@database "DEDITOR"
@options "+g -i -s +z -t2 -d12"
@author "Rajah Lone"
@$VER: 1.1
@subject "DEDITOR documentation"

@node "start" "Deditor: guide"

@image DGEM.IMG 1




                        @{"Generalities" LINK "deditor_general"}

                        @{"Legal" LINK "deditor_legal"}
                        @{"Installation and required" LINK "deditor_install"}
                        @{"Options" LINK "deditor_preferences"}

                        @{"Small tutorial" LINK "deditor_tutorial"}

                        @{"Mercis" LINK "deditor_merci"}



 
@endnode

@node "deditor_general" "Deditor: generalities"
@image DRAGON.IMG 1


             DEditor is a dungeon editor for DGEM.

             This programs allows to build, deck out, put and populate a
             11*50*50 dungeon, in GEM environment.

             The edited files should be in the folder DGEM.DAT\DATAS and
             named MAZE.*

             It is possible to deny edition to others by indicating a
             password.

             DEditor can interact with DGEM, in multitasking environment:
             - changer location of the party.
             - force DGEM to relaod its dungeon.
             This for testing.
 
@endnode

@node "deditor_legal" "Deditor: legal"
@image DRAGON.IMG 1


@image RENAISSA.IMG 40
             This game is a
             Renaissance product.






           This game is a freeware coded by Rajah Lone,
           with the help of Daroou (testing).

      Copy and spread are granted and advised.

   Please @{0B}note@{0} that we deny any responsability concerning
   the use of this program. Use it at your own risk.
 
@endnode

@node "deditor_install" "Deditor: installation and requirements"
@image DRAGON.IMG 1


              16 colors 640*400 pixels screen is the minimum required.

          A modern operating system such as MagiC or MiNT is strongly
          advised, with an optimized VDI like NVDI.

       ST-Guide installation is required if you want to call the
       documentation directly from the game. Make it as *.ACC or
       declare its path in the environment variable STGUIDE$.
       ie in MAGX.INF, #_ENV STGUIDE=C:\ST-GUIDE.ACX

       Copy DEDITOR.PRG and its RSC beside, where you want, and configure
       its options.
 
@endnode

@node "deditor_preferences" "Deditor: preferences"
@image DRAGON.IMG 1




            @{0U}Working Folder@{0}
              Should point to DGEM.DAT\DATAS\

            @{0U}Start at level@{0}
              Display automaticaly this level after loading.

            @{0U}Save windows positions@{0}
              Save them when quitting the program.

            @{0U}Lock building mode@{0}
              If you do not want to erase some item, objet or monster by
              error.

            @{0U}Default password@{0}
              If you're lazy to write it every time, put it there.

            @{0U}Auto commit@{0}
              Set by default, to avoid clicking on button 'Modify' every
              time if you change the type of item, object or monster.
 
@endnode

@node "deditor_tutorial" "Deditor: dungeon edition tips"
@image DRAGON.IMG 1


              @{0U}Editing modes@{0}
              Several editing modes, in the menu. Select one and a list-window
              appears.

          Then select a tile (or quarter-tile) in the main window.

         - @{0B}Build@{0}: walls, stairs, pits, etc. All that is unmovable.
         Select the pattern in the window and paint/design your dungeon in
         the main window.
         No pattern selected or right-click is void tile.

    For the list-window of wall/ground item, object or monsters:
     '+' to add
     '?' to edit
         (a blank item or apple or mummy is created by default)
     '' and '' to sort
         (if wall/ground item, only the top item is displayed)
     '-' to delete

         - @{0B}Deck out@{0}: wall or ground items. Theses can be ornements,
         mecanisms, buttons, generatos, doors, pads, alcoves...
         Only the first/top item will be displayed, but several can be
         created (see below) for multiple target mecanisms.

       ú Tip: several item of the same type on the same wall or position,
         each with different target, permits to act on several targets.
         For example: a pad (two pads in the list, each with different
         target) can open two different doors.

       ú Other tip: coinhole, and behind and alcove. If the coinhole target
         is the same location, then the coinhole will disappear if coin
         inserted and the alcove will appear instead.

       ú The 'target' is a ground or wall item that will be enacted if the
         current item is manipulated (ie a key in a keyhole will open a
         remote door).
         Due to difficult analysis, the target should be alone in the tile.
         If there's several items in the target tile, then the position is
         important : priority to the nord, then south, then east, then west.

       ú Advise: Atari computers runs at different speed running one or more
         programs, this program may be thus more or less reactive: you should
         not set mecanisms and trecks based on timing.

         - @{0B}Put@{0}: put the object, in quarter tiles. It is possible
         to put objects in alcoves (in deck-out mode) or on monsters (in
         populate mode).

         - @{0B}Populate@{0}: add the monsters. Only one monster or group
         of monsters in the list. 1 to 4, depends of the type of monster.
 
@endnode

@node "deditor_bogues" "Deditor: limits and issues"
@image DRAGON.IMG 1


            ú Requires the "EdDI" cookie to display on graphic cards.
              Falcon and new machines such as Milan have this by nature.
              If you have a graphic card with an old operating system,
              you'll need NVDI.




     ú Many Memory Allocation via GEMDOS calls: old TOS and ST emulators
       won't appreciate. TOS 2.06 seems to be the minimum required.

 
@endnode

@node "deditor_merci" "Deditor: greetings"
@image DRAGON.IMG 1



               Special dedicace to:

               - LemonBubble who made this come true
                 (Thanks for the Ultimate Ripper).

               - Daroou
                 (Comrad in arms, unfortunately lost in the labyrinth)


           Greetings to Claude ATTARD for learning me GEM.

      Best regards to STrider/MJJ, razaac/Supremacy, Helloý FroST and
      all the Sector1, JaceSTK, FanFan, Fabounio, BouB and MoMo
      of the megamighty PoPsY Team, ERS, andertal, CosmosH, Sygne030,
      Cooper, boMinz, Skweek, PMdata, Jagware team, Amigars,
      Speedy67, DrBio, K-L, StAn, MrBelett, RayXamber, Rix...
 
@endnode
