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Re: Homebrew 3D Tools & Source



aiiadict@gmail.com wrote:
On Feb 19, 1:07 pm, David Schmenk <dschm...@YUCH.gmail.com> wrote:
Neither editor's commands are
documented.  Use the source, Luke.  They are both written in AppleSoft
with a small assembly helper for the map editor (source included).


NOW THEY ARE: (DOCUMENTED)

"(ENTRY)" MEANS YOU'LL GET A PROMPT ASKING FOR YOU TO INPUT
A VALUE FROM THE KEYBOARD



MAP EDITOR:

******************************************************************

T = CHANGE HORIZ/VERTJ
W = (WALL) POKE NEW DATA

U = ENTER USER PANEL
P = ENTER TEX PAGES
D = (DOOR) POKE NEW DATA
Q = QUIT
S = SAVE MAP
" " = CLEAR SPOT


k\
J \ MOVE CURSOR
m /
i/

o = ENTER OBJECT (ie POWERUP, ETC)





TEXTURE EDITOR:

******************************************************************


k\
J \ MOVE CURSOR
m /
i/

N = NEXT TEX
P = PREV TEX
G = GOTO TEX # (ENTRY)
C = COPY CURRENT TEX TO TEX # (ENTRY)
X = SWAP CURRENT TEX WITH TEX # (ENTRY)
A = ?? ADD TEX TO END?
S =  SAVE THE IMG FILE
O =  INSERT BLANK TEX (AT CURRENT TEX #)
F =  ?? BLANK OUT CURRENT TEX TO WHITE ??

T = CHANGE COLOR (ENTRY)
 " " = PLOT POINT IN CURRENT CURSOR COLOR
W = WRITE TEX TO FILE
R = READ TEX FROM FILE
Z = "ZAP" CLEAR ALL TEXTURES (eXCEPT FOR #1??)
H = HORIZONTAL FLIP









Wow, thanks Rich!  Couple of notes:

Level editor:
Object #'s work like this: 0 = clear object. #'s start at 1 for bad guys, 129 (128 + 1) for power-ups. msb defines object type.
To create an exit panel, use index 15.

Image editor:
F = Fill with current color
A = Add blank texture to end
Z = Zap textures after current
O = Open new texture at current index ("I" was taken - couldn't use Insert)
T = Texel color ("C" was taken)

Look at global.inc to get the format details. Sprite offset and texture page offsets have to be hand edited in the image file. Easy to bload at some address, change the bytes, and bsave. The length to bsave can be found by looking at the first byte in the file (image count), adding one, and making it a page length by appending 00.

Dave...