Ducks Editor Suite (beta) 0.6 - Hungry Software 2000
QUICK START GUIDE

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Contents
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 - Before we begin
 - Getting started
 - Extracting files
 - Creating a new Ducks data file
 - Adding slices to a Ducks data file
 - Before you use the Level Editor
 - Using the Level Editor
 - Using the Sprite Editor
 - Final word

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Before we begin
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Thanks for trying out the beta version of the Ducks Editor Suite. With
this set of utilities you will be able to build your own data files
for Ducks, which can include new levels, graphics, sounds, fonts and
text.

The Ducks Editor Suite (beta) comes with no guarantee that it will
work flawlessly on every machine. However, to date there have been no
major problems discovered with the version you are using on any
machine on which it has been tested. Your feedback is required in
order to make sure that any bugs which may be present in this beta
version of the suite are reported and stomped on before the first
official release of the suite to the general public. Thanks for
playing a part in this important step of the development of the Ducks
Editor Suite.

Hungry Software accepts no responsibility for any damage to software,
hardware or anything else, caused by the use or misuse of this
product. You use the Ducks Editor Suite at your own risk.

This document gives a quick overview of what you will need to do in
order to get the beta version of the Ducks Editor Suite running.

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Getting started
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In this version of the suite, you will need to enter your name and
your Ducks registration code in order to get past a number of nasty
restrictions set into the Egg Builder program. In future versions, you
MAY also need to enter an additional registration code, specific to
the Ducks Editor Suite (so that I can afford to give away a prize in
the forthcoming EGG design competition - don't worry, the cost for
registering the Ducks Editor Suite won't be all that steep I promise).

Run the Egg Builder program by choosing "Egg Builder" from the Windows
Start menu, in the "Ducks Editor Suite beta" section of "Programs".

The programs will work if you don't enter a name and registration
code, but with a set of restrictions in place. You will still be able
to create 10 level data files and add or replace most sounds and
images used in the game.

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Extracting files
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1. Load a data file (for example "MAIN.EGG") into the Egg Builder.

The program will start in the Egg Builder directory. Choose ".." from
the top selection box and click "Move to here". This will take you to
the main Ducks Editor Suite directory. Choose ".." again, and press
"Move to here". Find your Ducks directory and inside it the directory
called "Eggs". Inside this directory should be your "MAIN.EGG" file.
Select it and press the "Open EGG" button.

2. Choose a slice or slices to extract.

Click on a slice to select it. Click a selected slice to deselect it.
Use the "Select" button and then "All" or "None" to select all or none
of the visible slices in one go.

If you're looking for a specific slice, it may help to filter the
contents of the EGG window. Press the "Filter" button under the EGG
contents box and deselect any slice types you don't want to see
listed.

3. Find the directory to which you want to extract the slice(s).

Do this using the boxes and buttons on the right hand side of the
screen.

4. Press the extract button ("->").

You'll be asked whether you want to use default filenames. If you do,
each slice will be extracted to a file with a name of the form
"A_????.XYZ" where A is the ID type, ???? is the ID number and XYZ is
the default extension for the type of slice being extracted. This is
true of all slices except levels, which are given filenames made up of
the first 8 letters of the level name, followed by ".LEV".

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Creating a new Ducks data file
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1. Find the directory in which you want to create the file.

Do this using the boxes and buttons on the right hand side of the
screen.

2. Press the "New EGG" button.

You will be asked to enter a name for the new data file. The default
name is "NEW.EGG" - it's a good idea to change this to something more
descriptive, such as "TVSOUNDS.EGG" or "MYLEVELS.EGG", depending on
the content which the EGG will contain.

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Adding slices to a Ducks data file
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1. Select a data file and press "Open EGG" to load it.

2. Select a file or files to add. Press the add button ("<-").

For each file you're adding, you must select a slice type as which the
file will be stored. If the filename follows the format "A_????.XYZ"
(see the section on extracting files) the appropriate slice type will
be automatically highlighted in the selection box. When you have
selected the correct slice type, press the add button.

Most of these have only one valid ID number (for example, "Startup
text (H 0000)"). Some types can appear multiple times in a data file
(for example, "Read me! document (H 0001-0249)"). For these types,
once you have pressed the "Add" button, you will have to enter a
valid ID number for the slice, specific to the file you're adding.

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Before you use the Level Editor
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On the Windows Start menu, in the "Ducks Editor Suite" section, choose
"Level Editor settings" which will load "EDITLEV.INI" into Windows
Notepad (or your default text editor). If the location of the "MAIN"
directory is incorrect, change it. You can add as many directories
here as you want, in the [SEARCH_DIRS] section, as long as you follow
the format "NAME=Z:\PATH\PATH\PATH\". For example, if you wish to
keep tile sets, backgrounds and so on in different directories, you
may end up with the contents of the file looking like this:

===================================================== START OF FILE ==
This is the .ini file for the Ducks level editor
(c) Hungry Software, 1998/1999

[SEARCH_DIRS]
MAIN=C:\PROGRA~1\GAMES\DUCKS\MAIN\LEVELS\
MAIN=C:\PROGRA~1\GAMES\DUCKS\MAIN\LEVELS\TILES\
MAIN=C:\PROGRA~1\GAMES\DUCKS\MAIN\LEVELS\SOLID\
MAIN=C:\PROGRA~1\GAMES\DUCKS\MAIN\LEVELS\BGROUNDS\
MYLEVELS=C:\PROGRA~1\GAMES\DUCKS\MYLEVELS\

[LEVEL_SAVE]
C:\PROGRA~1\GAMES\DUCKS\MYLEVELS\
======================================================= END OF FILE ==

Levels will be saved into the directory in the [LEVEL_SAVE] section of
the file. This directory will not be searched for files unless it also
appears in the [SEARCH_DIRS] section, as in the example above.

Next, of course, you'll need to extract all of the backgrounds, tile
sets, bridges and solid objects (and levels, if you wish) to the
subdirectories you specified in the Level Editor settings file. Return
to the Egg Builder utility, load "MAIN.EGG" and follow the procedure
explained above, in the section on extracting files.

Note that backgrounds, tile sets, solid objects and bridge styles MUST
be extracted with their default filenames in order for the Level
Editor program to function correctly. Levels, on the other hand, can
be extracted to any filenames ending with ".LEV".

The Level Editor also requires the "S_0000 Sprites - Objects" slice
to be extracted from the file "MAIN.EGG" in order for it to work. Make
sure you extract it with the default filename, and to the same
directory as the Level Editor program, "LEVEDIT.EXE".

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Using the Level Editor
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The Level Editor program consists of a number of modes, the main ones
of which are "Place Tiles", "Place Objects", "Place Ducks", "Fixed
Areas", "Preview / Resize" and "Files".

"Place Tiles" mode: Use the left mouse button to paste a tile into the
selected area of the screen. Use the right mouse button to copy the
type of the selected tile. If you wish to pick a tile which isn't
already used in the level, pressing 'T' will take you to a screen
containing all available tiles. Click either mouse button on one of
these tiles to choose it.

"Place Objects" mode: Click the left mouse button to add an object to
the level. Hold down the right mouse button and drag the mouse to move
an existing object. Press 'T' to choose the active object type from
all available objects, or 'C' to copy the type of an object already on
the screen. Point at any object and press 'Delete' to remove it, or
'R' to remove all objects from the level.

"Place Ducks" mode: Works in the same way as "Place Objects" mode, but
without the 'T' key. Once you've added one or more ducks to a level,
point the mouse at any of them and press 'L' to select a particular
duck as the leader.

"Fixed Areas" mode: Use this mode for placing objects which cannot
be destroyed by explosions. Pressing 'A' adds a new fixed object (you
will be shown a list of available objects - select a filename to see
the object and press 'Enter' when you've found the object you're
looking for). Objects are added in the top left corner of the level -
drag objects with the right mouse button held down to move them. The
left mouse button does nothing. 'Delete' and 'R' work in the same way
as in the previous two modes; press 'Tab' to turn on and off the
ability to see silhouettes of solid objects through other parts of
scenery.

"Preview / Resize" mode: Press 'E' to select an edge of the level and
use '+' and '-' to add and remove tiles to and from the selected edge.

"Files" mode: Press 'L', 'B' or 'T' to list levels, backgrounds or
tiles. Double click a filename to load the file (or single click and
hit 'Enter'). Under the "THIS LEVEL..." heading, you can click on any
of the labels "Filename", "Name", "Par time counter", "Initial leader
direction", "Looping sample" and "Doorway to secret level" to change
the value next to it. Click a tool (below this list) to select or
deselect it. Pressing 'S' saves the current level using the current
filename. Remember, levels are only saved to the directory specified
in the Level Editor settings file.

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Using the Sprite Editor
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The buttons at the top of the panel on the right control in which mode
the Sprite Editor is running. Point at a button to get a description
of the mode to which it will take you.

To load a file, click the disk and then the load button. Select a file
and then, from the list, select which type of sprites are contained in
the file. This won't affect how the program runs, but will give useful
names to all of the sprites in the file.

Be careful editing sprites as there is no undo function yet!

Note: to resize a sprite, place the mouse on the red axes NOT on the
border of the sprite. Otherwise, you may find yourself moving the
wrong edge and lose part of the image. This will be fixed in the
future.

Note: the mover has two functions. Drag the sprite around the screen
with the left button, and the display changes. The sprite itself is
not affected. Drag the sprite around with the right button to change
the position of the sprite against the X and Y axes.

There is no area selection available as yet. Neither can you paste one
image onto another - paste simply replaces the selected sprite with
the contents of the clipboard.

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Final word
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That's it for the quick start guide. There is currently very limited
documentation included with these programs, for which I apologise. In
addition, many options in the Egg Builder have no affect as yet. They
will.

Remember, your feedback is vital! In return for the use of the Ducks
Editor Suite beta version, your comments and bug reports are a teeny
price to pay. Everyone who tests the suite and helps out with its
continued development will, of course, feature in the credits of the
system - and will also receive a complimentary copy of the finished
Ducks Editor Suite when it is released.

Send emails to tim@hungrysoftware.com or write on the Hungry Software
page at http://www.hungrysoftware.com/contact.html - and thanks for
your support and help with the Ducks Editor Suite project.

- Tim Furnish, May 2000 (edited June 2000)