

              SMTC Level Editor v 0.8 Beta2 Readme/Help Documentation

Note: Incomplete cause I hate writing these, ask on the forums, IRC, or just
figure it out yourself.
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=========================================================== Table of Contents =
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                                            \__________________________________
 =>What's Next?
 =>Version History
 =>What's New
 =>FAQ
 =>Design Tutorials (The incomplete part)
 =>Design Tips
 =>Bugs (You better read this!)
 =>Credits
_______________________________________________________________________________
================================================================= What's Next =
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                                            \__________________________________

Note: You can keep up to date on the forums or by emailing CrimsonJustice at
crimsonjustice@msn.com

To all those who may be angry regarding the frailty of the new editor:
   The new editor was not simply an attempt for me to learn things and remake 
the editor because I felt like it.  Rather, it was to correct the many 
shortcomings of the old system which was slow, inflexible, and was not set up
to allow the many things we have planned.  As many of you shall see, this
editor does have many similar attributes to the old editor, but it is based
on a different system entirely.

In the next release, which will be as soon as possible, I will release a stable
version of the editor.  Even if I have to rewrite it again!  This one does a 
bunch of cool stuff, and I was experimenting in making a whole GUI system.  I
plan to implement multiple areas, enemies, audio playing support, tile image
editing, added room properties, etc.  I also have to add shorcuts and other
navigational options to the GUI.

Wish me luck fixing the bugger.

_______________________________________________________________________________
============================================================= Version History =
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                                            \__________________________________

=>SMTCLevEdit c0.8 04/13/06
  Everything has been redone, so here's the list of it ALL
      -Nice GUI system (obviously)
      -Map Editing
      -Theoretically unlimited & dynamic room sizes
      -Separate Room Editing with multiple rooms loaded simultaneously
      -Selection Tool for Cut/Copy/Paste/Clear
      -Eyedropper Tool for information on ANY object
      -Separate tile grabber shorcut key (Hold Ctrl and click a tile to copy)
      -Tile window displays 64 tiles!
      -Larger clipping window, I don't know the count by heart
      -Enhanced breakables with timing and chains 
                    (SMTC doesn't support chains though)
      -Items remain basically the same
      -Area files that index multiple rooms and save the map
      -Many other small quirks you may find useful

=>SMTCLevEdit v0.75 06/30/05
  Boy, has it been a while, here's some new shtuff:
     -Set up for Foreground tiles (this does nothing currently)
     -Fixed a bug where the Tile sheet crashes sometime into it.
     -New Checkboxes for displaying camera bounds and highlighting current 
      doors
     -Doors may now be directly edited (meaning you don't have to delete them 
      and then create a new one-Check to make sure your doors match up properly
      or there may be problems in the game)
     -The door currently being edited is highlighted on the viewport if the 
      option is turned on
     -The "Locate" Button moves the viewport to the currently selected door
     -Room Background information has been added, but SMTC does not support 
      this at the time
     -Enemy clipping values can now be altered using scroll boxes
     -There is an enemy offest value to displace an enemy so that it does not
      line up with the grid (good for custom clipping values)
     -Bounding Boxes are now implemented, and supported in SMTC
     -You can now grab the viewport scrollbar using the mouse to move around 
      in your level

=>SMTCLevEdit v0.7 09/??/04
  Added Features:
     -Water/Acid/Lava Option
     -Viewport Scrollbars (Tell you where you are in the room)
     -Reorganized Tile Sets
     -Tile Sheet
     -Enemies Mode
     -Recoded GUI System
     -Multiple Colour Schemes (Press F5 to change schemes)
     -Many bug fixes
     -SMTCLevEdit v0.5 & up Level Support (No need to convert to edit)

=>SMTCLevEdit v0.6 05/23/04
  Added Features:
     -Copy, Pasting, & Mass Deleting Tiles
     -Fading Tiles (For room transitions)
     -Custom Tiles
     -Tile Eyedropper
     -Breakables Extended
     -GUI Checkboxes

=>SMTCLevEdit v0.5 04/04/04
  Added Features:
     -Breakable Blocks (Crumble & Shootable)
     -Elevators
     -Extended Tile Set
     -Room Mode
     -Water Heights

=>SMTCLevEdit v0.4 03/22/04
  Added Features:
     -Tile Rotation and Flipping
     -Item Selection & Placement
     -Door Destination Minimap

=>SMTCLevEdit v0.3 03/12/04
  Added Features:
     -Clipping Placement
     -Loading
     -Saving
     -Room Dimensions
     -Windowing

=>SMTCLevEdit v0.2 (First Official Release of Current Editor)
  Completed Features:
     -Tile Selection & Placement
     -Clipping Selection
     -Mp3 Player
     -Doors
_______________________________________________________________________________
================================================================== What's New =
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                                            \__________________________________

As you may have noticed, there's a new GUI system.  It was made to be flexible
and to support a whole new way of editing levels and to eventually make a whole
quest file that includes multiple areas, rooms, custom sprites, etc.

As many of you may also have noticed, the editor is not completely stable.  To
help you use the editor without running into the common crashes and such, I
have added the Bugs section.  This is a must-read for any level developers, 
unless you like crashes.

Anyway, I've rewritten the design tutorial for new developers.  If you can't 
figure out the program, refer to that.

On another note, you may NOT use any old editor file formats to play SMTC, and
thise editor will not feature backwards support (except for 0.75 levels).  This
is because of an almost complete alteration to the level file structure and 
tile management.  However, due to the small fanbase we have, I think I am in 
the clear.

_______________________________________________________________________________
========================================================================= FAQ =
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                                            \__________________________________

What is this editor?

This editor is a tile/enemy/door/etc. editor for Super Metroid Classic, which is
Super Metroid remade with extra features on the computer.  This editor project
was originally started by Salty Justice (who took Crimson's design) but has been
taken on by Crimson Justice because it just eats too much time.  The editor and
SMTC were originally supposed to move at the same rate or production but the
editor kinda fell behind.


Why did the editor fall behind?

Successive generations of design and development showcase improvements, and
unfortunately for you, the old editor interface was too backwards and too
inefficent to be brought up to speed and needed to be scrapped.  This has
actually happened thrice so far.


What will the editor be able to do?

EVENTUALLY it will be able to create new blocks from scratch and save them so
SMTC can use them.  You'll be able to edit the overlay map (from the original,
it was the pink coloured map in the subscreen) by hand or have it auto-generate.
Place enemies, doors, breakable blocks, items, special effects, and more.  The
editor will not directly support editing AI or scripting, that's for a different
program or language.

When will it be done?

When it's done.  In order to keep up with SMTC it has to be updated almost
constantly.  It may never be complete.

How can I help?

You can't.  Well, not directly, but you could try assisting with SMTC instead,
since the editor is strictly a one man project.

Why can't I help?

You suck.  Deal with it.  Sorry, just that there's really nothing you CAN do.

Awww.

That's not a question.

Fine fine.  Where can I get this SMTC?

Glad you asked.  http://www.supermetroidclassic.com is the main page, go to the
downloads section.  Unfortunately, SMTC is not updated regularly, it's only
updated when major breakthroughs or fixes are made.  So, it may not have been
updated for some time.

If I want to help, who do I mail?

Try mailing Salty at saltyjustice@hotmail.com or Crimson at
crimsonjustice@msn.com.  If you want to join a forum which discusses this sort
of meaningless nonsense, then hit http://smtc.proboards3.com and enjoy the
meaningless banter propagated by the tiny community of shut ins, convicts, and
other social paraphenalia.

Anything else?

No.

_______________________________________________________________________________
========================================================== Designing Tutorial =
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                                            \__________________________________

This is a small tutorial about how to design levels.  It assumes you know 
nothing about the editor.
Getting started:

Open up SMTCLevEdit.  The following command line arguments are available to be
implemented in the command prompt or when using program shortcuts:

-bg %filename     //Adds a working background to the editor (like a wallpaper
                    for your desktop) that defaults to centered display. It
                    looked too bland so I wanted something else.  Note: This
                    may cause the program to run slowly, do not use if you 
                    wish for increased performance.

-bgstretch        //Causes the loaded working background to stretch to the 
                    window size of the editor, rather than the default
                    centering

These ones are no longer in effect, but serve as reminders for me in future
versions, these arguments WILL NOT WORK:

-levdir %pathname //This is where you want to save/load levels
                    from.  It should either point to your
                    SMTC\Levels directory or to a backup folder.

-mapdir %pathname //This refers to where your overlay map for the
                    subscreen is saved to.  The recommended is
		    directory is the SMTC folder.

-itmdir %pathname //This refers to where your items file will be
		    saved and loaded from.  The recommended
		    directory is the SMTC folder.
		    
-clrdepth %depth  //This changes the colour depth of the program so it is able 
                    to run on some older machines with less colours. The %depth
                    variable can be 15, 16, 24, and 32.

-startfull        //Fairly self explanitory, runs the program in Fullscreen mode
                    at the startup.

Once you have entered your command lines (if you're going to enter any) and
opened the program, you're presented with some text saying the program is
loading.  If you have a fast computer, it may not even show.  Once complete,
you will find yourself in awindows-like environment with the mapping window
open and a working background if you have set one.

===============================================================================

Section One:  The new GUI system!

Before you start the editing, you should know some things about your
environment.  It's pretty straight forward.

If you know windows, you can probably figure this out, but hey, I'll explain
anyhow.  

Menu Bar:  This contains many of the common functions used throught the
program such as loading, cut/copy/paste, window management and display options.

Quitting:  There are three ways: press the window close button, press the ESC
key, or go to the File Menu and select Exit.

Program Options:  In the Window Menu, select the options window.
In this there are some straightforward options for the video settings such as
resolution, fullscreen/windowed mode, etc.

Windows:  These work very similar to your operating system's windows.  There is
a button to close each window in the top-right corner along with two other 
special buttons.  One is the windowshade button which hides the content of
the window, the other is the return button to snap the window to its default
position.

/* Cut Paste and Delete */ <-- Pay Attention

These little beauties are all managed with the shift button, and they affect
tiles ONLY, not doors or anything else.  First off, press LEFT SHIFT, click on
the spot you want, drag across the map, and then release.  You can still scroll
the map while you do this.  Also, if you release the mouse without releasing
shift, the original spot you clicked does not change, and you can alter the
selection box.  When you have everything selected you want to mess with, you can
use the three buttons next to the room number selector.  In order from left to
right, they are copy, paste, and delete.

To copy, select the stuff you want, press copy, then release shift.  Press the
paste button (it's the clipboard) then click on the upper left of where you want
to paste.

To view the clipboard (and see what you last copied) press copy without having
anything shift-selected.  To return to normal viewing, press copy again.

To delete a selection, select it and hit the delete button.  That's all.

================================================================================

Section Two:  Tile Mode

The tiles you can choose are on the right side of the screen, in the set of 16
boxes.  To select a tile, click on it.  To see the next/last 16 tiles, click the
arrows next to Row on the top.  This cycles you through the tiles, 16 at a time.
Clipping type is selected in the same way, except it's on the far right side in
a really tall box.  You can also use the tile sheet, which is scrolled with UP
and DOWN keys, to select tiles quickly.

To place a tile, select the tile you want and the appropriate clip type.  You
can use any clip type for any tile, but good design dictates you should use
tiles that look like the clipping (square tiles for square clipping, triangles
for sloped).  Once you have both of those selected, click somewhere on the big
black box on the left.  That places a tile in the level.  See the design section
for mandatory and optional rules.  To remove a block, right click on it.  To see
the clipping overlayed on the tile, hit the "show clipping" check box in the
lower right.

If you hold down the left Control Key (CTRL) and left click on the viewport, the
currently selected tile changes to the one you clicked on.

Custom clip types are in red.  These can be altered manually from the Custom
folder in your SMTCLevEdit folder.  Purple types cannot be altered.

There are a lot of special properties for tiles you can play with.  Breakables
are the first.  Use the scroll arrows under Block Type to choose which type of
breakable you want.  The following types actually work, the rest don't:

Crumble:  Block breaks if Samus steps on it.
Shootable:  Block break if Samus hits it with a beam/missile.

The rest don't work.  Note that the editor will not allow you to place more than
128 breakables in a room.

There is one last special feature.  No Fade is a check box under the block type.
This is unique, and involves doors.  When you go through a door, the room fades
out except for the door itself.  This is what No Fade does.  Blocks which have
No Fade checked for them will not disappear during transition.  This should be
the door blocks you place.

Finally, there is rotation.  Rotation does NOT affect clipping, just display.
You can flip the block horizontally, vertically, or both.  You can also rotate
the block by right angles.  Rotating and Flipping are cumulative, too, so you
can combine them.

================================================================================

Section Three:  Doors mode

Doors are a little more... iffy.  Select a door direction from the menu in the
upper right, then select the values for the door you're placing.
The door values are:

Room:  This tells the door which room you're dropping to.  To make a door drop
to Brin09, just select 9.

Area:  This is the other half of room dropping.  Select which area the door is
going to drop to.  To select Brin09, select 9 from the Room and Brinstar from
the Area.

Door Drop:  The last part, this tells you which door you'll be dropping to.
Select the Area and Room before you change Door Drop:  You need to cycle through
the doors on the minimap that is displayed until you select the right one, it
will flash bright green when you select it.  Other doors are dark green, and
tiles are blue.

To see the minimap, press "View Destination".  This assumes the destination
exists.

Elevators are also handled from Doors mode.  Select the elevator button, then
select whether the elevator EXITS the room up or down.  It uses the same Room
Area values that the regular doors do.

================================================================================

Section Five:  Items Mode

Items mode is really straightforward.  Select the item from the box, then place
it.  Be aware that most items do not have support yet, but you can still place
them to your heart's content.

================================================================================

Section Five:  Room Mode

Actually a room properties sort of mode.  Anyway, there are several little items
for you to play with here.  This mode allows you to change the height of the
water in the room.  Left click to set the highest point for the water.  Right
click to set the low point. If you don't want the water to rise up and down,
make them both the same height.  If you don't want water in the room, hit the
clear button.  Also choose the type of water with the small scrollbox on the 
right side of the window.

Background buttons don't work yet.  It's a place holder for now.

Ambient music (read:  Background music) is set by pressing the "Use current MP3
File" button.  This button will select whatever MP3 is currently playing, so use
the mp3 player in the bottom left to get the one you want.  If the MP3 runs in
the editor, it should run in SMTC.  Always test the MP3 in the editor before you
attempt to use it in SMTC!
================================================================================

Section Six:  Enemy Mode

Currently, the Enemies mode is just starting out.  Use the scrollbox to scroll
through the list of different enemies.  In the large area where the enemy's 
image is displayed you may alter teh clipping values of the enemy.  This is not
currently supported by SMTC, so don't even bother with it now.  In later 
versions you will be able to edit the enemy properties and behaviours.

_______________________________________________________________________________
================================================================= Design Tips =
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                                            \__________________________________

Here are some rules.  Most of em are optional, based on your design, but some
are mandatory.

/* Note:  Some of these features don't exist yet, but will some time later */

1:  MANDATORY! YOU *MUST* COMPLETELY ENCIRCLE THE LEVEL.  If you leave a hole in
the level, Samus can fall out of it, and get stuck.  Worse, Samus' movements may
cause random crashing when outside of a level.  Coincidentally, the clipping out
there is total random and it may seem as though you're standing just below the
screen's edge.  Trust me, it's not necessarily solid, and even possible that
shooting an enemy could cause the clipping to disappear.  So don't leave any
holes!

2:  Use block types that match the clipping type.  It's really unusual to see
Samus' feet inside a block that's normally solid clipped.  You can change this
if your design demands it (for making, say, shafts that seems solid but aren't)
but as a general rule, don't.

3:  Don't make inescapable areas.  Specifically, using breakable blocks that can
only be activated from the top to seal off a passage beneath, or using a limited
quantity item (like a missile block) without nearby respawning enemies to
resupply Samus.  Likewise, don't force the player to use wall jumps to advance:
You can use it for optional items, but wall jumping should not be required to
beat the game, ever.

4:  Don't place ungettable items.  It's really irritating to see an item that
cannot be picked up, ever.  It may even cause people to waste time trying to get
it, which is a major no no.

5:  Use blocks of the same or similar type.  Seriously, you wouldn't want to see
Tourian blocks in the middle of Norfair.

6:  Make sure Samus is visible at least some of the time.  It's impossible to
see Samus if you cover the level in no-clipped blocks, and it might not be
possible to get back out without seeing what you're doing.

7:  Don't overuse acid, and don't overuse lava.  You'd expect lava to be in
places like Norfair, and acid can really be anywhere, but don't put tons of the
stuff around.  Don't force your player to wade through it without the various
suits either, though optional items can be covered by acid if you want.

8:  Don't put enemies in spots where they don't belong.  I mean, don't place
bony fish anywhere except in the water, and don't place lava creatures in water,
because it doesn't make sense.

9:  Make sure the doors go somewhere, and check them extensively.  Also, don't
place blocks directly in front of a door.

_______________________________________________________________________________
======================================================================== Bugs =
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                                            \__________________________________

Most crashes involve loading and other memory-critical processes.  The general
suggestion I can give to you is to SAVE OFTEN.  Although errors may occur in
saving (Doh!), they are rare as large amounts of memory are not allocated.  In
most cases, if the level crashes while saving, it may actually have 
successfully saved out the level, but somethign else caused a crash.

- Loading enough Levels/ Creating enough rooms may cause the program to crash.
There is no set amount, it is based on how the program allocates memory, and I
have no idea exactly what is wrong.

- While going into edit a room or switching between them, the editor may crash.
Although this has not happened to me recently, it is possible.

- Area files that have too many levels saved in them may not load.  You may get
lucky and be able to load a dozen or two levels into the editor and save out an
area file.  However, next time you try to load it, it may not work as the
memory has changed.  Luckily, the levels are saved individually based on the
names you gave them while creating the area.

- You cannot load an area file twice!  If you load, and then load again, the 
program WILL crash.  Clearing the old data will have no effect on this.  Again
I have no idea what is wrong, but it seems consistent.

Remember to submit any other errors to me or post on the forums!

_______________________________________________________________________________
===================================================================== Credits =
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                                            \__________________________________

Salty Justice          -Tutorial Original, SMTC
Crimson Justice        -Tutorial Editing, SMTCLevEdit, interface design, images,
                        other stuff.
Fritze and Senna(dogs) -Support
Mousse420              -Pestering us, added custom clip types.
Lisanoid               -Tile and enemy ripping