

                        LEMEDIT version 1.0 user manual
                        ===============================

        Contents:
        ---------

                1. Introduction

                   1.1 - License Agreement
                   1.2 - Legal Notes
                   1.3 - Introduction to Lemmings
                   1.4 - Introduction to LemEdit
                   1.5 - LemEdit Installation

                2. Functions description

                   2.1  - Workbench and Context menu
                   2.2  - Main Menu plus Direct controls
                   2.3  - Files Menu
                   2.4  - Prefs Menu
                   2.5  - Edit Menu
                   2.6  - Misc Menu
                   2.5  - General Menu
                   2.6  - Skill # Menu
                   2.7  - Terrain Menu
                   2.8  - Objects Menu

		3. User Guide and How to ... section

		4. Troubleshooting

		5. Greetings


                               1. Introduction
                               ===============


      1.1 - License Agreement
      -----------------------

         Important
         ---------
         By using this software, you accept the following terms of this
         License Agreement. If you do not agree with the terms below, please
         do not use the software.

         Warranty
         --------
         This software is supplied "as is" without warranty or representation
         either express or implied with respect to the program or its
         documentation including their quality, performance, merchantability,
         or fitness for a particular purpose. In no event will VTM Software
         or any of its agents or assigns, or any organization distributing
         LemEdit on its behalf be liable for direct, indirect, special,
         incidental, or consequential damages arising out of the use of, or
         inability to use the program.

         Ownership
         ---------
         VTM Software retains the ownership of the downloadable software
         package. It is licensed to you for use under the following
         conditions in the sections below:

         Grant of License
         ----------------
         You have the right, and in fact you are encouraged, to distribute
         copies of LemEdit. You may assume you have our authority to
         distribute this product version, unless we explicitly tell you
         otherwise. It must, however remain in its original, unmodified
         state, and all its constituent files must be included. No one may
         charge for the product itself. This product is Freeware and it will
         remain as such.

         This license is effective until terminated. You may terminate it
         by destroying the software, the documentation and copies thereof.
         This license will also terminate if you fail to comply with any
         terms or conditions of this agreement. You agree upon such
         termination to destroy all copies of the program and of the
         documentation.

         Restrictions
         ------------
         You may not rent, sublicense or lease the software or documentation,
         including translating, de-compiling, disassembling, or creating
         derivative works. You may not reverse-engineer any part of this
         software, or produce any derivative work.

         Termination
         -----------
         This license and your right to use this software will automatically
         terminate if you fail to comply with any provision of this license
         agreement.

         Rights
         ------
         VTM Software retains all rights not expressly granted. Nothing in
         this license agreement constitutes a waiver of VTM Software's rights
         under the U.S. copyright laws or any other Federal or State law.


      1.2 - Legal Notes
      -----------------

         - LemEdit(tm) is copyrighted and it is a registered trademark
           of VTM Software ltd. .

         - Lemmings(tm) games are also copyrighted and are property of
           Psygnosis Corporation.

         - Lemmings compression scheme is probably copyrighted too and
           owned by DMA-Design.

         - All product names mentioned in this software and document are
           trademarks or registered trademarks of their respective owners.

         - You may not charge money for any of You made Lemmings Original
           levels without previous contacting Psygnosis and getting
           their permission.

         - In case of misunderstanding send questions via the e-mail address
           set out in the Troubleshooting section below.


      1.3 - Introduction to Lemmings
      ------------------------------

           There are only few games which are world known and still amusing
        after years. And even less games You can play on almost every
        computer platform. One of those treasures are surely the legendary
        Lemmings games. After years they are still being re-released.
           Lemmings are mostly treated as a strategy game. You have to
        more think than quickly move Your fingers. But still You will have
        to become very handy sometimes to finish the level.

           Lemmings Original games consists of more levels sorted in few
        difficulty classes. Your task is to complete each level with enough
        saved Lemmings and so advance in the next level. Once You have
        finished the level successfully, You get the level code, which You
        can use to access next level immediately. The game's story simply
        says save lemmings on their voyage through various caves.

           The structure of all levels is similar. There is some ground,
        on which lemmings walk, one or more trap doors, whereof they fall,
        small gate as the exit from the cave they need to jump in and
        sometimes water or traps which will kill Your lemmings when they
        get in touch with them.
           After opening the trap door all hangs up You. All lemmings fall
        from the trap door and after landing on ground start mindlessly
        walking forward. They do not care whether they drown, fall down from
        a cliff or if they get out of level borders so You will loose them.
        It is Your task is to assign some lemmings one of the eight skills
        in right order on right places so the required amount of them will
        end in their home. There is also a time limit which forces You to
        find the fastest possible way.

           There are eight skills You can assign a lemming to save the rest.
        What makes the game more difficult is that You mostly have limited
        amount of each skill so one mistake means level restart. Now follow
        short descriptions of all lemmings tasks.

           Climber  - this lemming can climb on perpendicular walls. Where
                      other lemmings change their walk direction, a climber
                      tries to continue until it reaches the ceiling or other
                      horizontal platform. This skill is permanent.

           Floater  - where the fall is getting fatal for other lemmings,
                      a floater pulls out an umbrella like a parachute and
                      softly land on the ground. This skill is permanent too.

           Bomber   - this skill is the worst one. You adjust a time bomb on
                      a lemming and after five seconds it will blow up to
                      save the lemmings nation. Of course it will die during
                      the explosion, so You will loose it. Sometimes You have
                      to use bombers to remove parts of terrain, but I think
                      it is sad solution.

           Blocker  - once You assign a lemming the blocker skill, it stops
                      on place it stands and will not let the other ones go
                      further. This skill is also permanent, but You can use
                      small trick to return the lemming into its natural
                      state. When You remove the ground under the blocker, it
                      will fall and after landing it walks like others again.

           Builder  - a builders task is to make a stairs in direction it
                      walks to let other lemmings continue over water, trap,
                      etc. . But the amount of stairs steps it can build is
                      limited and often You have to assign the same lemming
                      builder skill more times to reach desired location.

           Basher   - this task enables lemming to rake a horizontal corridor
                      through the ground. Time to time Your basher will get
                      in touch with iron plates, which it can not remove.
                      Do not get fooled, it is the author intention to
                      disable the "simple way" . A basher will not stop alone
                      until it will reach the other side of hill or bash the
                      air. You can stop it by re-assigning it another
                      non-permanent skill.

           Miner    - like bashers creates horizontal corridors, miner makes
                      under same conditions the corridors going diagonally
                      down. No big differences between these two skills.

           Digger   - and like a last one skill there is a digger, lemming
                      creating a corridor vertically down. Same conditions
                      like the two above. Be careful not to dig too deep
                      holes, so Your lemmings will not alive the fall on the
                      hole bottom.

              These eight skill You can assign Your lemmings directly but
           there are few more "skills" describing current state of a lemming.

           Walker   - saying rather an ordinary lemming. It just walks and if
                      can not continue, changes the direction. These lemmings
                      especially tend to commit a suicide if You do not care
                      what they are doing.

           Faller   - this lemming just falls. Nothing bad if the fall is not
                      too long. You can save it by giving it the floater
                      skill. It will save it immediately.

           Athlete  - You can gain an athlete by giving the same lemming the
                      climber and floater skill. But attention, although
                      lemming athletes seem to be self-sufficient, they can
                      not swim. Quite bad for an athlete.


              As the Lemmings glory rose, more Lemmings versions were
           released. The number of Lemmings Original games stopped on ten.
           Ten different versions, some full, some demos are listed in the
           table. First name, then release date and last amount of the levels
           You can find in the game. Comments to the table are below it.


            Lemmings Demo                - released 1991 -   4 levels
            Lemmings Retail              - released 1991 - 120 levels

            Oh-No! More Lemmings Demo    - released 1991 -   5 levels
            Oh-No! More Lemmings Retail  - released 1991 - 100 levels

            Xmas Lemmings Demo 1991      - released 1991 -   4 levels
            Xmas Lemmings Demo 1992      - released 1992 -   4 levels

            Holiday Lemmings 1993 Demo   - released 1993 -   4 levels
            Holiday Lemmings 1993 Retail - released 1993 -  32 levels

            Holiday Lemmings 1994 Demo   - released 1994 -   4 levels
            Holiday Lemmings 1994 retail - released 1994 -  64 levels


               The main version difference can be found between "summer" and
            "winter" lemmings. In the four first versions in the table above,
            You will see lemmings as green-haired creatures in blue overalls.
            In the Xmas and Holiday versions, the lemmings wear red coats
            and red caps with white tops like small Santa Claus. Also there
            are no traps nor water in Xmas and Holiday versions. Certainly
            the christmas fireplace nor jumping snowman will not kill Your
            lemmings. Christmas is a time of piece.
               Next thing to mention is that in Lemmings Retail version there
            is 120 levels, but only 80 different caves. Some caves are
            doubled, this means You play on the same ground but under other
            conditions.
               And as a last comment to "versions table" will point out,
            that the Holiday 1994 version contains 64 levels, but only 32 of
            them are brand new. The rest is a bonus from the Holiday 1993
            version and the same as the year before.
               Of course the levels You can play in demos You will find in
            the retails. This is nothing new for anyone.

              This small introduction is rather a lighter manual version. You
           have to play Lemmings game to love it, not read the description,
           but once it is here for all people who never played this games
           so be it. Let the theories for scientists and make some practical
           steps like won levels.


      1.4 - Introduction to LemEdit
      -----------------------------

           The Lemming Original games are as nice as a man can wish, but
        there is something what became a standard in last years but what
        they miss. This is the level editor. Although it is strange, the
        original DMA level editor is not available to wide Lemmings players
        public. It was not distributed along with the game and during the
        years DMA did not release it, because it seemed them too difficult
        to handle . Strange, isn't it? My own opinion is that it was (and is)
        just a "marketing tactic". But what can an ordinary player do when
        the international corporation's policy is so restrictive? LemEdit
        gives You the helping hand and it will try to bring back the old
        Lemmings glory back on the light.
           Because LemEdit is an unofficial editor it is not supported by
        Psygnosis nor DMA ( maybe I will get in some troubles with them ).
        It works only on authors exploration and discoveries basics. I do not
        have any documents nor source code from DMA. It is was and is just
        the try-error method which has build up the Lemmings Knowledge Base.
           On the other hand, LemEdit is created quite professionally and
        gives You possibility to incorporate every level feature in Your
        work. Also the non-commercial Lemedit origin make the touch with its
        author tighter and more dynamic. One day You announce a bug and the
        other day You can download new version fixing it. LemEdit is a real
        web-based software and I need to be in contact with its users to
        make the program as useful and stable as it can be.

        Lets point out some LemEdit highlights :

        + User friendly graphic interface ( GUI )

          A standard in all professional applications, not as common at
          "amateur" game editors. If You are common with Windows or X-windows
          or even with Amiga's Workbench, You are able to work with LemEdit
          without reading any manual. The same controls shapes gives You
          a feel of known and You do not have to learn nothing new.

        + LemEdit is powerful level editor

          LemEdit is a WYSIWYG ( "What You See Is What You Get" ) editor.
          This rapidly simplifies level editing and debugging. Your level
          is displayed in exactly the same manner as You will see it in
          Lemmings game window. No level feature known to me is hidden before
          You as the user. If You find something what can not be done, it
          is not my fault. It is the game itself limitation. ( Except some
          things LemEdit will not allow You to do to prevent the game crash).
          What is allowed, LemEdit can do.

        + Extremely low machine requirements

          You do not need to buy new Windows version to run LemEdit. It will
          run on old 286 with 1 MB RAM and DOS 3.1 . LemEdit requires almost
          the same as Lemmings games require. This makes it 100% compatible,
          although it can be slow on older processors. For full system
          requirements listing look Installation paragraph below.

        + Highest possible level compatibility

          LemEdit is compatible with all Lemmings Original versions (See the
          version table in Lemmings Introduction paragraph above for full
          versions listing ). This is not as surprising when think about it.
          The games look quite similar, the skills are the same, nothing
          special, but it is comfortable, isn't it?

        + LemEdit is Freeware !!

          As a beloved game editor was LemEdit made to please its author and
          all real players around. It was not intended to make me richer nor
          more famous. Therefore it is freeware available to everyone. I do
          not refuse donations, but I do not require them. Eh, let it be.
          Just take Lemedit as it is, check out sometimes if a new version is
          available and as first of all create new levels.

           So now You are informed generally about LemEdit, the Lemmings
        Original games level editor. To proper usage I encourage You to read
        Installation paragraph and the main manual part Functions description
        to use LemEdit power on 100%. Best wishes in level editing.


      1.5 - LemEdit Installation
      --------------------------

           The installation of LemEdit is as simple as possible. LemEdit is
        distributed via web in a ZIP archive. Firstly I recommend You to
        insure Your LemEdit version is the newest one. Many problems could
        be fixed in the new versions and You can avoid them so. If You get
        LemEdit from some other source as web, inform Yourself about the
        download date.
           Next step is unzip the archive. If You use for example PK ZIP,
        type on DOS command line "PKUNZIP LEMEDIT.ZIP" . This will unzip
        all files from the archive into current directory. The original ZIP
        archive contains these three files :


           LEMEDIT.EXE - THE executable, object of Your interest
           LEMEDIT.DAT - necessary datafile, LemEdit can not run without it
           LEMEDIT.TXT - This file, containing LemEdit manual and other stuff


        The files "LEMEDIT.EXE" and "LEMEDIT.DAT" must reside in the same
        directory. This directory should be one of Your Lemmings directories.
        For example if You have Lemmings in "C:\LEMM", copy LemEdit there.
        The reason is that LemEdit requires the Lemmings graphic files to
        display the levels. If You do not want LemEdit to be in Your Lemmings
        folder, copy all "VGAGRx.DAT"s ( or "GROUNDx.DAT"s ) and all those
        "GROUNDxO.DAT"s in LemEdit directory. This will assure full Lemedit
        functionality. Do not mix the graphic files from different Lemmings
        games versions, unexpected problems may occur.
           And as the last make all necessary to run LemEdit. Here is the
        complete LemEdit system requirements listing :

           - Intel 80286 or better 100% compatible processor
           - Machine and BIOS compatible with IBM PC-AT
           - 540 kB of free conventional memory
           - VGA or MCGA graphic card and BIOS able to display 256 colors
             in 320x200 resolution
           - Disk operation system fully compatible with MS-DOS 3.1
           - Microsoft compatible mouse and mouse driver
           - About 250 kB disc or floppy space
           - At least one of supported Lemmings Original games

        When Your computer meets these requirements, LemEdit should run
        flawlessly and as fast as possible. Simply type "LEMEDIT" on the
        command line. No other setup utility is needed to execute before.

           Attention! LemEdit is made as a pure DOS program. Although it can
        be run from Windows, it is not recommended to do so. When You want
        to run Lemedit, shut down to DOS mode. Otherwise may special problems
        occur, even LemEdit can be terminated by Windows. If You observe
        problems when running LemEdit under Windows, which do not appear
        in DOS mode, please do not send me bug reports.

           If You are sure You have done everything written here, but still
        some kind of problem will not let You use LemEdit properly, please
        refer the Troubleshooting chapter.

Note: When downloaded from Lemming Crazy, Lemedit comes with the nessecary
GROUNDxO.DAT's and VGAGRx.DAT's.


                            2. Functions description
                            ========================


      2.1 - WorkBench and Context menu functions
      ------------------------------------------

           Maybe the best is to explain why I named the main editing place
        with such a name - Workbench. This name is taken from Amiga and it
        describes something very similar to Window's desktop. I did not want
        to call the area Desktop and because Lemmings were originally created
        for Amiga, I borrowed the name form it. I hope it is not as much
        irritating, rather get used to it, I would refer to workbench many
        times in following lines. Simply workbench in LemEdit is the screen
        area where the Lemmings level is displayed and editable. Below the
        workbench You see the main menu, the menu which leads to all LemEdit
        functions, but this we will discuss later.
           Now I need to explain a bit of level editing theory. It could be
        boring, but believe me, You need some basic knowledge. First You
        should know is from what the level actually consists. This is not my
        idea to divide the level parts ( if I say level part, I mean anything
        You can place in the level ) in three groups, but a consequence of
        DMA Lemmings Original games level file format. I gave it only the
        names, because I do not want to call it "thing01" .
           So, which three groups of level parts do we have? Primarily is
        here the group of interactive objects. They are interactive, because
        they may react on a lemming, when it gets in touch with them. Basic
        examples of interactive objects are all traps, water, the exit house,
        the trap door whereof lemmings fall and even some level "decorations"
        which can lemmings freely pass through.
           The next group of level parts is the big one and fundamental group
        of terrain pieces. The terrain pieces are the smallest parts You can
        use to create the level landscape. On the terrain pieces lemmings
        walk, through the terrain pieces they bash and sometimes die when
        falling from big height. Terrain piece is not anyway animated and
        does not react on a lemming presence. Just sits and looks around.
           And as the third part we have here the steel areas. Although You
        may think the steel areas are created by those iron plates, it is not
        true. The iron plates are just a terrain pieces looking so and their
        "magic" characteristic are created by invisible steel areas placed
        over. If You would not place a steel area over such a plate, the
        lemmings can freely bash it through or make holes in plate by
        exploding on it. All essential is for eyes invisible ...
           A good idea is to mention what a level should contain to be at
        least playable. First You need to place the trap door somewhere in
        Your level. I suppose You do not want the lemmings to fall from top
        left screen corner. And the next important thing is to not forget
        include the exit doorway. Maybe it sounds funny, but is not. Also
        a good level should have a solution. Making an unbeatable level
        because of solution loss is not a great artwork. It just shows that
        author is at least a bit stupid. The conditions in level like time
        and lemming skills amount play a great role too, but the functions
        handling them will be described later. If You still remember, we
        wanted to talk about workbench.

           Well, because the lemmings level is pretty long, we can display
        on the screen only a cut-out and the bigger rest is out of borders.
        Solution? Simple scrolling. As You surely notice, the cursor is the
        traditional arrow following Your mouse moves. Now how to make the
        screen scroll. Simply try to push the cursor out of screen either on
        left or right side. Soon You will see the results. The cursor will
        morf into a flash pointing in direction the screen shifts. Stop the
        scrolling by placing the cursor back somewhere not so near borders.
        To observe the effect properly You need to load a level, because what
        can You see if there are no level parts to display?
           Yes, this is a non-logical jump, but I please You first to load
        a Lemmings game level in the editor and only then continue reading.
        The purpose is very clear. You must have something to work with. If
        You are not sure how to load the level, please look below in the
        chapter describing the files menu. Continue reading only when You
        have already loaded at least one level successfully. So now I suppose
        there are some level parts on Your LemEdit workbench.
           To perform an action on a level part You first need to select it.
        There are more ways how to select a level part, but the simplest
        one is to click on it from workbench. If the part is selected, You
        see a red-blue pulsating frame around it. This frame marks the
        current selection. In the first LemEdit release are not allowed the
        multiple selections, so only one level part may be selected at time.
        If You find it awful, well it is, but You see, this software is
        being developed by only one person and I can not implement all at
        once. If there is no a level part under cursors blinking hot spot
        and You pressed the left mouse button, the current selection is
        cancelled and nothing is selected.

           Now it is a good time to say what all describes a level part.
        As a first we already talked about is to which level part group it
        belongs. Then it is so called type number. A type number determines
        how the level part would look like. I am sure You know that there is
        for example water and trapdoor. Although they both belong to
        interactive objects, each looks differently and the type number is
        the reason.
           Then the level part is surely described by its coordinates. Each
        part has its own X-position and Y-position attached to the level area
        grid. Maybe it is good mention that here are few limitations and not
        all possible positions are really allowed. The first limit is because
        of DMA Lemmings Original level file format, with this I personally
        can not do anything, if You would not respect it, the game would
        crash or it is just impossible to store such an information in the
        level file. The second limitation is my own idea and I think it is
        quite reasonable. Simply is says You can not have level parts out of
        level area borders. LemEdit will not let You move any level parts
        so, that it exist outside borders and would be invisible. Such a part
        is useless, just takes a place in memory. If You do not agree, we
        can discuss about it. LemEdit also gives You a management tool to
        delete all level parts outside borders without any effort, because
        it is fully automated, but this will be described later.
           Back to DMA level parts positions limits. As a first we will
        describe interactive objects position limits. Both X and Y
        coordinates must be in range from -32768 to +32767 . This is not a
        problem, if You consider the visible level area is only 1584x160
        pixels. A bit worse is that X-position number must be dividable by
        eight. If it is not, the number is rounded down and the object is
        displayed on the rounded position. Simple conclusion. First place the
        interactive objects and only then tune pixel by pixel the positions
        of terrain pieces. Doing it viceversa is sometimes impossible. The
        Y-position can be any number in given range.
           The terrain pieces have their position limits different. The
        terrain piece X-position can be any number between -16 and 4079.
        The higher limit is enough, but the lower one You will find sometimes
        very unhappy. We must simply accept it. The terrain piece valid
        Y-position is between -256 and 255, without any other restrictions.
           And finally the steel areas. Their position limits are different
        too. Steel area X-position can be a number between -16 and 2028 .
        Steel area Y-position range is from 0 to 508 . Quite reasonable, but
        there is one more condition. Both X- and Y- positions must be a
        numbers dividable by four, otherwise they are rounded down.
           Here comes the LemEdit position check to play. LemEdit checks
        automatically, if the level parts reside on correct position and it
        will not let You enter an invalid level part position. Although it
        checks if You are not placing level parts outside visible level
        borders, so You do not have to bother with those numbers. What You
        as user will see is that something just does not go.
           This section is quite important please read it rather twice, it
        contains necessary information. Everything is clear, until two level
        parts lay over themselves. Then one of those two will overdraw the
        second one. We have now in the level two layers. And there can be
        even more layers, theoretically as much as the maximum amount
        of level parts in given group. What are the amounts ?
           The Lemmings Original level can contain 32 interactive objects,
        400 terrain pieces and 32 steel areas. If You would try to add any
        level part above limit in its group, LemEdit will tell You it is
        impossible. You just can not store more things in such level format.

           But back to layers. You can have up to 400 terrain pieces stored
        in an array inside the level file. What determines which piece will
        overwrite previous ones is the position in this array. The first
        piece starts on a blank screen. Here is not problem. The second will
        be drawn somewhere in the level and here is some probability it
        can overdraw the first piece. And so it continues until all pieces
        are displayed. Here is important the position in the terrain pieces
        array. The higher number, the lower chance to be overwritten. The
        object with number 399 can not be overwritten anyway. So we can say
        it lies on the top and the rest is lower and lower and the object
        stored on the array beginning lies on the bottom.
           Actually we have added to X- and Y- coordinates the third one.
        The ordinal number, or as I call it, Z-ordinal number. Now is the
        level part fully described. The higher Z-order it has, the less other
        parts can overwrite it and the easier is to select it. It is just
        like a box with papers. It is simple to pull out the paper on the
        top, just take it, but if You want to access the papers on the bottom
        You must first remove the top ones. The same with select-by-click.
        If You click You will select the top terrain piece, the piece with
        highest Z-ordinal number. If You want to select by click the pieces
        under, You have to shift the top pieces away and only then You can
        be successful. Surely this can be sometimes quite impossible, so
        LemEdit tries to be helpful and it has some special function, but
        they will be described later. Now it is enough to say that when You
        click on an place where to pieces lay over, the one with higher
        Z-ordinal number is selected.
           The last comment to Z-order topic is what decides when a terrain
        piece and interactive object lay over. When displaying the level,
        the interactive objects are preferred. First the terrain is drawn,
        then interactive objects. When selecting, You can choose whether
        You want to prefer to select the terrain piece or interactive object.
        This can be done via preferences menu, which is described below.

           Now You should understand the way the level parts can be selected
        and the description of what everything You can with mouse on
        workbench follows. As a first we talked quite long is the selecting.
        Click on a part to select it, click on free area to cancel current
        selection. If more parts are under cursor hot spot, the one with
        highest Z-order is selected. If You have already a terrain part,
        selected, when You click inside the selection box, the selected part
        is preferred above all with no regards to Z-order or part group.
           The next very handy workbench ability is the drag move support.
        Click on the object, hold left mouse button down and use mouse to
        place the selection on desired place. There can not be any simpler
        way how to change selected part position as this. Surely, LemEdit
        cares automatically about position limits, so do not worry, if You
        move cursor with steel area selected by three pixels and nothing
        happens. It is not a bug, but the only possible solution. When You
        click and hold the left button, the cursor will morf into a small
        hand with finger pointing on place You have started to drag. As long
        as You see this hand, You can move with the selected part. After left
        button release, the cursor will morf back to an arrow.

           And something for people used to work with Windows. The workbench
        handles the right-button click as Windows. This means when You click
        with right button on a place, the selection first changes like at
        left button select-by-click and then a short menu pops out. This menu
        I call context menu and it is very similar to Windows desktop context
        menu in a way that it changes depending on a group the level part
        belongs to. There is one menu for right-click on clear area, another
        one for interactive objects etc. Now I will describe those different
        menus in bigger details.
           I suppose You will be mostly using the context menu on clear
        places. Right button click on a clear place will bring up a menu with
        following options. On the top You will see |NEW INTER. OBJECT|
        button. Clicking on this button leads to another menu handling the
        interactive objects adding. For more details please see the the
        objects menu description below. The same with |NEW TERRAIN PIECE|
        button. This will also bring up a menu, which will let You to add
        a new terrain piece. For more details read the terrain menu chapter
        below. The third button to this group will let You add a generic
        steel area in the level. More details available in edit menu chapter,
        paragraph about special functions, exactly |ADD STEEL AREA| button.
           What those three buttons have common is a bit different behavior
        as adding level parts via standard menus. When You add a level parts
        using the standard way, the part is places in the center of screen.
        If You use context menu to add a level part, the parts top left
        corner is set up on the place the cursor hot spot was. The level part
        position will be the same as the cursor hot spot position in the time
        of right button click was. This is sometimes very handy.
           And finally the last button is |FAST SCREEN JUMP| . This will let
        You change very fast the cut-out of level You see. To fully
        understand all features this function offers, please refer to misc
        menu, exactly the |FAST SCREEN JUMP| button. In that paragraph is the
        fast screen jump menu described properly.
           What happens if Your right click is performed on a level part or
        on inside the selection frame? The menu has a bit different look and
        strictly refers to level part group. There are instead of add
        something buttons another three button called properties, replicate
        and remove. The titles are quite self-explaining. If You want to know
        further details, see edit menu description and appropriate button
        paragraphs. As at adding level parts above, there is a difference,
        where the new part created by replicate function will appear. Using
        edit menu will place it in the screen center, using context menu will
        place it on the former cursor hot spot position.

           This was a short description of all workbench functions. If You do
        not agree with the word "short", look closer and You will see there
        is lot of level parts theory, but the real workbench functions guide
        consists of few paragraphs. There are no more workbench functions
        ( remember, it handles only mouse ) , but still a piece of theory
        remains. Not as important as the previous were, but it is good to
        know, that it is possible.
           Topic of this section are the displaying flags. Displaying flags
        is my name for a few bits, which decide how the whole level part is
        drawn on the screen. Now maybe it is good to say it touches only
        interactive objects and terrain pieces, the steel areas are in the
        Lemmings game invisible. Three different displaying flags are ready
        to change look of selected level part. Two flags are identical on
        both part groups, the third one gives different results.
           The first of displaying flags available on both visible level part
        groups, is the No-overdrawing or shortly No flag. Changing the flag
        state can be done by checking/unchecking the checkbox in properties
        menu or switching the direct controls |No| switch. But this will be
        described later, now what it actually does. As You remember, we
        talked about the Z-order. The level part with higher Z-ord will
        overwrite everything with lower Z-ord. The No flag helps You in the
        way that the level part with No flag set, will not overwrite the
        parts with lower Z-ord, it will just draw itself on places, where
        the screen is black. It is maybe difficult to understand from the
        text, so I encourage You to experiment a bit and You will see alone,
        that it is simple. Even if an interactive object has the No flag set,
        it will not overwrite the terrain. This sounds good, no? If two parts
        from same group has the No flag set, You will see the one with lower
        Z-ord. It is because it was drawn on the black and then came the
        second part and there was already something. As I said, play with it
        and You will see.
           The second displaying flag common to both groups is the one funny
        called upside-down or shortly Ud. To explain this displaying flag is
        much more simpler as the one above. If this flag is set, the level
        part will be draw upside down, just imagine the snowman attached to
        the ceiling or even a small lake above poor lemmings. It could look
        quite funny. It is up You how You would use it. Sometimes it is
        necessary to use this flag, because for example some diagonal lines
        are in the set only in one direction and You have to flip them to
        gain the other one. How to change this flag state is written in
        direct controls or properties menu description in their own sections
        below. Cool feature, the only pity is there is nothing similar to
        mirror the level part horizontally.
           The third flag behaves at interactive objects differently as at
        terrain pieces. Once are those objects preferred, so we will describe
        their flag first. The flag is called Ground-only or with Gr shortcut.
        As You maybe already guessed, setting this flag will force the
        interactive object to display itself only on ground, this means on
        places covered by terrain pieces. On the black are not the pixels
        of such interactive object displayed. This is useful mostly for the
        one-way arrows. As You surely know, they are displayed only on the
        level terrain. This is all what the Gr flag is capable to do. Nothing
        outstanding, but if it is here, LemEdit is able to use it.
           And finally the third flag for the terrain pieces. This flag has
        name Black-color and its shortcut is Bc. It is extremely useful,
        because it will force the terrain piece to display all its colors in
        black and so You can make for example empty holes in other terrain
        pieces or just cut off redundant parts of some other piece by placing
        a black-color piece over them. The black color in such piece is still
        treated as transparent, but all other colors will get the ability to
        be drawn black. I advice You again to take time and try it. You will
        see, it is really great feature and very simple to handle

           This is all for now to workbench and context menu. I hope it is
        not too much difficult to handle them. It was my aim to create editor
        as simple and powerful as could be. I inspired a lot from Windows and
        the GUI is on some exceptions almost identical. The description of
        workbench could be probably more consistent, but I needed to explain
        also the level parts theory. If I would store workbench description
        apart from this theory, everyone would skip the theory section and
        then will not be able to understand the sometimes difficult to
        imagine paragraphs.
           If You think it would be better to rewrite this manual section,
        I will appreciate any comments. I suppose You should not have any
        problems, because of the native control way, but if You do, use the
        e-mail address on the document bottom to report any bug or just ask
        if something seems to be strange or non-logical.


      2.2 - Main Menu plus Direct controls user guide
      -----------------------------------------------

           The main menu is the stripe with buttons and text boxes on the
        screen bottom. As its name says, You will use this menu to access all
        LemEdit functions. The main menu also includes the set of very handy
        so called direct controls. First You probably would want to know is
        how to quit LemEdit without using Your computer's reset button. There
        are more ways, but I think You will be using mostly these two. The
        first is to press on workbench the Esc key, the second is to click on
        the most right button. Probably it is hard to read, but it has the
        |EXIT| caption. Anyway, after using any of exit ways, You will be
        prompted to confirm the action. Think rather twice to not loose Your
        work by simple |YES| clicking. Insure You have saved Your level if it
        was worthy of saving, I am sure You know.
           With further description we will start from the left side. As You
        see, eight quite large buttons take more then half of place. Pressing
        each of them will call one top-level menu, which will let You access
        the special LemEdit functions. Because those menus are well described
        below, I will only enumerate the buttons and explain which button
        will lead to which menu. Inspired by Chinese, I will describe the
        columns from top downwards.
           |FILES| button leads to files menu and cares about all LemEdit
        file operations. The |PREFS| button will bring up the preferences
        menu. Use this menu to set Your own instead of company defaults.
        |EDIT| menu will help You in level editing. It includes a lot of cool
        functions which will save You a lot of time. The |MISC| button will
        bring up the miscellaneous menu with various useful operations.
        Button with |GENERAL| caption will call a menu able to set all of the
        level start conditions, level title etc. The |SKILL #| button lets
        You specify the amount of lemmings skills available to the player to
        successfully complete the level. The |OBJECTS| button You will mostly
        use to add an interactive object inside Your level. Almost the same
        with |TERRAIN| button, except it lets You add the terrain pieces.
           So this was the brief description of main menu. There is not much
        more to say, because all menus are being described in detail below
        in following chapters. It is up You if You would start exploring the
        menus alone or if You will first read the documentation. Surely You
        can return to it whenever You want.

           And now to the promised direct controls. First what exactly do I
        mean when I say "direct controls". It is my own name for a set of
        text boxes, buttons and switches, which gives You ability to change
        the selection state by few clicks or keystrokes. This direct controls
        set is positioned on the right main menu side between last large
        buttons and the vertical |EXIT| button. These controls are very handy
        to tune up the selection position and other states with single pixel
        precision mode. The next important thing to say is that the direct
        controls layout and composition strongly depends on the level part
        group the selection belongs to ( like already context menu does ).
        Because there are big differences, I will describe the direct
        controls for each level parts group separately.

           First we will start with state, when nothing is selected. Although
        it seems the direct controls will disappear, it is not so. Here is
        plenty of useful functions being offered to You. We will start from
        the top. The text boxes labeled with "CuX" or "CuY" keep track of the
        cursor hot spot position. Surely You can not change their contents,
        they provide You only useful information. Not the same with "Sp" text
        box. This text box contains the screen start position. Because the
        Lemmings Original games level horizontal dimension is 1584 pixels,
        it is logical the numbers between 0 and 1264 will be accepted. Higher
        numbers will be automatically corrected to fit in this borders. Just
        click on the text box, enter the number and confirm the change by
        pressing Enter or cancel by Esc keys hit. Finally the last direct
        control for non-selection mode is the horizontal scroll bar like at
        the bottom. Use the buttons with left and right arrows to shift the
        screen start by the same amount of pixels as specified in preferences
        menu shift size edit box, in the arrow direction. The slider between
        the arrow buttons shows the position of level cut-out You seen on the
        screen. Surely You can use it to quickly change the screen position.
        This is all to this direct controls set. I think there is no need to
        explain more, it is clear enough, isn't it?

           Now come direct control sets for terrain and interactive objects.
        Because they are almost identical, I will describe them together,
        pointing out only the differences. As You probably anticipate, they
        have something to do with the displaying flags. Now we will start
        from the left side. The "X:" resp. "Y:" labeled text boxes contain
        the selection X- resp. Y- position. Freely click on desired box and
        type in the new selected part position. Use the "+" resp. "-" button
        in front of each box to switch the number sign. Do not forget level
        parts positions limits, so do not be surprised if some of You entered
        numbers will be adjusted to comply with those rules.
           The "Z:" labeled text box contains selected level part Z-ordinal
        number. Use it to change the Z-order, LemEdit will perform position
        correctness check automatically. The two diagonals arrows on the
        Z-ord text box right side You can use to increase resp. decrease the
        selected part Z-ordinal number. The arrow pointing upwards-left
        lowers ( if possible ) the number by one, the downwards-right arrow
        will increase it ( if possible ) by one too. If You want to send the
        selection to the back, enter "000" in the text box, if You want to
        bring it forwards, use for example "999" ( LemEdit will set the
        correct number automatically ) .
           The most eye-attracting thing is the arrow cross in the middle.
        The arrow buttons serve to shift selection by the smallest possible
        amount of pixels in arrow direction. If it is possible, LemEdit will
        perform the move, otherwise check if You do not want to break the
        level part position limit. The button with round on the top in the
        middle of the arrows cross can be used as simple undo button. When
        You select or click on a level part, its position is recorded and
        pressing the button with round will return the part on its last
        recorded position.
           And finally on the right You see the switches handling the level
        parts displaying flags. The switch down- position indicates the
        appropriate level flag is on, the up- position means it is off. Usage
        is extremely simple. Just click on the switch to turn the flag
        alternatively on or off. As we talked before, the switch with "No"
        caption toggles No-overdrawing flag, the "Ud" labeled switch mirrors
        Upside-down flag state. Now comes the difference. If an interactive
        object is selected, the third switch has "Gr" on the top and the
        switch controls Ground-only flag. In case the selection is a terrain
        piece, You will see on the down switch the "Bc" letters and it will
        let You change the state of piece Black-color flag.

           And as for the last possible level parts group here comes the
        description for the steel areas direct controls. Some of them are
        same as above, some are very different. The same controls are the X-
        and Y- position text boxes on the left. Their usage is identical
        to usage of position text boxes for interactive objects and terrain
        pieces. Surely now Your numbers must comply with steel areas position
        limits. Also the arrow cross provides You the same function moving
        Your steel area by four pixels ( this is the steel area position
        limit ) in desired direction. Undo button works in the same manner.
        Nothing new for now, but wait a second.
           I am sure You have noticed under the X- and Y- position boxes are
        now two text boxes separated by multiply sign and labeled with "S:" .
        The left box contains selected steel area horizontal size in pixels,
        the right one hold its vertical size also in pixels. The steel area
        dimension in both direction size must be a number dividable by four,
        the minimum size is 4 pixels, the maximum 64. This applies also on
        both directions. Use the appropriate text box to enter the desired
        size, LemEdit will perform the correctness check and potentially it
        will set the first possible down rounded number.
           And as last direct controls here we have the two switches and two
        buttons on the right side. First what the two small buttons on the
        bottom do. Pressing a button with an arrow will change the selected
        steel area dimensions in buttons arrow direction by four pixels, if
        it is possible. The two switches above gives You possibility to
        choose the direction in which the size change cause by arrow button
        press will take effect. If the upper switch with horizontal arrows is
        on, the changes will take effect in horizontal way, if it is off,
        pressing any of arrow buttons below will not affect the steel area
        horizontal size. The same with the switch in the middle with vertical
        arrows. If it is off, there are changes in vertical way, otherwise
        the steel area vertical dimension can be changed by arrow button
        click. If both switches are on, You can set steel area dimensions
        diagonally. If the size change in one direction is impossible, it is
        of course not performed, although the other may be. If both switches
        are off, clicking on "size arrow" buttons has no effect.

           The direct controls have proven to be extremely quick and useful.
        On small place there is an incredible function amount concentration,
        which will make this part of main menu probably the most busy. I have
        tried to do my best work to design the controls layout in ergonomic
        way. I agree, I have no solution for left handed people. Sorry, but
        this would take a lot of time, probably in future version.
           Anyway You can ask me on whatever touching direct controls on the
        e-mail address below. Also in case You do not understand what exactly
        I wanted to say, do not be afraid to ask. I hope the direct controls
        will boost up Your performance by hundreds percents.


      2.3 - FILES menu description
      ----------------------------

           The |FILES| button You will find as the first button on the left.
        This button leads to simple menu which provides access to all
        LemEdit file managing functions. To better understand all these
        features, I will describe in the next paragraph the way of Lemmings
        game levels storing used by DMA. If You think You do not need
        to know these "technical details" You can freely skip the paragraph
        after the first sentence, which contains enough information for
        normal user to be able work with LemEdit file functions.
           The Lemmings game levels are stored in level "packs", this means
        in one level file ( You know these "LEVELxxx.DAT" or "DLVELxxx.DAT"
        files residing in Your Lemmings game directory ) are stored more
        Lemmings game levels, mostly eight or four. As You see, it is more
        practical, when the game has about 100 levels, which would mean
        100 files and You must admit this is uncomfortable. Next thing worth
        of comment is that the levels are compressed. Basically the Lemmings
        game level is 2048 bytes long dataset. You will see the compression
        advantage when You compare counted uncompressed levels size ( about
        204 kB)	with the size of compressed level files in Lemmings game
        directory ( about 55 kB ). Simply level packs are something like
        ZIP archives ( more compressed files put together ). The theoretical
        amount of levels stored in a level pack is unlimited, but the
        Lemmings game can not reach and load levels above eighth level so,
        LemEdit lets You store up to ten levels in single level pack. First
        eight levels reachable by Lemmings game plus two additional, for
        Your own purposes. I think it is not necessary to handle bigger
        archives. But back to |FILES| menu. The important and most simple
        to explain is the function of |CANCEL| button. This will bring You
        immediately back to workbench without any actions. Now there are
        five other buttons in two groups. First group of buttons concerns
        work with level packs, the second group handle uncompressed levels.
           Pressing |LOAD LEVEL FROM PACK| will make small window asking for
        level pack filename appear. Every time when You are prompted to enter
        a value, pressing |Esc| will cancel the action, pressing |Enter|
        will confirm the entered text. The same is here. Type in box the
        level pack filename and press |Enter| to open the file. I recommend
        You to put Your level files as close to LemEdit as possible, because
        the longest filename the text box can hold is 32 characters long.
        Once You have entered the filename, LemEdit will try to open the
        file. If the open fails, it will tell You it could not open the file.
        If the open action was successful, LemEdit will begin to explore the
        file. If Your file is not valid Lemmings game level pack, LemEdit
        will tell You where the error occurred. If there were no errors,
        LemEdit will let You choose the level You want to load from pack.
        Simply click on the level title, so it will appear highlighted,
        and press |LOAD| button to load this level or |CANCEL| button
        to cancel the action. Once the level is loaded, LemEdit will also try
        to load the level graphics set required to display level correctly.
        If it could not open it, You will get the message and LemEdit will
        use current graphics set, but You may see totally different
        landscape. Also some of the Lemmings level files require an extended
        graphic set to be displayed. The format of these sets is still
        unknown. See Troubleshooting section below for more information.
        If there were no problems, the result is ability to edit the new
        loaded level displayed in appropriate graphic set.
           Use |STORE LEVEL IN PACK| to save the level You are currently
        editing	in some of level packs. First You will be asked for level
        pack filename, in which Your level should be stored. Type it in,
        but do not forget 32 characters length limitation. Confirm by
        pressing |Enter| cancel with |Esc|. After confirming the filename
        LemEdit will try to open You specified file. If the open fails,
        LemEdit will ask You if You would like to create so called file
        and save Your level in it, or cancel the action. Confirming will
        make LemEdit try to create a file with name You put in.	If an error
        during file creation occurs, You will receive the message. If the
        file with name You wrote can be opened, LemEdit will begin with	the
        level pack analysis. If the file is not valid Lemmings game level
        pack, LemEdit will tell You the place where the error occurred, it
        will stop pack exploring and return back to file operations menu.
        In case that Your file is valid Lemmings game level pack You will
        see the list of	level titles stored in this level pack. |CANCEL|
        button will bring You immediately back without any changes made.
        |REPLACE| button will save the level You are currently editing in
        the level pack on the position of the selected level replacing
        the old one, which will be lost. If You	want only insert You level
        into a pack, use the two remaining buttons. |INSERT BEFORE| will save
        Your level on the place of the selected level shifting all levels
        after including the selected one back. If You are inserting in level
        pack containing all ten levels, LemEdit will ask You if You want
        insert and so loose the last level. Confirm or cancel the action.
        To save Your level after the selected one, use |INSERT AFTER| button.
        As above, all levels following the selected one will be shifted	back.
        If the pack is fully used, You will be asked to confirm last level
        lost. Remember You can not insert after the level #9, because no more
        place is left. The result of successful level saving is level pack
        containing Your level, which can be loaded a played in Lemmings game.
        If You saved Your level in a new file, new level pack is created.
           The button |REMOVE LEVEL FROM PACK| will delete the level You do
        not need from the level pack. As always in file operations You will
        be asked to enter the filename. Confirm with |Enter|, cancel with
        |Esc|. After confirming the pack filename, LemEdit will try to open
        the file. If the open was not successful, it will tell You. If the
        file is valid level pack, You will see the list of levels stored in
        this level pack, otherwise Lemedit will stop level pack exploring
        and You will receive the message, where the problem occurred. If You
        see the list of level titles, select the level You want to remove
        from the level pack and press |REMOVE| to proceed or |CANCEL| to go
        back. LemEdit will once again ask You if You really want to delete
        the selected level or not. If You are sure, confirm the action.
        If You want to remove the last level from the level pack, it would
        mean zero long file, which I think is a bit luxury, so LemEdit will
        ask You if You want or not completely delete the file. Confirm or
        cancel by pressing appropriate button. The result of the action is
        deletion of a level from level pack, or	complete deletion of the
        level pack file.
           First button under the line is |LOAD DIRECTLY| . It lets You to
        load directly saved lemmings levels. The levels, which are saved
        directly are not compressed and can not be load by Lemmings game.
        The possibility to directly load and save files is there originally
        because of my exploring what is in the level stored, but now it is
        here to recover possible errors during the level compression. When
        a compression error occurs, You can after recovering run LemEdit
        again and load Your work via this function. To find more about this
        see Troubleshooting section of the manual. The ability to load and
        save levels directly gives You also a great chance to explore the
        format of the lemmings level Yourself. So when You click on the
        |DIRECT LOAD| button, You will be again asked to specify the file
        name, if the file does not exist, or can not be open for reading,
        You will get a message, if it seems that Your file is not a directly
        saved Lemmings game level, the program will tell You and will stop
        loading the file.
           And finally the last button is |DIRECT SAVE| . This will save the
        level, which You are currently editing, directly so You can then edit
        it Yourself with an hex editor, or share it with other people who use
        LemEdit. You have to enter the name of the file, if it already
        exists, You will be asked if You want or not overwrite it. If it will
        be possible, LemEdit will overwrite the file, if not, it will tell
        You, that the file can not be replaced. If the file You have entered
        can not be created, You will get the message.
            I hope this is quite detailed description of Files menu functions
        but in case of any questions e-mail me on the address below.


      2.4 - PREFS menu description
      ----------------------------

           The |PREFS| button will bring up quite large menu with a lot of
        check boxes and some other controls. They are divided in five parts,
        by topics they touch. Changing these preferences takes effect when
        |CONFIRM| button is pressed, as always |CANCEL| button lets You leave
        the menu without any changes.
           The controls in top left corner under headline GENERAL DISPLAYING
        manage which types of level parts You will see on workbench. It is
        very straightforward. If the SHOW ---- check box is checked, the part
        is drawn and selectable via mouse click, otherwise it is not
        displayed and thus unselectable using cursor. If You have a part
        selected, which will not be displayed after changing the displaying
        status, it will be automatically unselected.
           A bit below with headline SELECTING SETTINGS are controls which
        have something to do with selecting. Toggling DRAW SELECT BOX will
        make the red/blue pulsating box around selected part either appear
        or not. Turning is off lets You work pixel-by-pixel without border
        at which You do not know what is under, but You have to remember,
        which part is currently selected and when selecting new one, You have
        to do something to see if the right one is selected. Also the
        select-by-drag ability does not take wanted effect. The second
        control combines a list box and two buttons together. The title
        SELECTING PRIORITY explains it can be used to change the priority
        when using mouse-click-select. In the listbox You see the part types
        and beside it the up and down arrow buttons. Which part is on the
        top, that part has the highest priority when selecting. For example
        there is a stone terrain piece and one-way arrows interactive object.
        When INTERACTIVE O. is on the top, by clicking on the place, where
        both part lay over themselves, the arrows are selected, if TERRAIN
        PIECES is on the top of the listbox, the stone piece will be
        selected. Simply use list box to select type of part and using arrow
        buttons shift it up or down. The arrow on the left of list box shows
        growing priority.
           Two sets of check boxes in top right corner lets You change the
        way, how are the parts displaying flags treated. Checking the check
        boxes under both headlines called FORCE OVERDRAWING will make LemEdit
        ignore No-OverDrawing (No) flag and will draw the part always. In
        case of interactive objects checking IGNORE GROUND FLAG forces
        LemEdit to draw interactive object not only in terrain but also in
        black space and so ignore the Ground-Only (Gr) flag. And the last
        check box with SHOW BLACK PIECES title will force LemEdit to ignore
        Black-Color (Bc) flag at terrain pieces and to draw them in colors
        every time.
           Last preferences You can set concern workbench scrolling. When
        the PUSH TO SCROLL check box is checked, You have move the mouse
        in desired scroll direction all the time during the scrolling.
        Otherwise You need only to move the cursor once at desired screen
        end, wait until the position is reached and then stop the scrolling
        by moving cursor back. The number in edit box above with SHIFT SIZE
        title lets You specify the amount of pixels by which the screen will
        be shifted when scrolling. Setting it to zero will make scrolling
        without effect. When Your computer is fast enough, You can set the
        shift size to 1, so scrolling is smooth, on the other side if it is
        too slow You can set shift size to 99. The default is 8, which seemed
        to me the compromise with some special advantages during the time
        I was creating LemEdit.
           This is all what can change LemEdit behavior. I am sure there
        could be ( and should be? ) more preferences to set, but say
        honestly, You would use them once a year. Anyway if You think You
        are really missing some very practical customization, e-mail me
        on the address below.


      2.5 - EDIT menu description
      ----------------------------

           The |EDIT| button of main menu leads to menu which handle editing
        related functions. These functions are divided in four groups, by
        things the functions provide. As ever |CANCEL| button leaves menu
        with nothing done.
           The group in top left corner with CURRENT SELECTION title takes
        effect only if a level part is selected and offers an alternative to
        context menu with same options. The buttons here and on the right
        side can take effect only if a part is selected, otherwise are those
        buttons disabled with |-----| captions. The |PROPERTIES| button
        brings up the part properties menu.

        PROPERTIES menu
        ---------------
           This menu can be used to change everything what describes selected
        part, except part type. The properties menu is very simple to
        understand. |CANCEL| button will take You back without any changes,
        the changes will take effect when |CONFIRM| button is pressed.
           TYPE NUMBER describes how the part looks out ( in case of terrain
        piece or interactive object ) . To change the appearance of the part
        either enter appropriate number in the edit box, either press |MENU|
        button to use a simple gallery menu to choose the right one.
           The DISPLAYING FLAGS check boxes are entitled so clearly, that
        there is no need to describe them more. Simply use them to change
        No,Ud and Bc or Gr drawing flags. For detailed description see
        workbench usage instructions above.
           The edit box DRAWING Z-ORDER ( or ORDINAL NUMBER, depends on part
        type ) holds the drawing ordinal number of selected part. The higher
        number, the later is the part drawn and can overwrite ( or not if
        no-overwriting flag is set ) more parts before it. To change the
        z-order simply enter desired number. At terrain pieces there is
        of course the limitation of the amount of them present in the level.
           If a steel area is selected, the You will get the chance to edit
        the STEEL AREA DIMENSIONS. Just enter the number of pixels in each
        direction the steel area should enclose. The limit is in both 64 and
        the number must be dividable by four.
           OBJECT/PIECE/AREA POSITION determines the position of the selected
        part. Use sign buttons ( |+| or |-| ) to switch the number sign. If
        |+| is displayed the value is positive, if |-| then it is negative.
        LemEdit will not let You set a value which will throw the part out of
        level borders so it would not be selectable via cursor click. Also
        there is a limitation of DMA level format so terrain pieces can not
        have lower position as -16 .
           The TECHNICAL DATA paragraph gives You some not necessary data.
        I do not think You will ever need them. They are just interesting and
        were useful during program development.

           The |REPLICATE| button will clone current selection with all
        displaying modifiers such as drawing flags, type number etc. The only
        one thing which is changed is the position. The new created object
        is centered in the screen. If the part amount limit number was
        already reached, LemEdit will tell You and the new part is logically
        not created.
           The |REMOVE| button will remove the selected part from the level,
        so it will not be displayed nor selectable. If a terrain piece is
        selected, it is deleted and all pieces with drawing z-order higher
        than this part have the z-order shifted by one down. After pressing
        the button confirm or cancel the part deletion.
           In the top right corner the Z-ORDER ARRANGING functions take
        place. These function are useful mostly during level terrain editing,
        when one click can save You effort with typing ordinal number or
        boring z-order button clicking. As the buttons captions tells, use
        |BRING TO FRONT| button to assign selected part the highest possible
        drawing ordinal number, so it will appear on the top of all same part
        type parts. As always the z-order works together with drawing flags,
        which will not be by this operation affected. When You bring a part
        to front, it will get the last available ordinal number ( 31 in case
        of interactive object or steel area ) and all parts with ordinal
        number higher than selected part had before will be shifted back by
        one. Also the parts with higher z-order are selected by mouse click
        selecting when two object lay over themselves. To restore the status
        before the operation You have to remember the old part drawing
        ordinal and type it in properties menu z-order edit box or direct
        controls edit box handling z-order.
           As opposite to bringing to front use |SEND TO BACK| button, which
        will assign the selected part z-order equal to zero, so it will be
        displayed as first and thus probably first overwritten. Also by mouse
        click selecting it has no chance to be selected in place of overlay.
        As above, all objects with lower z-ordinal will have shifted their
        z-order number by one forward.
           Right bottom corner under title SELECTING RELATED encloses
        functions which let You change current selection ( if any ). You have
        three options. The first one is named SELECT BY ORDER leads to SELECT
        BY ORDINAL NUMBER menu, which will perform the action.

        SELECT BY ORDINAL NUMBER menu
        -----------------------------
           This menu consists (except obvious confirming/escaping buttons) of
        one drop box and one edit box. Select part type via drop box and type
        in the Z-ORDINAL NUMBER edit box appropriate number. Confirm with
        |SELECT| button, cancel by |CANCEL| . In case of success the result
        is selected part with z-ordinal You entered. If there is no part of
        the selected part type, LemEdit will tell You. If the part with the
        ordinal number You have entered does not exist, LemEdit will tell it
        to You and it will ask if You want to select the part with closest
        z-ordinal. Confirming will make LemEdit search on both sides of the
        non-existing number (up and down) for a part. When successful, it
        automatically select it. If You used this function to select a part
        type which You set to be invisible ( via preferences menu , see
        above ), the displaying preferences are changed so You can view the
        parts of that type. Also the screen is automatically centered on the
        newly selected part when the select action was successful.

           The second button with SELECT THROUGH caption will bring up a menu
        very similar to the previous one called SELECT BY POSITION AND HIT .
        This function handles a situation which can be described so : One
        large part lays over smaller one, being whole inside the big. Next
        problem is that the small part has lower z-ordinal ( can not be
        selected via simple mouse-click ) and actually You do not know it
        current z-order ( excludes selecting by ordinal number ). If You do
        not want to move the big part ( because there can be dozens of parts
        above the small one ) , can help only this function.

        SELECT BY POSITION AND HIT menu
        -------------------------------
           This menu will help You select a part in quite hopeless situation.
        It is very similar to select by ordinal menu, but You have to specify
        different data. As above first You have to select the part type. Then
        You must specify virtual cursor position ( the function behaves much
        more like enhanced select-by-click ) . The desired screen position
        can be obtained from direct controls cursor position edit boxes, when
        nothing is selected ( see direct control above ) . You can type only
        positive values with maximum 1263 in X-axis and 159 in Y-axis ( the
        maximum position You can reach by cursor ) . Last needed thing is the
        amount of HITS BEFORE SELECT . This will tell LemEdit where stop when
        performing virtual click selecting. In case You let the default zero
        in the edit box or fill in number 1, it will select the first part
        of selected type which will the virtual cursor meet. The higher
        number You enter, the more hits are required to select the part, the
        deeper part is selected and the lower z-ordinal number it has. ( This
        is very logic, think about it a while, You will see it is closely
        connected together ) . If there was no part of selected type on place
        You specified, LemEdit will tell You and will cancel the action. If
        there were some hits, but Your number is too high, LemEdit will ask
        You whether or not You want to select the part with highest hit
        number. Confirm or cancel as You wish. The result of successful
        action is selecting a part of desired type covering desired position.
        The screen will be automatically centered on this part and if Your
        preferences disable showing parts of its type, they will be changed
        so the part will be displayed.

           The last remaining button labeled UNSELECT PART provides quite
        simple, but sometimes very useful function. It will cancel current
        selection ( if any ) and so You will get chance ( especially on the
        screen full of other parts, where You can not click without selecting
        something other ) to access direct screen controls such as cursor and
        screen position. See above for direct controls details.
           And the last function group entitled SPECIAL OPERATIONS groups
        two quite different actions. The button with ADD STEEL AREA will
        simply add in the center of screen a generic steel area ( sized 32x32
        pixels ) , if it is possible. If there are already 32 steel areas
        present in the level, LemEdit will tell You.
           Finally the last function accessible via CLEAR THE LEVEL button,
        behaves as You probably think. It will clear the whole level ( all
        parts will be removed ) and it will set default settings such as
        skill numbers, "LemEdit generated Level" level title etc. The graphic
        set is left the same as the last one loaded was.
           All those operations are simply to use, but maybe difficult to
        understand from the manual only. I encourage You to experiment with
        them during level editing a bit and in case of some strange feelings,
        that You never will be able to handle them correctly ask me via
        e-mail using the address in Troubleshooting section below.


      2.4 - MISC menu description
      ----------------------------

           The |MISC| button of main menu leads to next level menu with,
        as the button caption foretells, miscellaneous operations. Some
        of them are for everyday use, some of them You will use only once.
        But still they are useful and thus integrated in Lemedit. As You
        see, the buttons in this menu are divided in two columns, with three
        buttons in each. Surely, here is also the |CANCEL| button to bring
        You back into workbench editing. Lets start the real description with
        the left column and the top button.
           Button signed with |ABOUT LemEdit| will bring up an information
        table about LemEdit. Starting from the top, here is the LemEdit
        logo, a sign what LemEdit exactly is ( "Lemmings Original Games
        Level Editor" ) and a copyright notice about program creator and
        year when the program was released. Something not much interesting.
        The next label contains an important information about LemEdit
        version. The version number is required when You post a bug report,
        by this number check if Your program is the newest one available.
        And finally the last sign contains the information about this
        program owner. Because LemEdit is freeware, do not bother with
        the "UNREGISTERED TRIAL" message. Currently there is no "registered"
        version of LemEdit nor "shareware" or "retail". The version You have
        is not crippled anyway. This just tells You can use the program,
        but not sell it or anyway charge money for distributing it. A simple
        copyrights protection. And as the last but most used the |OK| button
        which will bring You back to the workbench screen. If You did not
        noticed all this at the startup, You can call the about menu via this
        command through miscellaneous menu anytime.
            The middle left button signed |EDITOR COLORS| lets You set Your
        own editor colors instead of the boring company defaults. Because
        the colors menu is quite large, it deserves its own paragraph.

        EDITOR COLORS menu
        ------------------
           Use this menu when You want to change the colors of buttons, text
        and other controls. Changing the editor color does not affect the
        colors of the Lemmings levels nor the level background, though it
        seems so.
           The main access controls are the two drop boxes on the top. The
        first one is entitled CONTROL TYPE . By clicking on the down arrow,
        choose from the drop down menu the control which colors You want
        to set. For example if You think the panels are too gray, choose
        "MENU PANEL" from the menu. The next step is to choose the own color
        You want to set. For this follow the arrow ("->") and use the second
        drop box entitled COLOR TO SET to choose the color. Now is the color
        determined exactly.
           Once You have set both boxes, look more down. From the top left
        You see the box signed CURRENT COLOR filled with the color on which
        Your setting will take effect. By this simple "window" You can check
        it is just the right color You want to change and here You will
        observe the changes.
           On the whole right side of the colors menu the three sliders and
        edit boxes take place. As entitled above, use the sliders by moving
        them up or down change color via setting its red, green or blue
        parts. If You want to see or enter a precise value without troubles
        with setting the slider precisely, use the text box at each part's
        slider below. Here You can enter numbers from 0 up to 63 as the VGA's
        color resolution allows. Because the color changes takes effect
        immediately, avoid changing the colors of one control so You will
        not see the control parts or even the whole control on the menu top.
           And finally when all is set or You want to cancel the operation,
        look at the six buttons on the down left menu corner. We will
        describe them in a logical order. Probably the most important are the
        buttons |CONFIRM| and |CANCEL| . If You are satisfied with color
        changes You have made, press the |CONFIRM| button to let the editor
        color state as it is after You settings. If You have changed Your
        mind or it was an error which brought You to color menu, pressing
        |CANCEL| will restore the original color state.
           Because LemEdit lets You to save the colors status You need some
        operations handling this ability. They can be found in the color
        menu. First You would probably use the |SAVE| button which saves
        the current color status to the "LEMEDIT.DAT" file so it is loaded
        as default after each LemEdit start. When You are setting the colors
        for the first time, take time to set them, so You are used to in
        Your Windows or any program with GUI You are using and then save
        the status with |SAVE| button. After pressing it You will get the
        operation result in the message window. Important is the next thing.
        Although You saved the color changes You have made, You must press
        |CONFIRM| if You want preserve them during this editing session. When
        You press |CANCEL| , LemEdit will restore the colors before the
        changes and You will not see the color changes till You restart the
        program or use the |LOAD| button.
           As a simple counterpart to saving You will need sometimes a
        function loading colors. This You can access via |LOAD| button. This
        button will load Your preferred color settings, the same as it loads
        at the startup, or if You were editing and saving Your colors during
        this session, the last saved. As always, You must press |CONFIRM| to
        enable the color changes for current session. After loading the
        colors LemEdit will tell You the action result.
           The |RESTORE| button will restore the colors You have set before
        entering the color menu and changing any color. It restores all
        colors at once. It is useful sometimes when Your new changes are too
        crazy, but You want continue with colors editing. Simply restores old
        colors without quitting the menu.
           And finally the |DEFAULT| button will restore the company default
        colors. This means gray menu faces, black labels, red text boxes etc.
        After pressing the button You will see the action result in a message
        box. Confirm the colors for this session with clicking |CONFIRM|
        otherwise the colors before entering menu will be restored. This
        function will not overwrite Your startup colors settings, so if You
        want LemEdit to load the company defaults at the startup, You must
        first save them using the |SAVE| button.
           Handling the color menu seems to me quite easy and without any
        more comments. Just remember that You must press the |CONFIRM| button
        to enable any color changes in the current editing session.


           The down button in the left column called |CHANGE GRAPHICS| lets
        You to change the whole level graphic set.

        CHANGE GRAPHICS menu
        --------------------
           This is exactly not a menu, but rather an enlarged edit box, as
        You will see. To change the graphic set means to totally change the
        level look. All interactive objects and all terrain pieces will look
        differently and will change their dimensions, even some of them may
        become invalid for current graphic set. I strongly recommend You
        to change the graphic set of an empty level, but not of the one
        already containing some level parts. First decide which graphic set
        to use and only then start the real level creation. If You change
        the set in a non-empty level first run the level check ( see below
        for level check menu description ) to eliminate possible problems.
           Once You are sure You want to change the set, You will be prompted
        to enter the new set number. Enter the number and confirm by Enter
        key or cancel by Esc key press. If it is possible to load You
        specified level graphic set (i.e. all needed files like "VGAGRx.DAT"
        or "GROUNDx.DAT" and "GROUNDxO.DAT" are present and can be opened
        for reading ) the new level set is loaded and used immediately.
        In case You have entered a number of set currently unavailable,
        LemEdit will inform You that it can not load it and the old graphic
        set will be preserved.

           The button on the right top of the miscellaneous menu with caption
        |FAST SCREEN JUMP| is useful when jumping from one end of level
        screen to the other one. Pressing it will bring up a bit strange menu
        which makes these jumps fast and simple.

        FAST SCREEN JUMP menu
        ---------------------
           Fast screen jump menu will come handy especially users running
        LemEdit on a slower machine. What is needed to say is that jump menu
        behavior is different if a level part is or not selected.
           When there is a selected part in the level, first jump menu action
        is to center the screen on the selection. This comes handy when You
        are not sure where Your selection currently is. Then look on the
        frame over the black area. The frame shows the screen position in the
        level which is the black rectangle. Originally it was meant to show
        the level minimap in the black window, like the Lemmings game does,
        but this feature is not yet implemented.
           There are two ways how to change the screen position. The first is
        fast, the second is precise. The fast one means to click somewhere
        in the black rectangle and the screen-like frame will be centered
        around the cursor within moving the screen. The precise way is to
        enter the screen start position in the text box below. Both actions
        have the same effect, although the first lets You move the screen
        just by ten multiples. If You enter an invalid position the screen
        is moved on the last allowed one.
           Here comes the second difference between using fast screen jump
        menu with or without selection. If You have a part selected, it stays
        on the same place on Your monitor, but it is moved across the level
        like the virtual screen does. This is extremely useful when moving
        the selected part from one level start to another. If nothing is
        selected, surely any parts are moved with the screen.
           The only one button in this menu with |OK| caption will return You
        back to the workbench. Because I think the change is so small, there
        is no button which enables You to "cancel" what You have done.

           The right middle button |USAGE STATISTICS| leads to small table
        informing You how the level is used. There are three progress bars
        every assigned to different level part type. Each of the bars is
        followed by two numbers. The first number means the actual amount of
        parts of such type in the level, the second is the maximum which You
        can not step over. Sorry, this is the DMA level format limitation.
        I do not think this much useful for everyday editing, but once You
        will need it, You will appreciate that it exists. It is much better
        then counting the parts around the level manually. The small button
        with |OK| caption will return You back to workbench. No more
        are needed or not ?
           And as the last of miscellaneous menu buttons comes the right down
        one. It is called |LEVEL CHECK| and its task is to assure the level
        will be successfully loaded and interpreted by the Lemmings games
        without any problems.

        LEVEL CHECK MENU
        ----------------
           This menu is a simple guard, which is here to prevent Lemmings
        game from crashing because of invalid level parts presence in the
        level. I will describe the problems which may occur during the edit
        time without You have noticed them and which may show fatal during
        the game play.
           Checking for each problem can be turned on or off by (un)checking
        appropriate checkbox. The first group of problems is that in the
        level may be exist objects which LemEdit does not display, because
        they are invalid with dimensions 0x0 . Such objects LemEdit will not
        allow You to add via the terrain or object menus ( see below for
        their detailed description ) but they may appear in the level during
        the graphic set change. Therefore it is recommended to run the level
        check after each graphic set change performed on non-empty level.
           The next source of possible errors are level parts lying totally
        outside the visible level area. You can not select them via click
        or via select-by-position menu and I doubt You remember their ordinal
        numbers. They are just useless and are taking place, which can be
        used otherwise.
           Lets suppose You have checked the problems for which LemEdit have
        to look for and now You have two options. Press |CANCEL| button to
        quit this menu without any changes made to level or press the |START|
        button to proceed with the level check. If You have pressed the
        |START| button, LemEdit is checking for problems You have specified
        and if such problems really exists, You are prompted to confirm the
        only possible solution which means to delete such parts. As always
        confirm the deletion by pressing |YES| , disable by pressing |NO| .
        You may try to save such level parts by reverse graphic set change
        or by selecting them via select-by-order menu ( only if they are
        valid but just lying out of cursor reach ) and moving them back
        anywhere in level visible area.
           If there were not any problems You wanted to solve, LemEdit will
        tell You it did not detect none of selected problems. It can be a
        simple test to run level check again after confirming the deletion
        of all invalid objects before. Then You should receive this message,
        confirming everything is in order.
           And finally the last recommendation to You. Run level check before
        every testing in the Lemmings games. So You will avoid possible game
        crashes and unexpected results. Also run the check before giving Your
        level to friends to be sure it would work.

           For now this is all to miscellaneous actions menu. If there are
        still some questions You have and on which You did not find the
        responses here, please use the e-mail address below to ask and I will
        try to explain it all to You.


      2.5 - GENERAL menu description
      ------------------------------

           When we have discussed in last four articles the four big menus
        overloaded with useful functions, now it is the time to describe
        the four smaller, but still important, ones which remain. The general
        features menu accessible from main menu by pressing |GENERAL| is
        the first of them.
           The general menu lets You specify the general level features, as
        its title prompts. It is done by filling appropriate text boxes,
        labeled on the left side. As always, by clicking on text box which
        contents You want to change, the arrow cursor disappears and You will
        see only the blinking text cursor in the text box. Confirm what
        You have entered by pressing Enter, return to previous state by Esc
        key press. When You finish Your work, let the changes take effect by
        pressing |CONFIRM| button or return back to workbench without any
        changes by clicking on |CANCEL| button.
           The first text box contains the level TITLE. It can be whatever
        You want, only I do not recommend to enter some of semi-graphical
        symbols which may not be present in font which Lemmings games use.
        Next limitation is title length, it may be up to 32 characters long.
        Longer titles can not be stored in the level. The default title
        LemEdit sets on the startup or after clearing the level is the well
        known "LemEdit generated Level".
           The next two edit boxes are grouped under NUMBER OF LEMMINGS
        caption. Use the upper one to set amount of lemmings which will fall
        out of the trap door. This number may not be higher than 80,
        otherwise the Lemmings game will crash. Of course LemEdit will not
        let You to enter a higher number.
           The second of text boxes contains the number of lemmings You need
        to jump in the exit doorway, required to successful level completing.
        As You see, although the Lemmings game tells You it wants 33% to be
        saved, exactly it decides by the exact number, if You was or not
        skilled enough. There is no limitation of number of lemmings to save
        originally by Lemmings game, but tell me, how would You save 99
        lemmings out of 40 ? Such a nonsenses will not LemEdit accept. You
        are forced to enter a number less or equal to number of lemmings,
        which You will let to fall out.
           The next edit box contains the number of GRAPHIC SET which will
        be used to display the level. Here gives You LemEdit a free hand,
        because of special purposes. If You do not want to read the following
        more theoretical part, jump without thinking to next paragraph, and
        avoid changing this number, simply ignore it. For the others we have
        a small mind experiment, which will prove its existence right. Lets
        suppose, You plan to release a game using all graphic sets, which
        will be renumbered because You need to place them in the same
        directory. Now You can use LemEdit and for example set #2 to create
        the level, but in Your plans You can count this set #2 will become
        #6 in the new project. So enter the number 6 in this box and then
        save the level. Now the levels contains information it needs graphic
        set #6, although You have created it using set #2. Something which
        is not as useful on the first sight, but which can proove useful
        after a long time. If You still doubt about its sense, as I said,
        ignore it and rather do not touch it to avoid complications.
           Now it's time to enter the PLAYING TIME. As You surely know, the
        time limit is in minutes. LemEdit will let You enter the time up to
        99 minutes. But say truly, would You keep playing one level so long
        on one attempt? I do not think so. Enter a reasonable number.
           Under the time box You can find another one labeled RELEASE RATE.
        Nothing surprising, this number must be between 0 and 99 , the higher
        number, the faster lemmings follow others when falling down.
           And as the last what is required is to fill in the position of
        screen on the startup up. As always enter a reasonable number between
        0 and 1264, the number can not be higher. Probably the best way how
        to set the screen start is to set the screen as You wish using mouse,
        or whatever what moves the screen and then press |SET TO CURRENT|
        button. This will use the position number which is used to display
        the current screen. There is nothing simpler as set it so.
           I hope as simple menu does not require further comments. If You
        still do not understand why here is the graphic set number text box,
        let it be, think I am crazy and do not change it. Anyway You know
        You can ask me via e-mail address on the document bottom.


      2.6 - SKILL # menu description
      ------------------------------

           Finally we are here, now You can specify which of lemmings skills
        would be possible to use and how many of them. Look at the menu, do
        not the icons look cool? I am sure they do!
           As the interactive title says, click on appropriate button to
        enter the number of lemmings each skill can be assigned to. I do not
        think this is needed to explain but still, it could. Simply, entering
        zero means this skill is unavailable, entering any other value will
        give the player possibility to use the specified amount of edited
        skill. As You probably know, You can not enter a number higher than
        99, this is a Lemmings game limitation.
           Nothing more to this menu, but admit, it looks nice ...


      2.7 - TERRAIN menu description
      ------------------------------

           In the terrain menu comes to word the real level editing. This
        button I suppose will be most used of all. The |TERRAIN| button will
        let You add a new terrain piece into the level. It leads to quite
        big, but straightforward menu which will satisfy all Your needs.
           Once You will enter this menu, the terrain piece picture will
        attract Your eyes, so we will start from here. What terrain piece
        the picture displays, this piece will be added. If instead of nice
        picture You see an ugly sign "INVALID PIECE#" , simply it means
        the piece You have chosen is invalid and that it does not exist in
        current graphic set. Of course such a piece will not LemEdit let
        You to add.
           Because the controls of this menu are bounded together, it is
        almost impossible to describe one without saying something about the
        others. The edit box below the picture labeled PIECE# contains the
        piece graphic set ordinal number. There may be up to 64 different
        terrain pieces in one graphic set, but mostly the ones above sixty
        or fifty five are unused and thus invalid. Use the edit box to enter
        exact piece number if You remember it to add such a piece quickly
        without need to browse the rest.
           Maybe You are wondering which piece number is chosen when You
        enter the menu. Is it zero or five or what ? It changes... Yes it
        depends on Your selection. If You have a terrain piece selected,
        LemEdit will use the number of current selection, if Your selection
        is not a terrain piece or even You do not have anything selected,
        the zero is set at the startup. The thought behind it is that when
        You have a terrain piece selected, You would probably want to insert
        a similar object beside. This would save You long pieces browsing.
        If You want to add the same object as You already have somewhere on
        the screen, either select it and replicate or use the automatically
        set terrain menu and just click the |ADD THIS| button.
           Now we touched the |ADD THIS| button, so lets describe it in
        details. This button will add the currently selected piece in the
        level and will set it as a selection. If there are already 400
        terrain pieces present in the level, LemEdit will tell You that it
        can not add the piece. To solve this problem You must remove some
        other piece. Sorry, this is the DMA Lemmings game level format limit.
        LemEdit can not go further. If You see the invalid piece number
        message instead of picure, the add button is disabled with |----|
        caption. LemEdit will not allow You to add it.
           Below the |ADD THIS| button You can see the two browse button,
        entitled logically |PREVIOUS| and |NEXT| . Use these to button to
        browse through the terrain pieces. The |PREVIOUS| button will
        decrease the number in the text box under the picture and if it is
        zero, the button will be disabled with |----| caption.
           The same with the |NEXT| button, only that it will increase the
        number and it will be disabled, when the piece number will reach 63.
        I do not have any other ideas about these two buttons.
           As always, the |CANCEL| button will cancel the action without any
        changes. But attention, if You would use the |CHANGE SET| button to
        change current graphic set ( this is described below ), the |CANCEL|
        button will not save You. You would have to change the graphic set
        back manually.
           So now finally to the |CHANGE SET| button. If You think, the
        current graphic set is to the one You want, use this button to change
        the set number. Pressing it will bring up the specific menu, which
        is being described above in the miscellaneous menu section. If You
        would change the graphic set, all level parts will change their look.
        You can not use in one level two graphic sets. You have to decide
        for one among all. Please read carefully the documentation to change
        graphics menu. The |CHANGE SET| button is just a logical shortcut,
        which is recommended to use only once on the level creation start.
           OK. That's all for now to the terrain menu. As always, I think
        some parts may appear unclear to You, so do not wait and send Your
        questions. I hope I will be able to reply them.


      2.8 - OBJECTS menu description
      ------------------------------

           This menu resembles so much to the terrain menu that I advice You
        to read first that one and only then this, because the description
        will be extremely brief. I will only point out the differences
        between these two menus, the same thing will be skipped.
           As terrain menu adds terrain pieces in the level, objects menu
        adds interactive objects. You can choose from 16 different types
        of interactive objects, some of them may be invalid, so such ones
        You surely can not add. There is a limit of 32 interactive objects
        in one level, if You are trying to add 33rd interactive object, You
        will get message, it can not be performed. The browse buttons remains
        the same, the |ADD THIS| , |CANCEL| and |CHANGE SET| also.
           That was all to the objects menu. As I said it is same as the
        terrain menu, if You think You do not know what to do, look first in
        the terrain menu description above. The only difference is between
        the number limits and that the interactive objects pictures may be
        animated. If they are, LemEdit lets You enjoy it.



           Well friends, this was the complete description of all LemEdit
        functions.



                    3. User Guide and How to ... section
                    ====================================



           Sorry folks, this section is not yet completed. I think I will
        build it up during next months on Your e-mails basis. If You think
        You need a tutorial, use the e-mail address on the document bottom
        and maybe next week You can find the solution here in the How to ...
        section.




	                      4. Troubleshooting
                              ==================


           In this section we will discuss known problems when running
        LemEdit. This article is build up from questions and answers giving
        the problem solutions.

           Before You will start finding Your question, please reply this my
        question. Are You running LemEdit under Windows ? If this is true,
        do not bother with further reading and directly shut down to DOS
        mode. Only if the problem still remains it has sense to look here.

        Q: Running LemEdit will stop with "Memory allocation FAILED" message.
        A: You must free up some conventional memory. This does not mean You
           need to buy new memory, but You have to remove some drivers or
        disk cache programs like SMARTDRV.EXE etc. from AUTOEXEC.BAT or
        CONFIG.SYS to provide more space to LemEdit. Please refer Your DOS
        manual. This problem is quite common, so You will surely find
        the solution.

        Q: Running LemEdit will stop with "Can not open LEMEDIT.DAT" .
        A: When You download LemEdit from the web, there are two important
           files in the package. LEMEDIT.EXE and LEMEDIT.DAT . If You want to
        run LemEdit, You must put these files in the same directory. If they
        are in the same directory, there is some DOS related problem, such
        as "File is already open" etc. Try to re-unpack LemEdit.

        Q: Running LemEdit will stop with "Datafile is corrupted" message.
        A: This message is quite self-explaining. There is something wrong
           with the datafile. The solution is simple. Re-unpack the datafile
        from the original ZIP archive downloaded from web and avoid changing
        the datafile manually.

        Q: Running LemEdit will stop with "DataFile version does not match" .
        A: This simply means LEMEDIT.EXE version and LEMEDIT.DAT version
           are different. The solution is also straightforward. Download the
        whole newest version archive from web and replace ALL old files or
        just re-unpack the ORIGINAL ZIP archive. It will surely solve this
        problem.

        Q: Running LemEdit will stop with "Enhanced keyboard required" .
        A: Actually You do not need enhanced keyboard, but You need the
           enhanced keyboard compatible BIOS. If You are sure You have it,
        check if You are not holding the Shift/Ctrl/Alt keys during boot
        process, otherwise I can not think of any solution.

        Q: Running LemEdit will stop with "MicroSoft mouse driver required" .
        A: You really need a mouse installed to work with LemEdit. Running it
           without a mouse is like running Windows without mouse. If You are
        sure You have mouse driver installed, try to re-install it or use
        different driver.

        Q: Running LemEdit will stop with "On-board timer can not be set" .
        A: This problem occurs mostly in multi-tasking environments. LemEdit
           needs a precise time base to work correctly. LemEdit performs
        a small time measure, if the PC hardware timer can or not be set
        properly ( this does not have nothing to do with the real-time clock
        and date ! ). Try to remove some screen savers or similar resident
        time handling applications. If the problem remains, there might be
        another one. Your computer is too slow.

        Q: Running LemEdit will stop with "VGA or MCGA adapter required" .
        A: To set graphic mode 320x200 in 256 colors only these and better
           video cards can set this mode. LemEdit exactly does not test the
        card, but the BIOS, but both things are needed. Anyway insure You
        computer meets these requirements.

        Q: When LemEdit boots in the GUI, I can not move with mouse cursor.
        A: There are two possibilities of problem origin. First is that You
           do not have mouse installed on COM1 port. The solution is to plug
        it there. The second one is that the direct access to COM1 port is
        denied. This typically occurs under Windows. Leave LemEdit by
        pressing Esc or Alt-X and confirm exit by Enter or Y key. Shut down
        to DOS mode and try again. Now the mouse should work.

        Q: When LemEdit starts, it tells me something about "Missing Lemmings
           graphic files" and that it can not continue.
        A: To run LemEdit properly You need at least one of more Lemmings
           graphics sets ( You surely know X-mas set or Egypt set etc. )
        The graphic sets are stored in files like "VGAGRx.DAT" ( or in
        Lemmings Demo "GROUNDx.DAT" ) plus file vith same number instead
        of x called "GROUNxO.DAT" . This files must be in LemEdit directory
        to enable You view and edit levels. The solution is straightforward.
        Either move LemEdit directly in Lemmings directory, either copy
        the required files to LemEdit directory. Remember to not mix those
        "VGAGRx.DAT"s ( "GROUNDx.DAT"s ) and "GROUNDxO.DAT"s from different
        Lemmings games together. This will display Your level totally false,
        even LemEdit could crash.

        Q: When saving/loading a level/set, a "Compression error" occurs.
        A: This error is caused by insufficient knowledge of Psygnosis
           compression algorithm. If You already had this problem, You
        know You was asked to write down the error listing. Now please
        send on my address an e-mail describing as detailed as possible
        what You were doing, the error listing You wrote down and also
        please send all files which You used to allow me reconstruct the
        fault. For example if this occurred during level compression, send
        the directly saved level.

        Q: When I load a level, LemEdit will tell me that the level uses
           some "special extended graphic" and that it will not display it.
        A: Yes, some levels use special graphic which is stored in the files
           named "VGASPECx.DAT" . I currently do not know which file format
        the extended graphic uses, nor if it will be editeable. Please be
        patient and wait until new LemEdit version will be released. The
        next major version ( 2.0 , not the update like 1.xx ) should be able
        to display and edit such levels.

        Q: During the ordinary work LemEdit freezes/crashes .
        A: I tried to do the best work to catch all possible problems
           during the boot-up, but I can not avoid some problems under some
        specific conditions and configurations. Try experimenting with Your
        "Config.sys" and "Autoexec.bat". The best test is to skip everything
        and only load the mouse driver. Also as said above, this programm
        is not designed fro running under Windows. You can try if it will,
        but it is more exception than rule. And if You run LemEdit with the
        best condition and still some strange error occurs I recommend You
        to e-mail me as exact description of Your computer as You can, but
        I can not assure the problem solution. Sorry, that's the life ...


        Do You have any other problem not discussed here ?
        Do You know about some bug which should be fixed ?
        Do You think You did everything needed but still it doesn't work ?

        Or do You want just to ask something more special ?



        Please send E-mail on the address here :


                       +------------------------------+
                       |                              |
                       |  lemedit@vtm.hypermart.net   |
                       |                              |
                       +------------------------------+



        This contact address will bring Your letter directly to author.




	                         5. Greetings
                                 ============



        As last but not least of all I want to thank all people who helped
        me to finish LemEdit or just to say that I appreciate their work.

        Here they go:


           Herrman Schinagl :  Thanks for all Your utilities and Your info
                               about Lemmings II, although I have never used
                               it. Maybe next time, who knows ...

           Thomas Linder    :  Your Lemmings page is the ultimate source of
                               all planet lemmings knowledge. One reason why
                               I have started programing LemEdit was I did
                               not find any Original Lemmings games editor
                               just on Your page. I told myself, if it is not
                               there, it can not exist.

           Chris Hodges     :  Your Lemmings II editor is really cool. Pitty
                               it is only for Amiga, but it was You who made
                               me to find out more about this marvellous
                               computer. Once again, hat down.

           Deinonych        :  Thanks for Your nice page. It is the only one
                               which is updated regulary, providing important
                               hot news for all Lemmings lovers.

           DMA              :  I hope Your company name will be put into
                               gaming chronicles in golden lettres. But say,
                               why did You not include an editor?

           UAE Creators     :  Guys and girls, Your work deserves big medal.
                               I never thought it is possible...

           All my friends   :  You are the best side of my life !


           And You          :  Why just You? Because You have all read it !




                        Keep Lemmings alive, they need You.



                         The free-time LemEdit programmer


                                    Tomas Pavlicek

