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Fatal Distractions!
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chap11
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1994-01-22
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█▓▒░ DUKE2MAP Version 1.1 Documentation
Copyright 1994 David Bollinger
█▓▒░ INTRODUCTION
Duke2Map is a utility for displaying the maps of Apogee Software's
Duke Nukem 2. It is fully user-configurable and can therefore be
set up to provide any level of detail required. It is NOT an editor.
█▓▒░ INSTALLATION
Copy the Duke2Map files into the same directory as Duke Nukem 2.
Alternatively, place the original .ZIP file in your Duke Nukem 2
directory and unzip the file to the current directory. The program
must be run from this directory.
█▓▒░ FILES
DUKE2MAP.EXE the executable program
DUKE2MAP.DOC this documentation file
ACTOR.D2M configuration file
CZONE1.D2M configuration file
CZONE2.D2M configuration file
CZONE3.D2M configuration file
CZONE4.D2M configuration file
CZONE5.D2M configuration file
CZONE6.D2M configuration file
CZONE7.D2M configuration file
CZONE8.D2M configuration file
CZONE9.D2M configuration file
CZONEA.D2M configuration file
CZONEB.D2M configuration file
CZONEC.D2M configuration file
CZONED.D2M configuration file
CZONEE.D2M configuration file
256X128.LJ4 sample printer configuration file for HP LaserJet 4
128X256.LJ4 sample printer configuration file for HP LaserJet 4
█▓▒░ INSTRUCTIONS
From your Duke Nukem 2 directory type DUKE2MAP to start the program.
Within a few seconds the map of level 1 should be displayed on screen.
Possible problems:
No map displayed : Verify that the program is installed in the same
directory as Duke Nukem 2. In particular, verify
that the file NUKEM2.CMP is in this directory.
Random map display: Verify that all config files are located in the
same directory as Duke Nukem 2. In particular,
verify that the CZONE?.D2M file that matches the
status line display is in this directory.
Controls : arrow keys - scroll the screen through the level
A - toggle actor display on/off
F - write map to file EP#LV#.MAP
L - load a level, enter the episode (1-4)
and the level (1-8) on the status line
T - toggle display between actor/level information
on the status line
V - display a very rough overview map on a VGA
screen. (note that the map may be split in
order to fit it on screen). once displayed,
press any key to return to regular display.
Esc - quit
Status Line: ACTOR/LEVEL- indicates if ACTOR or LEVEL data is displayed
Episode - which episode is currently displayed
Level - which level is currently displayed
CZ - the CZONE graphics file used on this level
ObID - the object ID# of the object at the cursor
X,Y - the map coordinates of the cursor
Map File : The maps of Duke Nukem 2 come in several different sizes,
all of which are quite large, and therefore printing the
maps becomes quite a challenge. As a work-around, this
program will save the map to a file. It is then left to
your imagination to figure out how to print this file on
your particular printer. If you are fortunate enough to
have access to a HP LaserJet 4 you may use the supplied
control files 256X128.LJ4 and 128X256.LJ4 to setup your
printer in a mode which will print most level files on a
single page (although in microscopic print). The
following commands should accomplish this:
COPY 256X128.LJ4 LPT1
(or COPY 128X256.LJ4 LPT1, depending on map size)
COPY EP#LV#.MAP LPT1
Sorry I haven't come up with a better solution yet.
1.1 - Perhaps the VGA display screen could be captured and
printed from a graphics program to provide a rough
overview map.
Misc. : Note that although all objects only require a single
map position for storage, most of them appear much larger
within the game.
█▓▒░ DISPLAY & CONFIGURATION FILE:
For those who are brave of heart, you may experiment with modifying
the configuration files. Since I expect only the most hardened
hackers to have the determination to undertake this torture, the
following discussion is rather technical and assumes familiarity
with hex notation.
First, a few definitions:
EPISODE : A collection of levels
LEVEL : A single map within an episode
CZONE : The graphics file associated with a level
OBJECT : any single map object within a level
OBJECT ID: The 4 digit hex code that identifies a map object
There are two types of objects:
level objects : the "dead" physical elements of Duke's world
actor objects : the active critters and things; the fun things
Actor objects are common throughout the game, and are defined within
a single configuration file ACTOR.D2M. The level objects vary depending
on the CZONE of the current LEVEL, and therefore require separate
configuration files, for example CZONE1.D2M, CZONE2.D2M, etc.
Decoding for display:
In order to display the map data on screen it must first be decoded
into a more meaningful set of display characters. The decoding process
is based on a set of default character mappings which may be overridden
through the configuration files CZONE#.D2M and ACTOR.D2M. The decoding
proceeds as follows:
I. ACTOR CONFIG FILE:
A. DEFAULTS: By default an actor object will map to the display
character whose ASCII code is the object's shape.
B. An entry within the ACTOR configuration file will cause all
actor objects which match the specified range to map to the
specified display character.
II. CZONE CONFIG FILES:
A. DEFAULTS:
1. When a configuration file is not found: By default a level
object will map to the display character whose ASCII code
is the object's type.
2. When a configuration file is found: By default a level
object will appear blank.
B. An entry within the appropriate CZONE configuration file will
cause all level objects which match the specified range to
map to the specified display character.
█▓▒░ TECHNICAL SPECIFICATION OF CONFIGURATION FILE FORMAT
1. The configuration file is a standard ASCII document.
2. Lines cannot contain leading spaces.
3. A semicolon in the first character position indicates a comment
line that will be ignored.
4. Any additional characters following the required data on any line
will be treated as a comment. A semicolon is not strictly required
to identify this text as a comment, but it is perhaps stylistically
more pleasing.
5. All numeric values are specified in hex notation.
Case is not significant, although consistency improves readability.
6. All configuration files recognize the following formats:
OBID BF C ; to specify a single object
OBID - obid BF C ; to specify a range of objects
Where "OBID" is an object ID
and "obid" is an object ID >= "OBID"
and "BF" is a color attribute
the first digit is the Background color
the second digit is the Foreground color
and "C" is a display character
example: 1000 - 1FF8 1F ░
will display all objects with an object ID between 1000
(hex) and 1FF8 (hex) as a white on blue block character.
█▓▒░ EXAMPLES/SUGGESTIONS/RECOMMENDATIONS FOR CONFIGURATION FILE ENTRIES
=========================================================================
Display character general recommendations for level objects
space - insignificant background (or foreground)
░ - significant background, helps define look of the level
▒ - semi-solids, such as those that can be walked through and
yet stood upon, or to distinguish different types of solids
▓ - completely solid objects, cannot move through these objects
-------------------------------------------------------------------------
Avoid using the full solid block character █ (219 dec) for level objects
since it makes it more difficult to identify the actor box objects ▄
(220 dec). Unless, of course, you change the box object characters
as well.
-------------------------------------------------------------------------
The config file is processed sequentially - decode ranges should begin
with the most general and proceed to the most specific. Otherwise, the
specific decodes will be overwritten by the general decodes. See the
first decode line of the supplied ACTOR config file for an example.
-------------------------------------------------------------------------
█▓▒░ MISCELLANEOUS
This program may be freely distributed in its original form.
This program is provided without any warranties, expressed or implied.
This is neither a product of, nor supported by, Apogee Software.
The author of this program is not affilliated with Apogee Software.
This program is not approved for any use by Apogee Software.
All trademarks are the property of their respective owners.
(If you have problems with this program, please don't bother Apogee.)
Please send comments/suggestions to:
David Bollinger
PO Box 894
Denair, CA 95316
or
CompuServe ID 72510,3623
█▓▒░ REVISION HISTORY
1.0 01/04/94. First release. Works only on shareware episode 1
1.1 01/24/94. Added support for all 4 episodes. Changed level loading
keys. When writing map file to disk the display actor
toggle is checked, allowing map files of only level
objects to be created. Added VGA overview map, changed
some object colors so they are more distinguishable on
VGA map.