Appendix C: config.txt Help
The config.txt file is a powerful tool for designers to control the look of their Dungeon Craft creations.
// Main Config File // //****************************************************** // Current Resolution 640 x 480 // Values are max size! ANYTHING higher will go over the frame! // SmallPic 176 x 211 (includes spritepic and 3D view) // SmallPicFrame 204 x 239 // BigPic 608 x 288 // WallPic 112 x 134, 48 x 58, 16 x 19, -> 176,211
This is the heading for the config.txt file. The first line must not be changed in any way, else the file will not be read correctly by the engine and the editor and Dungeon Craft will not run.
Please note that all lines beginning with double slashes '//' indicates a comment and not counting the first line, the commented lines are ignored by DC. The '//' symbol may appear anywhere in a line, and everything to the right of it is considered a comment.
General information regarding the various images sizes is listed in this section. For WallPic, the information given is for the the three straight on (rectangular) images.
Force_SysMem = 1 LOG_ERRORS = 1 LOG_DATABASE_ERRORS = 40 LOG_COMPILE_ERRORS = 40 MAX_UNDO_ACTIONS = 20
These lines apply to the editor and various details of its operation. For the first two, "0" means no, and "1" means yes. The later three list the number of items for each operation, which I think are self-explanatory.
EDITOR_COLOR_1 = 0,0,0 EDITOR_COLOR_2 = 255,0,0 EDITOR_COLOR_3 = 0,255,0 EDITOR_COLOR_4 = 0,0,255 EDITOR_COLOR_5 = 255,255,0 EDITOR_COLOR_6 = 0,255,255 EDITOR_COLOR_7 = 255,0,255 EDITOR_COLOR_8 = 128,0,0 EDITOR_COLOR_9 = 0,128,0 EDITOR_COLOR_10 = 0,0,128 EDITOR_COLOR_11 = 128,128,0 EDITOR_COLOR_12 = 0,128,128 EDITOR_COLOR_13 = 128,0,128 EDITOR_COLOR_14 = 128,128,128 EDITOR_COLOR_15 = 192,192,192 EDITOR_COLOR_16 = 255,255,255
These are the 16 colors used in the editor at various spots: walls, backdrops, zones - each in it's editor of the same type and when displaying that type on the level map. These colors are not present in the engine (during game play).
DEF_CHAR_DEATH = sound_CharDeath.wav DEF_CHAR_MOVE = sound_CharMove.wav DEF_HIT = sound_Hit.wav DEF_MISS = sound_Miss.wav DEF_CAST = sound_Cast.wav DEF_BUMP = sound_Bump.wav DEF_STEP = sound_Step.wav DEF_INTRO = intro.mp3 DEF_DEATH = sound_Death.wav
These are the default sounds that DC will apply if not over-ridden in the various places (editors and databases) through out the editor.
DEF_HORZ_BAR = border_Horizontal.png DEF_VERT_BAR = border_Vertical.png DEF_FRAME = border_Viewport.png DEF_COMBAT_WALLS = combat_Dungeon.png DEF_COMBAT_WALLS_WILDERNESS = combat_Wilderness.png DEF_COMBAT_CURSOR = cursor_Combat.png DEF_COMBAT_DEATH_ICON = cursor_CombatDying.png DEF_COMBAT_DEATH = cursor_CombatDeath.png DEF_CAMP = smallpic_Camp.png DEF_TREASURE = smallpic_Treasure.png DEF_ICONBG = iconBackground.png DEF_MONSTER_ICON = icon_DefaultMonster.png
These are the default graphics that DC will apply if not over-ridden in the various places (editors and databases) through out the editor.
// DebugSpecialAbility = "SA name" // Causes debug information about special abilities to be written to log. // Examples: //DebugSpecialAbility = "Five Attacks" //DebugSpecialAbility = "Adrenaline"
DC allows the designer to add debug requests for Special Abilities into the config.txt file. If you use this feature to debug many Special Abilities, you may notice some slow down in your testing.
Screen_Width = 640 Screen_Height = 480 Color_Bits = 32
Information about the DC engine - do not change in the config.txt file, instead use the utility in the DC editor.
Inter_Character_Delay = 15
This controls the speed at which text displays in the game. The higher the number the longer it will take - this is the time between each character and the next. 0 is the minimum number and will cause all text for an event to appear at once. 1000 equals one second.
COLOR_WHITE = 255,255,255 COLOR_BLACK = 0,0,0 COLOR_GREEN = 0,255,0 COLOR_RED = 255,0,0 COLOR_YELLOW = 255,255,0 COLOR_BLUE = 128,128,255 COLOR_COMBAT_GREEN = 0,255,0 COLOR_COMBAT_RED = 255,0,0 COLOR_COMBAT_YELLOW = 255,255,0 COLOR_COMBAT_BLUE = 64,128,255 BACKGROUND_FILL = 0,0,0 BACKGROUND_COMBAT_FILL = 0,0,0 COLOR_KEYBOARD_SHORTCUT = 251,133,15 USE_KEYBOARD_SHORTCUT = 1 COLOR_CUSTOM_1 = 102,247,159
These are the colors used in the engine for text and background fill.
// combat flags, they will only affect the debug build // of the engine //Monster_NoMove = 0 //Monster_AlwaysMiss = 1 //Monster_AlwaysHit = 0 //Monster_NoCast = 0 //Monster_PlyrControl = 0 //Monster_NoDeath = 0 //Party_AlwaysMiss = 0 //Party_AlwaysHit = 0
Unless you are using a debug build of the engine for testing purposes of your design, these flags will do nothing. "0" equals no and "1" equals yes.
TEXTBOX = 18,328 DEFAULT_MENU_HORZ = 14,460 DEFAULT_MENU_VERT = 200,200 DEFAULT_MENU_TEXTBOX = 200,328 PARTYNAMES = 18,18,275,18 LOCATIONTEXT = 275,280 VERSIONTEXT = 280,301
These elements control where the various bits of text appear in the game. TEXTBOX is the text that appears in Text Statement Events. The second pair of numbers for PARTYNAMES is the location in the Character View screen.
BIGPICSIZE = 14,16,622,304 TEXTBOX_LINES = 6
TEXTBOX_LINES is the maximum number of lines of text to be displayed. Depending upon the font type and size it might be less.
HORZ_BAR_TOP = 0,0 HORZ_BAR_MIDDLE = 0,309 HORZ_BAR_BOTTOM = 0,444 VERT_BAR_LEFT = 0,0 VERT_BAR_MIDDLE = 258,0 VERT_BAR_RIGHT = 626,0 VIEWPORT_FRAME = 34,40 VIEWPORT_FRAME_SRC = 0,0,204,239 VIEWPORT_FRAME_OFFSET = 417,-19 //in character view
These are the locations of all the various frame elements.
VIEWPORT_RECT = 48,54,224,265 VERT_BAR_LONG = 0,0,14,457 VERT_BAR_SHORT = 14,0,28,322 HORZ_BAR_LONG = 0,0,640,14 HORZ_BAR_LONG_2 = 0,14,640,28 HORZ_BAR_LONG_3 = 0,28,64036,42
These are the source file information of all the various frame elements.
// Default UA-like wall rects used for 3D View. These are source bitmap coords // within the art image file. Check the BlankWall.bmp template to match these // labels to a wall section. Specify pixel coords for left, top, right, bottom // These apply to walls, overlays, and doors // A_WALL_RECT = 392,146,424,357 B_WALL_RECT = 522,146,554,357 C_WALL_RECT = 262,146,294,280 D_WALL_RECT = 342,146,374,280 E_WALL_RECT = 262,146,374,280 F_WALL_RECT = 2,146,34,280 G_WALL_RECT = 132,146,164,280 H_WALL_RECT = 522,2,570,60 I_WALL_RECT = 262,2,278,60 J_WALL_RECT = 2,2,18,21 K_WALL_RECT = 392,2,408,60 L_WALL_RECT = 522,2,538,60 M_WALL_RECT = 554,2,570,60 N_WALL_RECT = 18,146,34,280 O_WALL_RECT = 132,146,148,280 P_WALL_RECT = 132,2,148,21
These are the source coordinates in the art file for the Default FRUA format wall layout.
// x,y offsets added to VIEWPORT_RECT.left,VIEWPORT_RECT.top to get // new dest x,y within viewport frame A_OFF = -32,0 B_OFF = 112,0 C_OFF = 0,40 D_OFF = 0,40 E_OFF = 0,40 F_OFF = -32,40 G_OFF = 48,40 H_OFF = 0,78 I_OFF = 0,78 J_OFF = 0,96 K_OFF = 32,78 L_OFF = 0,78 M_OFF = 0,78 N_OFF = -16,40 O_OFF = 48,40 P_OFF = 0,96
This information is an offset for each wall element to adjust it's fit in the Viewport window.
// viewport_coords holds the coords for drawing tiles in the // regular viewport, which is composed of 13 viewable squares // no matter which direction the player is facing. // // The viewport map is numbered as: // // 5 distant walls // 0 2 4 3 1 // 5 7 9 8 6 // 10 12 11 // // 7 distant walls // 13 0 2 4 3 1 14 // 5 7 9 8 6 // 10 12 11 // // with the player standing in 12. // // These are destination offsets from the ViewportX,Y // for where the viewport 3D walls are drawn. // // Defaults for 5 distant walls VIEWPORT_COORD_0 = 0,0 VIEWPORT_COORD_1 = 144,0 VIEWPORT_COORD_2 = 32,0 VIEWPORT_COORD_3 = 112,0 VIEWPORT_COORD_4 = 64,0 VIEWPORT_COORD_5 = 0,0 VIEWPORT_COORD_6 = 160,0 VIEWPORT_COORD_7 = 16,0 VIEWPORT_COORD_8 = 112,0 VIEWPORT_COORD_9 = 64,0 VIEWPORT_COORD_10 = 0,0 VIEWPORT_COORD_11 = 144,0 VIEWPORT_COORD_12 = 32,0
These are the actual positions of the wall elements in the viewport window.
MAX_ALTERNATE_WALL_FORMATS = 5
This is the maximum number of alternate wall formats and does not include the default format listed above. I have never tried a number above 10, but any number should work.
// format for wall type 1 - from Kevin's Tavern demo // uses 5 distant walls WIDTH_WALL_FORMAT_1 = 480 HEIGHT_WALL_FORMAT_1 = 360 NUM_DISTANT_WALLS_1 = 5 A1_WALL_RECT = 2,2,34,213 B1_WALL_RECT = 150,2,182,213 C1_WALL_RECT = 336,2,368,213 D1_WALL_RECT = 184,2,216,213 E1_WALL_RECT = 36,2,148,213 F1_WALL_RECT = 218,2,250,213 G1_WALL_RECT = 302,2,334,213 H1_WALL_RECT = 252,2,300,213 I1_WALL_RECT = 388,2,404,213 J1_WALL_RECT = 460,2,476,213 K1_WALL_RECT = 424,2,440,213 L1_WALL_RECT = 442,2,458,213 M1_WALL_RECT = 370,2,386,213 N1_WALL_RECT = 234,2,250,213 O1_WALL_RECT = 302,2,318,213 P1_WALL_RECT = 406,2,422,213 A1_OFF = -32,0 B1_OFF = 112,0 C1_OFF = 0,0 D1_OFF = 0,0 E1_OFF = 0,0 F1_OFF = -32,0 G1_OFF = 48,0 H1_OFF = 0,0 I1_OFF = 0,0 J1_OFF = 0,0 K1_OFF = 32,0 L1_OFF = 0,0 M1_OFF = 0,0 N1_OFF = -16,0 O1_OFF = 48,0 P1_OFF = 0,0 // Defaults for 5 distant walls VIEWPORT_COORD_0_1 = 0,0 VIEWPORT_COORD_1_1 = 144,0 VIEWPORT_COORD_2_1 = 32,0 VIEWPORT_COORD_3_1 = 112,0 VIEWPORT_COORD_4_1 = 64,0 VIEWPORT_COORD_5_1 = 0,0 VIEWPORT_COORD_6_1 = 160,0 VIEWPORT_COORD_7_1 = 16,0 VIEWPORT_COORD_8_1 = 112,0 VIEWPORT_COORD_9_1 = 64,0 VIEWPORT_COORD_10_1 = 0,0 VIEWPORT_COORD_11_1 = 144,0 VIEWPORT_COORD_12_1 = 32,0
Formatting data for the Tall Wall format created by Kevin Wyllie. This format shows 5 distant walls.
// format for wall type 2 - from Kevin's New Walls // uses 7 distant walls WIDTH_WALL_FORMAT_2 = 500 HEIGHT_WALL_FORMAT_2 = 375 NUM_DISTANT_WALLS_2 = 7 A2_WALL_RECT = 2,2,34,213 B2_WALL_RECT = 150,2,182,213 C2_WALL_RECT = 336,2,368,213 D2_WALL_RECT = 184,2,216,213 E2_WALL_RECT = 36,2,148,213 F2_WALL_RECT = 218,2,250,213 G2_WALL_RECT = 302,2,334,213 H2_WALL_RECT = 252,2,300,213 I2_WALL_RECT = 388,2,396,213 J2_WALL_RECT = 460,2,468,213 K2_WALL_RECT = 432,2,440,213 L2_WALL_RECT = 442,2,458,213 M2_WALL_RECT = 370,2,386,213 N2_WALL_RECT = 218,2,250,213 O2_WALL_RECT = 302,2,334,213 P2_WALL_RECT = 398,2,430,213 A2_OFF = -32,0 B2_OFF = 112,0 C2_OFF = 0,0 D2_OFF = 0,0 E2_OFF = 0,0 F2_OFF = -32,0 G2_OFF = 48,0 H2_OFF = 0,0 I2_OFF = -8,0 J2_OFF = 0,0 K2_OFF = 32,0 L2_OFF = 0,0 M2_OFF = 0,0 N2_OFF = -16,0 O2_OFF = 32,0 P2_OFF = 0,0 // Defaults for 7 distant walls VIEWPORT_COORD_0_2 = 8,0 VIEWPORT_COORD_1_2 = 136,0 VIEWPORT_COORD_2_2 = 40,0 VIEWPORT_COORD_3_2 = 104,0 VIEWPORT_COORD_4_2 = 72,0 VIEWPORT_COORD_5_2 = 0,0 VIEWPORT_COORD_6_2 = 160,0 VIEWPORT_COORD_7_2 = 16,0 VIEWPORT_COORD_8_2 = 112,0 VIEWPORT_COORD_9_2 = 64,0 VIEWPORT_COORD_10_2 = 0,0 VIEWPORT_COORD_11_2 = 144,0 VIEWPORT_COORD_12_2 = 32,0 VIEWPORT_COORD_13_2 = 0,0 VIEWPORT_COORD_14_2 = 168,0
Formatting data for the Tall Wall format created by Kevin Wyllie. This format shows 7 distant walls. DC differentiates between the two identical wall types by the overall dimensions of the image.
//New EasyWalltex Format 640 res WIDTH_WALL_FORMAT_3 = 168 HEIGHT_WALL_FORMAT_3 = 352 NUM_DISTANT_WALLS_3 = 5 A3_WALL_RECT = 2,2,34,214 B3_WALL_RECT = 134,2,166,214 C3_WALL_RECT = 52,215,84,349 D3_WALL_RECT = 132,215,164,349 E3_WALL_RECT = 52,215,164,349 F3_WALL_RECT = 34,42,66,176 N3_WALL_RECT = 50,42,66,176 G3_WALL_RECT = 102,42,134,176 O3_WALL_RECT = 102,42,118,176 H3_WALL_RECT = 2,215,50,273 L3_WALL_RECT = 2,215,18,273 M3_WALL_RECT = 34,215,50,273 I3_WALL_RECT = 66,81,82,139 J3_WALL_RECT = 2,275,18,294 K3_WALL_RECT = 86,81,102,139 P3_WALL_RECT = 2,275,18,294 A3_OFF = -32,0 B3_OFF = 112,0 C3_OFF = 0,40 D3_OFF = 0,40 E3_OFF = 0,40 F3_OFF = -32,40 G3_OFF = 48,40 H3_OFF = 0,78 I3_OFF = 0,78 J3_OFF = 0,96 K3_OFF = 32,78 L3_OFF = 0,78 M3_OFF = 0,78 N3_OFF = -16,40 O3_OFF = 48,40 P3_OFF = 0,96 VIEWPORT_COORD_0_3 = 0,0 VIEWPORT_COORD_1_3 = 144,0 VIEWPORT_COORD_2_3 = 32,0 VIEWPORT_COORD_3_3 = 112,0 VIEWPORT_COORD_4_3 = 64,0 VIEWPORT_COORD_5_3 = 0,0 VIEWPORT_COORD_6_3 = 160,0 VIEWPORT_COORD_7_3 = 16,0 VIEWPORT_COORD_8_3 = 112,0 VIEWPORT_COORD_9_3 = 64,0 VIEWPORT_COORD_10_3 = 0,0 VIEWPORT_COORD_11_3 = 144,0 VIEWPORT_COORD_12_3 = 32,0
Wall format for the EZ Wall creator walls.
// format for Dinonykos extended tall walls WIDTH_WALL_FORMAT_4 = 1000 HEIGHT_WALL_FORMAT_4 = 375 NUM_DISTANT_WALLS_4 = 5 A4_WALL_RECT = 2,2,66,213 B4_WALL_RECT = 246,2,310,213 C4_WALL_RECT = 624,2,688,213 D4_WALL_RECT = 312,2,376,213 E4_WALL_RECT = 68,2,244,213 F4_WALL_RECT = 378,2,458,213 G4_WALL_RECT = 542,2,622,213 H4_WALL_RECT = 460,2,540,213 I4_WALL_RECT = 724,2,764,213 J4_WALL_RECT = 884,2,900,213 K4_WALL_RECT = 800,2,840,213 L4_WALL_RECT = 842,2,874,213 M4_WALL_RECT = 690,2,722,213 N4_WALL_RECT = 426,2,458,213 O4_WALL_RECT = 542,2,574,213 P4_WALL_RECT = 774,2,790,213 A4_OFF = -32,0 B4_OFF = 80,0 C4_OFF = -32,0 D4_OFF = 0,0 E4_OFF = -32,0 F4_OFF = -64,0 G4_OFF = 32,0 H4_OFF = -16,0 I4_OFF = -16,0 J4_OFF = 0,0 K4_OFF = 24,0 L4_OFF = -16,0 M4_OFF = 0,0 N4_OFF = -16,0 O4_OFF = 32,0 P4_OFF = 0,0 VIEWPORT_COORD_0_4 = 0,0 VIEWPORT_COORD_1_4 = 144,0 VIEWPORT_COORD_2_4 = 32,0 VIEWPORT_COORD_3_4 = 112,0 VIEWPORT_COORD_4_4 = 64,0 VIEWPORT_COORD_5_4 = 0,0 VIEWPORT_COORD_6_4 = 160,0 VIEWPORT_COORD_7_4 = 16,0 VIEWPORT_COORD_8_4 = 112,0 VIEWPORT_COORD_9_4 = 64,0 VIEWPORT_COORD_10_4 = 0,0 VIEWPORT_COORD_11_4 = 144,0 VIEWPORT_COORD_12_4 = 32,0
Wall format for the Extended wall format by Dinonykos.
// format for wall type 2 - Dinonykos HYPER Walls ("Bridge Walls") // uses 5 distant walls WIDTH_WALL_FORMAT_5 = 1500 HEIGHT_WALL_FORMAT_5 = 375 NUM_DISTANT_WALLS_5 = 5 A5_WALL_RECT = 132,2,220,213 B5_WALL_RECT = 406,2,494,213 C5_WALL_RECT = 959,2,1047,213 D5_WALL_RECT = 499,2,587,213 E5_WALL_RECT = 225,2,401,213 F5_WALL_RECT = 592,2,680,213 G5_WALL_RECT = 866,2,954,213 H5_WALL_RECT = 733,2,813,213 I5_WALL_RECT = 1193,2,1233,213 J5_WALL_RECT = 1445,2,1461,213 K5_WALL_RECT = 1259,2,1299,213 L5_WALL_RECT = 1352,2,1440,213 M5_WALL_RECT = 1052,2,1140,213 N5_WALL_RECT = 640,2,680,213 O5_WALL_RECT = 866,2,906,213 P5_WALL_RECT = 1238,2,1254,213 A5_OFF = -32,0 B5_OFF = 56,0 C5_OFF = -56,0 D5_OFF = 0,0 E5_OFF = -32,0 F5_OFF = -64,0 G5_OFF = 24,0 H5_OFF = -16,0 I5_OFF = -16,0 J5_OFF = 0,0 K5_OFF = 24,0 L5_OFF = -72,0 M5_OFF = 0,0 N5_OFF = -16,0 O5_OFF = 24,0 P5_OFF = 0,0 VIEWPORT_COORD_0_5 = 0,0 VIEWPORT_COORD_1_5 = 144,0 VIEWPORT_COORD_2_5 = 32,0 VIEWPORT_COORD_3_5 = 112,0 VIEWPORT_COORD_4_5 = 64,0 VIEWPORT_COORD_5_5 = 0,0 VIEWPORT_COORD_6_5 = 160,0 VIEWPORT_COORD_7_5 = 16,0 VIEWPORT_COORD_8_5 = 112,0 VIEWPORT_COORD_9_5 = 64,0 VIEWPORT_COORD_10_5 = 0,0 VIEWPORT_COORD_11_5 = 144,0 VIEWPORT_COORD_12_5 = 32,0
Wall format for the Hyper wall format by Dinonykos.
// These are the coordinates used to draw the map graphics. // each entry is left,top,right+1,bottom+1 size of objects drawn HORZ_SIZE = 0,0,4,2 HORZOFFSET_SIZE = 0,0,6,2 VERT_SIZE = 0,0,2,4 VERTOFFSET_SIZE = 0,0,2,6 MAP_OUTER_SQUARE_SIZE = 0,0,16,16 MAP_INNER_SQUARE_SIZE = 0,0,8,8
These are the graphic sizes for image elements used on overland maps/levels.
// For each each map square, add these offsets to the top,left // of the map art getting blitted to that square NORTH_OFFSET_1 = 2,0 NORTH_OFFSET_2 = 6,0 NORTH_OFFSET_3 = 10,0 NORTH_OFFSET_4 = 5,2 SOUTH_OFFSET_1 = 2,14 SOUTH_OFFSET_2 = 6,14 SOUTH_OFFSET_3 = 10,14 SOUTH_OFFSET_4 = 5,12 EAST_OFFSET_1 = 14,2 EAST_OFFSET_2 = 14,6 EAST_OFFSET_3 = 14,10 EAST_OFFSET_4 = 12,5 WEST_OFFSET_1 = 0,2 WEST_OFFSET_2 = 0,6 WEST_OFFSET_3 = 0,10 WEST_OFFSET_4 = 2,5 CENTER_OFFSET = 4,4
these are the source file coordinates for the graphics used for overland maps/levels.
// size of arrow used on area map ARROW_SIZE = 0,0,8,8
The size of the arrow used in the engine for area maps of levels.
// Arrow source coords ARROW_NORTH = 0,21,8,29 ARROW_EAST = 8,21,16,29 ARROW_SOUTH = 8,29,16,37 ARROW_WEST = 0,29,8,37
These are the source file coordinates for the arrow.
COMBAT_MAP_HEIGHT = 50 COMBAT_MAP_WIDTH = 50 COMBAT_STAT_BOX_WIDTH = 240
The first two elements give the width of the combat field in "squares", each one being 48x48 pixels. The third element is the width of the of the box in pixels.
SOUND_PLAYBACK_RATE = 22050
This is the sound playboack rate for DC. It may be either 22050 or 44100.
// design name and version location // when displayed during main start menu //DESIGN_VERSION = 0,0 MAX_DEFAULT_ART_SLOTS = 96
The default max art slots is how many files will be autoloaded by DC for walls and backdrops. The maximum number is currently 192 - this is a per level number.