+-----------------------------------------------------------------------+
|                         Emerald Mine Editor v2.2                      |
|                                    by                                 |
|                    RUPPELWARE INTERNATIONAL SOFTWARE                  |
|                                   and                                 |
|                          NO ONE INCORPORATED                          |
+-----------------------------------------------------------------------+

Updates for version 2.1/2.2 (by No One Inc.)
============================================
 1) TIME & SCORE window speeded up (about 400%)
 2) Documentation adjusted and partially rewritten.
 3) TIME & SCORE now also shows the total score a player can get.
 4) YAM editor now has an EXIT gadget.
 5) Reorganised OK,CANCEL,EXIT gadgets.
 6) PATH and TEXT now have EXIT gadgets.
 7) Text can now be placed horizontal and vertical.
 8) New function: MAZE MAKER
 9) Extra functions in SHOW
10) Extra function in YAM EDIT (fill)
11) Extra info for teamwork with LOAD and SAVE
12) Partial MAZE Making
13) Random fill of a part of a cave
14) The normal hiscore files where not cleared, when you
    clicked clear HiScore (fixed).
    In other words: when you clear the highscore of cave 0, only the
    highscore of 0 must be cleared. When you clear the highscore of
    cave 1, then highscores 1 and 82 must be cleared and so on.
15) Bug fixed when clearing highscores of cave 86 and higher.
    (86 should clear 101 instead of 10B) fixed!
16) When you LOAD and SAVE, it now says so on the screen.

Updates for version 2.0 (by No One Inc.)
========================================
 1) The 2 walls were mixed in the editor and in show (fixed).
 2) In show . and : were mixed (fixed).
 3) Documentation adjusted and partially rewritten.
 4) Several colors changed in Time&Score
 5) Name changes in the editor, show and T&S:
	beetle       -> butterfly (butfly)
	mine         -> dynamite  (dyna)
	red wheel    -> wheel
	green cheese -> ameuba
 6) Show displayed the wrong time when using the game type with the
    score at the bottom. Should be times 5. (fixed)
 7) When placing a text on the screen that JUST fitted, the message
    input passed EOL appeared. (fixed)
    Text "input passed EOL" changed into "text split over 2 lines"
 8) The time&score window in the editor displayed >>>> when there
    was ameuba, magic wall or wheel(s) in the screen.
    Now the actual number of ameuba etc. will appear. When there is
    no ameuba, magic wall or wheel is will display 'no'
 9) The FILL routine didn't work quit perfect. Especially with large
    areas. FILL routine totaly rewritten. Now FILL FILLs all!
10) LOAD and SAVE now first ask for a cavenumber instead of using
    the current cavenumber.
11) The C (cave number) function is now: change a character
12) UNDO now works on mouseclicks (fixed by Ruppelware).
13) New function: Make Box
14) New function: Make Filled Box
15) New function: Make Acid Bassin
16) New functions: BUFFER IN and BUFFER OUT
17) New functions: FLIP BUFFER and MIRROR BUFFER
18) New gadget symbols (easier to reconize (we hope))
19) LOAD and SAVE now have a CANCEL option.
20) TIME & SCORE now tells you, if you have forgotten to put EXIT's
    in the screen.
Updates for version 1.0 (by Ruppelware)
=======================================
 1) It's no longer neccesary to type the / when you want to edit caves
    in a subdirectory.
 2) If the file show.bobs was unavailable it didn't tell you.Now it does!
 3) There was a small bug in updating the screen which has been removed.
 4) There was a small bug in the sliders for time and score. Fixed!
 5) Show now has got an exit gadget.
 6) It now starts standard with pla/nn fields instead of aa0 fields.
 7) The system GURU'd when MineEdit.Bobs was unavailable. Fixed!
 8) There was a small bug with choosing a field. When you just clicked
    on OK the cave number was reset to zero. Fixed!
 9) Several new functions (for specification see below.
10) The TIME & SCORE window now shows how many emeralds yams etc there
    are in the field. It also shows if there are wheels etc available.
11) It took a long time to build the screen when you choose Edit Yams
    We fixed this and now it works immediatly
12) We changed the name of Player to Game Type for the kind of caves you
    wish to edit (aa0 or pla/0)
13) You now see the cavenumber on the upper right of the screen
14) Instead of using pull down menu's for all the functions there are
    small graphics for all the functions.
15) The score & time editor now shows the maximum number of emeralds
    in the field (including butterflies for 11 points)
16) To leave the YAM-editor click again on the YAM-edit symbol instead
    of the copyright symbol
17) When you left the YAM-editor you now will have the same edit symbol
    as you had when you left it.
18) And last but not least new graphics made by NO ONE INC. (Thanx!)
STARTING THE EDITOR
===================
Boot the Emerald Mine Editor disk v3.20. Press f1 when the menu appears.
When finishing a program press HELP for main menu. ATT!: It's no longer
needed to have disk df1: always present. Only programs with (*) need
the data disk in df1: (you can build and test now with ONE drive!)

GENERAL
=======
The Screen Lay-out looks like this:

   EEEEEEEEEEEEEEEEE   AA  GG  Where E = 16 x 16 Edit Area (1/8th of Field)
   EEEEEEEEEEEEEEEEE  nnn  GG        A = Active Graphic
   EEEEEEEEEEEEEEEEE      GGG        G = Graphic Gadgets
   EEEEEEEEEEEEEEEEE cc   GGG        c = Function Gadgets
   EEEEEEEEEEEEEEEEE cc   GGG      nnn = current cave number
   EEEEEEEEEEEEEEEEE cc   GGG
   EEEEEEEEEEEEEEEEE cc   GGG
   EEEEEEEEEEEEEEEEE cc   GGG
   EEEEEEEEEEEEEEEEE cc   GGG
   EEEEEEEEEEEEEEEEE cc   GGG
   EEEEEEEEEEEEEEEEE cc   GGG

All functions except the actual editing of the field are put in the
Function Strip. (the cc row)

If you get a message-screen and want to leave it, just click on OK or
click on the text.

FUNCTION GADGETS
================

0) BUFFER IN                               1) BUFFER OUT
2) Flip BUFFER                             3) Mirror BUFFER
4) Fill BUFFER Random                      5) Make MAZE in BUFFER
6) MAZE Maker                              7) Acid Bassin
8) Box                                     9) Filled Box
a) Undo                                    b) Show
c) New field                               d) Yam edit
e) Load                                    f) Save
g) Toggle bobs                             h) Game type
i) Fill		                               j) Time & score
k) Help                                    l) Change character
m) Qty for Random                          n) Random fill
o) Text                        		       p) Change Path
q) His empty                               r) Exit
s) 1/2 screen up 	          	           t) 1/2 screen down
u) Top of screen  	                       v) Bottom of screen
w) 1/2 screen left                         x) 1/2 screen right
y) 1 screen left         		           z) 1 screen right
-) Left border 	 	                       +) Right border

Now follow the instructions. We have placed them in a logical order
(we hope). We advice you to startup the editor and just try all
the functions out (step by step).
If you make a mistake just click on UNDO (!) to return to your
previous field (clicking a second time on UNDO, undoes UNDO!)
ABOUT (?)
=========
When clicking ABOUT you will get a help and about screen.
Click on EXIT to return to the edit area.

NEW FIELD (red N)
=================
Gives you a completely empty field with the 2 players in Top-Left.
The field will be filled with the current character.
All TIME&SCORE values are reset to zero, as are the YamYams.

ARROW KEYS ( < and > in 3 colors)
================================
a) 1/2 screen left                         d) 1/2 screen right
b) 1 screen left    		           e) 1 screen right
c) Left border 	 	                   f) Right border

The total screen looks like this:
+-------+-------+-------+-------+
|       |       |       |       |
|   1   |   2   |   3   |   4   |
|       |       |       |       |
+-------+-------+-------+-------+
|       |       |       |       |
|   5   |   6   |   7   |   8   |
|       |       |       |       |
+-------+-------+-------+-------+

1,2,3 etc. is 1 screen.
With the arrows you can move:
half screens ; from 1 to 2 ; from 3 to 7 ; from 5 to 8 ; from 4 to 1 etc.

CURSOR KEYS (arrows on the keyboard)
====================================
With the cursor keys you can go 1 place up,down,left or right.
This is the only function of the keyboard! all the other functions
are controlled by the mouse.

TOGGLE BOBS ( \ )
=================
The editor uses a total of 92 graphics, which can be put into the field,
(We tried everything, there just aren't anymore).
This function allows you to switch between the two sets of 46 graphics.
Basically the first 46 are normal graphics, while the second set is text.
(To keep the acid basin in one piece, we had to move it to set two)

Also notice that if you Switch sets, your currently active graphic
switches too.
LOAD (L)
========
Choose the number by using the Slide Gadget. Then press OK.
Press CANCEL if you don't want to LOAD.

Teamwork fields must be LOADed by there real number.

------------- Here is the complete teamwork list: ---------------------
field  0 = teamwork 81	/ ai1		field 44 = teamwork 92  / aj2
field  4 = teamwork 82	/ ai2		field 48 = teamwork 93  / aj3
field  8 = teamwork 83	/ ai3		field 52 = teamwork 94  / aj4
field 12 = teamwork 84	/ ai4		field 56 = teamwork 95  / aj5
field 16 = teamwork 85	/ ai5		field 60 = teamwork 96  / aj6
field 20 = teamwork 86	/ ai6		field 64 = teamwork 97  / aj7
field 24 = teamwork 87	/ ai7		field 68 = teamwork 98  / aj8
field 28 = teamwork 88	/ ai8		field 72 = teamwork 99  / aj9
field 32 = teamwork 89	/ ai9		field 76 = teamwork 100 / ak0
field 36 = teamwork 90	/ aj0		field 80 = teamwork 101 / ak1
field 40 = teamwork 91  / aj1

Missing numbers (1,2,3,5,6,7 etc.) are equal for single+teamwork.

If you want to edit field 60 in teamwork mode, then LOAD field 96.

To copy a cave:  LOAD it as (for instance) 13 and SAVE it as 14.

SAVE (S)
========
Choose the number by using the Slide Gadget. Then press OK.
Press CANCEL if you don't want to SAVE.

When you want to SAVE a "single player cave " and a "teamwork cave"
then first SAVE it as (for instance) number 24; choose SAVE again
and SAVE cave 87. See LOAD for the teamwork list.

SHOW (blue small and big box)
=============================
This function shows the complete cave.
On the right side of the screen the yams and time&score will be shown.
Click on DOORS AND KEYS to see all keys and all doors with their
surrounding fields. (for checking if you didn't' forget to leave a
space behind the doors, We always do!)
Click on SHOW COMPLETE CAVE to return to a total display.
Click on SCORE AND INFO to get totals of several items and the maximum
score that is available. You also get help and about info.
Click EXIT to leave SHOW.
UNDO (red !)
============
UNDO will return the field to the layout it had when you released
the mousebutton for the last time!
You can also UNDO any one of the following options:
TEXT, FILL, RANDOM, SCORE, EDIT YAMS, UNDO, NEW FIELD, CHANGE
But the most important thing about UNDO is that it will protect you
from LOAD/SAVE mistakes!!!
If you made a field and want to SAVE it, but by accident choose LOAD,
you would have lost your field, but by simply choosing UNDO as next
action your field is back.
If you SAVE a field over another field, the other field is destroyed.
But the RUPPELWARE editor even protects you from this mistake!
There are two possibilities:

1) You discover the error right away and havedone nothing else:
    Just click UNDO and the old field is put back on it's place and
    the new field is on your screen
or

2) You have done something else in the editor:

    Follow this procedure step by step.
    (Let's assume you made field 1 and SAVEd it as field 0)
     a) Exit the editor
     b) Now type the following things 1 by 1
             (using score on bottom)       (using score in left top)
             Copy pla/0   to pla/1   (or)     copy aa0 to aa1
	     Copy pla/102 to pla/0   (or)     copy ak2 to aa0
     c) Reenter the editor and start editing again

RANDOM QUANTITY (red #)
=======================
This one will set the number of times RANDOM will put the character on
the screen. It works with steps of 25 and starts with 25.
So the values are 25, 50, 75, 100 etc

RANDOM (red R)
==============
This one puts the current character X times on screen depending
on the QUANTITY.

TEXT (yellow T)
===============
When clicking this one you will get a screen where you can type
a sentence. When you've entered a sentence you must click on HORIZONTAL or
VERTICAL. After that you will be back in the edit area and after clicking
anywhere in the area, the text will be printed there.

WARNING! you can't scroll when using this option, so be sure that you
have the correct piece of cave on the screen, before you enter text!

Empty the text window by pressing RIGHT AMIGA X.
Click on FORGET IT to leave the TEXT editor.

If the text doesn't fit on the line/kolom you've clicked, then the rest
will be placed on the next line/kolom. If the next line/kolom is the
bottom or right side of the screen then the rest of the text will be placed
on the first line/kolom!
The editor will warn you with the text: TEXT BROKEN IN 2!
BOX (red open box)
==================
With this function you can create a box on the field.
1) Click on 2 positions in the field.
       >>> You can scroll between the 2 clicks. <<<
2) Click on the box gadget and a box will appear.

FILLED BOX (red closed box)
===========================
Works like BOX, only the inside of the box will also be filled
with the current character.

FILL (white sprout piece)
=========================
This is the most important feature of this editor (besides text),
because it will put an end to the endless shuffle with the mouse to
FILL all open spaces with a certain graphic.

Just try it: 1) Build a square in the edit area using any character
             2) Put any character within that square
             3) Select FILL
             4) Your square will be FILLed with the character from step
                2.

It will FILL all field-positions in direct contact with your selected
field-position having the same value as your field-position had before
you put the new character over it.

Depending on howmany FILLs must be performed, it will take some time.
If you use FILL on an empty screen, it will take approx. 2,5 seconds.

ACID BASSIN (small bassin)
==========================
Click on 2 different positions of the same line.
Between the 2 positions a water bassin will be drawn.
The current character is NOT important.

CHANGE (green C)
================
This feature is very handy when you made a complete cave and when
testing you discover that the butterflies fly the wrong way or that
you have used the wrong kind of wall.
To correct this mistake do as follows:

a) Click on the correct character (it becomes your current character)
b) Click on the character in the edit area you want to change.
c) Click on the C (change) gadget.

Now all the characters on the complete screen will be changed.
TIME & SCORE (3 colored lines)
=======================================
The TIME & SCORE window looks like this:

nnnn          value emerald        nnnn        [--------slider-----------]
|                 |                 |              |
|                 |                 |              |- value adjuster
|                 |                 |
|                 |                 |
|-qty in screen   |- text           |qty needed

a) qty in screen:
        the number shows the total of items in the field.
        if it says 13 on the line 'value emerald' then there are 13
        emeralds VISIBLE in the screen.
        (the emeralds in the yams are NOT in this qty!)
b) text:
        18 lines of text for the several TIMEs * SCOREs
c) qty needed:
        On the lines values it means the number of points you get for
        picking up that item.
        10 on the line NUT CRACKING means that you get 10 points for
          every NUT you CRACK.
        250 on the line TIME means that the player gets 250 seconds
          to complete the cave.
        15 on the line POINTS REMAIN means that you get 15 points for
          every 10 seconds you have left when you enter the exit.
          It's useless to enter a value on the line STONING TANK
          because the Emerald Mine GAME program doesn't react on it.
          This is a bug in the GAME program NOT the EDITOR.
        If you set TIME to zero then you have UNLIMITED time.

Points needed:
        The number that is displayed is counted as follows:
        for every emerald +1
        for every sapphire +3
        for every nut +1
        for every butterfly +11
If the yams contain emeralds etc. then they also will be counted.
REMEMBER: they are only counted ONCE (#1 till #4)
          yam 5 and further are NOT counted!)

3 emeralds;5 sapphires;10 nuts;2 butterflies= 3x1 + 5x3 + 10x1 + 2x11 = 48
Watch out for butterflies that can't be killed for 11 points!

            *** EXPERIMENT TO LEARN HOW IT WORKS ***

Use the sliders to adjust the values.

Some hints for AMEUBA,MAGIC WALL and WHEEL:
AMEUBA: 0=NO grow;1=slow grow;6=normal drops;15=heavy drops;400=RUNRUNRUN!!
MAGIC WALL: 0=NO magic;1=blink;992=appr.200 seconds
WHEEL: 0=NO turn;10=fast;50=easy pass;992=will it never stop?
             "YAM IN YAM, VALUES MAYBE HIGHER"
This means that you've put a yam in another yam.
TIME&SCORE warns you that the possible points a player can get, can be
higher!

             "WARNING: NO EXITS IN FIELD OR YAM"
To complete a field there must be at least 1 exit

             "ONLY 1 EXIT! (REMEMBER TEAMWORK)
If there are no exits in the field AND in the yams, then this message
will appear.
The only way that this message is NOT correct, can be that you have put
1 exit in yam 1 and the player can kill 5 or more yams! (think about it)

             "0000 TOTAL SCORE (EXCL. POINTS REMAIN)"
Here it shows the total amount of score you can get when you pick up
and kill everything. The number of points you get for the REMAINing
time is NOT in this amount! (we don't know that yet!)
Also not in this amount are the points for TANK killing (as we said
before: the GAME program doesn't react on this).
REMEMBER: >>> we count everything <<< ; if there are 500 butterflies in
a field and you get 3 points for killing 1, then the total score will
be 500 times 3 = 1500 points!
Also REMEMBER that the maximum points you can have for the highscore is
999. So we advise you to give approx. 600-700 points and let the rest
be given by REMAIN.

Some advice for REMAIN:
When it's only possible to leave the field with:
        25 seconds left (REMAIN =  30 - 100) for every 10 seconds left)
        50 seconds left (REMAIN =  10 -  30)
       100 seconds left (REMAIN =  10 -  20)
       100 or more left (REMAIN =   1 -  10)

YAMS (blue +)
=============
Not all graphics are allowed, that's why certain gadgets are not there.

Left -Top = Yam 1 (This is what you get when you stone the first Yam)
Right-Top = Yam 2
Left -Bot = Yam 3
Right-Bot = Yam 4 (the 5th Yam you kill, is again Yam 1)

When you click on "FILL YAMS", all the yams will be filled with the
current character.
To exit the Yam-edit screen, click EXIT.
MAZE MAKER (red)
================
After you clicked on the MAZE MAKER gadget, you get a sliding bar
where you can enter the quantity of MAZE lines/koloms.
Click on OK to accept the amount or on CANCEL to return to the edit
area.
After clicking on OK the field will be filled when a random number of
horizontal and vertical lines and koloms. The lines/koloms will always
be one bob width. The character of the line is the current character.

Example: Choose the DIRT
         Click on N(new)
         Choose the WALL
         Click on the MAZE MAKER gadget
         Choose an amount of 100
         Click on OK
Now the TOTAL field will be filled with lines consisting of WALLs.
Choose SHOW to see the complete cave.

BUFFER IN and BUFFER OUT (yellow i and o)
=========================================
With these functions you can copy a part of the field to another part
or create a (partial) backup copy in memory.

It works like this:
  a) Create a part on the screen
  b) Click on the left top corner of the part
  c) Click on right bottom corner of the part
  d) Click on BUFFER IN
     It looks like nothing happening, but in fact the part that
     you just have marked has been copied into memory.
  e) Go to an empty spot on the screen
     (you may scroll to any place you want)
  f) Click on the spot where you want the left top corner of
     the BUFFER to appear.
  g) Click on BUFFER OUT
  h) Now an exact duplicate of the part will appear!
  i) if you want to have another duplicate then do step e,f and g again.

REMARK! if you place the left top corner of step f so far to the right
        or so far to the bottom, that it's not possible to place the
        complete BUFFER, only the part that fits will appear!

            Like always UNDO can erase all mistakes (!)
FLIP BUFFER ( yellow <-> )
==========================
With this function it's possible to FLIP the BUFFER.
FLIP means rotate horizontal. It works like this:
   a) Mark a part of the field and put in BUFFER IN
   b) Click on FLIP (nothing seems to happen)
   c) Click somewhere on the field and then on BUFFER OUT
   d) a FLIPped image of your BUFFERed part will appear.

Here is an example:

Let's say this is your BUFFER IN:       abcd      (where a-p are several)
                                        efgh      (differents characters)
                                        ijkl
                                        mnop

After FLIPping it will like this:       dcba
                                        hgfe
                                        lkji
                                        ponm

Why do I need this you may ask?
Well suppose you have made a nice part on the left side of the field
and you want a copy of it on the right side, only the other way round.
The only thing you have to do is to copy the desired part into the
BUFFER IN, then scroll to the right side, click on FLIP and place
the BUFFER OUT on the screen.

SOME WARNINGS: a) The players can NEVER be FLIPped!
                  They always stay on there place (otherwise you
                  would have 4 players!!)
               b) Everything FLIPs so an Acid Bassin isn't right
                  anymore after flipping! Adjust it by clicking on
                  the correct Acid Bassin pieces or build a new
                  bassin by using the ACID BASSIN gadget.
               c) Text will also be FLIPped (hard to read!)

Well just try it out and see what happens...
MIRROR BUFFER ( yellow | )
==========================
MIRROR BUFFER works likes FLIP, only MIRROR works vertically.

Here is an example:

Let's say this is your BUFFER IN:       abcd      (where a-p are several)
                                        efgh      (differents characters)
                                        ijkl
                                        mnop

After MIRRORing it will like this:      mnop
                                        ijkl
                                        efgh
                                        abcd

You can also use FLIP and MIRROR together like this:
a) Put something in BUFFER IN
b) Click on FLIP
c) Click on MIRROR
d) Click somewhere on the screen and then click BUFFER OUT

Working with the previous example you get this:         ponm
                                                        lkji
                                                        hgfe
                                                        dcba

Well like we said with FLIP: Just try it out and see what happens...

RANDOMIZE BUFFER (yellow R)
===========================
The principal is the same as FILL RANDOM, only now you have the
possibility to FILL a part of the cave.
It works like this:
a) Mark a section of the cave by clicking twice in the screen (just
   like you do when you make a solid box)
b) Click on BUFFER IN
c) Choose a character to randomize (f.i. a stone)
d) Click on RANDOMIZE BUFFER (yellow R under the BUFFER gadgets)

Now the marked area will be filled with the choosen character.
You can adjust the quantity of filling with the quantity gadget (#).
UNDO will return the screen to his original values.

MAKE MAZE IN BUFFER (yellow M)
==============================
The principal is the same as MAKE MAZE, only now you have the
possibility to MAKE A MAZE in part of the cave.
It works like this:
a) Mark a section of the cave by clicking twice in the screen (just
   like you do when you make a solid box)
b) Click on BUFFER IN
c) Choose a character for MAZE making.
d) Choose a quantity for MAZE making.
e) Click on MAKE MAZE GADGET (yellow M under the BUFFER gadgets)

Now a MAZE will be drawn in the marked area.
UNDO will return the screen to his original values.
HIS (black H)
=============
This one will set the highscores of the current cave to 100, with
no names in front of the score.

EXIT (black E)
==============
When you have changed a field and didn't save it, when you click on
EXIT, you get a warning asking you if you want to SAVE the field.
Click right for NO save (EXIT) and left for YES save.

GAME TYPE (small box with a thick line under it)
=================================================
This will give you a requestor, asking you to choose the game type,
from/to which the editor will LOAD/SAVE the fields.

If you choose 'Score on bottom' it will LOAD/SAVE 'PLA/nnn'
(where nnn is the real number you entered and PLA being a
subdirectory of the current directory you're in).

The editor starts standard with pla/nnn fields.

Should you wish to use the other game type, then the fieldnumber will be
translated to 'axx' (aa0 = 0, ab0 = 10 , ag3 = 63, etc.) which
should be present in the current directory.
  ------------------------------------------------------------
  Emerald Mine Editor v3.20 is based on the PLA/nnn structure.
  ------------------------------------------------------------

PATH (black P)
==============
This lets you change the drive or directory where the editor will
LOAD and SAVE your fields.
If the PATH is empty (default) then the current directory will be used.

To change the path just click in the edit box and enter the new path.
Press (RETURN) after typing to activate the new path.
You can click on EXIT to keep the old path and go back to the edit area.

If you only use Emerald Mine Tools v3.20 then don't bother about it!

Users request
==============
1. Version 2.2 it is still open for improvement, please report any bugs
   and/or improvement requests to us and we'll see what we can do.

2. Any levels (CAVES they are called) you build, either put them out
   on your own disk (send us a copy, we collect them) or send them to
   RUPPELWARE or NO ONE INC. for inclusion on one of our/their disks.

Leave a message on BBS: The Snakepit (020-319313) adressed to Ruppelware
or No One Inc.
