==================
List of BUILD Keys
Version 1.0
Jonah Bishop
==================

NOTE: This file is copyright 1997 by Jonah Bishop.  This file may not be
changed or altered by anyone other than the author.


A note from the author:
This file is meant to be used as a reference guide for BUILD.  Future
versions of this file will be released, listing the keys in alphabetical
order.

Version Info.
V1.0 - Everything is new.


2D Mode
-------
In this section, all of the keyboard commands for 2D mode will be listed.

Key(s)        Description of Key(s) Function
---------------------------------------------------------------------------

[ESC]         Pops up the Escape Menu: (N)ew, (L)oad, (S)ave, save (A)s,
                                       (Q)uit
                 (N)ew - Starts a new map
                 (L)oad - Brings up a selection list of all .MAP files (DOES
                          NOT PROMPT YOU TO SAVE!!!)
                 (S)ave - Saves the map under the current name, overwriting
                          any level with the same name.  If the level is
                          unnamed, the level is automatically saved as
                          NEWBOARD.MAP
            save (A)s - Asks for a name to save the map under.  Use this when
                        saving a new map for the first time
                 (Q)uit - Quits the editor after asking you if you really want
                          to quit, and if you want to save your work

[F1]          Displays a short help screen, and the version number of BUILD
[F2]          Increments the players x-position by one unit
[F3]          Decrements the players y-position by one unit
[F4]          Increments the players y-position by one unit
[F5]          If you are in a valid sector, this will show some general
              information about your map, including the name, number of items
              in the level (blue numbers represent items found only in Duke-
              Match)
[F6]          If a sprite is selected, it will display a help screen listing
              the numbers of all sector effectors and their function.  If a 
              sprite is not selected, it displays some information about your 
              level such as next free tag and number of monsters placed
[F7]          Shows a help screen with all sector lotags and their function
[F8]          Allows you to search for a wall with specific hi and lotags.  If
              a sprite is highlighted, you can search for a sprite with hi and
              lotags also.  '[' and ']' start the search
[F9]          Same as F8, but allows you to search for a sector instead
[F10]         Increments the angle of the player by one unit.  Basically
              useless.
[F11]         Displays the message "Grabbed Wall Sprite 0" (I have no idea
              what this means)
[F12]         Takes a .PCX screen shot.  Turn off the grid before using this
              feature.
[Scroll Lock] Sets the starting position to the current player position
              NOTE: If the start position is made outside of the map in
                    an invalid area, the level will crash when run
[Insert]      Inserts something.  If some objects are selected, it will copy
              these and insert them (points or sectors).  Don't forget to drag
              them afterwards.  If nothing is selected, it inserts a point on
              the selected line.

[TAB]         Shows information on the current sector:
              Sector - The number of the sector
              Firstwall - The number of the first wall (Changeable with
                          [ALT]+[F])
              Numberofwalls - The number of walls surrounding this sector
              Firstsprite - The number of the first sprite in this sector
              Tags - The hi and lotags of the sector (also shown in HEX)
                     This is changeable with [H] and [T]
              Extra - Described as "Used by the Game Programmer Only"
              Visibility - The Visibility in this sector
              Pixel Height - The height of the room in pixels
                             Each [PGUP] or [PGDN] changes this by 4 (which
                             equals 256 units)
              Ceiling Flags - The ceiling flag shown in HEX.
                              The flags are as follows:
                              0: Set if parallaxing [P]
                              1: Set if tilted '[' or ']'
                              2: Set if x and y are swapped [F]
                              3: Set if texture size is halved [E]
                              4: Set if x-flipped [F]
                              5: Set if y-flipped [F]
                              6: Set if texture aligned with first sector wall
                                 [ALT]+[F]
              (x,y) pan - The x,y amount the ceiling has been panned.  Use the
                          cursor keys for this.
              Shade byte - The amount of shade on the ceiling
                           0 is normal, <0 is lighter, >0 is darker
              Z-Coordinate - The z-coordinate of the ceiling.  Smaller means
                             higher.  [PGUP] or [PGDN] changes this by 1024
                             units (4 pixels)
              Tile Number - The number of the ceiling texture.  Use [V] to
                            change
              Ceiling heinum - Amount of tilt
              Palookup number - Color palette to use (0 is normal)

[ALT]+[TAB]   Shows information on the current wall or sprite
              Wall - Number of the wall (red lines are actually
                     two walls, so it is important which sector
                     you are in when pressing [ALT]+[TAB])
              X-coordinate - X-coordinate of the left side of wall
              Y-coordinate - Y-coordinate of the left side of wall
              Point 2 - Number of the next wall to the right, in the
                        same sector.
              Sector - Sector number the wall is in
              Tags - The hi and lotags for this wall, also shown in HEX

              Wall Flags:
                0: Set if wall blocks movement [B]
                1: Set if wall has two different textures [2]
                2: Set if tile is aligned to ceiling (0 if floor)
                   [O]
                3: Set if x-flipped [F]
                4: Set if masking wall (like window) [M]
                5: Set if 1-way wall [1]
                6: Set if hitscan enabled [H]
                7: Set if transparent [T]
                8: Set if y-flipped [F]
                9: Set if reverse transparent (?) [T]

              Sprite Flags:
                0: Set if sprite blocks movement [B]
                1: Set if sprite is transparent [T]
                2: Set if flipped left/right [F]
                3: Set if flipped up/down [F]
                4: Set if sprite is flat upright [R]
                5: Set if sprite is flat on ground [R]
                6: Set if sprite is single-sided [1]
                7: ???
                8: Set if hitscan enabled [CTRL]+[H]
                9: Set if very transparent [T]
              Shade - The amount of shade on the walls (smaller is
                      brighter).  Use [+] and [-] to change
              (X,Y) repeat - Used to stretch textures
              (X,Y) pan - Used to move textures
              Tile number - The texture number used on this wall
              OverTile number - The extra texture number for 1-way
                                and masked walls
              Nextsector - The number of the sector on the other side
                           of the wall (-1 if there is not one)
              Nextwall - Number of the wall on the other side (only used	
                         if the wall is two-sided)
              Extra - Described as "Used by the Game Programmer Only"
              Wall Length - Wall length in pixels.  The grid at maximum
                            height has a square width of 64 pixels
              Pixel height - Height of the wall in pixels

[E]           Changes a sprites status list number (???)
[T]           Set the sector lotag
[H]           Set the sector hitag
[ALT]+[T]     Sets the sprite or wall lotag
[ALT]+[H]     Sets the sprite or wall hitag
[CTRL]+[T]    Toggles the tag box display on the sprites, walls, and sectors
[A]           Zoom in
[Z]           Zoom out
[S]           Insert a sprite.  It is possible to store a sprite in 3D mode by
              pressing [TAB]on it, making it the default sprite to insert
[ALT] + [S]   Turn an inner sector into valid player space
[G]           Changes the grid size
[J]           Joins two neighboring sectors.  Press [J] in the first sector 
              and again in the adjacent one.  The adjacent sector will take on 
              all settings (ceiling height, textures, etc.) of the first 
              sector.
[L]           Toggle Grid locking.  The color of the mouse cursor tells which
              mode BUILD is currently in: red is grid locking on, white is 
              off.
[ENTER]       Displays the message "Highlighted line pointers checked"
              Usage???
[C]           Turns a line into a circle.  Move the mouse around to change
              the circle.
                [+] and [-] changes the number of points on the circle
                [Spacebar] draws the circle
                [C]        aborts the process
[B]           Toggles the "block movement" flag on a line or sprite
[']+[M]       Displays a memory status window.  This option is not
              recommended, as BUILD begins to act strangely.
[<] and [>]   Changes the angle of a sprite or selected sector

[SHIFT]+[<]   Change the angle of the sprite or selected sector in
    and
[SHIFT]+[>]   smaller increments

[ and ]       Allows you to search either forward or backward for a
              certain sector or wall.  Select the tags to look for using
              [F8] for walls, and [F9] for sectors and then press [ to
              search backwards and ] to search forwards.  If the sector or
              wall/sprite is found, the map will jump to it, placing the
              cursor at one of the points.
[']+[3]       Changes the tag display mode
              0: No tags displayed
              1: Show sector tags only
              2: Show wall tags only
              3: Show sprite tags only
              4: Show all tags
              5: Show item tags only
              6: Show tags of current sprite only
[DEL]         Deletes a sprite
[RCTRL]+[DEL] Delete the current sector (the one that the white arrow is in)
[CURSOR KEYS] Moves the players position.  Right mouse button also performs
              this action.
[SPACEBAR]    Draws new sectors.
[NUM+ENTER]   Switches between 2D and 3D modes
[RSHIFT]      Used with the mouse to select a rectangular region of objects to
              move.  Press this key again to deselect the selection.
[CTRL+RSHIFT] Select all points of a sector, which can then be dragged with
              the left mouse key, and can be 'stamped' with [INSERT]
[RALT]        Used with the mouse to select all sectors within a rectangular
              area.  Before moving the mouse, be sure to press [INS].  The
              sectors can now be moved with the mouse, and rotated by either
              [<] or [>].  The sector can be 'stamped' by pressing [INS].


3D Mode
-------
This section covers all of the keyboard commands in 3D mode.

Key(s)        Description of Key(s) Function
-----------------------------------------------------------------------------
[Cursor Keys] Moves the player around, just as if in the game.  [LSHIFT] and
              the cursor keys at the same time, will speed up your movement.
[ESC]         Displays the message "Do you really want to quit?".  Press [Y]
              to quit, and [N] to back out.  BUILD will then prompt to save
              your level if you do decide to quit.
[F1]          Displays a short help screen that lists the less commonly used
              commands.  Press [F1] again to remove it.
[F2]          Increases the players x-position by one unit
[F3]          Decreases the players y-position by one unit
[F4]          Increases the players y-position by one unit
[F5]          Messes up the 3D display, forcing you back to 2D mode
[F6]          Same as [F5]
[F7]          Same as [F5]
[F8]          Same as [F5]
[F9]          Rotates the players view left by a small amount
[F10]         Rotates the players view right by a small amount
[F11]         Changes the gamma correction.  The settings are not saved when
              exiting BUILD.
[F12]         Takes a .PCX screen shot
[1]           Create a one-way wall.  This is only possible to do on a two
              sided line, and this command will create a wall that has a
              texture on only one side.
[2]           If a wall has both a top and a bottom to it, this command will
              make it possible to edit both the top and bottom textures.
[ALT]+[-]     Changes the visibility of a sector
[ALT]+[+]     Same as above

[CTRL]+[ALT]+ Changes the global visibility for the whole map.  Be careful
[+]           when using this command.
[CTRL]+[ALT]+ Same as above
[-]

[PGUP]        Raises the height of the object that you are pointing at.
              If you are pointing at a wall, the corresponding ceiling will
              be change height.
[PGDN]        Lowers the height of the object that you are pointing at.
[CTRL]+[PGUP] Places a sprite exactly on the ceiling.  In version 1.4 of BUILD
              (the version that came with the Plutonium Pak), this command can
              raise the height of a floor or ceiling by a factor of 5.
[CTRL]+[PGDN] Places a sprite exactly on the floor.  Also used in version 1.4
              to lower the floor by a factor of 5.
[TAB]         Places the current sprite or texture into the memory buffer.  It
              remembers the tile number, the shade and texture setup, and the
              cstat (whatever that is).  When used, some text appears on the
              screen, showing you the name, lotag and hitag, number of times
              it is used in the map, and MEM (amount of RAM free?).  If the
              graphic toggle is on (use [']+[G]), and image of the selected
              object is shown as well.  Pressing [TAB] again turns the text
              off.
[ENTER]       Copies the selected object to whatever you are currently
              pointing at.  The shade and the x-repeat values (the
              'smooshiness' of the walls) are copied as well.
[CTRL]+[ENTER] Copies the selected texture to all walls in a closed loop.
              Use this to change the texture of a whole room at once..
[SHIFT]+      Copy the shade value only.
[ENTER]

[CTRL]+       Auto-shades a sector.  Make one of the walls the lightest shade,
[SHIFT]+      and another the darkest one.  Point to the lightest wall, and
[ENTER]       press [CTRL]+[SHIFT]+[ENTER], and all the walls will be smoothly
              shaded.  WARNING: This function has been known to not work as
              well as it should have, as it can crash the system, and produce
              undesirable effects.
[']+[ENTER]   Copies the tile only, leaving everything else as it is normally.
[']+[W]       Toggles the display between several different modes:
              Display all sprites
              No Effectors (Sprites 1-10 are not displayed)
              No actors (No players or monsters shown)
              None (No actors of effectors shown)
[E]           Toggles the tile size of floors/ceilings between normal and
              large.
[R]           Toggles the floor/ceiling tiles between relative and absolute
              alignment.  In absolute alignment, the floor and ceiling tiles
              are aligned to the grid itself.  In relative alignment, the
              tiles align themselves to the first wall of the sector.  This
              is useful for oddly shaped, rotating, and moving sectors.
[T]           Toggles the transparency flag on a wall or sprite.  There are
              three states: normal (can't see through), slightly transparent,
              and very transparent.  For walls, only two sided walls are able
              to have this function performed on them.
[V]           Change the selected tile or sprite.
[ALT]+[V]     This is supposed to change the "groudraw height map".  I have
              no clue as to what this does.
[NUMCURSORKEYS] These change the size of a texture or sprite.  You can use
              this to size tiles to the correct proportions, and change the
              size of sprites.  These keys only scroll the texture on floors
              and ceilings.  The keys are [2], [4], [6], [8] on the keypad.
[SHIFT]+        These keys are used to 'scroll' the texture of the wall,
[NUMCURSORKEYS] without resizing it.

[/]           Resets a texture or sprite to normal size.
[.]           Tries to auto-align all walls to the right of the selected wall.
              WARNING: This usually causes the system to crash!  Not advised!
[F]           Flips the selected texture.  Walls can be flipped 4 ways, while
              ceilings and floors can be flipped 8 ways.
[ALT]+[F]     Determines which wall will be the 'first wall'.  Use this to 
              make tilted floors and ceilings tilt in the right direction.
[P]           Parallax the floor or ceiling.  Only works well on some textures
              (city scapes, sky, etc.)
[CTRL]+[P]    Sets the type of parallaxing (there are 3 different types).
[G]           This is supposed to give a floor height mapping.  I have no
              idea what this does.
[O]           Changes the wall orientation.  A wall texture can start on either
              the floor or the ceiling.  Useful on DOOM-like doors (the door
              rail doesn't move with the door).
              When used on sprites, this can cause the sprite to be on
              either side of a two-sided wall.  So if you have a sprite that
              disappears from view when playing the game, and it is on a two-
              sided line, this will change the side of the line the sprite is
              on.
[B]           Toggles the 'block movement' flag on a wall.  Usually used for
              glass, sprites, sector-boundaries, etc.
[M]           Creates a maskable wall.  Point at the floor near a two-sided
              wall to create one.
[SHIFT]+[M]   Make a maskable wall with only one side.  You will be able to
              see through in one direction.
[H]           Toggles the 'hitscan' bit on a two-sided wall.  If this bit is
              set, the wall will show bullet holes when shot (or will perform
              appropriately).  When used on a sprite, the sprite blocks bullets
              even when it might not block you.
[']+[R]       Toggles the FPS (Frames per second) display.
[']+[D]       Supposed to change the skill mode, but it does nothing.
[']+[G]       Toggles the display of the selected texture (used with [TAB]).
[']+[Y]       Toggles purple background.  I have no idea what it does.
[']+[T]       Allows you to change the lotag of the selected object.
[']+[H]       Allows you to change the hitag of the selected object.
[']+[S]       Allows you to change the shade of the selected object.
[']+[V]       Allows you to change the visibility of the selected object.
[']+[C]       Changes the global shade of a sector to the shade of the object
              currently selected.
[']+[DEL]     Sets the cstat to 0.  I have no idea what this is for.
[A]           Raises your viewing height in the level.
[Z]           Lowers your viewing height in the level.
[CAPSLOCK]    Cycles between three different movement modes:

              Game Mode: You walk around like the player in the game.
              Height Lock: You are always at the same height above the floor.
              Float Mode: You're completely unaffected by the floor.

[C]           Sprite centering.  If a sprite is resting directly on the floor,
              and [C] is pressed when the cursor is over it, the center of the
              sprite will rest on the floor.  Very nice when making effects
              that deal with sector raising and lowering.
