ShawEd by Michael Muniko
------------------------

NOTE: The program is provided as-is. We cannot help you if your data files
are corrupted or lost. If you choose to use this program, you do so on your
own.

There are 2 modes in the BUILD editor:
        3D EDIT MODE (Same as PLAY MODE but with a mouse cursor)
        2D EDIT MODE (The overhead map of the board with an arrow showing your
                position and angle and a mouse cursor)

It is essential that you use both editor modes:

  Use the 3D EDIT MODE to change the attributes of a sector, wall, or sprite
          such as:

          Tile number - Tells which picture in the artwork file goes on the
                                                         object.  Press V to change.
          Shade       - The shade of the object.  Press -/+ to change.
          Repeating   - The "smooshiness" of a wall.  Also for sprites.  Press
                                                          keypad 2,4,6,8 to change.
          Panning     - The starting offset into the tile graphics.  Press
                                                          Shift + keypad 2,4,6,8 to change.
          Height      - For ceilings, floors, and sprites.  Press PGUP or PGDN
                                                 to change.
          and there are a few other special attributes.

  Use the 2D EDIT MODE to add, delete, or change the shape of sectors.

  To switch between the two EDIT MODES, press the keypad enter key.

Ŀ
                          3D EDIT MODE KEYS:                               

                        ESC = Quit
keypad ENTER = Flip to the 2D overhead editor

                 Mouse = Move mouse cursor
                Arrows = Move you in the appropriate directions
        Caps Lock = There are 3 different Z coordinate modes in BUILD.
                                                Mode 0:  Game mode (default)
                                                Mode 1:  Height lock mode
                                                Mode 2:  Float mode
                                        Press Caps Lock to switch between the 3 modes.
                                        A and Z move up and down for all 3 modes.


Note: For the following keys, it is important to move the mouse cursor to
the right position before using them.  Also, if you hold down the first mouse
button, then the item under the mouse cursor will be locked as the
highlighted object while the button is held down.  This is useful for the
PGUP/DN keys, when different objects come into view even without moving your
coordinates or the mouse cursor.
                There are 4 basic types of objects that can be worked with in this part
of the editor:  WALLS, CEILINGS, FLOORS, and SPRITES.

          PGUP/DN = Raise or Lower a ceiling or floor.  (If a wall is selected,
                                        the ceiling of that sector will move)  Also, if you did a
                                        sector highlight in 2D EDIT MODE, you can raise / lower
                                        multiple sectors at a time.
Ctrl-PGUP/DN = For sprites only, puts sprites exactly on the floor or exactly
                                        on the ceiling.

                          V = Tile selection - use arrow keys to move around.  Press ENTER
                                        to change the object to the highlighted piece of artwork, or
                                        press ESC to cancel without changes made.
                 ALT-V = Height selection - works just like V, but this selects the
                                        groudraw height map.

2,4,6,8 (keypad) = Repeat values (smooshiness of the sizes of pixels) -
                                        think of these keys as arrow keys controlling the bottom
                                        right corner of the bitmap.  Normally, this is used for walls
                                        and sprites.  If you select a floor or ceiling, all the walls
                                        in that sector will be affected.  Perhaps this can be used
                                        to make sprites grow and shrink as they get healthy or hurt.
Shift +
2,4,6,8 (keypad) = Panning values (offset into the tile) -  These keys are
                                        useful when the you want a long wall to look continuous when
                                        they normally would not look continuous.
                          / = Use this key to reset the panning values (if you're lost!)
  5 (keypad) = If you hold down this key down in addition to the 2,4,6,8
                                        keys (keypad),the values will align at multiples of 8.
                         .> =  This key attempts to match up all the tiles along a wall.  It
                                        scans along the walls towards the right as long as the picture
                                        number of the next wall is the same as the original picture
                                        number.  Note that some walls may not work right, especially
                                        floor / ceiling steps.

                          F = Flip an object.  For sprites and walls, this flips the object
                                        x-wise.  For ceilings and floors, the objects are flipped in
                                        8 possible ways.  Just keep pressing 'F' to go through
                                        the 8 ways.
                 ALT-F = When you use relative alignment mode on ceiling and floor
                                        textures, you can press Alt-F on the ceiling or floor to
                                        choose a new wall to align to.  It actually rotates the walls
                                        of a sector by 1.
                          O = Wall orientation (whether it starts from the top or bottom)
                                        Normally, walls are oriented from the top.  For example, if
                                        you hold down 2/8 on the keypad in 3D EDIT MODE, the wall
                                        always starts from the top.  Orientation works differently
                                        for white lines and red lines, so if a wall doesn't look
                                        right, just press 'O' anyway to see if it get fixed.

                          S = Inserts a sprite on the mouse cursor.
                          
                ALT-S = Activates a menu you will choose from Ammo, Weapons, Enemies, Items, Miscellenous.

COPY & PASTE
                        TAB = COPY. Copy the attibutes of the highlighted objects into a
                                        temporary place.  The attributes it remembers are:
                                        tile, shade, x-repeat, y-repeat, and cstat values.
  Left ENTER = PASTE. Paste the stored attributes over the highlighted
                                        object.  Whenever you press ENTER, the y-repeat values stay
                                        the same, and the x-repeat values are adjusted so the pixels
                                        of the bitmaps have a square-aspect ratio.
Ctrl+L.ENTER = Left ENTER with the ctrl key will paste the attribtues to
                                         every wall in a loop (if a wall is highlighted).
Shft+L.ENTER = Left ENTER with the shift key also pressed copies the shade
                                        only.
Ctrl+Shft+L.ENTER = Auto-shade a sector.  First make any wall of the loop
                                        as light as the lightest shade you want.  Then make any other
                                        wall of the loop as dark as the darkest shade you want.
                                        Finally press Ctrl-Shift Enter on the wall that should be
                                        lightest.  Now the loop should be smoothly shaded.  If it
                                        is not smoothly shaded, you may need to insert more points
                                        on the walls.

SECTOR FLAGS:

                          P = Make the ceiling of the given sector have a Parallaxing sky
                                        or just a normal ceiling.
                          G = Make the floor of the given sector have a Groudraw
                                        (floor with height mapping).  I do not recommend using this
                                        attribute very extensively yet. (See the H key for selecting
                                        the height map)
                          E = An option for ceilings and floors.  If for some reason, you
                                        want a tile to be smooshed into the normal 64*64 area, press
                                        E to unExpand the tile.  Press E again, and the tile will be
                                        expanded, so the pixel size is the same as the normal 64*64
                                        ceiling/floor.
                          R = Relative alignment - switch between relative alignment mode
                                        and normal mode.  Allows floor / ceiling textures to align
                                        to the first 2 points of a sector.  Textures will rotate/pan
                                        with moving sectors properly.  Notice that bit 6 of both
                                        sector[].ceilingstat and sector[].floorstat are relative
                                        alignment bits.

WALL FLAGS:

                          B = Make an invisible wall, such as a window, block you from
                                        going through.  Since the wall is invisible, you can also
                                        highlight the ceiling right above the window or floor
                                        right below the window.  You can block either the front or
                                        the back of the window.  If you block the back only, you
                                        will be able to go onto the window sill.
                          T = Press to make a maskable wall 50/50 transluscent.  Press T
                                        again to put the masked wall back to normal mode.
                          M = Make a maskable wall.  Press in the same place you press 'B'.
                                        The masking wall takes all its attributes from the front of
                                        the wall, so it must have the same repeat, panning, and cstat
                                        values as the walls above or below it (if you have a step).
                                        The masking picture number is stored in overpicnum.  Also,
                                        the masking walls is also automatically added the the other
                                        side of the wall, with the picture flipped.  (see the 'F'
                                        key descripte above)
        Shift + M = Make a maskable wall just like 'M' described above, but only
                                        on the front side.

                          1 = Make a 1-way wall.
                          2 = Some walls have two different sections.  One step on the
                                        ceiling and one step on the floor.  Normally they always
                                        have the same attributes.  It is possible though, to give
                                        both the top and bottom different attributes by pressing 2 on
                                        that wall.  2 simply makes the bottom wall's attributes
                                        separately editable.  Press 2 on either the top or bottom
                                        wall.
                          O = Wall orientation (whether it starts from the top or bottom)
                                        Normally, walls are oriented from the top.  For example, if
                                        you hold down 2/8 on the keypad in 3D EDIT MODE, the wall
                                        always starts from the top.  Orientation works differently
                                        for white lines and red lines, so if a wall doesn't look
                                        right, just press 'O' anyway to see if it get fixed.
                          H = Toggle hitscan pass through bit.  Default is pass through.

SPRITE FLAGS:

                          B = When the mouse cursor is on a sprite, this makes a sprite
                                        block you from walking through.  Also makes the sprite
                                        sensitive to hitscan.  Sprites with the 'B' attribute will
                                        appear pink in 2D EDIT MODE
                          T = Press to make a sprite 50/50 transluscent.  Press T again
                                        to put sprite back to normal mode.

Ŀ
                          2D EDIT MODE KEYS:                               

                                        ESC = Show a menu that says, "(N)ew, (L)oad, (S)ave, (Q)uit"
                                                        Press ESC again to cancel the menu.
                keypad ENTER = Flip back to the 3D edit mode

                                 Mouse = Move mouse cursor
 Left mouse button = If you hold down the left mouse button, you can drag
                                                        existing points.  To drag multiple points you can use
                                                        the right shift key to first select a rectangular
                                                        region of points to highlight, then just drag any of
                                                        the highlighted points and the rest move with it.
Right mouse button = Moves the player's positions to the mouse cursor.
                                                        This is useful when you accidently get stuck somewhere
                                                        in the board, or when you need to edit some part of
                                                        a sector that is hard to access.
                 Right Shift = Select a bunch of points for use with dragging around.
                                                                Selects all points inside a box.  (Use the left mouse
                                                                button to drag)
  Ctrl+Right Shift = Select a bunch of points for use with dragging around.
                                                                Selects all points on a loop.  (Use the left mouse
                                                                button to drag)
                        Right Alt = Select a bunch of sectors for either duplication or
                                                                dragging around.  (see left mouse button for
                                                                dragging and the insert key for duplication).

                                Arrows = Move player position in the appropriate directions.
                                                        The player will be clipped.  To jump to a different part
                                                        of the board, use the right mouse button.
                                 Space = Press the space bar when drawing new sectors.  There
                                                        are several ways of drawing new sectors.  The following
                                                        three ways of drawing sectors can all be done by only
                                                        using the space bar.  The computer is smart enough to
                                                        decide which method you are using.

                                                        1.  Drawing a FULL LOOP - that is, whenever the new
                                                                 sector meets the old sector, draw over that line
                                                                 again.  In full loop mode the new sector must not
                                                                 already be in another sector.  The loop is done
                                                                 when you press the space bar at the first point
                                                                 again.
                                                        2.  SPLITTING a sector - press space bar to draw points
                                                                 at which you want to split a sector.  The computer
                                                                 knows you are done splitting when you end at
                                                                 another point that's on the edge of the sector you
                                                                 are splitting.
                                                        3.  Drawing a sector COMPLETELY INSIDE another sector.
                                                                 (for example, columns) To do this, just press space
                                                                 bar at every point in the loop.  The loop is done
                                                                 when you press the space bar at the first point
                                                                 again.
                        Backspace = When plotting points with the space bar, you can use
                                                        backspace to get rid of the last point plotted.  You
                                                        can press the backspace to get rid of all the points
                                                        if you didn't want to start a sector at all.

                                Insert = Inserts a new point at the midpoint of the highlighted
                                                        line.  Then you can drag the point to wherever you like.
                                                        (If you insert on a red line, the point will be inserted
                                                        on both sides of the sector line.)
                                                        If a bunch of sectors are selected (see right ALT) then
                                                        instead of inserted points, the selected sector bunch
                                                        will be duplicated (stamped).  Don't forget to drag
                                                        the selected sectors after stamping.

                                Delete = Use this to delete sprites (blue circles).  To delete
                                                        points of a sector border, don't press delete.  Instead,
                                                        drag the point into one of its 2 neighbor points on the
                                                        sector.  This is easist done if grid locking is on
                                                        (mouse cursor is pink).  If 2 neighbor points are equal,
                                                        one will automatically be deleted.
 Right Ctrl-Delete = This deletes the whole sector that the mouse cursor is
                                                        in.  Note the right ctrl for protection.
        (Note: to delete a point of a sector, just drag that point into the next
                point and it will automatically be deleted.  You should do this with
                grid-locking on)
                                          J = Use to join two neighboring sectors.  Press J when mouse
                                                        cursor is over the first sector.  Then press J again
                                                        when the mouse cursor is over the neighboring sector.
                                                        The attributes of the combined sector will be taken from
                                                        the first sector selected.
                                 ALT-S = When you have a white loop inside a sector, you can
                                                        press ALT-S on it (highlight any of its lines) to turn
                                                        the whole loop red.
                                          S = Places a sprite at the location under the mouse cursor.
                                                        A sprite looks like a blue circle in the overhead map.

                                          B = Blocks / unblocks you from going through a wall or
                                                        sprites.  A blocked wall or sprite will appear pink
                                                        in 2D EDIT MODE.  See the description for 'B' in
                                                        the 3D EDIT MODE section for more details.

                                          C = Turn a line into a circle defined by short line
                                                        segments.  First press 'C' on a highlighted wall.  Then
                                                        move the mouse to the right place and press '+' or '-'
                                                        if you want to change the number of points on the
                                                        circle.  Press 'C' again to cancel the circle drawing or
                                                        press the Space bar to actually change the map.
                                        +/- = Increase / Decrease the number of points on the circle.

                                          T = Type in a LO-tag for a sector.  Move the mouse cursor to
                                                        the inside of a sector that you want to tag first.
                                 ALT-T = Just like 'T' but for walls and sprites.
                                          H = Type in a HI-tag for a sector.  Move the mouse cursor to
                                                        the inside of a sector that you want to tag first.
                                 ALT-H = Just like 'H' but for walls and sprites.
                                          E = Change a sprite's status list number.
                                              (Level designers should not edit this field.)
                          < and > = Changes angle of sprite.  Move the mouse cursor to a
                                                        sprite first.  You can hold down shift with the < and >
                                                        to get more precise angles.  If you did a sector
                                                        highlight, then the selected sector will be rotated
                                                        instead.
                                CTRL-T = Turn tag boxes on/off.

                                        TAB = Move the mouse cursor to the inside of a sector that you
                                                        you want to see the attributes of.  It will show them
                                                        at the bottom of the status bar.  To clear it, press
                                                        TAB again at somewhere in the board that is not part
                                                        of any sector.  This is a useful key for debugging.
                          ALT-TAB = Works just like TAB, but here, you can see the
                                                        attributes of highlighted walls or sprites.  For red
                                                        lines, the side the mouse cursor is on the line affects
                                                        which line is highlighted, since red lines are actually
                                                        defined as 2 walls (1 wall for each sector).

                 Scroll Lock = Set starting position (brown arrow) to your current
                                                        position (white arrow).

                                        A,Z = Zoom in and out.  This is useful for choosing whether
                                                        you want to edit finely or not.
                                          G = Change grid resolution.  The grid resolution cycles
                                                        through this sequence:
                                                                (off, 1x, 2x, 4x (default), 8x, 16x)
                                          L = Turns grid locking on or off.  If the mouse cursor is
                                                        pink then grid locking is on.  If it is white then
                                                        grid locking is off.  There is no grid locking
                                                        if the grid is turned off.  Also, grid locking will
                                                        lock to nearby points.
                F5 = Views the statistics of the map
                F6 = Views the sprite's/wall's information
                F8 = Edits the sprite's/wall's information
