file). They are used simply by typing
heretic -file <wadname>
at the command line. Patch files, however, contain info from inside the
exe file, and cannot be used with the "-file" parameter. HHE is currently
the only program that can apply these patches and change the exe file.
Patch files save only the information you've modified with HHE, and NOT
all the data (as DeHackEd did). They now have an easy-to-understand text
format and can be created with any common text editor (if you know what
the different field names are). Load the SAMPLE.HHE patch file that came
with your copy of HHE into a text editor for full information on the text
format. Or, just play around and create your own patch files and look at
'em. :)
3. *** Command Line Options
\------======================
Next, an explanation of command line options. All parameters are totally
optional; if you don't include anything more than the path HHE will run
normally and go to the editing screens. If any options other than just
the path are included, HHE will run in 'batch' mode, and not actually enter
the editors. The full command line syntax for HHE is:
hhe [path] [-reload] [-load <patch1> <patch2> ...] [-save <patch>]
path is optional, and specifies a different location for the Heretic
files, heretic.exe and heretic.wad, and the exe hack file herehack.exe,
other than the current directory. If you give a path on the command line
it will override the exename and wadname that you give in the HHE.INI
file.
-reload will return the exe file to its original data. Because the new
patch format does not overwrite all data, but only values that need to be
changed, it's sometimes necessary to ensure that the exe is back to normal.
-load <patch1> <patch2> ... will update the exe file with the patches
called <patch1>, <patch2>, etc and return to the DOS prompt--great for batch
files!.
Conversely, the -save <patch> option will save the current exe data to
a patch file named <patch> and return to the DOS prompt. These options
are similar to 'l' and 's' in HHE, although when used in HHE the 'l' option
requires a 'w' after it to actually write the changes to the exe file. See
section 5 for more info on 'l'oading and 's'aving.
Example command line:
hhe c:\games\heretic -load sample.hhe
This will start HHE, using the Heretic files found in c:\games\heretic,
load in the info from the sample.hhe patch file, and return to the DOS
prompt.
The command line parameters are processed from left to right, so it's
possible to do several things at once. The next example is what I would
imagine is the best way to automatically load a patch file from a batch
file:
hhe -save current.hhe -reload -load newpatch.hhe
herehack . . .
hhe -reload -load current.hhe
delete current.hhe
This will save the current state of the exe file, then reset it to the
original Heretic data and load the correct your custom patch file. Then
herehack is run, with whatever parameters you want. Finally the exe is
reset to normal once again and the user's data is restored.
4. *** HHE.INI Options
\------======================
Included with HHE 1.0 is an HHE.INI file which can specify several
parameters for HHE. They allow you to customize where you want your patch
files located, what your Heretic files are named, and more. A summary of
the available options follows:
# Start comment lines with a pound sign. Anything after the pound
sign is ignored.
editname = <filename>
This is the name of the Heretic exe file that you want to edit
(and full path if necessary). The standard name is herehack.exe,
but you can change it to whatever you want. This doesn't need to
be included if you are running HHE from your main Heretic directory.
normalname = <filename>
This is the name of your regular, UNCHANGED heretic.exe file. HHE
will never change the data in this file. It's mostly used by HHE
to save patches.
wadname = <filename>
This is the name of your heretic.wad file, and full path if
necessary. This must be a registered wad file, not a shareware
file. This is needed for verification that you are really
registered, and not just trying to fake it. Once again, if this
is in the same directory that HHE is run from you don't need this
parameter.
pathname = <path>
This is the path from which you want Heretic to be run. This is
only used when using the 'r'un option from inside HHE.
params = <Heretic parameters>
These are command-line parameters that are fed to Heretic when it's
run using the 'r'un option from within HHE. Useful if you are
using HHE for a custom patch for a WAD you are writing; you can
simply include a '-file <wadname>' in this line, and Heretic will
load your level every time HHE runs it.
patchdir = <path>
This is the directory that HHE will look in for patch files. A
nifty way of keeping all of your thousands of .HHE files out of the
Heretic main directory.
The following parameters are all totally optional, and need only be
used if you have a really wierd heretic.exe file.
version = 0
This is the version of Heretic you are hacking. Right now the
only supported version is 0.
size = <size>
The size of your heretic.exe file. Mostly for future versions,
if any appear. If you do have a different Heretic version from
1.0, you will likely have to play with the following params...
thingoff = <offset>
soundoff = <offset>
frameoff = <offset>
spriteoff = <offset>
ammooff = <offset>
weaponoff = <offset>
textoff = <offset>
codepoff = <offset>
These are the offsets in the Heretic exe file for their corres-
ponding data chunks. PLAY WITH THESE AT YOUR OWN RISK.
5. *** Available Keys
\------================
Available keys are as follows:
ESC Exits to DOS. Or, if you are in an input box, or just about
*anywhere* in the program for that matter, it will back you
out to whatever you had previously been doing.
Enter Edits the current field, if it is an editable field. To leave an
editing box if you hit Enter by mistake, simply hit ESC.
Space Views, plays, or displays the current field, if applicable. If
you are on a "frame" field, such as any of the Thing frames, or
any field in the Frame table, or the Frame fields in the Ammo
editor, it shows the frame that you've got highlighted. (Note:
If you are on the "Next Frame" field in the Frame editor you WILL
see the next frame, not the current frame.) If the frame you are
viewing is the first in a series of frames, repeatedly pressing the
spacebar will cycle through all of the frames. Use the right and
left arrows to view different sides of the Thing, if it has more
than one different view. Escape will exit.
The spacebar will also view the full text strings in the Text
Editor and play sounds when you are in a sound field.
A The About window. This brings up two windows that shows you
what version of HHE you are working with (and some credits), and
also a small summary of what Heretic exe you are editing, and
how much memory you have free, etc.
B Toggles between the two Bit windows on the bottom half of the
Thing screen. In Heretic all Things have two different Bit
fields (labelled Bits 1 and Bits 2 on the middle-left-hand-side
of the Thing screen). This lets you switch between them.
C The copy command. This will copy information from one entry to
another. The syntax is fairly basic: enter the number of the
entry to copy FROM, and the entry number to copy TO. A clipboard
for Things is available as Thing #160, which is just a temporary
storage Thing (and is not actually present in the Heretic exe
file). Note that the Thing names will not change... the Thing
name is not actually in the exe file, and is just included for
your own benefit. The Thing Number is also only for the conven-
ience of the hacker, and is not in the exe file. Any given
Thing Number and Thing Name will always be the same.
G Goes to a specific item. If you are in the Thing editor and know
which Thing you want to see, you can go right to it by picking the
name out of a list of names without bothering to page through all
the items. When the list of Things appears, you can do a speed-
search by typing in the first few letters of the name. Or, another
quick alternative is to type in the Thing number.
If you are not in the Thing editing screen it also allows you to
jump to any object by number (like hopping straight to Frame #927).
J Jumps to the information in the current field, in it's respec-
tive editor. For example, if you are in the Thing editor, and the
'Death Frame' is highlighted, and you press the 'j' key, you will
jump to the Frame editor, with the corresponding Frame number high-
lighted. A very handy tool for moving around the various editors.
Generally it'll jump to a "logical" place, if there is one.
L Loads a patch file. An extension of ".hhe" will be assuming for
the patch files if none is given. When the informatino is loaded,
only values that are replaced are actually changed... all of the
other data (including any changes you have made) will remain
intact. If you want to avoid this and go back to your original
exe data first, use 'z' to reload before loading the patch. Note
that 'w' must still be used to make the changes permanent. You
can also do this from the command line by typing
hhe -load <patchname>
R Runs Heretic. This option might be tempermental and only flash the
screen and refuse to run Heretic (try and find out!). It allows
you to quickly test-run Heretic, to check out the changes you've
made (remember to hit 'w' before running!). After Heretic finishes
you will be returned to your current place in the editor to cont-
inue working. You can specify command-line parameters for Heretic
and the directory to run Heretic from in the HHE.ini file.
S Save a patch file. You must enter the patch filename, and it
will save all changes in a text format to the patch file. An
extension of ".hhe" is assumed if you don't give one. You can
also do this from the command line by typing
hhe -save <filename>
U Undo all changes. This reloads the information straight from the
hacked Heretic exe file, and will return you to your most recent
'w'rite of all the data.
W Writes all changes to the hacked Heretic exe file. This step is
necessary to get any results!
Z Reload the ORIGINAL exe data. So if you've been playing around
and now all the monsters look like small metal balls, and your
Pheonix Rod shoots arrows that look like chickens, hit this key
to get back to the real Heretic data.
F2 Thing Editor. This is the main Thing editor, the default screen in
HHE. See section 7 for more detailed Thing info.
F3 Frame Table. Displays Frame information, in a list format.
See section 8 for more detailed Frame info.
F4 Ammo/Weapon Editor. This allows you to edit the ammo and weapon
amounts and graphics. Section 9 talks more about this screen.
F5 Sound Table. A jolly good table of all the sounds. Check out
section 10 for more Sound table info.
F6 Sprite Table. A handy list of all the sprites, in case someone
needs it. Section 11 deals with the Sprites.
F7 Text Editor. This shows all the text strings in the exe file and
lets you edit them. Section 12 has more info.
F8 Code Pointer Editor. This allows you to edit the nifty code
pointers that are hidden away in Heretic. Caution: not for the
faint of heart!
F9 Thing List. This is a Table version of the Thing editor. It shows
only the most important Thing information, and is meant as a quick-
reference guide.
6. *** Mouse Info
\------============
Some notes on the mouse support... Generally just click places to find
out what happens! The new quick-bars on the top and bottom of the screen
are there expressly for the mouse users (click on 'em to get help, exit,
see the "About" window, or switch editors). Clicking on any of the fields
will switch to it, and double-clicking will bring up the standard editing
box to let you change the value. Click on the "Thing Name" in the upper
left window to Go to any of the Things by name. Clicking on any sound or
frame names will play the sound or show the frame for you. Right clicking
at any time will act exactly like the Escape key was pressed (except for
exiting the program), ie get you out of input boxes, leave the frame
viewer, etc. The way it's designed should (hopefully) be intuitive.
There is a problem with some mice (restricted to Logitech mice, I think)
where the mouse only moves in the top half of the screen. I'm looking into
it to see if I can fix the problem. Until then, just remember that you can
do anything with the keyboard that you can do with the mouse.
7. *** Thing Editor
\------==============
a. Thing fields
This is the first thing you see when you start up HHE. It is also
one of the main areas of the program. Edit Things by highlighting the
desired field and hitting Enter, or clicking on it with the mouse.
The Player entry is slightly "special" in regards to how much Heretic
uses the info in the Player fields. Entries such as Speed and Hit
Points are NOT changable through HHE; they are controlled elsewhere in
the exe and aren't easily accessible. Most of the rest of the Player
entries, however, are used and can be changed normally.
Thing Number: The number of the Thing. Basically it's just for
reference, numbered in order according to how the Things are stored
in the Heretic exe file.
Thing Name: A short descriptive name for the Thing. This info
is NOT stored in the Heretic exe file, and thus you can't edit it,
and it will always remain the same. So a Thing #18, a Gasbag, will
always be described as a "Gasbag", even if you change it to
something entirely different, like a Gargoyle.
Thing ID#: This is the Thing's 'identification number' which is
used in level developement (WAD files). Wherever this number
appears in a WAD file, this Thing will appear.
Hit Points: How much damage it can sustain. For all non-living
Things, it's generally 1000 (not necessary though).
Speed: How fast it can go. Heretic stores projectile speeds
differently from speeds for normal objects, so you may see some
very high speeds show up when you toggle the bit #16, the
"Projectile" bit. Basically though, just ignore it and HHE will
take care of it for you. =-}
Width: The radius of the Thing. A narrow Thing is harder
to hit! To fit a Thing through a narrow passageway, you need to
have the passage slightly wider than twice it's width. Thus a
passage must be 33 to allow the player through, even though his
actual radius is 16.
Height: Same as width, but it's height. Duh. :-)
Missile Damage: If it's a projectile, how much damage it does upon
"death" (explosion). Note that Maulotaurs have a missile damage
of 7, which is probably for their charge attack.
Reaction Time: For monsters, their reaction time. Lower=quicker to
attack, higher=slower to attack.
Pain Chance: Chance out of 256 that a monster's action/attack will
be interrupted by an injury. The Lost Soul usually will (200), and
the Maulotaur rarely will (25).
Mass: Thing's mass. Set a Knight's to 1 and watch him fly!
Note the Maulotaurs have a high mass, and your weapons don't budge
them much.
Bits 1: These are the actual values of all of the bits. Change
Bits 2: these two fields to change all of the bits at once.
See also the Bit fields portion of the text, coming up in a few
pages (section 6b).
SOUNDS
Alert: Sound made when the monster first spots the player,
or a projectile is launched. These all point to the sounds in the
Sound table.
Attack: Sound made during a close attack.
Pain: Sound made when the Thing is injured.
Death: Sound made when the Thing dies. For projectiles and
gasbags, the sound of its explosion.
Action: Sound made when the Thing is just milling around.
FRAMES
First Normal: What an inactive thing looks like, or a monster that's
not yet active. All frame numbers refer to the Frame table. Only
the first frame is listed, you will need to refer to that Frame
entry in the Frame table to find out if it's actually a sequence of
frames.
First Moving: The Frames played for a Thing that's moving around.
Injury: Frame played for an injured Thing.
Close Attack: Attacks that are close (clawing Gargoyle).
Far Attack: Attacks that are far away (Gargoyle winding up for a
fireball attack).
Death: Monster death or gasbag/projectile explosion.
Explode Death: Exploding death (slop!) for players and the weaker
monsters.
Respawn: This is the Frame that's shown when the Thing dies
due to lava or a fire-weapon. For the player it's the cool player-
on-knees-and-burning picture.
b. Bit Editor
Switch between the two different bit fields (Bits 1 and Bits 2) with the
'b' key. The first page of bits is pretty much identical to the bits that
were available in Doom. The second page includes some new things, such as
teleportability!
Bits 1:
0.Gettable Thing: Something that can be picked up by the player,
like an ammo item.
1.Obstacle: Something that can't be walked through.
2.Shootable Thing: The Thing will take damage if this is set. Note
that gasbags also have this set.
3.Total Invisibility: The Thing just can't be seen, no-how, no-way. It
won't even show up with the ravmap cheat.
4.'Automatics': This seems to affect some inherent characteristics
of Things. Basically any "temporary" Things have this set, like
puffs, sparkles, small pieces of objects, and projectiles.
5.Semi-Deaf Monsters become active if they see you (like
normal), or if you fire a weapon AND there is a direct line of
sight between you and the monster. Strange.
6.In Pain: Used internally by the Heretic exe to determine
if a monster is in pain or not.
7.Unknown
8.Hangs From Ceiling: For those hanging skulls. Have it set, well,
if the Thing hangs from the ceiling!
9.No Gravity: Used for floating monsters and Things that aren't
on the ground.
10.Travels Over Cliffs: Set for projectiles and players. This bit allows
the Thing to travel from one sector to another even when the
dropoff height difference is greater than 16 (or 24?). Turn this
on for monsters and they will jump off platforms after you.
11.Can pick up items: This Thing (i.e. the player) can pick up Gettable
Things.
12.No Clipping: Same effect as the cheat code kitty, but also
effective for monsters.
13.Unknown
14.Floating: For floating monsters, like Wizards and Gargyoles.
15.Semi-No Clipping: Kinda like no-clipping, kinda not. You can't
walk through walls, or trigger any linedefs, but you can walk
over any height cliff in your way.
16.Projectiles: Set for projectiles. Allows the projectile to
leave your body. If it is turned off, the projectile explodes
as soon as it is fired, because it originates from "inside" your
body.
17.Disappearing Item: This is presumably used for items that monsters
leave that disappear when crushed under a door.
18.Partial Invisibilty: Makes the Thing see-through.
19.Puffs (vs. bleeds): Whether a Thing bleeds (bit off) or puffs (bit on)
when hit. The gasbag has this set by default.
20.Sliding Helpless: ???
21.Unknown
22.Counts for Kills: This Thing counts as part of the final Kills at
the end of the level.
23.Counts for Items: Just like Kills, but for items.
24.Unknown
25.Not in Deathmatch: Things not present in Deathmatch mode, such as
keys and the normal "Player" starting spots (deathmatch spots are
used instead).
26.Color 1 \ 00-greens->greens 01-greens->yellow
27.Color 2 / 10-greens->red 11-greens->blue
28.Unknown \
29.Unknown Perhaps these are unused???
30.Unknown /
31.Unknown /
Bits 2:
0.Subject to Inertia: The Thing has some velocity that it is subject
to. Usually used for the drops, gobs, and chunks of Things.
1.Blown by Wind: If the Thing is in a windy sector, it will be
affected by the wind.
2.Bounces: The Thing will bounce off the ground (once).
3.Goes Through Invis: It has no effect at all on invisible creates.
By default the Pheonix Rod PL1 and the Firemace balls have this
set...
4.Pushable Up Cliffs: It can be pushed up and over high cliffs. Normally
no Things in Heretic have this set, but the bit is still in there...
5.Walks IN Liquids: The Thing is a little bit "submerged" in the water
when it is in water. I think all Heretic does is chop off the
bottom few rows of the picture. Without this set Heretic shows the
Thing like normal, walking on top of the water.
6.Starts on Floor: Determines whether flying creatures start on the
ground or in the air.
7.Does Not Teleport: When set, the object will NOT be able to go
through teleporters. I can see some VERY interesting uses for
teleporting object and custom WADs... =-}
8.Dragon Claw Spikes(?): ??? Set only for the Dragon Claw Spikes...
9.Pushable: The object is pushable (like the gasbags).
10.Only Hits Monsters: Usually for projectiles, the Thing will only
explode when hitting a monster (as opposed to a wall).
11.Unknown:
12.Unknown:
13.Particles(?): ??? Set only for the drops, gobs, bits and
pieces of Things. Its purpose is unknown right now...
14.Unknown:
15.Varying Damage: The Thing will take damage that's dependant on
where it is hit. It will lose a chunk of hit points if it's hit in
the middle, less if hit on the edges.
16.Causes Burning Death: The Thing (a projectile usually) will cause a
burning death picture to be shown (if there is a Burning Death
Frame on the Thing it hits). For example, the PL2 Pheonix Rod,
the flamethrower, has this set and causes the player to die in a
blaze of glory.
17.Does Not Push Things: The Thing will not push other Things. I.e.,
set it for the gasbags and they will not push the player around
when they explode.
18.Telefrags: When set this bit allows the Thing to teleport
even if there is something on the teleport destination (which of
course kills the thing on the other end of the teleporter). Leave
this bit off and the Thing won't teleport if there's something on
the other end.
19.Bobbing: Makes the Thing (usually an item) bob up and
down. It looks pretty funny for the monsters... but try setting
it for the player and you'll get some very unexpected results!
20-31.Unknown: Unused perhaps?
8. *** Frame Editor
\------==============
This displays the majority of the Frame information. Each frame has six
editable fields (of 8 total that are stored in the exe). The only two
fields that are NOT shown on the screen are always 0 in all of the Frames,
so I decided it would be pointless to try to squeeze them onscreen also.
Frame #: This is the number that is specified in the Thing
Frame fields.
Name: This found through a slightly complex check to the
Sprite table, and from there to the Text section, to find the
actual name.
Sprite #: The Sprite that this Frame is part of.
Sprite Sub #: The suffix to distinguish which particular Frame
to look at for the given Sprite (I think the technical term is
"lump").
Bright Sprite: This check box determines if a Frame is ALWAYS to be
displayed at it's full brightness or not. Some things, such as
torches and explosions, are always bright, even if fired into a
pitch-black room. Just for your information this isn't really
included in the exe file, its just easier to edit this way than
the way it appears in the exe.
Next Frame #: Which Frame to play next. You can skip a few weapon
frames this way, to make the super-fast weapons...
Duration: How long the frame stays on the screen. Make 'em
all 1 to make a Thing start to move very quickly! (hint hint...
the Firemace fires a bit too slowly, doncha think?)
Code pointer: An offset in the exe file to where it should look for
the "action" associated with this Frame. It appears after more
digging that this value is really useless. The actual location
in the code is specified by the Code Pointers that are found on
their own separate editing screen (F8).
9. *** Ammo Editor
\------=============
Weapon Name: The name of the weapon (not editable)
Ammo Type: A pithy description. This will be 'N/A' when an
'unknown' ammo type is given for the Ammo Number. Ammo type 7 is
listed as "Unlimited".
Ammo Number: 0=Cells 3=Runes 7=Unlimited
1=Arrows 4=Orbs
2=Crystals 5=Spheres
Max ammo cap: The starting capacity for the current type of ammo.
It's listed on the right side of the slash on the status bar.
Backpacks will double this limit automatically. This will be 'N/A'
for unknown ammo types.
Ammo per item: How much ammo you get when you pick up a power-up of the
current ammo type. For example, normally you only get 10 arrows
when you pick up the Ethereal arrows. The larger power-ups, and
different difficulty levels also have an effect on this. This is
also list as 'N/A' for unknown types.
Deselect frame: This is the frame that's shown when another weapon
is selected and the current weapon drops off the screen. This is
the number that Heretic refers to in the Frame list for more info.
Select frame: The frame that's shown when the weapon is selected
and is rising onto the screen.
Bobbing frame: Frame shown when the weapon is bobbing back and forth
as the player walks/runs.
Shooting frame: Frame played when the weapon shoots.
Firing frame: Another Frame that's played when the weapon fires.
10. *** Sound Editor
\------==============
Sound Number: This is the number that's referenced by the Things
for each sound.
Name: This is the name of the sound. A few sounds have a
dash in front of their names, but I'm not sure what exactly the
purpose of that is.
Special: This is 0 for all Sounds except those which have a
dash in their name. Why? I have no idea.
"Value": ??? Perhaps some complicated sound thingy.
1 / 2: ??? Another unknown sound value, perhaps something
dealing with what the sound is for.
11. *** Sprite Editor
\------===============
Sprite Number: The number in the Frame table that refences this
Sprite.
Text Offset: The offset into the Text section where the Sprite
name is found.
Sprite Name: Also found through a simple lookup in the Text
section.
12. *** Text Editor
\------=============
Text Offset: The offset into the Text section of the current
Text string.
Text: This is the actual text that's located at the
text offset.
Some notes are in order on the Text viewing, editing, etc. First of
all, if the Text is longer than about 60 characters (too long to fit on
one line in the general Text screen) three ellipses are displayed at the
end of the line. Non-printing characters, such as new-lines, tabs, and
other screwy characters are shown by a tilde symbol in the text (~).
If you want to view the actual text, just hit the Spacebar and a window
will pop up with the actual text string in it. A newline is shown by a
'\n' shown in black (dark grey), tabs by '\t' in black, and so on. The
text is formatted in basically the same way that it would be on-screen.
To edit the text, just hit Enter and the view window and an edit window
will pop up. Enter your new text in the edit window, and hit Escape when
you are done editing. If you are hitting Escape to cancel the current
editing operation, answer 'n'o when asked if you want your changes saved,
otherwise answer 'y'es and the text will change to your modification.
Because each text string is variable length in the exe file, you have
only a slight lee-way in how long the edited text needs to be. The minimum
and maximum length for the string you are editing are shown on the top line
of the editing window, along with the current position of the character
you're on. You will have a range of 4 characters that the new string must
fit into. Typing beyond the maximum number of characters is not allowed,
and stopping short of the minimum is also not allowed.
The text editor is not exactly a full-fledged version of Wordperfect, so
the only movement key you have is the back-space... no arrow keys, no
macros, no spell checker, etc. :-)
That's about it. Any more questions? Find an error in this document?
Feel free to write me at gregl@umich.edu about whatever problems you have.
Have fun!