------------------------  EDITSET KEYS -------------------------------

This text file describes the keys to EDITSET.EXE so you can
import, alter, move, etc,  art pictures/files into your game
level in RR or RA.     ( 320*200*256 .PCX files & some bigger. ).

Art graphic images are stored in TILES###.ART files,
256 images in each file, refersenced by number.
The size of each art picture varies depending on it's x,y values.
x = width,   y = height.
Below are the tile numbers in each tiles###.art file.
000 does not mean zero, it means tile #000 (which is a yellow grid).

Tiles000.art  000-255   |  Tiles018.art 4608-4863  |
Tiles001.art  256-511   |  Tiles019.art 4864-5119  |
Tiles002.art  512-767   |  Tiles020.art 5120-5375  |
Tiles003.art  768-1023  |  Tiles021.art 5376-5631  |
Tiles004.art 1024-1279  |  Tiles022.art 5632-5887  |
Tiles005.art 1280-1535  |  Tiles023.art 5888-6143  |
Tiles006.art 1536-1791  |  Tiles024.art 6144-6399  |
Tiles007.art 1792-2047  |  Tiles025.art 6400-6655  |
Tiles008.art 2048-2303  |  Tiles026.art 6656-6911  |
Tiles009.art 2304-2559  |  Tiles027.art 6912-7167  |
Tiles010.art 2560-2815  |  Tiles028.art 7168-7423  |
Tiles011.art 2816-3071  |  Tiles029.art 7424-7679  |
Tiles012.art 3072-3327  |  Tiles030.art 7680-7935  |
Tiles013.art 3328-3583  |  Tiles031.art 7936-8191  |
Tiles014.art 3584-3839  |  Tiles032.art 8192-8447  |
Tiles015.art 3840-4095  |  Tiles033.art 8448-8703  |
Tiles016.art 4096-4351  |  Tiles034.art 8704-8959  |
Tiles017.art 4352-4607  |  Tiles035.art 8960-9216  |
Tiles018.art 4608-4863  |

There are two modes in editset.exe VIEW MODE & EDIT MODE.
EDITSET.EXE starts in EDIT MODE which shows tile #0,  yellow grid.

< V > toggles between VIEW & EDIT mode.
< ESC > Quits, keep pushing ESC untill you get a message,  QUIT Y/N ?


----------------------------- VIEW MODE KEYS -------------------------

< V > VIEW MODE shows a screen of the small art images available.
The images can be: swapped, deleted, or selected to enter edit mode.

<ARROWS & PGup/dn> selects a tile to edit, ENTER switches to edit mode
	to edit the tile you highlighted.  (4096 tile maximum for saveing
	art to a file, Tiles015.art you can alter, 16 you can't ?).

< / * > Enlarge thumb nail pictures to view, or shrink em.  Doesn't alter
	the art tile, just changes the viewable size. (key pad keys /*)

<Delete>   (CAUTION) Deletes the image & shifts all the tiles to the
	   right into it's place altering, all your TILES###.ART files.
	   So be carefull cause it can & will ruin all your .ART files

<Space> To swap 2 tiles simply press space bar on the first tile,
	then space bar on the second.  (rename if you have to in names.h)
<1,2,3> To swap a group of tiles, press 1 on the first tile,
	press 2 to remember the region between where you pressed 1 and 2.
	Press 3 at the place to where you want to swap all the tiles.

<ALT+R> Generate a Tile frequency report by scanning all maps in directory.
	All the thumbnail pictures will have a number in the upper left
	corner indicating the amount of times they are used in the
	local maps.


----------------------------- EDIT MODE ----------------------------

Shows a large tile picture,
the tiles number,
the tiles X-Y demensions,
the animation type and frames alloted to be animated, and
the color pallette in the lower right.

You can draw, alter, or import an image to the current location.

< U >   Use this to import a section of a 320*200*256 .BMP, .PCX, or .GIF.
	Use the Left Mouse Button (LMB), drag and press, you see rectangle,
	highlight part of image from .PCX or BMP you want to import.
	Now you can press ENTER, SPACE, or P.

<Enter> Convert the image that is inside the rectangular selection rectangle
	to the BUILD/MAKEMAP palette.

<Space>	Convert the image that is inside the rectangular selection rectangle
	without remapping the palette.

< P >  	If in the picture selecting screen (after pressing U and loading the
	picture), you press P, then the palette of BUILD/MAKEMAP can be
	replaced by the palette of the displayed picture.

<PGUP/PGDN>  Moves to the next tile, PGdn=forward, PGup=backwards.

< G >   GOTO a tile, backspace the number showing & type in a tile number.

< S >  	Re-size tile.  The X and Y sizes can be any unsigned short integer.
	X=width 0-1024, Y=height 0-240. Multiples of 64,32,16,8 is best.
	Use this to DELETE a tile to BLANK with out shifting the above
	tiles down one like delete does.  Just press S & back space the
	number to zero, press enter and the X size is 0, it will now want
	you to resize the Y so repeat the backspacing to zero & enter.
	When X & Y = 0 the tile is blank/deleted, update yer names.h file.

<Delete>   Short cut key to set both the X and Y sizes to 0 in edit mode.
	   CAUTION: this eliminates the tile and shifts following tiles
	   down one, this alters all the TILE0##.ART files. Use S

< +,- >   Change the animation setting.  (Default: NoAnm = 0.)
	  - selects the tiles animation type when the frame count # = 0.
	  + increases the frame count #, - decreases the frame count #.
 Example:
    NoAnm:0 animates nothing, do not add numbers to NoAnm.
    Oscis:2 is first of 3 tiles to animate, the other 2 are NoAnm:0
    The first tile is frame 0, second tile is 1, third is 2.
    Oscis:2 sequence shows frames 0,1,2,1, 0,1,2,1, etc. Oscillate

  NoAnm	=4 sequence: 0,0,0,0,0,0,0,0,0,0,0,... (no animation)
  Oscis	=4 sequence: 0,1,2,3,2,1,0,1,2,3,2,... (oscillate)
  AnmFD	=4 sequence: 0,1,2,3,0,1,2,3,0,1,2,... (forwards)
  AnmBK	=4 sequence: 0,-1,-2,-3,0,-1,-2,-3,... (backwards)

< A >   Set the animation speed of the tile.  Press + or - to change
	the animation speed.  There are 16 different animation speeds.
	The animation speed set here sets the speed for EDITSET and your
	GAME also. (Speed is proportional to (totalclock>>animspeed))
	(+ is shift and = key together, minus is just the - key)

< ` >   Toggle. Use this key (located just above the TAB key) to center a
	sprite.  Use the arrow keys to get to the desired position.
	Press enter.  NOTE: ` might exit the mode and enter save the
	position.  Use the \ key to center the little cursor, then `
	shows the cross hairs, then you know where center is and
	should be.  Then use the arrows to move the image & enter to save.

< N >   Name a tile.  Naming a tile simply changes the statement in NAMES.H.
	You should include NAMES.H when compiling so you can easily refer to
	sprites by name rather than by number. (keep backups)

< O >  	Optimize the size of an individual piece of artwork.
	Use this for tiles with invisible pixels on the sides.
	O shrinks the pink down to a minimum size rectangle.

<ALT+U> Re-grab all the artwork listed in the file  CAPFIL.TXT
	When you import art with the  U command, EDITSET.EXE
	keeps a log in the file named CAPFIL.TXT , file names,
	X-Y demensions, n stuff.  ALT-U just loads it all at once.
	You can program a capfil.txt file to load yer .art file,
	but pressing ALT+U with out checking the capfil.txt file
	can ruin yer tiles###.art file, it's powerfull.

<F12> 	Screen capture (saves image as a *.PCX file, starting as file name
	CAPT0000.PCX and incrementing by 1 each time F12 is pressed.
	NOTE: the B key also seems to do a .PCX capture ?
	It's suspose to capture a .BMP file, but .PCX is what you get.

<ESC>   Quit.


--------------------- EDIT MODE graphics drawing  --------------------

Extra features: (if you actually want to do the artwork in EDITSET or
		 if you want to touch-up some imported art.)
	It's good for making grafitti, or signs by alter existing ones.
	I copy & paste a lot with 1-2-3 & 4-5.

< C >	Change all pixels on the tile having the same color under the
	graphics cursor to to selected color.

<Arrows/Mouse> 	Move graphics cursor. (& arrow keys)

<Shift + Arrows> Select color. (on bottom right corner of screen)

<Space> Plot a pixel with the selected color.

< T >	Turn drawing trail on / off. (alters the tile some how)

<Tab>	Select the color under the graphics cursor.

<BACKSPACE>  Set the color to color 255 (transparent color).

< F >	Floodfill a region with the current color and
	with the current color as a boundary.

< M,P>	Use M to back up a tile into a temporary buffer in memory
	and P to restore it.
	It may be wise to press M before a floodfill (F)
	(because sometimes you miss encapsulating the region by 1 pixel,
	and the whole picture gets killed, etc...)

< J >	Randomly plots dots of current color over any pixels having the
	same color as the color under the tile cursor.
< [ >  	Random antialias of colors in color band under graphics cursor.
< ] >  	Non-random antialias of colors in color band under graphics cursor.

< ; > 	3-Dimensionalize an image.  (kinda shades in current color, as if the
	light source is upper left, press ; again & shade color is increment.)
	Makes colors in different rows of the color bar either
	appear to stick out or stick in to the wall.
< ' >  	3D-Dimentionalize the other way. (shades, light source = upper right)

< R > 	Scroll up/dn right/left = move the tile in a specified direction,
	press R then arrow key.	 Shifts image one pixel, repeat to move more.

--copy paste-----
< 1 > 	Select/mark the first corner of a rectangle for a copy/paste operation.
< 2 > 	Select/mark the other corner of a rectangle for a copy/paste operation.
< 3 > 	Paste the selected rectangle (Note: You must
	press 1 and 2 in that order first before pressing 3.
	Pretty simple 1-2-3 for copy & paste)
< / >   Shrinks copy to half size, before you 3 paste,
	press / twice and the image in the buffer is 1/8 the original size,
	use 4 & 5 to flip 4=left to right, 5=top to bottom, then 3 paste.
< * >   Doubles the size of the image copied to the buffer with 1 & 2.
< 4 >   Flip the copied rectangular region x-wise. (left to right)
< 5 >   Flip the copied rectangular region y-wise. (top to bottom)
< 6 > 	Swap the x and y coordinates of the copied rectangular region.

< <>.,> Change the shade of the selected region marked by 1 & 2 at cursor.
     1 & 2 , mark upper left with 1 & lower right with 2.
     Now you have an invisible square the size you chose that moves with
     your mouse cursor, the dot sits at the bottom right of the square.
     , deincrements the color the invisible square is over.
     . increments   the color the invisible square is over.
     shift+, deincrements the color by 32, or one row up   in the pallette.
     shift+. increments   the color by 32, or one row down in the pallette.

< \ > 	Move the cursor to the center of the tile.

< | >   Get the coordinates of the cursor.  (shift+\)

T = Trail, what does it do ?  I don't really know.

THE END
