Making levels

HOW TO MAKE A LEVEL

This is a tutorial where you can learn how to edit all files on a JnB level or solve your problems.

Linux updates: 9 Aug 2002. Tools to make levels on a UNIX, Linux system.

Last update: 16 Sep 2001. Added JnB level background for download

7 Sep 2001. Information about water-blood cheat in level.pcx and splash.smp.

6 Sep 2001. How to put blinking things in menu.pcx.

First of all unpack a level in this way:

"unpack.exe [levelname].dat"

"jnbunpack [levelname].dat" [Linux]

I recommend you to unpack jumpbump.dat, so, the files you not edit, are the default.

Required programs:

- Paint Shop Pro - www.jasc.com
- GOBMaker - www.brainchilddesign.com/stuff/gobmaker
- Fast Tracker II - www.starbreeze.com
- Notepad

On Linux:

- The Gimp - www.gimp.org
- Soundtracker - www.soundtracker.org/
  play -traw -r22050 -sb the.smp to play sample files
- Your favourite editor (vi, mcedit...)
- Please contact your manual page for details about jnbpack, jnbunpack and gobpack (man jumpnbump)

These are the files to edit:

File Format | File Name | Description
PCX | level | The zone where you play.
mask | The mask of "level.pcx"
menu | The screen where you select players.
menumask | The mask of "menu.pcx"
DAT | calib | The joystick/joypad calibration data.
TXT | levelmap | The map of the zone.
GOB | font | The font of the level.
numbers | The displayed numbers on the scoreboard
objects | The objects of the zone.
rabbit | The movements of the rabbits.
SMP | death | Sample played when a rabbit dies.
fly | Sample played when you are near the flies.
jump | Sample played when you jump.
splash | Sample played when you fall into the water.
spring | Sample played when you jump on a spring.
MOD | bump | Music played when you play in the zone.
jump | Music played on the select players screen.
scores | Music played in the final scoreboard.

- How to edit all of them:

level.pcx

Description: The zone where you play.

Program for edit it: Paint Shop Pro. The Gimp [Linux].

How to edit: Draw a nice image for make a level with PSP, and if you want to see the map, do this:

Click on File/Preferences/General Program Preferences. Then click on "Rulers and Units" and type, in Grid section, Width=16 and Height=16. Then Apply. And last, click on View/Grid.

Now you can see the map and will be useful for make levelmap.txt

The map is 16 rows and 22 columns, and another 3 columns at the right for scoreboard. The image size is 400x256 pixels and uses 256 colours. Download the original background here and use it for your own. Remember this: all the image files on the level (PCXs and GOBs) must have the same colour palette.

These are the colour numbers of the default palette that are changed when using BLOODISTHICKERTHANWATER cheat:

Water colour number | turns into | Blood colour number
145 | turns into | 176
146 | turns into | 177
147 | turns into | 178
148 | turns into | 179
149 | turns into | 180
150 | turns into | 181
151 | turns into | 182

mask.pcx

Description: The mask of "level.pcx"

Program for edit it: Paint Shop Pro. The Gimp [Linux].

How to edit: This is a black image file with white parts. The black zone is behind the rabbits and the white zone hides the rabbits. Be careful, don't make white the three columns at the right for can see the scoreboard. Here is an example:

This is a part of "level.pcx" |
And this is a part of "mask.pcx"
Look! Dott is behind the box!

menu.pcx

Description: The screen where you select players.

Program for edit it: Paint Shop Pro. The Gimp [Linux].

How to edit: The easiest you can do here is this: Type on the top your Nick and your e-mail and the title of the level. But you can draw too a nice level entrance, but remember to draw an obstacle for jump it and select players. Something cool: Everywhere you use the colour No255, will be blinking like the credits letters. Remember this: all the image files on the level (PCXs and GOBs) must have the same colour palette. Look here at each of the rabbit's way for make the menu screen:

Get this image file in .PCX format here, put it in your level and it will guide you for where you must put thee obstacle and the floor where is supposed to run on the rabbits.

menumask.pcx

Description: The mask of "menu.pcx"

Program for edit it: Paint Shop Pro. The Gimp [Linux].

How to edit: This is a black image file with white parts. The black zone is behind the rabbits and the white zone hides the rabbits. Be careful, don't make white the bottom for can see the credits. Here is an example:

This is a part of "level.pcx" |
And this is a part of "mask.pcx"
Look! Dott is behind the box!

calib.dat

Description: The joystick/joypad calibration data.

Program for edit it: None

How to edit: When you pack the .dat file, just play it, before playing, you calibrate your joystick/joypad.

levelmap.txt

Description: The map of the zone.

Program for edit it: Notepad.

How to edit: Just take a look in the PSP Grid of "level.pcx" and type:0 for air, 1 for ground, 2 for water, 3 for ice and 4 for a spring (just like "Number Code Land" level). Remember, is a 22x16 grid. Some useful information:

- You can jump up to 3 blocks.
- If you are using the "BUNNIESINSPACE" cheat, you can jump up to 6 blocks.
- And jumping on a spring, 6 blocks too.
- The water is useful for "fly".
- If you alternate ground and air, you can run over there without falling.

font.gob

Description: The font of the level.

Program for edit it: Paint Shop Pro & GOBMaker. The Gimp and gobpack[Linux].

How to edit: With PSP edit "font.pcx" (found at GOBMaker Projects in BCD) drawing all letters, numbers and marks and save the image. Remember this: all the image files on the level (PCXs and GOBs) must have the same colour palette. Run GOBMaker, then open "font.gmp" (GOBMaker Project) and change the letters. These are the frames of "font.gob":

1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18
! | " | ' | ( | ) | , | - | . | / | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8
19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36
9 | : | ; | @ | A | B | C | D | E | F | G | H | I | J | K | L | M | N
37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54
O | P | Q | R | S | T | U | V | W | X | Y | Z | a | b | c | d | e | f
55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72
g | h | i | j | k | l | m | n | o | p | q | r | s | t | u | v | w | x
73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 |  |  |  |  |  |  |  |  |
y | z | ~ | ä | â | Ä | Â | ö | Ö |  |  |  |  |  |  |  |  |

numbers.gob

Description: The displayed numbers on the scoreboard

Program for edit it: Paint Shop Pro & GOBMaker. The Gimp and gobpack [Linux].

How to edit: With PSP create a nice PCX image with the ten numbers starting by zero (each number can't be bigger than 16x22 pixels) and save it as "numbers.pcx". Remember this: all the image files on the level (PCXs and GOBs) must have the same colour palette. Run GOBMaker, open "numbers.pcx" and create "numbers.gmp". Then make "numbers.gob"

objects.gob

Description: The objects of the zone.

Program for edit it: Paint Shop Pro & GOBMaker. The Gimp and gobpack [Linux].

How to edit: With PSP edit "objects.pcx" (found at GOBMaker Projects in BCD) drawing all objects of the level. Remember this: all the image files on the level (PCXs and GOBs) must have the same colour palette. Run GOBMaker, then open "objects.gmp" (GOBMaker Project) and change the objects. These are the frames of "objects.gob":

Frames | Objects
1-6 | Spring working
6 | Spring stopped
7-15 | Water Splashing
16-20 | Dust
21-25 | 1st and 2nd butterfly looking at the right
27-32 | 1st and 2nd butterfly looking at the left
33-38 | 3rd and 4th butterfly looking at the right
39-44 | 3rd and 4th butterfly looking at the left
45-57 | Pieces of Dott
53-60 | Pieces of Jiffy
61-68 | Pieces of Fizz
69-76 | Pieces of Mijji
77-80 | Blood

rabbit.gob

Description: The movements of the rabbits.

Program for edit it: Paint Shop Pro & GOBMaker. The Gimp and gobpack [Linux].

How to edit: With PSP edit "Rabbit.pcx" (found at GOBMaker Projects in BCD) drawing all the frames of the movements. Remember this: all the image files on the level (PCXs and GOBs) must have the same colour palette. Run GOBMaker, then open "rabbit.gmp" (GOBMaker Project) and change the objects. Be careful, if the frames are bigger than 16x16 pixels, you can't go up the screen because a frame of the rabbit will stay up blinking. These are the frames of "rabbit.gob":

Frames | Movements | Direction | Rabbits
1 | Standing | Right | Dott
1, 2, 3, 4 | Running
5, 6, 7, 8 | Jumping/Swimming
9 | Die
10 | Standing | Left
10, 11, 12, 13 | Running
14, 15, 16, 17 | Jumping/Swimming
18 | Die
19 | Standing | Right | Jiffy
19, 20, 21, 22 | Running
23, 24, 25, 26 | Jumping/Swimming
27 | Die
28 | Standing | Left
28, 29, 30, 31 | Running
32, 33, 34, 35 | Jumping/Swimming
36 | Die
37 | Standing | Right | Fizz
37, 38, 39, 40 | Running
41, 42, 43, 44 | Jumping/Swimming
45 | Die
46 | Standing | Left
46, 47, 48, 49 | Running
50, 51, 52, 53 | Jumping/Swimming
54 | Die
55 | Standing | Right | Mijji
55, 56, 57, 58 | Running
59, 60, 61, 62 | Jumping/Swimming
63 | Die
64 | Standing | Left
64, 65, 66, 67 | Running
68, 69, 70, 71 | Jumping/Swimming
72 | Die

death.smp

Description: Sample played when a rabbit dies.

Program for edit it: FastTracker II. Soundtracker [Linux].

How to edit: This editing information is the same for all SMP files. With FastTracker II open a WAV file for a death and save it as death.smp. It must be an 8-bit sound.

fly.smp

Description: Sample played when you are near the flies.

Program for edit it: FastTracker II. Soundtracker [Linux].

How to edit: This editing information is the same for all SMP files. With FastTracker II open a WAV file for the fliues and save it as fly.smp. It must be an 8-bit sound. You must be near the flies for hear them but if you run to them, they will fly away. For hear them the best, use the LORDOFTHEFLIES cheat.

jump.smp

Description: Sample played when you jump.

Program for edit it: FastTracker II. Soundtracker [Linux].

How to edit: This editing information is the same for all SMP files. With FastTracker II open a WAV file for jumping and save it as jump.smp. It must be an 8-bit sound.

splash.smp

Description: Sample played when you fall into the water.

Program for edit it: FastTracker II. Soundtracker [Linux].

How to edit: This editing information is the same for all SMP files. With FastTracker II open a WAV file for splashing and save it as splash.smp. It must be an 8-bit sound. This sound will be longer and slower if you use BLOODISTHICKERTHANWATER cheat.

spring.smp

Description: Sample played when you jump on a spring.

Program for edit it: FastTracker II. Soundtracker [Linux].

How to edit: This editing information is the same for all SMP files. With FastTracker II open a WAV file for a spring and save it as spring.smp. It must be an 8-bit sound. You can hear it also in POGOSTICK cheat.

bump.mod

Description: Music played when you play in the zone.

Program for edit it: FastTracker II. Soundtracker [Linux].

How to edit: You can compose your own playing music, but if you think it's too hard, the best you can do is downloading a nice one.

jump.mod

Description: Music played on the select players screen.

Program for edit it: FastTracker II. Soundtracker [Linux].

How to edit: You can compose your own intro music, but if you think it's too hard, the best you can do is downloading a nice one.

scores.mod

Description: Music played in the final scoreboard.

Program for edit it: FastTracker II. Soundtracker [Linux].

How to edit: You can compose your own scoreboard music, but if you think it's too hard, the best you can do is downloading a nice one.

Did you edit all the files you wanted? Type in DOS mode:

"pack.exe [mylevel].dat"

"jnbpack -o [mylevel].dat file1 file2 file3" [Linux]

If this isn't enough and you have problems e-mail me: bkronb@hotmail.com

For Linux related things contact me: gurkan@linuks.mine.nu