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  1. <html>
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  3. <head>
  4. <title>MapWin32 Pro documentation</title>
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  9. <p><a name="topod"></a></p>
  10. <h2>MapWin32 Pro documentation</h2><br>
  11. <p>Index:<br>
  12. <br>
  13. &nbsp; <a href="#aboutpro">About MapWin32 Pro</a><br><br>
  14. &nbsp; <a href="#graphed">Tile graphic editor</a><br>
  15. &nbsp; <a href="#brushed">Brush selector</a><br>
  16. &nbsp; <a href="#objed">Object editor</a><br>
  17. &nbsp; <a href="#areaed">Area editor</a><br>
  18. &nbsp; <a href="#labeled">Label editor</a><br>
  19. <br><br>
  20. &nbsp; <a href="mapwin.htm">(back to main documentation)</a><br>
  21.  
  22. </p>
  23.  
  24. <hr>
  25.  
  26. <p><a name="aboutpro"></a></p>
  27.  
  28. <h3>About MapWin32 Pro</h3>
  29.  
  30. <p><br>
  31. &nbsp; MapWin32 Pro is an extended, professional version of MappyWin32 by the
  32. same author. It has all the features of MappyWin32 plus a tile graphic editor,
  33. brush selector and object/area editor.<br>
  34. <br>
  35. &nbsp; MapWin32 Pro is not free, but you can try out all the Pro features (except
  36. saving and object export) by selecting the pro demo in mapwin.ini
  37. (set proregnumber=00000001).<br>
  38. <br>
  39. &nbsp; If you want to buy a registration number (required to enable map saving and object
  40. export) you can get one at www.tilemap.co.uk If you are interested or have suggestions,
  41. please contact me.<br>
  42. <br>
  43. &nbsp; To select which version to use (free, pro demo or pro full), open the
  44. mapwin.ini file (see main docs on how to do this) and change the
  45. <strong>proregnumber</strong> according to the instructions in the file.
  46. </p>
  47.  
  48. <p><a href="#topod">(top of doc)</a> </p>
  49.  
  50. <hr>
  51.  
  52. <p><a name="graphed"></a></p>
  53.  
  54. <h3>Tile graphic editor</h3>
  55.  
  56. <p><br>
  57. &nbsp; You can use New, Cut, Copy and Paste (Edit menu) to manipulate the
  58. raw graphics when the 'Graph' window is active.
  59. If you originally imported a picture for graphics doing
  60. this may change the order, so you may need to export the graphics if
  61. you want to import them again. If you want, you can make
  62. an entire map without importing any graphics, instead creating them here.
  63. Paste pastes over the selected graphic,
  64. rather than inserting a new one (unlike the other windows). Use New to
  65. insert a new, blank graphic. Cut, Copy,
  66. and Paste also use the Windows clipboard, so you can use an external
  67. paint package to alter individual tiles and paste them back.<br>
  68. <br>
  69. &nbsp; To use a newly created graphic in the map, it must be put in a
  70. Block Structure. The quick way to do this is click the 'BLK' button
  71. below the graphic.<br>
  72. <br>
  73. All maps have a 256 colour palette:<br>
  74. * 8bit (paletted) maps modify all the pixels of a set colour index
  75. if you change that indexes colour<br>
  76. * 15/16/24 and 32 bit maps do NOT modify colours in the graphics, the
  77. palette is used to store colours you want to use and can be changed
  78. whenever you like<br>
  79. <br>
  80. Click the colour squares in the palette to select an index<br>
  81. Use the colour bars below to change the colour of an index<br>
  82. <br>
  83. Palette tools:<br>
  84. * CPY - Click index to copy in palette, then CPY, then dest index
  85. in palette<br>
  86. * EXG - Click index to exchange in palette, then EXG, then dest index
  87. in palette, the two indexes will be swapped<br>
  88. * SPR - Click index to spread from in palette, then SPR, then dest
  89. index in palette, the indexes between will be smoothly spread in a gradient<br>
  90. * TRN - 8bit changes the current index to the 8bit transparent index,
  91. 15/16/24/32bit changes the current index to the 24bit colourkey<br>
  92. *  ?  - Click ? then a pixel in the block to the left to:<br>
  93. 8bit changes to the index of that pixel<br>
  94. 15/16/24/32bit changes the current index to the pixels colour (hold ctrl
  95. when clicking the pixel to attempt to find the colour in the palette)<br>
  96. <br>
  97. Click in the area in the top left to edit the graphics<br>
  98. <br>
  99. Graphic Tools:<br>
  100. NOTE: The following 3 operations physically alter the block graphics,
  101. they are not the same as selecting flipped tile mode or rotated tile mode
  102. and using the block properties to modify how the block is drawn<br>
  103. * FLH - Flips the current graphic horizontally<br>
  104. * FLV - Flips the current graphic vertically<br>
  105. * ROT - Rotates the current graphic 90 degrees<br>
  106. * CLR - Clears the current graphic to the selected index/colour<br>
  107. * MSK - Masks out the current graphic with the clickmask graphic (for
  108. non-rectangular tiles)<br>
  109. * BLK - Creates a new still block with this graphic as the BG<br>
  110. * REV - Reverts the current graphic to before lat draw,
  111. also crtl+z (undo).<br>
  112. <br>
  113. Keys:<br>
  114. Use the arrow keys to slide the graphic (useful to smooth the joins at the edges)<br>
  115. The current map position is shown in the bottom right corner and changes
  116. as you modify the graphics, zoom also works on this.<br>
  117. 'l' will draw a line between the last pixel placed and the mouse position<br>
  118. 'f' will fill the area at the mouse position with current colour<br>
  119. 'p' will pick the colour at the mouse position (same as '?' button, but not with ctrl key)<br>
  120. <br>
  121. Draw size shows the thickness of the drawing tool when you edit the graphic<br>
  122. <br>
  123. Tip: Use CLR to fill a new graphic with selected colour, then use MSK to
  124. get the right shape for non-rectangular tiles (try it with isotst.fmp or
  125. hextst.fmp).<br>
  126. </p>
  127.  
  128. <p><a href="#topod">(top of doc)</a> </p>
  129.  
  130. <hr>
  131.  
  132. <p><a name="brushed"></a></p>
  133.  
  134. <h3>Brush selector</h3>
  135.  
  136. <p><br>
  137. &nbsp; This shows the brushes (from the brush menu), you can select them
  138. by clicking then edit the map with them.<br>
  139. </p>
  140.  
  141. <p><a href="#topod">(top of doc)</a> </p>
  142.  
  143. <hr>
  144.  
  145. <p><a name="objed"></a></p>
  146.  
  147. <h3>Object Editor</h3>
  148.  
  149. <p><br>
  150. &nbsp; You can use New, Cut, Copy and Paste (Edit menu) to manipulate
  151. objects when the 'Object' window is active. Click an object to select,
  152. doubleclick an object to change its properties. An object is represented
  153. either by a tile graphic, or part (or all) of an external graphic file.
  154. Add an external graphic file (any format, 24bit pics can be used on 8bit
  155. maps if you want) with the 'Add' button. An object can be any size
  156. and positioned at any pixel coordinate (even off the map). Set its position
  157. either in the properties, or left click in the map window when it is
  158. selected. Hold the shift key to align the object to the tile boundaries
  159. as you click in the map window. Hold the shift key as you select an object
  160. in the Object window to go to its location in the map window. Colourkey is
  161. used when drawing objects.<br>
  162. <br>
  163. &nbsp; The Object properties consist of map X, Y pixel coord to the handle
  164. of the object. If you choose an external graphic, the Tile Graphic must be
  165. set to 0. You can make a list of shared External Graphics with the 'Add'
  166. button. Select the area of the graphic for the object with the Coords
  167. section. The User data area is for your own use. You can set the border
  168. colour of an object with the 'Col:' field in the object properties. The selected
  169. object is highlighted with a white border. For no border, use 000000
  170. (transparent), for black, use 000001.<br>
  171. <br>
  172. &nbsp; Objects can be exported with File:Export as text (Pro full version
  173. only), they are stored in the FMP file as OBDT chunks, example code to read
  174. them (I will update the playback libs to do this eventually):<br><br>
  175. <a href="readobj.c">readobj.c</a><br>
  176. <br>
  177. <br>
  178. </p>
  179.  
  180. <p><a href="#topod">(top of doc)</a> </p>
  181.  
  182. <hr>
  183.  
  184. <p><a name="areaed"></a></p>
  185.  
  186. <h3>Area editor</h3>
  187.  
  188. <p><br>
  189. &nbsp; This is incorporated into the Object editor, to define an area, make
  190. a new object with 'area only' as the graphic, and set the width and height
  191. you want, then place the area just like an object. You can set the border
  192. colour of an area with the 'Col:' field in the object properties. The selected
  193. object is highlighted with a white border. For no border, use 000000
  194. (transparent), for black, use 000001.<br>
  195. </p>
  196.  
  197. <p><a href="#topod">(top of doc)</a> </p>
  198.  
  199. <hr>
  200.  
  201. <p><a name="labeled"></a></p>
  202.  
  203. <h3>Labels</h3>
  204.  
  205. <p><br>
  206. &nbsp; A label is just an Area with 0 width and height and a textstring.
  207.  
  208. </p>
  209.  
  210. <p><a href="#topod">(top of doc)</a> </p>
  211.  
  212. </body>
  213. </html>
  214.