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<!DOCTYPE html>
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<h1>Exult Studio Documentation
</h1>
<p>last changed:
21 January 2026 (GMT)</p>
<hr>
<p> The latest version of this document can be found
<a href="https://exult.info/studio.html">here</a></p>
<br><p><a href="#Introduction">1. Introduction</a><br><a href="#whatis_studio">1.1. What is <em>Exult Studio</em>?</a><br><a href="#about_doc">1.2. About this Documentation.</a><br><a href="#studio_terms">1.3. Terms we use in regard to Exult and Ultima VII</a><br></p>
<p><a href="#Configurations">2. Configurations</a><br><a href="#installation">2.1. Installation</a><br><a href="#studio_run">2.2. Running <em>Exult Studio</em></a><br><a href="#run_steps">2.3. Step-by-step instructions to run <em>Exult Studio</em></a><br><a href="#can_do_atm">2.4. What you can do at the moment</a><br><a href="#studio_cfg">2.5. Settings in exult.cfg.</a><br><a href="#command_line">2.6. Command line options</a><br><a href="#exult_shortcuts">2.7. Map Editing keys in <em>Exult</em></a><br></p>
<p><a href="#Exult-Studio-basics">3. Exult Studio basics</a><br><a href="#basics">3.1. Description</a><br><a href="#shape_files">3.2. Shape files</a><br><a href="#map_files_chunks">3.3. Map files: U7CHUNKS</a><br><a href="#map_files_npcs">3.4. Map files: NPCs</a><br><a href="#palettes_files">3.5. Palettes files</a><br><a href="#detail_window">3.6. The detail window</a><br><a href="#groups_files">3.7. Groups files</a><br></p>
<p><a href="#Exult-Studio's-menus">4. Exult Studio's menus</a><br><a href="#overview">4.1. An overview</a><br><a href="#file_menu">4.2. File</a><br><a href="#edit_menu">4.3. Edit</a><br><a href="#mode_menu">4.4. Mode</a><br><a href="#tools_menu">4.5. Tools</a><br><a href="#map_menu">4.6. Map</a><br><a href="#tool_bar">4.7. Tool bar</a><br></p>
<p><a href="#Shape-editor">5. Shape editor</a><br><a href="#shape_properties_window">5.1. Shape Properties Window</a><br><a href="#shape_context_menu">5.2. Shapes context menu</a><br><a href="#shape_presets">5.3. Shapes presets</a><br></p>
<p><a href="#Egg-editing">6. Egg editing</a><br><a href="#eggs_explained">6.1. Explaining eggs</a><br><a href="#eggs_type">6.2. The different types of eggs</a><br><a href="#place_eggs">6.3. Add, remove and edit eggs</a><br><a href="#eggs_properties">6.4. Properties of eggs</a><br><a href="#place_monsters">6.5. Placing a monster spawning egg</a><br><a href="#creature_schedules">6.6. Schedules of Monsters and Creatures</a><br><a href="#audio_eggs">6.7. Jukebox, Sound Effects and Voice eggs</a><br><a href="#usecode_eggs">6.8. Usecode eggs</a><br><a href="#missile_eggs">6.9. Missile eggs</a><br><a href="#teleport_eggs">6.10. Teleport eggs</a><br><a href="#weather_eggs">6.11. Weather eggs</a><br><a href="#path_eggs">6.12. Path eggs</a><br><a href="#button_eggs">6.13. Button eggs</a><br><a href="#intermap_eggs">6.14. Intermap eggs</a><br></p>
<p><a href="#NPC-editing">7. NPC editing</a><br><a href="#npc_edit">7.1. Editing an existing NPC</a><br><a href="#npc_create">7.2. Creating a new NPC</a><br><a href="#npc_basic">7.3. Basic NPC settings</a><br><a href="#npc_properties">7.4. NPC Properties</a><br><a href="#npc_flags">7.5. NPC Flags</a><br><a href="#npc_schedules">7.6. NPC Schedules</a><br><a href="#npc_presets">7.7. NPC Presets</a><br></p>
<p><a href="#Basic-editors">8. Basic editors</a><br><a href="#combo_edit">8.1. Creating Combination files</a><br><a href="#usecode_edit">8.2. Custom Usecode</a><br></p>
<p><a href="#Basic-map-editing">9. Basic map editing</a><br><a href="#learn_edit">9.1. Learning the basics of map editing</a><br><a href="#move_obj">9.2. Moving objects around</a><br><a href="#place_obj">9.3. How to place objects from Exult Studio</a><br><a href="#control_obj">9.4. Mark, delete, copy, make multiple objects</a><br><a href="#float_obj">9.5. Making floating objects like bridges</a><br><a href="#change_frame">9.6. How to change the frame of an object</a><br><a href="#change_chunks">9.7. How to change chunks (the big red outlined square)</a><br><a href="#multi_obj">9.8. How to make a structures consisting of multiple objects</a><br><a href="#other_combo">9.9. More things you can do with Combos</a><br><a href="#paint_forest">9.10. Use the paint feature to quickly create a forest</a><br></p>
<p><a href="#Mods-and-patches">10. Mods and patches</a><br><a href="#mods_intro">10.1. Introduction to Mods and Patches</a><br><a href="#mods_cfg">10.2. Mod cfg files</a><br><a href="#patch_ogg_tracks">10.3. Patching the digital OGG tracks</a><br><a href="#hardcoded_global_flags">10.4. Hardcoded global flags</a><br></p>
<p><a href="#Playscenes">11. Playscenes</a><br><a href="#playscenes_intro">11.1. Playscenes Introduction</a><br><a href="#playscenes_format">11.2. Script Format</a><br><a href="#playscenes_scene">11.3. Scene Section</a><br><a href="#playscenes_text">11.4. Text Section</a><br><a href="#playscenes_notes">11.5. Notes and Limitations</a><br><a href="#playscenes_examples">11.6. Examples</a><br><a href="#playscenes_flx">11.7. Creating Scene FLX Files</a><br></p>
<p><a href="#Miscellaneous">12. Miscellaneous</a><br><a href="#multi_map">12.1. Multi-map support</a><br><a href="#barge_edit">12.2. Creating a boat, flying carpet, or horse drawn carriage</a><br><a href="#custom_shapes">12.3. Importing and creating your own custom shapes</a><br><a href="#custom_font">12.4. How to create a custom font?</a><br><a href="#tools">12.5. Other tools that might be useful</a><br><a href="#terrain_stuff">12.6. About this 'terrain-editing' stuff and why you can't just
drag objects to where you want.</a><br><a href="#ifix_iregs">12.7. ifix and ireg reference chart</a><br><a href="#port_platforms">12.8. Porting <em>Exult Studio</em> to other platforms</a><br><a href="#client_server_stuff">12.9. About this client/server stuff?</a><br><a href="#what_next">12.10. What's next?</a><br></p>
<p><a href="#Credits">13. Credits</a><br><a href="#thanks">13.1. Thanks</a><br></p>
<p><a href="#Changes-to-the-Documentation">14. Changes to the Documentation</a><br><a href="#21012026">14.1. - 21 January 2026</a><br></p>
<hr class="full-width">
<table class="full-width">
<tr><th class="left-aligned"><a id="Introduction">1. Introduction</a></th></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="whatis_studio">1.1. What is <em>Exult Studio</em>?</a></strong></td></tr>
<tr><td>
<p>
<em>Exult</em> is not only capable of playing Ultima VII but it is also intended as
an engine in the style of the one used by Ultima VII. <em>Exult Studio</em> started it's life
as a simple map editor but it is slowly developing into a full fledged editor
enabling users to create a new game. Tristan came up with the cool name!
</p>
<p>
The main purpose of <em>Exult Studio</em> is the ability to create an entirely original
game world without using the original Ultima VII data files. Its semi-possible
already but still requires a lot of work. Not the least of which is that an entire
games worth of art needs to be created.
</p>
<p>
Editing a copyrighted game may or may not be allowed. Please exercise caution especially
if you want to distribute your changes.
</p>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="about_doc">1.2. About this Documentation.</a></strong></td></tr>
<tr><td>
<p>
<em>Exult Studio</em> is work in progress. How things work may change and new features are
added very frequently. Due to that the maintainers (Jeffrey, Dominus) of this
documentation may not have been able to update it. As we do not have an official
release yet this documentation refers to recent snapshots.
</p>
<p>
This guide is what we hope will be an ongoing effort to provide up to date and
in-depth information on how to get the most out of <em>Exult Studio</em>. Accuracy is an
essential part of this guide. If you find something that could be clearer or doesn't
seem worded properly please tell us, we will be happy to change this guide. Tips and
tricks by other users will be appreciated as well and will of course be credited.
</p>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="studio_terms">1.3. Terms we use in regard to Exult and Ultima VII</a></strong></td></tr>
<tr><td>
<p>
Of course the terms explained in <a href="ReadMe.html#terms">ReadMe</a> are
also used in this Documentation but we will list them along with the terms
that additionally need to be explained for the usage of <em>Exult Studio</em>.
</p>
<ul>
<li>
<strong>tile</strong>:<br>
8x8 pixels</li>
<li>
<strong>chunk</strong>:<br>
16x16 tiles</li>
<li>
<strong>superchunk</strong>:<br>
16x16 chunks</li>
<li>
<strong>world</strong>:<br>
12x12 superchunks</li>
<li>
<strong>NPC schedules</strong>:<br>
NPCs can have schedules which make them do things at certain times and locations.</li>
<li>
<strong>BG</strong>, <strong>SI</strong>, <strong>FoV</strong>
or <strong>SS</strong>:<br>
we refer to "Ultima VII: The Black Gate" as BG and to "Ultima VII - Part 2: Serpent Isle"
as SI. The add-ons "Forge of Virtue" and "Silver Seed" are called FoV and SS.</li>
<li>
<strong>eggs</strong>:<br>
these are trip-wires that can cause monsters to spawn, execute scripts, play
music, change weather, trigger traps or teleport when you get near them.</li>
<li>
<strong>flex files</strong>:<br>
also known as flexes, these are used by the original to store the data files.
Also when you choose to not use compressed save games (see save_compression_level in
<a href="ReadMe.html#exult_config">ReadMe</a>) our save games are also "flexed".</li>
<li>
<strong>gumps</strong>:<br>
the windows used in the game interface for containers, characters, menus, etc..</li>
<li>
<strong>paperdoll</strong>:<br>
when pressing '<span class="highlight">i</span>' you get the inventory display. It's the picture of your
characters body (or the bodies of your party members) onto which you can drag all
kinds of equipment. The way this is displayed in SI is what we call
<strong>paperdoll</strong>. We integrated this for BG as well.
(see <a href="faq.html#improvements">FAQ</a>).</li>
<li>
<strong>shapes</strong>:<br>
shape files are the format used for storage of all graphics elements (from UI buttons
to terrain features) of the games Exult supports. Shapes may contain one or more
frames (a frame is a single image).</li>
<li>
<strong>snapshot</strong>:<br>
see <a href="faq.html#whatis_snapshot">FAQ</a>.<br>
Please note that our documentation usually refers to the latest snapshot.</li>
<li>
<strong>usecode</strong>:<br>
that's the scripting language that drives all of U7 (conversations, objects...).</li>
<li>
<strong>Exult data folder</strong>:<br>
that's the folder where Exult stores its data files (exult.flx, exult_bg.flx and
exult_si.flx).</li>
</ul>
</td></tr>
</table>
<hr class="full-width">
<table class="full-width">
<tr><th class="left-aligned"><a id="Configurations">2. Configurations</a></th></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="installation">2.1. Installation</a></strong></td></tr>
<tr><td>
<ul>
<li>You need <em>Exult</em> and you need to install it properly
(see <a href="ReadMe.html#installation">ReadMe</a>). Also make sure that
you are using the <strong>latest snapshot</strong> of <em>Exult</em>.<br>
<em>Exult Studio</em> <strong>only</strong> works with the latest snapshot, not the latest release.</li>
<li>For U*ix platforms you need to build <em>Exult Studio</em> from the source available from our
source snapshot at <a href="https://exult.info/download.html">https://exult.info/download.html</a>.</li>
<li>For Windows platforms (XP,Vista,7,8,10) you need to download <em>Exult Studio</em> from our
<a href="https://exult.info/download.html">download page</a>
and install it in the same folder where you installed <em>Exult</em>.</li>
<li>For macOS we also provide a snapshot on our
<a href="https://exult.info/download.html">download page</a>. Download the disk image
and move the app to the Applications.</li>
</ul>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="studio_run">2.2. Running <em>Exult Studio</em></a></strong></td></tr>
<tr><td>
<p>
You can run <em>Exult Studio</em> all by itself, but it isn't very useful that way,
as it uses <em>Exult</em> as a server. What you really want to do is:
</p>
<ul>
<li>Put 'exult_studio.glade' in the <em>Exult</em> 'data' folder (not needed if you use the
snapshot for Windows or macOS).</li>
<li>Be sure 'exult_studio' is in your path. (on Windows
'exult_studio.exe' needs to be in the same folder as exult.exe)</li>
<li>Run <em>Exult</em> in <strong>windowed mode</strong> (not fullscreen).</li>
<li>Enable the <em>Exult</em> cheat mode (see <a href="ReadMe.html#gameplay_gump">ReadMe</a>).</li>
<li>Press 'alt-ctrl-m' to go into 'map-editor' mode. If all is set
up correctly, exult_studio will start up, connect to <em>Exult</em> and will have a list of files
on the left side of its window.</li>
</ul>
<p>
Starting up one or the other separately will reconnect them:
</p>
<ul>
<li>If <em>Exult</em> isn't running, start it up and start (or journey onward) a game and enter map
edit mode by pressing '<span class="highlight">ctrl-alt-m</span>'. In <em>Exult Studio</em> click on "File-Open Game" to
select the game you want to edit and then press the "Connect" button to connect to the
running <em>Exult</em> instance.</li>
<li>If <em>Exult Studio</em> isn't running start it up and select the game to edit in the
"File-Open Game" dialog and then press the "Connect" button to connect to the running
<em>Exult</em> instance.</li>
</ul>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="run_steps">2.3. Step-by-step instructions to run <em>Exult Studio</em></a></strong></td></tr>
<tr><td>
<p>
The above instructions may still be too technical for everybody.
You have to make sure all these steps are taken care of before you're going to get
very far with your world building.
</p>
<ol>
<li>While it is not explicitly needed it is useful to have a working copy of either
BG or SI properly installed onto your computer.</li>
<li>Next, you need to have the latest <em>Exult</em> snapshot installed properly
onto your computer and working correctly. If you are currently playing either BG or SI
on your machine this is probably done right. To make sure you have the correct version,
ensure that it says X.XX GIT (X.XX stands for some version number) during <em>Exult</em>'s
start-up screen (for example see
<a href="https://exult.info/images/screenshots/mainmenu.png">https://exult.info/images/screenshots/mainmenu.png</a>).</li>
<li>You need to make sure the newest version of <em>Exult Studio</em> is installed properly onto your
computer as well. <em>Exult Studio</em> should be installed in the same folder as the <em>Exult</em>
snapshot.</li>
<li>The patch folder <strong>needs</strong> to be in folder which you are allowed to write,
so <em>Exult Studio</em> can save any changes to existing games. See <a href="#can_do_atm">2.4. What you can do at the moment</a> on
how to change exult.cfg accordingly.</li>
<li>In order for <em>Exult Studio</em> to work properly, you need to have <em>Exult</em> running in windowed mode.
If you can see your desktop while playing, then you're doing it right.</li>
<li>Make sure you have Cheats enabled. This can be enabled in the Gameplay options of the Game
see (see <a href="ReadMe.html#gameplay_gump">ReadMe</a>).</li>
<li>While running <em>Exult</em> in windowed mode, hit '<span class="highlight">ctrl-alt-m</span>' to enter map-editing mode.
<em>Exult Studio</em> should open up if you did everything correctly. In map-editing mode the world is
frozen, but you are still able to move your characters around in order to place objects.
You're now ready to start your world editing. You should be seeing something like this:</li>
</ol>
<p>
<img alt="game window with red grid" src="images/studio01.png">
</p>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="can_do_atm">2.4. What you can do at the moment</a></strong></td></tr>
<tr><td>
<ul>
<li>browse shapes in the main window.</li>
<li>drag a shape from the shape browser to <em>Exult</em>, and that
object will be placed in the game.</li>
<li>edit an 'egg' by double-clicking on it. An edit box
should appear.</li>
<li>create a new 'egg' using the pull-down menu in <em>Exult Studio</em>.
In the Egg edit box, after you hit 'Apply', you'll be prompted to
click in <em>Exult</em> where you want the egg to appear.</li>
<li>if editing a 'monster' egg, you can set the monster by dragging
the shape from the browser to the area that displays the monster.</li>
<li>edit an NPC by double-clicking on it, and also create a new
NPC using the pull-down menu. Attributes, flags, and schedules can
all be viewed and modified.</li>
<li>edit other objects' position and quality by double-clicking on them.</li>
<li>browse the 'u7chunks' file, and drag them into <em>Exult</em> to change
the terrain. In this browser, you can also create new terrains and
modify their order.</li>
<li>select a chunk, choose 'Paint with chunks' from the 'Mode' menu, and then
paint terrain with that whole chunk.</li>
<li>edit a 'terrain' (stored in 'u7chunks') by clicking the "Edit
terrain" checkbox in <em>Exult Studio</em>. This is a special mode where
dragging with the left mouse button 'paints' the currently-selected
shape (generally one of the flat tiles near the top of the shapes
browser). Note that a 'terrain' is generally used in multiple places
in the map and changing it in one place changes it in all the others as well.</li>
<li>save the map using <em>Exult Studio</em>'s "File-Save map" pulldown menu.
In order to avoid writing over files inadvertently, the files that
would normally go into the 'static' folder, will, instead, go into
a 'patch' folder that you specify in your 'exult.cfg' file. Here's
an example for editing BG:</li>
</ul>
<table class="borderless">
<tr>
<td style="text-indent:0pt"><game></td>
<td></td>
</tr>
<tr>
<td style="text-indent:16pt"><blackgate></td>
<td></td>
</tr>
<tr>
<td style="text-indent:32pt"><title></td>
<td rowspan="3"></td>
</tr>
<tr><td style="text-indent:32pt">
blackgate
</td></tr>
<tr><td style="text-indent:32pt"></title></td></tr>
<tr>
<td style="text-indent:32pt"><path></td>
<td rowspan="3"></td>
</tr>
<tr><td style="text-indent:32pt">
./blackgate
</td></tr>
<tr><td style="text-indent:32pt"></path></td></tr>
<tr>
<td style="text-indent:32pt"><patch></td>
<td rowspan="3"></td>
</tr>
<tr><td style="text-indent:32pt">
./blackgate/patch
</td></tr>
<tr><td style="text-indent:32pt"></patch></td></tr>
<tr><td style="text-indent:16pt"></blackgate></td></tr>
</table>
<p>
<b><i><span style="font-size: larger">IMPORTANT:</span></i></b> <em>Exult Studio</em> requires the "patch" folder to be writeable. If you don't have write access
you need to place it somewhere you are allowed to write to and change the path accordingly in exult.cfg.
</p>
<p>
<em>Exult</em> will also read files from 'patch' if it exists on starting a new game. The patch
folder is expected to be within the main game folder, parallel to the static folder.
</p>
<p>
In any mode, you can add the currently selected shape by shift-clicking.
</p>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="studio_cfg">2.5. Settings in exult.cfg.</a></strong></td></tr>
<tr><td>
<p>
You can change the settings of <em>Exult Studio</em> either with the preferences dialog or
via exult.cfg. Those settings are:
</p>
<table class="borderless">
<tr>
<td style="text-indent:0pt"><config></td>
<td></td>
</tr>
<tr>
<td style="text-indent:16pt"><estudio></td>
<td></td>
</tr>
<tr>
<td style="text-indent:32pt"><main></td>
<td></td>
</tr>
<tr>
<td style="text-indent:48pt"><width></td>
<td rowspan="3"><span class="non-selectable-comment">** width of the program window</span></td>
</tr>
<tr><td style="text-indent:48pt">
640
</td></tr>
<tr><td style="text-indent:48pt"></width></td></tr>
<tr>
<td style="text-indent:48pt"><height></td>
<td rowspan="3"><span class="non-selectable-comment">** height of the program window</span></td>
</tr>
<tr><td style="text-indent:48pt">
400
</td></tr>
<tr><td style="text-indent:48pt"></height></td></tr>
<tr><td style="text-indent:32pt"></main></td></tr>
<tr>
<td style="text-indent:32pt"><default_game></td>
<td rowspan="3">
<span class="non-selectable-comment">** default game to edit (games must be specified in</span><span class="non-selectable-comment"><game> part of exult.cfg)</span>
</td>
</tr>
<tr><td style="text-indent:32pt">
gamename
</td></tr>
<tr><td style="text-indent:32pt"></default_game></td></tr>
<tr>
<td style="text-indent:32pt"><image_editor></td>
<td rowspan="3"><span class="non-selectable-comment">** command that calls the image editor.</span></td>
</tr>
<tr><td style="text-indent:32pt">
path_to_gimp binary
</td></tr>
<tr><td style="text-indent:32pt"></image_editor></td></tr>
<tr>
<td style="text-indent:32pt"><edit_filetype></td>
<td rowspan="3"><span class="non-selectable-comment">** Select either .PNG or .SHP for the image editor.</span></td>
</tr>
<tr><td style="text-indent:32pt">
.PNG
</td></tr>
<tr><td style="text-indent:32pt"></edit_filetype></td></tr>
<tr>
<td style="text-indent:32pt"><background_color></td>
<td rowspan="3">
<span class="non-selectable-comment">** background color for the shape-chooser. Use the preference</span><span class="non-selectable-comment">dialog of Exult Studio for this.</span>
</td>
</tr>
<tr><td style="text-indent:32pt">
0
</td></tr>
<tr><td style="text-indent:32pt"></background_color></td></tr>
<tr>
<td style="text-indent:32pt"><shape_scale></td>
<td rowspan="3">
<span class="non-selectable-comment">** The scale at which we display the shapes. Use the Zoom up/down</span><span class="non-selectable-comment">buttons in the <em>Exult Studio</em> button bar.</span>
</td>
</tr>
<tr><td style="text-indent:32pt">
2
</td></tr>
<tr><td style="text-indent:32pt"></shape_scale></td></tr>
<tr>
<td style="text-indent:32pt"><shape_bilinear></td>
<td rowspan="3">
<span class="non-selectable-comment">** Whether to apply the bilinear filter on the displayed shapes. Use the</span><span class="non-selectable-comment">Bilinear toggle in the <em>Exult Studio</em> button bar.</span>
</td>
</tr>
<tr><td style="text-indent:32pt">
0
</td></tr>
<tr><td style="text-indent:32pt"></shape_bilinear></td></tr>
<tr>
<td style="text-indent:32pt"><prompt></td>
<td></td>
</tr>
<tr>
<td style="text-indent:48pt"><terrain_warning></td>
<td rowspan="3"><span class="non-selectable-comment">** Always show the terrain editing warning prompt.</span></td>
</tr>
<tr><td style="text-indent:48pt">
yes
</td></tr>
<tr><td style="text-indent:48pt"></terrain_warning></td></tr>
<tr>
<td style="text-indent:48pt"><npcs_listview></td>
<td rowspan="3"><span class="non-selectable-comment">** Always show the notice When trying to view the NPCs list when disconnected.</span></td>
</tr>
<tr><td style="text-indent:48pt">
yes
</td></tr>
<tr><td style="text-indent:48pt"></npcs_listview></td></tr>
<tr>
<td style="text-indent:48pt"><barge_discard></td>
<td rowspan="3"><span class="non-selectable-comment">** Always show the barge editor discard changes prompt.</span></td>
</tr>
<tr><td style="text-indent:48pt">
yes
</td></tr>
<tr><td style="text-indent:48pt"></barge_discard></td></tr>
<tr>
<td style="text-indent:48pt"><combo_discard></td>
<td rowspan="3"><span class="non-selectable-comment">** Always show the combo editor discard changes prompt.</span></td>
</tr>
<tr><td style="text-indent:48pt">
yes
</td></tr>
<tr><td style="text-indent:48pt"></combo_discard></td></tr>
<tr>
<td style="text-indent:48pt"><egg_discard></td>
<td rowspan="3"><span class="non-selectable-comment">** Always show the egg editor discard changes prompt.</span></td>
</tr>
<tr><td style="text-indent:48pt">
yes
</td></tr>
<tr><td style="text-indent:48pt"></egg_discard></td></tr>
<tr>
<td style="text-indent:48pt"><container_discard></td>
<td rowspan="3"><span class="non-selectable-comment">** Always show the container editor discard changes prompt.</span></td>
</tr>
<tr><td style="text-indent:48pt">
yes
</td></tr>
<tr><td style="text-indent:48pt"></container_discard></td></tr>
<tr>
<td style="text-indent:48pt"><npc_discard></td>
<td rowspan="3"><span class="non-selectable-comment">** Always show the NPC editor discard changes prompt.</span></td>
</tr>
<tr><td style="text-indent:48pt">
yes
</td></tr>
<tr><td style="text-indent:48pt"></npc_discard></td></tr>
<tr>
<td style="text-indent:48pt"><object_discard></td>
<td rowspan="3"><span class="non-selectable-comment">** Always show the object editor discard changes prompt.</span></td>
</tr>
<tr><td style="text-indent:48pt">
yes
</td></tr>
<tr><td style="text-indent:48pt"></object_discard></td></tr>
<tr>
<td style="text-indent:48pt"><shape_discard></td>
<td rowspan="3"><span class="non-selectable-comment">** Always show the shape editor discard changes prompt.</span></td>
</tr>
<tr><td style="text-indent:48pt">
yes
</td></tr>
<tr><td style="text-indent:48pt"></shape_discard></td></tr>
<tr><td style="text-indent:32pt"></prompt></td></tr>
<tr><td style="text-indent:16pt"></estudio></td></tr>
</table>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="command_line">2.6. Command line options</a></strong></td></tr>
<tr><td>
<p>
<em>Exult Studio</em> offers some "hidden" command line options:
</p>
<ul>
<li>(--help) -h<br>
Shows these command line options.</li>
<li>(--silent) -s<br>
Do not display the state of the games.</li>
<li>(--config) -c configfile<br>
Specify alternate config file (relative or absolute paths work).</li>
<li>(--game) -g GAMENAME<br>
specifies GAMENAME and <em>Exult Studio</em> will read the game base folder from exult.cfg.
GAMENAME can be chosen from the games specified in <game> part of exult.cfg.</li>
<li>(--mod) -m modname<br>
Must be used together with '-g gamename'; runs the specified
game using the mod with title equal to 'modname'. 'modname' is the name of the mod
cfg file (e.g. keyring.cfg means 'modname' 'keyring'.</li>
<li>(--xmldir) -x FOLDER<br>
tells exult_studio to look in FOLDER for its user-interface specification
(exult_studio.glade).<br>
You can enter the full path (e.g. "exult_studio -xc:\exult\data") to the glade file
or you can use the relative path (e.g. exult_studio -x./data).<br>
This option is only useful to developers who want to edit exult_studio.glade
themselves.</li>
<li>(--cssdir) -y FOLDER<br>
tells exult_studio to look in FOLDER for css file that customizes the look of <em>Exult Studio</em>
(exult_studio.css).</li>
<li>(--portable) -p<br>
Portable option for Windows only. <em>Exult Studio</em> will read cfg file from the folder <em>Exult</em> got
installed to.</li>
<li>(--zoom) -z<br>
Scales the shapes view by a factor of 2, 3, 4, 6, 8, 12, 16, 24 or 32. Use '-z 2' or
'-z 2 b' to also enable the bilinear filtering.</li>
</ul>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="exult_shortcuts">2.7. Map Editing keys in <em>Exult</em></a></strong></td></tr>
<tr><td>
<p>
<em>Exult</em> uses some keys for map editing with <em>Exult Studio</em>.
Hit '<span class="highlight">shift-h</span>' to see the map edit keys help screen.
</p>
<table class="key_table wide-table">
<tr><th colspan="3" class="left-aligned">Map edit commands</th></tr>
<tr>
<td><span class="highlight">Ctrl-Del</span></td>
<td class="blank-column"></td>
<td>Delete selection</td>
</tr>
<tr>
<td><span class="highlight">Ctrl-Arrow keys</span></td>
<td class="blank-column"></td>
<td>move selection (x, y coordinates)</td>
</tr>
<tr>
<td><span class="highlight">Ctrl-Page keys</span></td>
<td class="blank-column"></td>
<td>move selection (z coordinates)</td>
</tr>
<tr>
<td><span class="highlight">Ctrl-c</span></td>
<td class="blank-column"></td>
<td>Copy selected object</td>
</tr>
<tr>
<td><span class="highlight">Ctrl-x</span></td>
<td class="blank-column"></td>
<td>Cut selected object</td>
</tr>
<tr>
<td><span class="highlight">Ctrl-v</span></td>
<td class="blank-column"></td>
<td>Paste selected object</td>
</tr>
<tr>
<td><span class="highlight">Shift-F3</span></td>
<td class="blank-column"></td>
<td>write Minimap</td>
</tr>
<tr>
<td><span class="highlight">Shift-h</span></td>
<td class="blank-column"></td>
<td>List map edit keys</td>
</tr>
<tr>
<td><span class="highlight">Alt-l</span></td>
<td class="blank-column"></td>
<td>Decrement skiplift</td>
</tr>
<tr>
<td><span class="highlight">Ctrl-Alt-m</span></td>
<td class="blank-column"></td>
<td>Toggle Map editor</td>
</tr>
<tr>
<td><span class="highlight">Ctrl-KP+/-</span></td>
<td class="blank-column"></td>
<td>Cycles through frames of selected shape(s)</td>
</tr>
<tr>
<td><span class="highlight">Ctrl-KP*</span></td>
<td class="blank-column"></td>
<td>Rotates the frame of selected shape(s)</td>
</tr>
</table>
<p>
With some additional keys with mouse click functions:
</p>
<table class="key_table wide-table">
<tr><th colspan="3" class="left-aligned">Mouse shortcuts</th></tr>
<tr>
<td><span class="highlight">Ctrl-Leftclick</span></td>
<td class="blank-column"></td>
<td>selects another object while maintaining the current selection</td>
</tr>
<tr>
<td><span class="highlight">Ctrl-Leftdoubleclick</span></td>
<td class="blank-column"></td>
<td>on an object opens the basic editor</td>
</tr>
<tr>
<td><span class="highlight">Shift-Leftclick</span></td>
<td class="blank-column"></td>
<td>adds the currently selected shape from into </td>
</tr>
<tr>
<td><span class="highlight">Drag Leftclick</span></td>
<td class="blank-column"></td>
<td>When in 'Pick for edit/combo' mode and dragging the mouse while
holding the left mouse button, selects all shapes you drag over</td>
</tr>
</table>
</td></tr>
</table>
<hr class="full-width">
<table class="full-width">
<tr><th class="left-aligned"><a id="Exult-Studio-basics">3. Exult Studio basics</a></th></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="basics">3.1. Description</a></strong></td></tr>
<tr><td>
<p>
Once <em>Exult Studio</em> runs correctly , a tree of game files is displayed to the left of
the main window, while the currently selected file is viewed in detail to the right.<br>
<img alt="Exult Studio default view" src="images/studio02.png"><br>
The types of files <em>Exult Studio</em> supports are described next.
</p>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="shape_files">3.2. Shape files</a></strong></td></tr>
<tr><td>
<p>
Shapes are the basic graphical elements of the game. Each shape has one or more
frames that typically represent different states or angles of the same thing.
E.g. a button shape could have frames for pressed, and released; a character
could have frames depicting her sitting, standing up facing one way, or another,
swinging a punch, etc.<br>
When a shape file is selected, the right part of the main window will show frame
zero of the shapes contained therein. Shapes can be selected by clicking, which
will show there number, number of frames, and name if known. Other frames can be
viewed by changing the frame number.
</p>
<p>
When the selected file contains shapes that have names in their info you can also use
the find option to find shapes that have that name (e.g. in shapes.vga you can search
for 'door' to find all shapes that have door frames). You can search down or up in the
selected file.
</p>
<p>
When viewing shapes you can press the button 'Frames' in the lower right corner of
<em>Exult Studio</em> to show all the frames of a shape next to each others.
</p>
<p>
Shape files also have a special right-click-menu. See <a href="#shape_edit">1.1. </a>.
</p>
<p>
Typical shape files are:
</p>
<ul>
<li>
<strong>Fonts.vga</strong><br>
displays all text graphics used throughout the game.</li>
<li>
<strong>Faces.vga</strong><br>
contains all of the graphics for conversation pictures.</li>
<li>
<strong>Sprites.vga</strong><br>
displays all the animations that can be used to overlay the screen.</li>
<li>
<strong>Shapes.vga</strong><br>
displays the objects that can be placed onto the world.</li>
<li>
<strong>Gumps.vga</strong><br>
shows all gump graphics used throughout the game.</li>
<li>
<strong>Paperdoll.vga</strong><br>
contains the graphics for the paperdoll interface (SI only for now).</li>
<li>
<strong>Pointers.shp</strong><br>
contains the graphics for the mouse cursor.</li>
<li>
<strong>Combos.flx</strong><br>
where custom made combos will be stored.</li>
</ul>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="map_files_chunks">3.3. Map files: U7CHUNKS</a></strong></td></tr>
<tr><td>
<p>
These files contain so called chunks that serve as templates in the final map.
The chunks of the selected map file are shown in the right part of the main window.<br>
When a chunk is selected you have two options below:
</p>
<ul>
<li>
<strong>Locate</strong><br>
shows places in the <em>Exult</em> game where that chunk is used.</li>
<li>
<strong>Move</strong><br>
Moves a chunk in the chunk file. This does not effect the display on the map.</li>
</ul>
<p>
Right clicking on a chunk gives you another two options
(also the File-save/revert option):
</p>
<ul>
<li>
<strong>New...</strong><br>
<strong>Empty</strong><br>
Creates a new chunk. Drag the new chunk onto the game and edit it by dragging
shapes on it.<br>
<strong>Duplicate</strong><br>
Duplicates a chunk to the bottom of the chunk list. Drag the duplicate chunk
onto the map to edit it.</li>
<li>
<strong>Delete</strong><br>
Deletes that chunk. Be very careful with this option.</li>
</ul>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="map_files_npcs">3.4. Map files: NPCs</a></strong></td></tr>
<tr><td>
<p>
Here all the NPCs of the game are listed - to view this list <em>Exult Studio</em> needs to be
connected to <em>Exult</em>. When an NPC is selected it's number and
name are listed under the NPCs display and you can also scroll through its frames
or view all frames in a row when you toggle the "Frames" button.<br>
When an NPC is selected you have two options below:
</p>
<ul>
<li>
<strong>Find</strong><br>
Type the name of an NPC and this will search for it in the list and highlight
the NPC.</li>
<li>
<strong>Locate</strong><br>
shows places in the <em>Exult</em> game where that NPC is currently placed.</li>
</ul>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="palettes_files">3.5. Palettes files</a></strong></td></tr>
<tr><td>
<p>
The palettes used by a game are stored in the files listed there.<br>
When you select a palette with number zero is shown in the right part of the main
window. Other palettes are shown by selecting another palettes number
When a palettes file is selected you have some options:
</p>
<ul>
<li>
<strong>Edit</strong><br>
New/Remove adds or deletes a palettes.</li>
<li>
<strong>Move</strong><br>
Moves palettes in the file.</li>
<li>
<strong>File</strong><br>
<strong>Import</strong><br>
Overwrites the current palettes with palette text file.<br>
<strong>Export</strong><br>
Exports the current palette to a text file.</li>
</ul>
<p>
The palette text files are compatible with the Gimp.
</p>
<p>
Right clicking on a palette only gives you the default File-save/revert option.
</p>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="detail_window">3.6. The detail window</a></strong></td></tr>
<tr><td>
<p>
Below the detail windows you have the following options:
</p>
<ul>
<li>
<strong>Frame:</strong><br>
select the frame displayed.</li>
<li>
<strong>Frames</strong><br>
shows all the frames of a shape next to each others.</li>
<li>
<strong>Find</strong><br>
Lets you search for a specified shape in the group.</li>
<li>
<strong>Locate</strong><br>
Locates the selected shape inside the game. It locates only the shape not a
specific frame.</li>
</ul>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="groups_files">3.7. Groups files</a></strong></td></tr>
<tr><td>
<p>
Editing a game can become quite cumbersome when you have to choose between a lot
of shape files containing several frames. To make this task easier we have
implemented so called groups to groups several shapes together. For example you can
group all shapes containing door frames together in a group called 'doors'.<br>
For this you have to select Groups and create a new group by writing the name in the
lower part of the window and then click 'New'. You now have the option in the Shape
Menu to add a shape to this group.<br>
When you double-click a group the group window opens that shows the shapes in the group
and by selecting a shape you see the shape info.
You also have some options to edit the group:
</p>
<ul>
<li>
<strong>Move</strong><br>
Moves the shapes within the group.</li>
<li>
<strong>Remove</strong><br>
Removes the shape from the group.</li>
<li>
<strong>Name</strong><br>
Changes the name of the group.</li>
<li>
<strong>Frame:</strong><br>
select the frame displayed.</li>
<li>
<strong>Frames</strong><br>
shows all the frames of a shape next to each others.</li>
<li>
<strong>Find</strong><br>
Lets you search for a specified shape in the group.</li>
<li>
<strong>Locate</strong><br>
Locates the selected shape inside the game. It locates only the shape not a
specific frame.</li>
</ul>
<p>
We also allow some basic operations on a group that you selected in the gropus list:
</p>
<ul>
<li>
<strong>Export/Import</strong><br>
Exports/Imports the group to/from a grp file. This way you can share groups
with other users.</li>
<li>
<strong>Clone</strong><br>
Creates a copy of the selected group.</li>
<li>
<strong>Delete</strong><br>
Deletes the selected group.</li>
</ul>
<p>
For shapes.vga files we offer some builtin groups that you can open or clone in
the groups list.
</p>
</td></tr>
</table>
<hr class="full-width">
<table class="full-width">
<tr><th class="left-aligned"><a id="Exult-Studio's-menus">4. Exult Studio's menus</a></th></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="overview">4.1. An overview</a></strong></td></tr>
<tr><td>
<p>
Before you get started with constructing your own little world its important to know
a little bit about the structure of <em>Exult Studio</em> and the arrangement of menus. An
overview of some of the <em>Exult Studio</em> menus follows.<br>
</p>
<p>
<strong>Note:</strong> Some menu items are only available when <em>Exult Studio</em> is connected to
<em>Exult</em>, when not connected these are greyed out and can't be selected.
</p>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="file_menu">4.2. File</a></strong></td></tr>
<tr><td>
<ul>
<li>
<strong>New Game...</strong><br>
This lets you begin the work on a new game. Jeff wrote an extensive description of
how to use this and how it works.<br>
See
<a href="https://exult.info/newgame.txt">New Game manual</a>.</li>
<li>
<strong>New Mod...</strong><br>
Easily start a new mod for an existing game. The dialog that opens lets you select
the game you want to mod, the name of the mod and its name in the Exult menu (menu string).</li>
<li>
<strong>Open Game...</strong><br>
Choose the game or mod you want to work on.</li>
<li>
<strong>Save all</strong>'<span class="highlight">Ctrl-S</span>'<br>
Saves map, shape info, groups and presets you edited. Saves all the changes you've made to
the world you have been working on. If you're happy with your changes do this
before you quit or all work will be lost.</li>
<li>
<strong>New...</strong><br>
<strong>Shapes file...</strong><br>
Lets you choose the folder where you want to create a new vga file and requires
you to enter a name for it (e.g. mygame.vga).<br>
<strong>Single shape file...</strong><br>
Lets you choose the folder where you want to create a new shape file and requires
you to enter a name for it (e.g. mygame.shp).</li>
<li>
<strong>Save...</strong><br>
<strong>Map</strong><br>
Saves the map of the edited game.<br>
<strong>Shape info</strong><br>
When you right click a shape in a vga file you can change the info of the shape.
This saves this changed info.<br>
<strong>Groups</strong><br>
You can "bundle" shapes of vga files into groups to make world building easier.
These groups get saved with this option.<br>
<strong>Combos</strong><br>
This saves the combination files.</li>
<li>
<strong>Presets</strong><br>
Saves the presets you can create in the shapes and NPC editor.</li>
<li>
<strong>Reload...</strong><br>
<strong>Map</strong>'<span class="highlight">Ctrl-R</span>'<br>
Reloads the map. All changes made since the last save get discarded.<br>
<strong>Usecode</strong><br>
Very useful when you edit the usecode of a game or add new usecode to an
existing game. Normally this would require a restart of Exult.<br>
<strong>Style CSS</strong><br>
The interface of <em>Exult Studio</em> now supports customization via a CSS file (exult_studio.css) and if you
changed that you can reload it without having to restart <em>Exult Studio</em>.</li>
<li>
<strong>Connect</strong><br>
Connects <em>Exult</em> and <em>Exult Studio</em> if one of them had to be restarted.</li>
<li>
<strong>Preferences</strong><br>
<strong>Image Editor Command:</strong><br>
This executes the chosen image editor when you want to edit a shape when you
right click it.<br>
<strong>Image-Edit Filetype:</strong><br>
Choose which filetype gets executed with the above chosen image editor.<br>
<strong>Default Game Name:</strong><br>
Choose the game <em>Exult Studio</em> opens by default. Use the name specified in exult.cfg.<br>
<strong>Shape List Background:</strong><br>
Sometimes the default black background may make certain shapes hard to see. Choose
a different background color here.</li>
<li>
<strong>Prompts</strong><br>
Resets all warning or dialog prompts that you are able to always suppress.</li>
<li>
<strong>Exit</strong>'<span class="highlight">Ctrl-Q</span>'<br>
Exits <em>Exult Studio</em>.</li>
</ul>
<p>
Note that the default location for saving and creation of new files is the PATCH folder
of a game. If there is no PATCH folder specified <em>Exult Studio</em> will create one. See <a href="#can_do_atm">2.4. What you can do at the moment</a>.
</p>
</td></tr>
<tr><td> </td></tr>
<tr><td><strong><a id="edit_menu">4.3. Edit</a></strong></td></tr>
<tr><td>
<ul>
<li>
<strong>Cut </strong>'<span class="highlight">Ctrl-X</span>'<br>
Removes the selected object(s) and puts it into memory.</li>
<li>
<strong>Copy </strong>'<span class="highlight">Ctrl-C</span>'<br>
Copies the selected object(s) into memory.</li>
<li>
<strong>Paste </strong>'<span class="highlight">Ctrl-V</span>'<br>
Shows the crosshair cursor and copies the object(s) from the memory into the game
where you left click the crosshair.</li>
<li>
<strong>Properties...</strong><br>