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-
- KISS Walk-through:
- How To Make KISS Data Sets
-
- by Dov Sherman
- First Released on the Ides of March, 1996
-
-
- Contents:
- Some Definitions
- Selecting Your Subject Matter
- Drawing Your Base Doll
- Breaking Things Up Into Levels
- Viewing the Base Doll
- Making Some Clothes
- Positioning Objects
- Locking Objects in Place
- Restricting Objects to Specific Pages
- Setting New Default Palettes
- Gambatte!
- Appendix
-
-
- Some Definitions:
-
- Since KISS is designed to be portable to a wide variety of platforms,
- KISS cel files are always 8 characters long followed by a three
- character extension.
-
- KISS data sets are made up of a configuration file (*.CNF) and a
- series of palette (*.KCF) and cel (*.CEL) files.
-
- The configuration file defines what cels and palettes are used by a
- KISS data set.
-
- An object is a group of one or more cels that act as a single entity
- such that when the user moves one of them, all cels in the object move
- together. Usually, an object is something singular like a shirt, the
- doll itself, or a hat. Sometimes an object might be more than one
- item which move together like a pair of shoes.
-
- The cel files describe sections of dolls and clothing and other KISS
- objects. Each cel is an image which may show part of an object or the
- whole object.
-
- The palette files define the colors used by cels.
-
- For the most part, most KISS artists draw the dolls and clothes as
- picture files in other formats like PCX, PPM, or IFF.
-
- If you are using an Amiga, Chad Randall's PlayFKISS archive includes
- several conversion programs for making KISS sets.
-
- PC users will be interested in Mian's KISS Utilities for converting
- PCX files to CEL and KCF formats. (This is what I use.)
-
-
- Selecting Your Subject Matter:
-
- The first step in making a KISS data set is selecting your subject
- matter. The majority of KISS data sets are people and little clothes
- to put on them. Dolls. While there are a few more unique KISS sets
- like the Battleship Mogami, a Go board, and a map of Japan, for the
- purposes of this walk-through, I'll assume we're making a doll.
-
- It's very popular to choose a character from manga or anime. Three out
- of my own four currently recently released KISS data sets are based on
- anime/manga characters. But not all KISS data sets have to be. Be
- creative. You can make a data set based on anything you like from
- celebrities to movie characters to mythological characters. Invent
- your own characters and have fun with it.
-
- You may want to keep in mind what kind of clothing you'll be drawing
- when you select your subject. It might be good to select a character
- for which you can draw a variety of max-and-match clothing pieces. If
- outfits are all a single piece, playing with the doll might not be as
- much fun. (For example, I considered drawing Kurenai Tsubasa from
- Ranma 1/2 but how much fun is it to stick a one-piece mailbox disguise
- on a character and then take it off again? Fun for about five seconds
- and then you look for something else to do.)
-
- Once you have selected a character, the first step is to draw the base
- doll.
-
-
- Drawing Your Base Doll:
-
- Once you have chosen your subject, you should draw the base doll, the
- doll without any clothes on. You may choose to draw the doll with
- underwear on.
-
- Drawing the base doll can be difficult, even if you are a skilled
- artist. There are several approaches that may work well for you:
-
- 1) Direct Drawings
-
- If you're really good with a mouse, you may choose to simply draw
- the doll from scratch with your favorite paint program. This can
- be difficult and I avoid it when possible.
-
- 2) Scanned Drawings
-
- If you have access to scanning equipment, you can sketch your doll
- on paper and then scan it in. You'll probably need to retouch it
- but it's easier than just drawing it from scratch.
-
- 3) Transparencies
-
- If you don't have access to a scanner but you have a sketch you
- want to use as your base, you might try tracing the sketch onto a
- transparency. You can then tape the transparency to your computer
- screen and trace it with your paint program. The results will
- probably by blocky and will need to be retouched but it's still a
- lot better than drawing from scratch. For transparencies, I
- usually use plastic sandwich bags which I draw on with a magic
- marker.
-
- 4) Borrowed Drawings and Pictures
-
- You may choose to use an existing image file as a resource. For
- example, when I made my "Two Ranmas" KISS set, I used a scanned
- image of character design sketches. The originals were in black
- and white and were drawn with clothing but they provided a good
- base after I did some retouching to edit out the clothing and add
- color.
-
- Try any of these techniques or any combination of them.
-
- Some Important Guidelines for Drawing:
-
- * Your drawing needs to be in 16 color mode with the first color
- (usually called palette number 0) as the background. Be sure that
- any part of the doll that is supposed to be transparent is that
- color. You should probably set that color to whatever you want the
- background of your data set to look like in operation. (KISS does
- support a 256-color palette mode but, for the purposes of this
- walk-through, we'll stick with the simpler 16-color mode.)
-
- * Don't make your doll too big. A good range is somewhere from 100 to
- 500 pixels in height depending on how much detail you want to draw.
- A larger doll can allow you more detail but that can take longer to
- draw and will require more memory and disk space in the finished
- data set.
-
- * When you draw your base doll, keep in mind what sort of clothes
- you'll be drawing on it and what restrictions that will put on the
- way parts of your doll overlap with other parts. If your doll is
- going to wear a large, billowy shirt, you might not be able to draw
- the doll with her hands on her hips.
-
- * Crop the finished image down until the edges of the image come very
- close to or even touch the doll. Later, when we turn the doll into
- a KISS object, the edges of even the transparent parts will define
- how close to the edges of the screen we can place the doll.
-
- * Save the image in a format for which you have a KISS conversion
- program. If you don't have a converter to turn TGA files into KISS
- cels, svaing in TGA format won't do you much good.
-
- * When you finish drawing the base doll, make a back-up copy of it in
- a different directory. You don't want to lose it when it took so
- long to draw.
-
-
- Breaking Things Up Into Levels:
-
- KISS objects like the doll and her clothing are made up of one or more
- cels. Each cel contains part of the image for the whole object. Each
- cel has a set height and any cel that is above that height will always
- appear to be in front of it. Many objects will be interwoven so that
- cels in the first object appear above and behind certain cels in
- another object. This is why it's a good idea to know what sort of
- clothing you'll be drawing on your doll. Take some time to plan
- ahead.
-
- Let's look at an example...
-
- Imagine we have a doll of Emi-chan from Sailor Moon. We've drawn
- this doll so that she's holding her right arm up in front of her
- body so that it crosses in front of her. We've also drawn her
- legs so that her right leg crosses behind her to be hidden by her
- left leg.
-
- Now we want to choose the sections of her body to be split up into
- levels.
-
- We know that we'll want to draw a tiara that will appear on her
- head but be hidden by her bangs. So the bangs and her face will
- need to be seperate levels.
-
- We know that her shirt should appear to cover her body while being
- hidden by her right arm as it crosses over the shirt so at least
- part of her right arm will need to be a seperate level from her
- body. Perhaps we've drawn her to that only her forearm crosses in
- front so we can decide to make the break right at her elbow.
-
- We want her left shoe to be hidden by her right leg since her left
- leg appears behind he right leg. So her left leg will have to be
- a seperate cel from her right leg. A good place to make this
- break is right at the hip at the panty line.
-
- We now know three places where the doll will have to be split up.
- But we can choose to do it so that we end up with only three cels
- in total. Since the bangs and right forearm are both in front of
- the body and face, we can make the bangs and forearm the same cel.
- Then we can make the left leg another cel. In the end, we want to
- have three cels: one with her bangs and right forearm, one with
- the parts of her left leg that are visible, and one with the rest
- of her.
-
- You can split the doll up into as many levels as you like but the
- more levels you use, the more complex and time-consuming it will
- be to finish your doll.
-
- Once you have decided where to split your doll up, load up your
- drawing of your base doll and edit out everything that is not part of
- the first cel, the part that is most toward the front. (In our above
- example, we would want edit out everything except her bangs and right
- forearm.)
-
- Each cel has a different filename. Choose a name that describes the
- first cel and save your edited image under that name.
-
- Now load up you base doll image again and edit out everything that is
- not part of the second level. You may choose to leave in things which
- are hidden by the first level. If you're not careful, you might
- accidentally edit out the joints between levels incorrectly and wind
- up with gaps. (Personally, I like to edit out everything except what
- is specifically part of a given level but that takes planning and is
- often more trouble than it's worth. The main benifit is that you'll
- be able to get a higher compression ratio for your finished set since
- you'll have larger blocks of single-color areas.)
-
- Repeat this process for each level of the doll until you have seperate
- image files for each section.
-
- Remember, if you choose to change one of the palette colors in one
- level of the object, you must change it for all levels.
-
- Now you're ready to turn the image files in KISS cel files. Let's go
- back to our Emi-chan example...
-
- Mian's PCX2CEL converter is a DOS program and it's what I use to
- make my data sets. Let's go back to our Emi-chan example...
-
- Suppose we saved Emi-chan's bangs and forearm in an PCX file
- called "fore.pcx". We're going to want all three cels to use the
- same palette so we've decided to call the palette "emi.kcf". At
- the DOS prompt, we type:
-
- PCX2CEL fore.pcx emi.kcf /t
-
- The first argument is the name of the image file. Our cel file
- will have the same first 8 characters and a filename extension of
- "cel" (fore.cel in this case). The second argument is the name of
- the palette file. We'll use the same palette name for all cels
- that we want to use the same colors. By default, PCX2CEL clips
- off any transparent blank space above and to the left of the
- image. Since we are working on an object that has several levels,
- each with different amounts of blank space, we don't want it to
- clip any extra blank space away and we use the "/t" option to turn
- off the automatic trimmer.
-
- KISS format GS/2 and above allows you save space that would be
- trimmed by storing the amount of space trimmed as an offset value.
- PCX2CEL can make GS/2 cel files. GS/2 cel files take up less
- space on disk and in memory. To produce the same cel as above
- in GS/2 format, we would type:
-
- PCX2CEL fore.pcx emi.kcf /g /t
-
- The exact command and syntax will vary depending on what conversion
- program you are using. Just keep in mind these basic points:
-
- * All cels which use the same colors, should have the same palette
- name
-
- * If several cels make up a single object, turn off clipping
-
- * Use GS/2 format or higher when possible since it makes more
- efficient files
-
- * Don't delete your image files right away. You might decide to go
- back and make changes later.
-
- * It may be useful to print up a hardcopy of your doll and make notes
- on it about where you made the breaks between levels as a reference
- to use when making the clothing.
-
-
- Viewing the Base Doll:
-
- Now we've got the palette file and we've got some cel files and we
- want to see if they turned out okay so we need a configuration file.
- The configuration file will have 8 characters followed by a filename
- extension of "cnf". Pick something for the first 8 characters.
- Usually, it's good to use the name of your doll or just "kiss.cnf".
-
- Load up a straight ASCii editor. Don't use a word processor that
- allows special fonts and formatting since those will put special
- formatting codes into the text. You just want a very plain ASCii
- editor. PC users can use the built-in DOS program "edit" to create a
- configuration file.
-
- Decide how large you want the screen to be. It needs to be big enough
- to show the doll and her clothing. Be sure to leave room around the
- doll in which to put her clothing. Keep in mind the size of the
- screen your users will have. It's generally safe to assume they will
- have a screen larger than 640x480 but unwise to expect anything larger
- than 800x600. Keep in mind that we'll need to leave some space for
- the control bar and edges of the window. The largest I would
- recommend to use would be a screen size of around 790x518 which comes
- very close to maximum size. Once you have chosen a size, enter a line
- in your configuration file like this:
-
- (width,height)
-
- ...where "width" and "height" are the numeric width and height of your
- screen. If you want a 320x240 screen, the line would be...
-
- (320,240)
-
- Don't leave any spaces to the left of the line.
-
- Next we need to tell the configuration file about the color palette we
- made. Enter a line like this:
-
- %palette.kcf
-
- ...where "palette.kcf" is the filename of our first palette file. In
- our Emi-chan example, it would be...
-
- %emi.kcf
-
- This is our first palette, palette zero. It will be the default
- palette for all cels in the data set but we can add more palettes
- later. Each additional palette we add should appear after this line
- and be preceded by a % symbol.
-
- Next we need to tell the configuration file about the cel files we
- made. Each object in a KISS data set has a different number to
- identify it. The numbers don't control the height of the object or
- its importance but it's generally a good idea to start with object #0
- and count up as you make more objects.
-
- Since all the parts of our doll's body are the same object, we want to
- give them all the same object number. We list them in order from the
- part that is closest to the fron to the part that is in the back.
- In our Emi-chan example, this would look like:
-
- #0 fore.cel
- #0 body.cel
- #0 back.cel
-
- So our finished configuration file for Emi-chan would look like this:
-
- (320,240)
- %emi.kcf
- #0 fore.cel
- #0 body.cel
- #0 back.cel
-
- You can leave extra blank lines wherever you like for better
- readability. You can also add lines that start with a semi-colon (;)
- for comment lines. These comments can also come at the end of
- non-comment lines. For example:
-
- ; Emi-chan
-
- (320,240)
-
- ; Palettes
- %emi.kcf
-
- ; Cels
- #0 fore.cel ; Bangs and forearm
- #0 body.cel ; Head, body, right leg
- #0 back.cel ; Left leg
-
- Note: KISS format is case-insensitive so capitalization of filenames
- does not matter. Also, when adding comments, be careful not to make
- the lines too long. No single line can be more than 255 characters in
- length.
-
- The configuration file should always have the declarations in this
- basic order; screen size, then palettes, then cels.
-
- Save your configuration file and load up KISS. In KISS, load your
- configuration file. Click on the doll and try moving it around. Do
- all the parts move together? Are there are gaps between parts where
- you accidentally edited out too much?
-
- If the colors look all messed up, you may have failed to create the
- palette file correctly or else put the wrong filename in the
- configuration file.
-
- When you have it looking good in your KISS viewer, select `Save' in
- KISS. Load the configuration file in your ASCii editor and you'll see
- that KISS has added some new lines to the bottom of your file which
- look something like this:
-
- $0 125,11
- $0 *
- $0 *
- $0 *
- $0 *
- $0 *
- $0 *
- $0 *
- $0 *
- $0 *
-
- This page information tells KISS where the various objects will be
- positioned when the user loads the data set. If you edit these lines,
- be sure to keep them at the end of the configuration file.
-
-
- Making Some Clothes:
-
- Now we have the base doll drawn and we're ready to make some clothes
- for her. The shape of the clothing will have to exactly match the
- shape of the doll. Think of an outfit to draw on your doll.
-
- Load the picture of your base doll into your paint program again. The
- colors we used for the base doll probably won't be suitable for
- drawing clothes so we'll want to change the palette. Be sure to stay
- in 16-color mode.
-
- Think about what colors are in your doll's outfit. I like to use
- around three shade of each color for an outfit. You may choose to use
- a single color for outlining or use the Disney approach and use a
- different, draker version of each color to outline those areas. Be
- sure to keep in mind that color zero is still the transparent color.
- You can make color zero anything you want but it won't appear visually
- in the KISS data set.
-
- When you have the new palette set, you may wish to save a copy of the
- base doll using the new palette. Don't overwrite the old picture. We
- only want the new picture as a template to draw outfits using the new
- palette.
-
- Now we're ready to draw the outfit. This is the method that I use but
- you don't have to follow it. It's just a good starting place which
- you can feel free to expand upon:
-
- * Use color substitution to get rid of all the darker colors in
- your template, replacing them with similar, lighter colors.
-
- * Select a dark color and sketch in the new outfit. You may want
- to use the old sandwich-bag overlay technique to help you get
- the lines just right. Go ahead and draw in some of the backs of
- the outfit, as if the character were a translucent ghost wearing
- solid clothing.
-
- * Use color substition again to get rid of all the colors except
- the one you used for outlining.
-
- * Save the image in some temporary file. You may wish to use a
- name that refers to the outfit as a whole but it's still just a
- template.
-
- * Now concentrate on just one article of clothing out of the
- outfit. Edit out all the lines that don't apply to that article
- and fill in lines of that article that would have been hidden by
- other articles of clothing. Be sure to draw the backs and
- insides of the clothing. It's fun to see the care label on the
- back of a shirt when the character isn't wearing it.
-
- * Clip your image so that the single item of clothing appears as
- close to the upper-left corner as possible.
-
- * Now fill in all the colors and details of the article of
- clothing.
-
- * When you have a single article of clothing finished, break it up
- into levels. Keep in mind the way that you broke you base doll
- up into levels. A good method is to consider each level as
- distance from the viewer with the front as one piece and the
- back as another piece. It may take some experimentation to
- decide just where to make the breaks.
-
- Now we have a single article of clothing and we want to add it to our
- data set.
-
- Use your image to cel conversion programs to turn the different images
- into cels. We want to make a new palette this time so be sure to use
- a new palette name. For example, if we were making a skirt to go with
- Emi-chan's sailor suit, we might type something like this:
-
- PCX2CEL skirt1.pcx sailor.kcf /g /t
- PCX2CEL skirt2.pcx sailor.kcf /g /t
-
- Don't forget that objects that are made up of more than one cel need to
- avoid having blank space to top and left of the images clipped away or
- the cels won't line up together properly.
-
- Now load you configuration file into your ASCii editor.
-
- First, we need to tell the the configuration about our new palette.
- Find the section where you told it about the first palette and add
- another line with the new palette name *below* the old one. In our
- Emi-chan example, it might look like this:
-
- %emi.kcf
- %sailor.kcf
-
- This new palette is palette number 1 because it is the second palette
- listed in the configuration file.
-
- Now we want to add the different cels for the clothing. Look at the
- list of cels the configuration file shows for the base doll. Think
- about where each cel of your clothing item fits between the cels of
- the base doll. In out Emi-chan example, the front of the skirt would
- go in front of the body but behind the forearm and bangs. We want the
- new object to be a different object from the doll itself (so that it can
- be moved around seperately.) Let's use the next available number, #1.
- Add the cel declarations to you configuration file. In Emi-chan, this
- might look something like:
-
- #0 fore.cel ; Bangs and forearm
- #1 skirt1.cel ; Front of Skirt to Sailor Suit
- #0 body.cel ; Head, body, right leg
- #0 back.cel ; Left leg
- #1 skirt2.cel ; Back of Skirt to Sailor Suit
-
- It isn't necessary to put those comments at the end of the
- declarations but it may be helpful later as you add more clothing and
- makes the file easier to understand.
-
- But wait! How does KISS know to use the new palette for the skirt
- instead of using the default palette (palette zero) that it used for
- the body? You have to put that in you cel declarations too.
-
- Immediately after the filename for the cel, add an asterisk (*)
- followed by the number of the palette. Going back to our Emi-chan
- exmaple, the declaration for skirt1.cel might look like this:
-
- #1 skirt1.cel *1 ; Front of Skirt to Sailor Suit
-
- If you want to, you can add a *0 to cel declarations for cels using
- palette zero to make the file easier to read but it isn't always
- necessary since KISS will use palette zero as the default palette when
- no palette is specified. It is possible to define different default
- palettes for each page but palette zero is the default default
- palette. More detail on setting alternate default palettes later in
- this document.
-
- Our configuration file should now look something like this:
-
- ; Emi-chan
-
- (320,240)
-
- ; Palettes
- %emi.kcf ; Palette 0 - The doll
- %sailor.kcf ; Palette 1 - Sailor Suit (red, white, blue)
-
- ; Cels
- #0 fore.cel ; Bangs and forearm
- #1 skirt1.cel *1 ; Front of Skirt to Sailor Suit
- #0 body.cel ; Head, body, right leg
- #0 back.cel ; Left leg
- #1 skirt2.cel *1 ; Back of Skirt to Sailor Suit
-
- $0 125,11
- $0 *
- $0 *
- $0 *
- $0 *
- $0 *
- $0 *
- $0 *
- $0 *
- $0 *
-
- Next load your modified configuration file in KISS and test your
- clothing item. If there are problems with where you made the breaks
- in the cels or the order of the cels in the configuration file, go
- back and make the changes now.
-
- Once you have the item just the way you want it, go back to your
- template and make the other items of clothing. Again, it may take
- some experimentation to get the levels right.
-
- As you make more outfits, you may find you need more colors. Make new
- palettes as needed and add them to the configuration file. Try to
- re-use old palettes when possible because you can only use up to 256
- colors. Palette zero counts as 16 colors and each additional palette
- counts as 15 more (since the first color of palettes one and are
- ignored). This means a maximum of 17 palettes.
-
-
- Positioning Objects:
-
- Unless you set the positions of your objects, they'll all start off
- clustered up in the upper-left corner of the window. After you design
- the objects, load them in KISS, place them in the positions you want,
- and select `Save'. KISS will update your configuration file.
-
- You can position everything on just the first page and then use your
- ASCii editor to copy the position declarations at the end of your
- configuration file. KISS will use the first ten lines it find that
- begin with the dollar-sign ($) as the declarations for the pages.
-
- You may want some of the objects to stay where they are so that the
- user cannot move them. To fix an object in place, you use the lock
- field of the cel declarations.
-
-
- Locking Objects in Place:
-
- You can lock an object into place so that it can't be moved by the
- user. This is useful when you don't want the user to be able to move
- the doll itself or if you use more than one object for the doll and
- you don't want the user to pull the doll's arms off.
-
- You can also make an object difficult to move but not permanently
- locked in place. This is useful when you want the user to only be
- able to move a given object after repeated attempts. (Some KISS
- artists use this method to fix underwear in place so that you have to
- yank on the underwear several times before it comes off. A little
- ecchi if you ask me. ^_-)
-
- Let's suppose we want to lock the doll itself in place in our Emi-chan
- example. We would need to edit the declarations for the cels defining
- Emi-chan's body. For example...
-
- #0.32767 fore.cel ; Bangs and forearm
-
- The number 32767 appearing after the period following the object
- number is a lock value. Since we have used a very high lock value,
- the doll is permanently locked in place. Any number over 100 is
- permanently locked in place. If we use a number lower than 100, the
- object can be used after the used yanks on it several times. The
- higher the number, the more diificult it is to move.
-
- Objects which are locked permanently in place will never even twitch
- from their starting position.
-
- Objects which are difficult to move but not permanently locked will
- shift a short distance when yanked on but will snap back to their
- starting position almost immediately.
-
- If you give different lock values to different cels of the same
- object, whichever lock value is highest will be used for that object.
- Lock definitions are common to all cels of the given object.
-
- If no lock value is given, the object is assumed to be freely
- moveable.
-
- Behavior for a specified lock value of 0 is undefined. Don't do it.
- Results will vary widely depending on the program.
-
-
- Restricting Objects to Specific Pages:
-
- Suppose we want to organize our Emi-chan data set so that the objects
- for her school uniform only appear on page zero (the starting page).
- To do this, we set the page field of the cel declarations for those
- objects. For example...
-
- #1 skirt1.cel *1 :0 ; Front of Skirt to Sailor Suit
-
- The number following the colon tells KISS on which pages the objects
- appear. You can set the cel to appear on several pages. For
- example...
-
- #1 skirt1.cel *1 :0 3 7 ; Front of Skirt to Sailor Suit
-
- This would define the cel skirt1.cel as appearing only on pages zero,
- three and seven.
-
- You must always list the pages in numerical order from lowest to
- highest and page definitions must appear after any palette definition
- if one is used.
-
- If no pages are specified, the cel is assumed to appear on all ten
- pages.
-
- If a page has no cels defined for it, the page can not be accessed and
- will appear as a dimmed button in KISS.
-
- If you specify some but not all of the cels for an object to be on a
- given page, only the specified cels will appear on that page. Page
- definitions are specific to each individual cel.
-
-
-
- Setting New Default Palettes:
-
- You may wish to have the default palette change for different pages.
- This is useful when you want objects using palette zero to change
- color when a new page is selected. For example, maybe on page zero,
- Emi-chan looks normal but, on page one, she has a tan. To do this, we
- edit the page declarations. Let's look at an example...
-
- $0 125,11 20,45 145,40 * * *
-
- All page declarations begin with a dollar-sign ($). The number
- immediately following the dollar-sign, with no seperating space, if
- the number of the default palette for that page. When there is no
- declaration for a page, KISS will assume the default palette is
- palette zero. You can change that number to the number of a new
- palette and any cels which do not have a specific palette given will
- use that palette as the default on that page.
-
-
- Gambatte!
-
- That's Japanese for "try your best." You should now know the basics
- of creating your KISS data set. Don't be disappointed if you can't
- turn out a new KISS data set overnight. Making a good KISS data set
- takes time and patience. You may need to retouch cels many times
- before getting them just right or you may even need to scrap all the
- cels of an object and draw it again. Just keep at it, give it your
- best shot, and, above all, have fun doing it. If you really put your
- effort into making your KISS set, your users will enjoy it and that's
- the best part of making KISS art.
-
- Gambatte!
-
-
-
- Appendix:
-
- Here's a recap on the syntax for those configuration lines.
-
- Screen Size
- Defines the size of the screen. Appears once in the file.
-
- Syntax:
- (<width>, <height>)
-
- <width> - the width of the screen. Required field.
- <height> - the height of the screen. Required field.
-
- Palette Declarations
- Defines palettes used by the KISS cels. Up to 17 palettes may be
- defined. Palettes will be zero to seventeen in order encountered.
-
- Syntax:
- %<filename>
-
- <filename> - the full filename of the palette. Required
- field.
-
- Cel Declarations
- Defines each cel used by the KISS set, its object number, its
- palette, and the pages on which it appears.
-
- Syntax:
- #<object number>[.<lock value>] <filename> [*<palette number>]
- [:<page> <page> <page> ...]
-
- <object number> - the number which identifies the object
- to which the cel belongs. Range is 0 to
- 255. Required field.
- <lock value> - the `fixedness' of the object. 1 to 99
- is difficult to move. 100 to 32767 is
- permanently fixed. If ommitted, object
- is freely moveable. Optional field.
- <filename> - the full filename of the cel file.
- Required field.
- <palette number> - the number of the palette used by the
- cel. Palettes are counted from 0 to 17
- based on order of appearance. If
- omitted, the default palette is used
- (palette zero unless specified
- otherwise in the page declarations).
- Optional field.
- <page> - the numbers of the pages on which the
- cel appears. Range is from 0 to 9.
- More than one page may be specified but
- multiple pages must be listed in order
- from lowest to highest. Optional
- field.
-
- Page Declarations
- Defines the default palette for each page and the positions of
- objects on those pages. There should be 10 page declarations
- appearing at the end of the configuration file. Declarations will
- be used for pages zero to nine in order encountered. These
- declarations can be generated by KISS if ommitted.
-
- Syntax:
- $<default palette> <position #0> <position #1> ...
-
- <default palette> - the number of the palette to be used
- as the default on a given page. Range
- is 0 to 17. Required field.
-
- <position #N> - an X,Y position for the Nth object. Each
- page declaration will have an entry for
- every object from #0 to the highest
- numbered object. If the object begins at
- the origin (0,0), a * will indicate
- default starting position. If no cels are
- declared for an object, default position
- will be assumed. Range depends on the
- size of the screen and the size of the
- objects. It's best to use the KISS viewer
- to set these values. Required fields.
-
-
- If you need more technical information about the format of cel and kcf
- files, see the KISS/GS General Format Specifications.
-