home *** CD-ROM | disk | FTP | other *** search
- █▓▒░ DukeEdit Version 1.1 Documentation
-
- DukeEdit is (C) Copyright 1992 David Bollinger.
- Duke Nukem is (C) Copyright 1991 Apogee Software.
-
-
- What is "DukeEdit" ?
- DukeEdit is a tool that allows you to view, edit and print the game
- maps of Apogee Software's Duke Nukem. It will allow you to modify
- existing levels or create completely new levels from scratch. It will
- work on all the levels of all three episodes of Duke Nukem. It allows
- you to edit two levels at once and supports cut and paste editing. It
- contains a complete reference describing every object in the Duke Nukem
- world, and will support any printer capable of compressed mode printing.
-
- Unfortunately, due to the complexity of the game maps this tool is not
- recommended for casual gamers. It is intended primarily for experienced
- computer users who would like to expand the worlds of Duke.
-
-
- What about "DukeMap" ?
- DukeMap was written approximately one year ago as the first utility
- for viewing and printing the game maps of Duke Nukem. It served its
- purpose, but has since evolved into DukeEdit. DukeEdit contains all
- the features of DukeMap (minus several known bugs) while offering a
- more detailed screen display and complete editing capabilities.
-
-
- How to use DukeEdit:
- 1. If you do not yet have a copy of Duke Nukem, get it!
- 2. Register your copy with Apogee Software!
- 3. Place the DukeEdit files in your Duke Nukem subdirectory.
- 4. Type 'DukeEdit' from the command line.
- 5. Register your copy of DukeEdit.
-
-
- NOTE: DukeEdit requires an EGA or VGA display.
-
-
- After loading, DukeEdit will attempt to load level one from episode
- one. If this level is present it will be displayed on the screen.
- If this level is not present the screen will be blank. You may
- select a different episode or level by pressing 'L.' If you are
- unable to load any levels press [Esc] to exit and verify that you
- have installed DukeEdit in the appropriate directory.
-
-
- █▓▒░ THE DISPLAY
-
- Hopefully the symbols used on the screen maps are self-evident.
- Most of them at least superficially resemble their counterparts in
- the game.
-
- Some of the objects (such as jump boots, etc.) are displayed on screen
- as the object itself, even though in the game the object is contained
- within a grey disk. This is for clarity - grey disks contain important
- items and a screen full of grey disks is not very informative.
-
- On the other hand, treasure items contained within blue disks are simply
- displayed as blue disks. No point cluttering up the screen with lots
- of extraneous symbols. The free-standing treasures however are shown
- as the actual object. Red disks are similarly displayed.
-
- The status bar at the bottom of the screen contains the following info:
- 1. The current editing screen (1 or 2)
- 2. The current episode (1-9)
- 3. The current level (1-9,A-C)
- 4. The current shape and type
- 5. The current cursor position
-
-
- █▓▒░ EDITING:
-
- Warning: The world of Duke Nukem is a large and detailed place.
- Editing this world requires both patience and persistence.
- It will also probably require a great deal of experimentation -
- but hey, that's half the fun isn't it ?!
-
-
- OBJECTS:
- Each level of Duke Nukem is 128 units wide and 90 units tall.
- At the bottom of the screen are two numbers labeled "XY:"
- which allow you to keep track of your current location within the
- level. Note that the coordinates begin at 0 (0-127, 0-89).
-
- Each location within the level can contain one of many different
- objects. These objects are defined by two numbers: SHAPE and TYPE.
- These values are also displayed at the bottom of the screen and
- indicate the shape and type of the object that the cursor is currently
- positioned on. Note that these values are in hexadecimal notation
- (base 16). This format was chosen because it most closely matches
- the internal organization of objects used by Duke Nukem. I apologize
- if you are not fluent in hex, but decimal would have been much worse.
-
- SHAPE is a number in the range 00h - 30h that describes the overall
- function of the object. For example, is it background or a solid
- object?
-
- TYPE is a number in the range 00h - E0h (usually) that describes the
- object specifically. If it is a solid object TYPE will tell you
- what that object looks like. For example, is it brick or stone?
-
- As you use the editor you will notice that it forbids you from
- generating certain combinations of SHAPE and TYPE. This is normal,
- certain combinations are just not valid (or at least not useful).
- I had to make a tradeoff in design on this point between ease-of-use
- and mess-around-ability. Ease-of-use won.
-
- A complete listing of SHAPES and TYPES is available in the
- file DUKEEDIT.S&T. I recommend that you print a copy of this list
- before you begin editing. In summary, you will find the following 5
- categories of SHAPES:
-
- SHAPE # WHAT IS IT?
- ------- ------------------------
- 00 Empty
- 01 - 05 Flashers (blinky things)
- 06 - 17 Background (Duke can move through these)
- 18 - 2F Solids (Duke cannot move through these)
- 30 Active Objects (This is all the fun stuff -
- incl. Duke himself, badguys, health, treasure...
-
- If the descriptions provided in DUKEEDIT.S&T are not adequate (and
- I admit that some of these objects were difficult to describe in
- words) you may wish to explore the included level WORLDAL1.S&T. This
- level is nothing more than a "shopping mall" of available non-active
- objects. They are arranged and grouped in order by SHAPE and TYPE number.
-
- The following commands will allow you to use WORLDAL1.S&T with
- Duke Nukem (these commands assume you are using episode 1):
- RENAME WORLDAL1.DN1 WORLDAL1.BAK
- RENAME WORLDAL1.S&T WORLDAL1.DN1
-
-
- KEYS FUNCTION
- ------ ---------------------------------------------
- Arrows move around
-
- Home increments the current shape
- End decrements the current shape
- PgUp increments the current type
- PgDn decrements the current type
-
- Space repeats last used object (see below)
- Enter sets last used object (see below)
-
- Ins marks and cuts into buffer (see below)
- Del pastes from buffer (see below)
-
- L load a level
- P print the currently loaded level
- R rename current level
- S save the current level
-
- T toggle between edit screen 1 and 2
-
- Ctrl-X clears entire level (prompts before clearing)
-
- F1 display help screen listing key functions
-
- Esc quit DukeEdit (prompts before exiting)
- ------------------------------------------------------
-
- Notes on keys:
-
- The load and save functions allow you to select from 9 different
- episodes. Be aware that the 3 episodes of Duke Nukem only recognize
- a single episode. The extra episodes are provided as working storage
- locations for you. In order to actually play any level of an episode
- numbered above 3 you will have to rename it as appropriate. The
- rename function will accomplish this. Once a level has been loaded
- you may rename it to another episode or level before saving it.
-
- Each time you edit an object the program remembers that object.
- The space bar allows you to later recall that object with a single
- keystroke and place it at the current cursor location. The Enter key
- is in effect the opposite of the space bar: it sets the repeatable
- object to the object at the current cursor location. The Enter key
- allows you to "pick up" existing objects for duplication.
-
- To copy more than a single object you must use the buffer commands:
-
- The Insert key can be used to copy a region into a temporary buffer.
- Press Insert once to mark the first corner of the region. Now define
- the region by moving around with the arrow keys (the region will be
- highlighted). Pressing Insert a second time will complete the
- operation. Pressing Escape before pressing Insert a second time will
- cancel the operation.
-
- The temporary buffer can be retrieved by pressing the Delete key.
- The current cursor position defines the upper left corner of the
- pasted block. If there is insufficient room to perform the paste
- a warning will be issued and the operation will be cancelled.
- Note: pasting cannot be undone.
-
- I might suggest using the buffer to build a "library" level of
- commonly used groups of objects. Keep the library loaded in edit
- screen 2, then while editing a new level on screen 1 you can cut and
- paste from the library.
-
- Note: Delete was chosen as the paste key rather than Insert only because
- it is usually a physically smaller key. I believe that destructive keys
- ought to be harder to get at than constructive keys.
-
- Ctrl-X clears the entire level. It will ask for confirmation before
- executing.
-
-
- █▓▒░ DESIGN GUIDELINES
- Duke Nukem is amazingly forgiving in terms of the errors it will
- allow in its level datafiles. However, a well designed level will
- obey the following guidelines:
-
- 1. Place one and only one Duke in each level.
- 2. Place one and only one exit door in each level.
- 3. Do not allow Duke to walk off the left or right sides of the level.
- 4. Do not allow Duke to move below line 86 or above line 3.
- 5. If you use the conveyor belts, make sure that the ends are
- properly matched.
- 6. If you use the teleporters, make sure that you use one and only one
- of each type (there are two teleporters).
- 7. Special objects such as the jump boots, grappling hook, robot glove,
- etc., should not be duplicated within a level.
- 8. Duke is 2 units tall although his object occupies only one unit.
- The space just above Duke should be empty. All paths that Duke is
- expected to take must be at least two units tall.
- 9. Several other objects also occupy more than 1 unit - allow room:
- fans, teleporters, large techbots, rockets, reactor, etc.
- 10. Duke can only jump 3 units vertically, 4 with jump boots. He can
- jump 7 units horizontally, 8 with jump boots - and further if the
- destination is below him. Make sure he can reach his destination.
- 11. If you use keys, make sure that keys, keyholes and doors are
- matched up logically.
- 12. If you use the duplicators (S&T #'s 3025, 3026, 3027) be aware that
- they can function as either background or solid objects depending
- on what they are next to. Make sure they work the way you expect.
- 13. If you use the extension floor, make sure that it has something to
- "run into" to stop its extension.
- 14. Place Dr. Proton only in the last level of an episode.
-
- The editor will not prevent you from disobeying these guidelines,
- use common sense. Typically if Duke Nukem finds too many of any given
- object in a level it will remove them, beginning at the top left, leaving
- the only the lower right copy. If objects don't match up properly they
- will probably simply not work.
-
-
- █▓▒░ PRINTING
-
- The maps used in Duke Nukem are too wide to fit on 8-1/2 x 11 paper
- unless compressed printing is used. DukeEdit will automatically set
- your printer to compressed mode before printing if it finds a file
- called DUKEEDIT.PTR that contains the escape sequence appropriate
- for your printer. The setup file included supports Epson and IBM
- compatible printers that can be switched into compressed mode with
- the sequence: \027\014 or <ESC><SI>.
-
- The file DUKEEDIT.LSR contains the escape sequence for setting a
- Hewlett-Packard Laserjet into compressed mode. The following DOS
- commands will make this file the active printer configuration:
- RENAME DUKEEDIT.PTR DUKEEDIT.IBM
- RENAME DUKEEDIT.LSR DUKEEDIT.PTR
-
- Other printers can be supported by inserting their commands with a
- text editor. Or you may put your printer into compressed mode
- manually.
-
- If you have a wide-carriage printer you can safely ignore all of
- the above; the maps will fit perfectly at 10 CPI.
-
- NOTE:
- Since the map is printed using text characters, which are not square,
- the aspect ratio of the maps will be distored - they will appear to
- be taller than they actually are. This problem is more noticeable
- on narrow-carriage printers.
-
-
- The following symbols are used on the printed maps:
-
- ╬ Duke's starting position
- ¥ Techbot - Badguy
- c Camera
- ▓ ▒ ░ Various walls/floors/solid objects
- < > Conveyor belts
- * Spike ball (bouncing/exploding)
- ┴ ┬ Spikes
- ■ Various goodies, treasure
- DUKE Collect the letters
- ∞ Health items (pepsi, drumstick, molecule)
- ⌐ Gun, increased firepower
- ≈ Flamejet
- ≡ Electric field
- k Key
- Φ Keyhole
- ║ Key operated door
- X Exit door
- ─ Psuedo-floor generator
- A Rocket
- S Fan
- Ω Teleporter
- ^ Elevator
-
- Notes: Background objects are not displayed on the printed maps.
- The duplicators are displayed as very light solid objects -
- depending on their placement they may be simply background.
-
-
-
- █▓▒░ LEGAL STUFF:
-
- DukeEdit is (C) Copyright 1992 David Bollinger, All Rights Reserved.
-
- Disclaimer:
- The author makes no representations or warranties with respect to
- this software or documentation, and specifically disclaims any
- express or implied warranties of merchantability or fitness for
- any purpose. Further the author reserves the right to make changes
- to any and all parts of the software, at any time, without obligations
- to notify any person or organizations. The author will not be
- liable for any special, incidental, consequential, indirect or
- similar damages due to loss of data or any other reason even if the
- author has been advised of the possibility of such damages. In no
- event shall the author's liability for any damages ever exceed the
- price paid for the license to use the software, regardless of the
- form of the claim.
-
- Further the author is in no way affiliated with Apogee Software.
- All programs and datafiles contained herein are original works
- of authorship. None of the programs or datafiles contained herein
- shall be distributed with any of Apogee Software's products, nor
- shall they be represented as having been approved for any use by
- Apogee Software.
-
-
- █▓▒░ ETCETERA:
-
- DukeEdit is distributed as shareware and may be freely distributed
- provided that all of the original files are included and have not
- been modified or altered in any way. This software may not be sold.
- However, a reasonable service charge (not to exceed $7) may be asked in
- order to cover handling and/or materials costs.
-
- This release of DukeEdit consists of the following files:
- DUKEEDIT.EXE
- DUKEEDIT.DOC
- DUKEEDIT.S&T
- DUKEEDIT.PTR
- DUKEEDIT.LSR
- WORLDAL1.S&T
-
-
- If you use and enjoy this program I encourage you to support the
- shareware concept by sending U.S. $10.00 to:
-
- David Bollinger
- P.O. Box 894
- Denair, CA 95316
-
-
- In return you will receive the latest version of the program (please
- specify 3 1/2" or 5 1/4" disks) as well as any levels that either I
- have created or that have been submitted by other users.
-
- I heartily welcome all submissions of any levels that you may create.
- I personally enjoy this game a great deal, and love exploring new
- worlds created by other people. All levels that are playable will
- be shipped out with the registered version of the program so that
- other users will also benefit from your creativity. Appropriate
- credit for design will be included in this .DOC file.
-
- I also welcome all comments and suggestions.
-
- █▓▒░ RELEASE NOTES Version 1.1 11/15/92
-
- 1. Version 1.1 is the first publicly available version of DukeEdit.
- 2. DukeEdit was written with Borland C++ 3.0 and Turbo Assembler 2.0.
- 3. DukeEdit correctly identifies all teleporters. (DukeMap did not).
- 4. Under cetain circumstances, DukeMap would crash while printing if the
- printer was not ready. This has been corrected in DukeEdit.
-
-
- (Note: Certain shareware distributors require that instructional or
- identification material be appended to the documentation file or
- placed in a separate file to be included with the original program
- files. The author grants permission for this documentation file to
- be modified for this purpose provided that the original text is left
- intact. The author also grants permission for additional files to be
- included for this purpose provided that they are clearly identified as
- not being part of the original program.)
-
-
-