SEQEDIT.TXT 4.9 KB

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  1. =============================================================================
  2. SEQEDIT History File
  3. Copyright (c) 1994-95 Q Studios Corporation
  4. Contact: Peter Freese
  5. pfreese@qstudios.com or CIS:74170,543
  6. =============================================================================
  7. KEYBOARD FUNCTIONS:
  8. Esc Exit the editor
  9. F2 Save
  10. Ctrl F2 Save As
  11. F3 Load
  12. Enter Play the sequence continuously
  13. Space Play the sequence once
  14. Caps Lock Draw tiles unmasked (while pressed)
  15. 1/2 Go backward/forward one frame
  16. -/+ Change ticks per frame by ñ1
  17. < > Change view angle by 45 degrees
  18. / Set view angle to 0
  19. Insert Insert a new frame
  20. Ctrl Insert Insert a new frame before the current one
  21. Delete Delete the current frame
  22. B Toggle Blocking
  23. F Toggle trigger Firing
  24. H Toggle Hitscan
  25. S Toggle Smoke
  26. T Cycle between translucency levels 0, 1, and 2
  27. P Change Palookup by +1
  28. Alt P Select Palookup via dialog
  29. V Change tile for frame
  30. Pad +/- Change shade ñ1
  31. Ctrl Pad +/- Set shade to min/max
  32. Pad 0 Set shade to 0
  33. Alt Pad +/- Change relative global shade
  34. Page Up/Down Change tile by ñ1
  35. O  Nudge global origin
  36. O LMouse Drag global origin
  37. These key modify the art file:
  38.  Nudge tile origin
  39. Shift  Set tile origin to respective edge
  40. Shift Pad 5 Set tile origin to center
  41. W Change tile vieW type
  42. O Ctrl Move Origin and adjust all frame offsets
  43. Frame flag legend:
  44. F Fire a trigger
  45. S Smoke tsprite
  46. T Mostly translucent
  47. t Partially translucent
  48. B Blocking
  49. H Hitscan
  50. R Remove when done
  51. L Loop when done
  52. -----------------------------------------------------------------------------
  53. 95/06/13
  54. This document created.
  55. The global origin (adjusted with the "O" key) affects only where tiles are
  56. displayed while you are editing.
  57. You have the option to save adjustments to tile origins when you exit.
  58. You cannot yet save, load, or play sequences, but you can try out the editing
  59. features.
  60. I'm releasing this program now in an incomplete state because it's extremely
  61. useful for adjusting tile origins (much better than editart).
  62. -----------------------------------------------------------------------------
  63. 95/07/13
  64. Somehow, I think I lost a revision to this text file. I'll document the
  65. information I lost again. The list of keyboard functions above is fairly self
  66. explanatory except for a few small items.
  67. Global shade is an editor concept which allows you to see how the sequence
  68. will look when it is played for a sprite in a sector with a non-zero shade.
  69. In other words, a dark sector might have a floor shade of 12, for example, so
  70. by setting the global shade to 12 you can see how the sequence would look in
  71. that sector. Setting global shade to a dark value also gives you the ability
  72. to see the difference in shade for sequence frames that have shades < 0.
  73. The status bar on the bottom of the screen has two parts. The left part (in
  74. yellow) describes the current frame:
  75. 1023 VIEW: SINGLE T:0 B:1 H:0 SH: -8 PAL: 0
  76. The first number is the tile number in the current frame.
  77. View is the view type of the current tile. Remember, if you change the view
  78. type, you are modifying the art file, since view mode is a tile attribute.
  79. T, B, and H are the frames translucency, blocking, and hitscan flags,
  80. respectively.
  81. SH is the shade of the current frame.
  82. PAL is the palookup for the current frame.
  83. The right part of the status line (in light gray) gives information about the
  84. sequence and the display mode:
  85. SH: 16 ANG: 45 FR: 1/ 8 TPF: 16
  86. SH is the global shade. This is only relevent to the display of the
  87. sequence in the editor. It is not saved with the sequence.
  88. ANG is the current angle from which the sequence is being viewed. This is
  89. only relevent if your are using non single view tiles.
  90. FR indicates the current frame and the total number of frames.
  91. TPF is the Ticks Per Frame for the sequence. Each ticks is 1/120th of a
  92. second, and lower numbers mean faster playback. You can calculate frame
  93. rate by dividing TPF into 120. For example 12 TPF would result in 10 frames
  94. per second, and 5 TPF would result in 24 frames per second.
  95. -----------------------------------------------------------------------------
  96. 95/07/27
  97. Loading a sequence now sets the current frame index to 0.
  98. You can no longer play a 0 length sequence.
  99. -----------------------------------------------------------------------------
  100. 95/11/08
  101. New version! Run slut to convert all your sequences.
  102. SeqEdit now supports multiple levels of translucency. The new level is the
  103. mostly opaque view.
  104. You can specify which frames fire off a trigger to the callback function with
  105. the "F" key.
  106. -----------------------------------------------------------------------------
  107. 96/02/05
  108. You can now use the Caps Lock key to cause tiles to be displayed unmasked.
  109. This is useful to check the size of the various tiles to make sure dudes don't
  110. bounce.