• 1 - There is a hidden dialog box to enter cheat codes into.
It is possible to access these codes during the game.
• 2 - There is a hidden dialog box to enter level skip codes into
that you can access at the title screen.
LEVEL EDITING
Here are the instructions for level editing.
 
• First go ahead and double - click the PM application icon and choose Level Editor from the Options menu
 
• Find the level file you want to open; then click Open.
Level files are in the LEVELS folder.
 
After the level file loads, you can do the following:
• Delete - Sick of a level already? Delete it!
• Import - Choose Import; then pick the level mix you want to add.
Make sure that mix belongs in that level file, or it won't work.
• New - This command will give you an empty level to edit.
• Open - Click this button to load a level mix.
 
  EDIT LAYER
PM uses 4 layers.
The back and middle layers are for background graphics.
The front layer is the foreground of the game.
It is the layer that sprites can interact with ( run into ).
The Sprite layer is where you need to place the enemies.
  SHOW LAYER
This lets you view the sprites in a particular layer only.
This is useful for checking to see if you have accidentally
placed a sprite in the wrong layer.
  SPRITES
This provides you with a list of all the sprites in a level file.
Choose one, and it appears in the center of the screen.
OTHER NOTES
To delete an object from a level, simply drag it out of the editing area and let go.
To leave the level editor, click on the close box in the upper left hand corner of the window. The program will then prompt you to save the level.
  
All levels must start with an
<- entrance portal
and end with an exit portal. ->
Please feel free to export and send us any level mixes that you create.
HACKING THE GAME
  Everyone should know about ResEdit by now.
HACKING THE ART
All art is stored in 16Bit PICTs in the level files. If you want to change the art, all you have to do is make a new 16Bit picture, and replace the old one.
Next you must use ResEdit to open a level file and then to open the PICT resource. Find the PICT that you want to change and CUT it.
Go to your favorite graphics program, and paste the PICT into it.
Edit the picture, and paste it back into the level file.
All sprite frames are loaded by NAME, not by ID number. So you need to make sure the picture you just pasted has the same name as the original. Using Command - I on a resource will bring up a dialog box to change the resource's name.
SPRITE EDITOR
If you make a sprite with bigger or smaller graphics than the original, you will need to use the sprite editor to recenter the animation frames. You do this by dragging the animation frame around in the left hand box. The green rectangle is the rectangle surrounding the current animation frame.
The red rectangle is the rectangle surrounding the last animation frame.
Use these as a reference to align animation frames.
HACKING THE COLOR PALLETS
CUSTOM 256 color CLUTSs are stored in the level files. They must have ID number 1000 to work.
SOUNDS
If you don't like the sounds, then change them. All sounds are loaded by NAME, not by ID. Use ResEdit, and open open the SOUND file. See the resources called SND, which are samples, and replace them with your own samples. Make sure they have the same NAME as the originals.