DMute V1.3
----------


DMute is an advanced Windows based editor for both the PC, ST and Amiga versions of 
Dungeon Master and its sequel Chaos Strikes Back.

This program has been tested on a variety of platforms, including Win95/98 and
NT, but this should not be taken as a guarentee for all systems. DMute was
designed to run at high resolution (1024x768 - 16 bit colour or higher) but will
run below this but with some loss of information on screen. 

The guarenteed CSB compatibility is in basic map display only - whilst objects 
within the dungeon will be correctly located, the graphics and text displayed 
are those used in DM. Some objects however are the same (e.g. Torches), some 
obviously paired (e.g. DM_gold_coin = CSB_gor_coin) but others are less obvious
- edit at your own risk!

DMute's unique function is in the full editing of the 'dungeon.dat' file as well as
saved game files. This therefore allows you to alter the original dungeon that
is used on start up each time - for the first time new dungeons can be created!
Changes to this file are permanent - take a backup copy before you begin...

This file is a quick run down of the capabilities of the program, and is
not exhaustive. I would be extremely grateful for any comments, suggestions
or anything else that users have about the program. I have spent several hundred hours
programming this, I would greatly appreciate the recognition of use of this 
program in any new dungeons, and for those people who find the program useful
and use it lots to register - send me something appropriate.

Depending on the response to this version I may release an update incorporating users
suggestions and a few other ideas I've had in the mean-time...

George Gilbert
Clare College
Cambridge
CB2 1TL
ENGLAND

e-mail: gmg1003@cam.ac.uk

*****************************************************************************

Introduction
------------

Most things are pretty self-explanatory. Load up DMute, and select the
game file that you want to explore. Once loaded, select levels
from the menu (or press page up/down), and a map for that level will be 
displayed in the main window. 

A big thankyou credit goes to Markus Oberhumer (markus.oberhumer@jk.uni-linz.ac.at)
who worked out the checksums for the ST versions of DM and CSB. Earlier versions
of this program could display the character information, but not save it!


Key
---

The maps are mostly fairly straightforward. Black for walls, light grey for 
corridors, shaded for false walls, 'U' for stairs up, 'D' for stairs down,
blue haze for blue hazes etc!
 
Doors are marked as a bar across the corridor - all the way across for
shut, with a gap for open, jagged for hacked. Pressure pads look like pads, 
pits look like pits (shut pits are shaded, invisible pits red).

Teleporters are marked with a grey diamond on the floor. Those that
are switched on dark grey, those that are off are light grey.

Moving walls (those that appear/disappear when a switch is pressed) are
marked by a dotted diagonal cross - grey on black for a wall that's there, 
black on grey for one that isn't.


Display
-------

The program runs best in quite a high resolution (1024x768 or better) but if
your graphics card/monitor is not capable of this, I've included a toggle 
(available from the main menu) that allows you drop down the size of the map
by a factor of two. This is not at all recommended unless you have to...


Dungeon Features
----------------

Many parts of the dungeon have additional features that are also marked on
the map. These are divided into several categories and distinguished by
different coloured markings.

Colour		Feature

Grey		Wall Item (e.g. Key hole, lever, alcove, text)
Red		Monster (e.g. Screamer, Mummy, Rock Pile, Chaos)
Silver		Weapon (e.g. Sword, arrow, wands, staffs)
Brown		Clothing (e.g. Clothes, armour, boots, helmets)
Blue		Potions (e.g. Flasks, VI Potion, Ven Potion, Ful Bomb)
Yellow		Chests
Green		Misc. (e.g. Food, keys, scrolls, gems)

Moving the mouse pointer over any square will bring up an image and 
description of all the items there. Moving the mouse pointer over an
active component (e.g. button, lock, teleporter, pressure pad) will cause an
an arrow to be displayed depicting the focus of that object. For teleporters
this is the destination, for locks it's the door that it opens etc. If an
active item requires an object to be activated (i.e. a lock needs a specific
key) then a picture of that object will appear next to the picture of the 
active component itself. The contents of chests and objects carried by
monsters are also shown to the right of the main picture.


Search
------

Selecting 'Find Object In Dungeon' from the main menu activates a search
through all the levels for a specified object. Select what you want from
the pop-up menu and the items will appear highlighted on the map. Deselect
the highlighting at any time by pressing the space bar.


Mutating Objects
----------------

Dungeon features can be edited - mutated from one object to another 
(hence DMute). With the mouse pointer over an item/monster their images will 
be displayed on the right hand side of the screen. If there are several objects
on that square then they'll all (up to 64 of them) be displayed in a list. 
To edit the contents of a square, press 'E' whilst the mouse is over the relevant
tile. This will bring up a menu allowing you to change the type of object, it's
location on the tile, and as a last resort, edit the hex codes directly.

After selecting from the editing menu a separate screen which will allow you to 
mutate objects - e.g. change a Screamer into a Mummy, a Falchion into The Inquisitor, 
or Worm Rounds into Dragon Steaks. Just select the object you want from the list 
given (for potions you will also have to select a strength). The same
things applies to the active components, and a screen will come up allowing you to
change their properties (e.g. for a lock you can change it's appearance, the key
it takes and which door it opens - for a teleporter you can change it's destination
appearance and what it transports).

As a series of shortcuts, if you want to edit the first (topmost) object press the 
key '1', the second (next one down) press '2' etc [left clicking with the mouse is 
equivalent to pressing '1']. The position of an object on the tile can be altered 
by pressing 'P' before the number of the object, and the hex editor is activated 
by pressing 'H' then the number - both 'P' and 'H' act as toggles.

These alterations not only apply to items on the floor, but those in alcoves,
carried by monsters, or elsewhere on the map - this includes the mirrors
in the Hall of Champions...

Please note that only a certain number of monster types can occupy each level
(this number varies on each level). If you select too many then when the game
is loaded the 'extra' will die immediately. You therefore must select 
'Check Level Integrity' from the main menu before saving - this will
quickly check that the file is OK, and if not, it will explain exactly which
monsters are causing the problem.  

Some objects that appear in the source code for DM do not appear in the
game itself. I can only presume that these were left over from development
and not removed when the game was released. DMute allows you to access these
objects and place them into the dungeon. Some of these objects perform as
expected (e.g. Power Towers, Dex Helm) but others show no obvious function.


Arbitary Editing
----------------

The fun bit.

Simple map features can be toggled by clicking on the relevant square with
the mouse. Doors, pits and moving walls open and shut, teleporters switch
on and off and walls turn to corridors (and vice versa).

The basic tile type can be changed by pressing 'T' with the mouse over the
required tile. Note that this can only be done when there are no objects on the
tile surface. Objects can then be added to the tile by pressing 'A'. Note that 
there is a limit to the number of objects of each type allowed in the dungeon -
if you want to add a new object, you must first delete (press 'D' with the mouse
over it) one from somewhere else.

The object can then be mutated (as above) into whatever you want...


INI File
--------

When DMute first loads, it searches for an ini file to initialise a number
of personalised paramaters. These include the directories to search through
for save game files and character portraits. In particular, there is an
option to allow you to choose how the levels are labeled, with the Hall
of Champions being level 0 or level 1.


Other
-----

For ease of moving objects about the dungeon, there's a simple copy/paste
function. Pressing 'X' cuts and copies the entire contents of the square 
below the mouse pointer, this can then be pasted *once* to any other location
by pressing 'V' over the relevant square. Note that you won't be able to cut
again until you have 'pasted' any previous 'cut' square (i.e. it's more like
a lift and drop function).

The current location of the party is also shown when editing a save game file 
(Note that the 'dungeon.dat' files don't include a party location) by a 
multi-coloured ring. To move the party about simply press 'M' with the mouse pointer 
over the tile where you wish the party to go to.

When the mouse is over the map, at the bottom of the screen you will also see 
a sequence of numbers, the 'Global Offset'. This is an internal number which
DM/CSB uses to uniquely identify each tile in the dungeon, and incorporates
the horizontal level offsets (i.e. the levels aren't stacked directly on top
of each other). For those of you that design new levels, this should help in
aligning stairs and pits between two levels, as two tiles that lie above
each other will always have the same global offset x and y values.

The character editor is souped up compared to previous releases of DMute - not
only can you alter character stats, experience levels and items carried, but
the portraits themselves can be loaded, edited and saved in a format compatible
with the original CSB utility disk! (Thanks to Markus Oberhumer for the original
DM and CSB images)

The Dungeon Master core engine allows for a truly vast number of subtle
varieties for each object. DMute allows you to edit many, but not all, 
of these features - for those of you who wish to design complex dungeons 
then I've included a simple Hex editor in the code - Press 'H' and the 
number of the object - and these features can be activated. You can learn 
what does what just by looking at examples from the original dungeon...



George Gilbert
(gmg1003@cam.ac.uk)

4th May 1999 