FREDIT
FREDIT
Introduction:
Fredit is short for Frame Editor. It is used to cut up graphic files into sprites. It is also used to
put together animation sequences that can be played in the game. It is highly recommended that you
experiment with this utility until you get familiar with its functions. Nothing can get damaged
permanently as the original game data is available on the CD. If you decide to import or modify anything,
please back up on a regular basis to prevent any hard work from getting lost or destroyed. Fredit can
import numerous graphic file types. All animations are saved as .ani. Feel free to load up some anis
from Atomic Bomberman to see how things are laid out and get a feel for how things are structured. It
will be very easy, once youve decided to modify the content, to break the game so back up all original
data first. Please use the original data/information provided by the game to guide you along and will most
likely entail Trial & Error. This utility is being released as UNSUPPORTED so dont contact
Interplay Productions if you have any questions or problems. Happy Frediting!
Features:
On the fly resolution change from 320x200 to 800x600
Mouse support for frame placement and frame cutting
full 32-bit through a DOS Extender compiled into the program
Supported Formats
.LBM
.GMP
.BMP
.TGA
8,15,16,24, and 32 bit color depths.
Requirements:
IBM PC or Compatible
VGA or SVGA Monitor and card
Mouse Required
8MB required (more the merrier)
Configuration Notes:
The program is made to use extended memory so configure as much as possible for extended
memory. Try not using any memory managers like EMM386 or QEMM unless it is really needed.
Configured properly through a .PIF Fredit can run through a dos prompt within Windows 95. If for
some reason control is given back to Windows Fredit will crash. There is no way to get Fredit to multitask in the background.
Basics:
The program has 3 main windows, the Frame, Sequence and Palette Windows. The frame
window displays all the frames in the ani file in sequential order. The Sequence window displays a
particular anim sequence that can be edited. The Palette window displays the palette that the particular
target system is going to use.
= Ctrl - L
= goto File then Load Anim
Changing Windows:
To change to a different window press the appropriate key. As a short cut you can flip
back and forth between the Sequence Window and Frame window by press in up and
down on the keyboard. Up goes to the Frame window and down goes to the Sequence
window.
SEQUENCE WINDOW
At the title bar of this window is the Sequence name. On the right hand side are information
about this frame and sequence..
Numbers
Then turn on the Frame Numbering. This can be used for reference.
=N
= goto Frame, then Number Frames (if you have a sequence loaded, the frame
numbers should appear)
Looping
You can either turn Looping on or off. This depends on the animation. For example,
certain sequences can be looped like walking, etc. but some cannot like punching or
kicking.
=L
= goto Sequence, then Turn Looping On (this should have the check mark next to it
once it is set)
Edit Sequence
Edit Sequence brings up a dialog box that shows a list of all the sequences available in
the file. Home, End, Page Up, Page Down, Up or Down moves a highlighter in different
ways. Home goes the very to top, End goes all the way down, Page Up goes up a few
lines and Page Down is a down a few lines, and finally Up or Down is in one
increments. To select a sequence you can press enter or double click on the name.
= Alt-E
= goto Sequence then Edit Sequence
As a short cut, while viewing a sequence you can move back and forth the
sequences by pressing these keys.
Next Sequence
= Alt-N
= Alt-V
= goto Sequence then Previous Sequence
Play Sequence
To Play a sequence press the Space bar. If a character moves out of the screen, pressing
enter will center them again.
To view the sequence one frame at a time, you can use the left and right arrow keys to
move back and forth in the sequence.
Load fredit
If you are having trouble finding out what to name your sequences look at the existing .ANI
files within the .\data\ani folder.
DEL=Delete state
(Note: You can use the arrow keys (Left/Right) to cycle through the states forwards / backwards)
Adding frames to your new sequence
Go back to the frame window and click a frame with your mouse button.
Return back to the open sequence window and press CTRL-A (add frame).
Your mouse cursor will now turn into the selected frame, use + - to cycle up and down through the
frames. Once you have your frame paste it into the sequence by Left Clicking your mouse
button. Walla done! You can move the frame around once it is in the sequence window by
CTRL-(click) and drag. You can also select the frame with the mouse and hit X to delete the
frame. You should ALWAYS delete a frame in this manner, before deleting a state. If you do not
do this there is a small chance that you .ani file will get corrupted.
When you are done, name your sequence. CTRL-N (name) when in the sequence window.
You can have as many Sequences as you want in any particular .ani file.
When you are done, save you work, and dont forget to add it to your MASTER.ALI file as well as the
appropriate .RES file.