*******************************
** TRICKS OF THE WORM GURU'S **
**    MANUAL  COMPILATION    **
**        Version 1.1        **
*******************************

CONTENTS
--------

C  1.0  - Intoduction
C  1.1  -   Suggestions and Assumptions
N  1.2  -   Whats New?

C  2.0  - Custom Landscapes
C  2.1  -   Dimensions
C  2.2  -   Palette restrictions
   2.3  -   Remapping the palette
   2.4  -   The information file
N  2.41 -     What the numbers mean
N  2,42 -     Landscape settings
C  2.5  -   The water and background colours
N  2.51 -     Palette RGB value lists
N  2.52 -     What goes where
   2.6  -   Making custom backgrounds
C  2.61 -     The bk1 file
C  2.62 -     The bk2 file
   2.7  -   Playing your level
   2.8  -   Trouble shooting

C  3.0  - Custom Sample Banks
C  3.1  -   Sampling your sounds
   3.2  -   Sample properties
C  3.3  -   Sample list
   3.4  -   Coverting into raw format
   3.5  -   Making the sample bank
   3.6  -   Getting it in to the game
   3.7  -   Trouble Shooting

   4.0  - Credits & Version Info
   4.1  - New Stuff

Key: C=Changed 
     N=New


1.0 Inroduction
===============

  Oh no! Not another FAQ on custom level making? No a "manual" of custom level
making AND sample banks! Okay it's getting fairly detailed but has stuff that others
don't! For example, I have just figured out all 14 landscape's RGB values so your
custom landscapes won't look awful with those default colours :)


1.1 - Suggestions and Assumptions
---------------------------------

  Throughout this compilation the examples given will assume that you have
installed  Worms Reinforcements to:-

C:\GAMES\WORMPLUS\

and you know how to get there by using,

C: <return>
CD\GAMES\WORMPLUS <return>


You might find it useful to add a path statement to your AUTOEXEC.BAT file.
You will have to restart your computer, as it will take affect next time you do.

PATH=%path%;C:\GAMES\WORMPLUS\UTILS

This automatically look in this directory for any command given without a path name.

eg, C:\GAMES\WORMPLUS\UTILS\GFXCON -> GFXCON

The utilities will be refered to without the path, it saves a lot of typing :)
Although you need to be in the UTILS directory to use BANKEDIT because it has
external files too.

A trend that I'm starting off here is [filename].pcx where,

[filename] is the name of the file you are using. This could be in the form of 
[in] or [out]. The extension will not always be pcx though.

and <return> means press the return key (thats only used above).


1.2 - Whats New?
----------------

  Not a lot in the sample bank bit, just a more accurate list of samples. They are
numberes as they are played in the audio options test effects option.

  But in the landscape section there are a lot of details about the preset landscapes
settings, inclusing palettes and options.  The inf file numbers have been corrected
and redefined.

  And of course, this section!


2.0 - Custom Landscapes
=======================

  All you need to do to make a custom level is draw a picture and save it in pcx
format.  But first you need to follow a set of rules and convert it.
  I suppose it is possible to draw one straight out if you know all the correct
positions for the various colours but it is a lot easier to use the programs supplied!


2.1 - Dimensions
----------------

  The picture has to be exactly 960 x 400 pixels. That is 960 pixels wide by 400
pixels high. The top 32 pixels of the picture will get "transparent-i-fied" so the KO 
bar can be seen, so avoid using this area as nothing will appear in it.


2.2 - Palette restrictions
--------------------------

  Although you have the option of using 256 colours for your level, there are other
uses for 176 of them already! This means only 80 colours can be used to draw the 
landscape. (See 2.52 for more details)

  When designing your picture you are restricted to the first 80 indexes of the
palette, indexes 0 to 79. This is knocked down to 79 because one of these is the
transparent colour you can see the mountains and sky through, it is also where your
worms can move, jump, and fire through. This is index 0 (zero).


2.3 - Remapping the palette
---------------------------

  Supplied with Worms Reinforcements is a program called GFXCON.EXE. This program
remaps your pictures palette so Worms Reinforcements can load it. It puts in the
sprite, water, and background colours for you.

  To use it you must be in DOS or the MS-DOS prompt from windows. Change to the
directory you saved the pcx to and type,

GFXCON [in].PCX C:\GAMES\WORMPLUS\DATA\CUSTOM\GFX\[out].PCX

where
[in] is the filename you gave the image,
[out] is the name of the level.

NOTE: [out] can only contain letters and numbers and being a DOS game it is
      restricted to eight characters. If you have Windows 95 this still applies
      because DOS shortens it (longfilename.pcx  to  longfi~1.pcx).

  With any luck it will have told you that it all went OK. To check this load up the
converted image, now in C:\GAMES\WORMPLUS\DATA\CUSTOM\GFX\, and look at the palette.
There should be 16 sprite colours in indexes 0-16, in 80-95 are 16 shades of blue
for the water. The transparent colour will now be index 128 (usually purple).

  The level is now ready to play but more can be done to it to make it better, but
as it is, it will accept the default values and load into the game. Skip to section
2.7 to find out how to do this.


2.4 - The information file
--------------------------

  This file contains information for and about the level.  Its main purpose is to
tell Worms Reinforcements the value of the wind, gravity etc..  This is done by six
numbers at the top of the file seperated by commas.
  After you have told worms what to do you can type in a bit of text underneath the
numbers telling people how to get the best out of the level and about how you made
it. Take a look at another *.inf file found in the directory to get a better idea.

The format is,

[gravity],[friction],[wind],[background],[water],[music]

Once this file has been created save it as,

C:\GAMES\WORMPLUS\DATA\CUSTOM\GFX\[out].inf 

where [out] is the same name as [out].pcx.


2.41 - What the numbers mean
----------------------------

[gravity],[friction],[wind],[background],[water],[music]


GRAVITY                         0	MIN	(jump a long gap)
[gravity]                       1	MED	(jump a normal gap)
                                2	MAX	(jump a short gap)

FRICTION                        0	MIN	(Slide a long distance)
[friction]                      1	MED	(Slide a normal distance)
                                2	MAX	(slide a short distance)

WINDSTRENGTH                    0	OFF
[wind]                          1	MIN     (I hope these are obvious)
                                2	MED
                                3	MAX

BACKGROUND MOUNTAIN SET         0	MOUNTAINS (DEFAULT)
[background]                    1	ALIEN MOUNTAINS
                                2	HELL MOUNTAINS
                                3	ALPS
                                4	WARZONE MOUNTAINS
                                5	DISTANT CITY AND HILLS

WATER SET                       0	WATER
[water]                         1	MARTIAN GLOOP
                                2	FIRE

CD-TRACK TO PLAY ON LEVEL       0	FOREST/TROPICS
[music]                         1	HELL/ALIEN
                                2	ARCTIC/BEACH
                                3	MARS/JUNK/CANDY
                                4	DESERT
                                5	MONEY (CITY)
                                6	WARZONE
                                7	GRAVEYARD
                                8	BIZARRE AMBIENCES (CUSTOM ONLY)
                                9	ZNORK IN Z MINOR (CUSTOM ONLY)
                               10	ALPS


2.42 - Landscape settings
-------------------------

   Heres my GUESS on the values that are used for each of the 14 landscapes.
The numbers can be found above, in the order of:

Landscape . [gravity,friction,wind,background,water,music]

Alien ..... [0,0,2,1,0,1]
Alps ...... [1,1,3,3,0,10]
Arctics ... [2,0,3,0,0,2]
Beach ..... [1,2,2,0,0,2]
Candy ..... [1,0,2,0,0,3]
Desert .... [1,2,3,0,0,4]
Forest .... [1,1,3,0,0,0]
Graveyard . [1,1,2,0,0,7]
Hades ..... [1,2,2,2,2,1]
Junk ...... [1,1,2,0,0,3]
Mars ...... [0,2,3,1,0,3]
Money ..... [1,2,3,5,0,5]
Tropics ... [1,1,3,0,0,0]
Warzone ... [1,2,3,4,0,6]


2.5 - The water and background colours
--------------------------------------

  GFXCON automatically sets the water to 16 shades of blue and the background to
blues and purple. These values can be changed to achieve different looks such as the 
swamps and fire.

   It is very simple to do. To change the water colours, you need to load up [out].pcx
in to your graphics editor and edit the palette. The values in indexes 80-95 can be
changed to any colours, but a spread of one is recommended. It is best to keep the
darker ones as the lower colours and work your way to the lighter colours.

  The same goes for the two background layers, the front one (16 colours) are
palette indexes 16-31, the second (47 colours) are palette indexes 129-175.  These
will have to be changed if you use anything other than the default mountain set
because different colours are used on the different backgrounds, city for example.
(see 2.51 for more details)


2.51 - Palette RGB value lists
------------------------------

See, *.TXT for BK1, BK2 and WATER RGB values,
and, *.PAL for 256 colour JASC-PAL (Paint Shop Pro Palette).

   ALIEN.TXT        ALIEN.PAL
   ALPS.TXT         ALPS.PAL
   ARCTIC.TXT       ARCTIC.PAL
   BEACH.TXT        BEACH.PAL
   CANDY.TXT        CANDY.PAL
   DESERT.TXT       DESERT.PAL
   FOREST.TXT       FOREST.PAL
   GRAVEYARD.TXT    GRAVEYARD.PAL
   HADES.TXT        HADES.PAL
   JUNK.TXT         JUNK.PAL
   MARS.TXT         MARS.PAL
   MONEY.TXT        MONEY.PAL
   TROPICS.TXT      TROPICS.PAL
   WARZONE.TXT      WARZONE.PAL
   CUSPALS.TXT (A list of ones from other custom levels :)


2.52 - What goes where
----------------------

Index    Palette Use

0-15     Sprite colours used for worms, crates etc.. (can't be edited)
16-31    bk1 colours.
32-79    First 48 colours of landscape image.
80-95    Water colours.
96-127   Second 32 colours of landscape image.
128      Transparent.
129-175  bk2 colours.
276-255  Worms+ bar, includes wind/power bars (not shown on remap & can't be edited)


2.6 - Making custom backgrounds
-------------------------------

  If you do not want to use one of the backgrounds supplied then it is possible to
make your own.  They are simply pcx files saved as

C:\GAMES\WORMPLUS\DATA\CUSTOM\GFX\[out].bk1
C:\GAMES\WORMPLUS\DATA\CUSTOM\GFX\[out].bk2

following their own set of rules.

2.61 - The bk1 file
-------------------

  This is the front background layer of which is usually a mountain set. It is
repeated three times along the landscape.

  This is a 320 x 200 pcx file with the extension bk1 instead of pcx.  It is
allowed to have 16 colours which are placed in palette indexes 0-15. Any
transparent colour is index 128 which is usually set to pink (255 0 255).  The
bottom line (pixel row 200) has to be all the same colour, a dark one is best as it
makes the image "fade" into the foreground's shadow.
  The palette indexes will automatically be mapped into the correct position in the
game.

2.62 - The bk2 file
-------------------

  This is the far background layer which has some distant backgrounds and the sky.
It is repeated twice along the landscape.

  This is also a 320 x 200 pcx file but renamed to bk2 instead.  It is allowed to
have 47 colours in indexes 0-46.  There is no transparent colour with a bk2 file as
the top of the image is usually shades of blue and purple for the sky.  It also has
to have the bottom row all one colour.
  The palette indexes will automatically be mapped into the correct position in the
game.

2.7 - Playing your level
------------------------

  In the C:\GAMES\WORMPLUS\DATA\CUSTOM\GFX\ directory you should have [out].pcx.
If you only have this then it will work but you could have three other files 
[out].inf, [out].bk1, [out].bk2. These only affext the way the level sounds and
looks.

 * Click on play game, choose the teams and click start.
 * After it had generated a level press space (where it says LEFT=PLAY * RIGHT=NEW).
 * Now type in [out] without the pcx/inf/bk1/bk2 extension.
 * If all goes well your level should appear.
 * Press the left mouse button to play it.


2.8 - Trouble shooting
----------------------

Q: It generates a normal landscape.
A: They will only work with Worms Reinforcements.
   Place the levels in the WORMPLUS\DATA\CUSTOM\GFX\ directory.

Q: All the worms are at the top of the screen 32 pixels down.
A: Load up your level in the graphics editor and fill the background colour there
   with the colour in index 128. Make it a colour you can see easily.

Q: The level that was previously generated has appeared but faded slightly.
A: The image is not the right size, resize it to 960 x 400.

Q: The bk* files look funny.
A: Make sure they are the right size, have the right number of colours and have
   the right extension (not bk2 instead of bk1).

Q: There is a strange line above the water.
A: This is because the bottom row of bk1 is transparent (index 128). The only thing
   to do is try and hide it by putting a block of the same bottom colour as bk2 at 
   the bottom of bk1, or make the landscape cover it up.


3.0 - Custom Sample Banks
=========================

  A custom sample bank is a collection of sounds together in one package so that
Worms Reinforcements can read them. 


3.1 - Sampling your sounds
--------------------------

  To be able to make a sample bank you must record you sounds and convert them into
RAW or WAV format. The program supplied, BANKEDIT only takes RAW samples, as with
the DOS command line compiler written by Jon Skeet. But the GUI compiler can handle
either RAW or WAV samples.

  Once they have been converted to they must not exceed 760KB together with the
template sample bank you are going to use because they will not work.

  It is recommended that when sampling your own voice you do it all in one go as
your tone will not vary much, but if you come back later you may not be able to pick
up the tone you had before.


3.2 - Sample properties
-----------------------

  The sounds in the game are played back at 15KHz, all of which are 8bit Mono,
Signed samples.

  You can use the 15KHz playback rate to change the way the worms speak.  If you
sample at a frequency lower than 15KHz, say 11KHz to 12KHz then they will be
played back with a higher frequency, thus making them "squeeky" like the original
Worms sfx.  If you want your worms to sound much deeper then sample at a higher
frequency, this reverses the above.

  It is recommended that samples are kept between 60% and 80% of peak volume, if
they are taken any higher, to the point where they flatten at the top then they 
will clip, making them sound distorted.


3.3 Sample list
---------------

0  Revenge             - Injuring a worm that recently injured you
1  Oh dear             - Whilst exploding when out of energy
2  Oi, nutter          - Being hit by own worms
3  Oooff1             \
4  Oooff2              - Sliding, tumbling down a hill
5  Oooff3             /
6  Ow                 \
7  Oww                 - Being hit by a weapon
8  Owww               /
9  Perfect             - Shot taking off close too maximum damage
10 Pop                 - Pulling head out of ground
11 Firepunch           - Physical contact part of firepuch
12 Shotgun load        - Before firing
13 Shotgun fire        - Whilst firing
14 Plop                - Falling in water
15 Stupid              - Getting yourself
16 Take cover          - When a grenade lands nearby
17 Baa                 - Sheep noise
18 Teleport            - Whilst teleporting
19 Traitor             - Damaging own worm
20 Dwoing              - Landing head down after falling
21 Uzi                 - One bullet repeated several times
22 Watch this          - Whilst firing
23 What the?           - When a grenade lands nearby
24 Whoops              - After missing a shot
25 Whoaoa              - Regaining balance after jumping a long way
26 Yes sir             - Confirm action 
27 You'll regret that  - After being hit by apponent
28 Hello               - Selected worm informing you of go
29 Fuse                - Dynamite count down
30 Gravestone rattle   - Noise made by gravestone bouncing, mine ticker
31 Grenade             - When a grenade lands near a worm
32 Jump 1              - "Hup", noise made when jumping
33 Jump 2              - Slightly different tone of "Hup"
34 Hurry               - Warning of low time
35 I'll get you        - After being hit by apponent
36 Just you wait       - After being hit by apponent
37 Kamikaze            - When kamikazing a worm
38 Hee hee hee         - Laugh after placing dynamite and killing a captain
39 Leave me alone      - After being hit by apponent
40 Mine bounce         - Noise made by mines bouncing, clock tick
41 Missed              - Telling opponent about their bad shot
42 Nooooo              - When falling off the edge of the screen
43 Bazooka             - Bazooka sounf effects
44 Blowtorch           - One Burning sound, repeated
45 Boring              - AFter firing no weapons on turn
46 Bungee              - Screamed while using bungee rope
47 Bye bye             - Whilst exploding when out of energy
48 Come on then        - Reminder of your go
49 Teleport select     - Communicator sound before teleporting
50 Coward              - After skipping go
51 Die                 - When firing weapon
52 Hiyarkin            - Fire Punch yell
53 Drill               - One drill cycle, repeated
54 Excellent           - Shot taking off close too maximum damage
55 Bang                - Explosion
56 Bang                - Different Explosion
57 Fatality            - Killing a Worm after a good shot
58 Fire                - When firing weapon
59 Suken               - Umm, when does this happen???
60 First blood         - Said as things start to get rough
61 Flawless victory    - Winning with all worms on max energy!
62 Weeee               - Swinging on ninja rope
63 Woooo               - When directly over ninja rope source
64 Hiss                - Object frying in fire
65 Splodge             - Object falling in martian gloop
66 Airstrike           - Airstrike, crate drop and Reinforcements arriving
67 Collect Crate       - Collecting crate
68 Victory             - After winning a game


3.4 - Converting into raw format
--------------------------------

  To convert the samples into raw format a program called CONVERT has been included 
in the WORMPLUS\UTILS directory.  This is a DOS based program so you need to be at
the DOS prompt to use it.

  Change to the directory where the samples are saved, if it contains only your sfx
files then you can use *.*, but if it contains other sfx then use *.wav or the 
appropriate extension.  You do not need to tell Convert what type of sfx file it is
converting from, only the one too (raw in this case).

CONVERT *.WAV RAW -RAW

this will convert all your sfx and place them in a sub-directory called raw.


3.5 - Making the sample bank
----------------------------

  To make a sample bank you need to load BANKEDIT, also supplied in the 
WORMPLUS\UTILS directory.  You need to change to this directory and type BANKEDIT,
it will load up.

  To start off you need to load a "template" to work with, this can be any of the 
*.sfx in the WORMPLUS\DATA\CUSTOM\SFX directory or the MIN*.SFX in the 
WORMPLUS\UTILS directory.  One of the smaller ones will be best if you have a lot
of speach.  Once you have loaded one, select Edit Sound Set and a menu will appear.
Here you click on each sfx and select the one you want which you saved in the \RAW
directory you made earlier.  If you use the same sfx for more than one sound then
Bankedit will automatically detect it to use the first one instead of putting it in
twice.

  When you have finished all the sfx click on close, then Save a New Sound Set,
change to WORMPLUS\DATA\CUSTOM\DATA\SFX and give the sample bank a name 
([sfxbank].sfx) that is eight characters or less (numbers and letters only).
Now click Save.


3.6 - Getting it in to the game
-------------------------------

  After the [sfxbank].sfx file has been saved to the SFX directory load up Worms
Reinforcemets and select TEAM ENTRY. If you click on your currnet sfx bank it will
change, keep clicking on it until your one comes up.  They are not in alphabetical 
order so it may seem like its not there, but it is. If you overshoot it use the 
right mouse button to go back.  Once you have this selected then click EXIT. When 
you next start a game your worms will be using your sfx bank.


3.7 - Trouble shooting
----------------------

Q: The sample bank is not in the list.
A: As they are not in alphabetical order Worms Reinforcemnets sorts them into 
   standard and custom, you may have to cycle through a few times.
   Check to make sure is in WORMPLUS\DATA\CUSTOM\SFX.


4.0 - Credits & Version Info
============================

Version 1.1
12th October 1996

Author : Worm GOD
E-mail : brianh@globalnet.co.uk
URL    : http://www.globalnet.co.uk/~brianh/wormhome.htm

Worms Reinforcements is (c) 1995/96 Team17
"Tricks of the Worm Guru's" manual (c) 1996 Worm GOD

                    +---------------------------------------------------+
                    |                                                   |
     _              |             Worm GOD - Giver Of Death             |
    |,|___          |                                                   |
   _|_|   \         |                    Brian Hearn                    |
  (___[]  |         |               brianh@globalnet.co.uk              |
       |  /         |                                                   |
      _|_|_         |                 Worm GOD Home Page                |
     /   //\_       |  http://www.globalnet.co.uk/~brianh/wormhome.htm  |
     |  {/_| \__    |                                                   |
     \_ _| _   _)   |           The ORIGINAL "Worm Guru" from           |
       \__/ \_/     |            "Tricks Of The Worm Guru's"            |
                    |                                                   |
                    +---------------------------------------------------+


