raycast8.exe (Game Engine)
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Controls:

	A,D,W,S 			- Strafe/Move
	Mouse				- Rotate View
	Right Mouse Button	- Open Doors, Move Blocks
	Left Mouse Button	- "Shoot" (try shooting the barrels and pillars)
	Space				- Jump
	Control				- Crouch
	
Configuration:

	in config.ini, the first number is the max FPS, the second is the mouse sensitivity (1 to 10)
	and the third is the hi-resolution flag...
	
	Note: Hires does not mean higher detial, it is there for graphics cards that don't support
	      320x200x32bpp, a value of 0 indicates normal 320x200... resolution, 1 is 640x400x32bpp,
	      and if that resolution doesn't work, 2 is for 640x480x32bpp.
	
		
		
mapedit.exe (Duh...)
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	The sprite/texture set is a file which contains the information
	for that set.
	
	* Textures and sprites must be 64x64
	* RGB: 0, 0, 0 is the transparent colour for sprites
	
	It goes like this:
	- texture filename prefix 	(string)
	- number of textures 		(integer)
	- sprite filename prefix 	(string)
	- number of sprites 		(integer)
	- floor texture (from 1)	(integer), ceeling texture (from 1)		(integer)
	- For each sprite, it's collision radius (floating point)
	  (0.5 is the max, 0 means the sprite induces no collisions), each seperated
	  by a comma.
	- "Darkness" settings, (3 integers) R, G, B
	   0 is no added darknes, 1 is 2x as dark, 2 is 4x as dark, etc.
	- Depth-Shading flag/level (integer)
	   0 = no depth-shading, 1 = normal depth-shading, 2 = 2x less, 3 = 4x less, 4 = 8x less, etc.
	- Depth-Shading "shade too colour" (3 integers), R, G, B
	- Depth-Shading shade sky level (floating point) 0. to 1.
	   0 = no sky shading
	   1.0 = shade sky to depth shading colour
	- background: 320x200 bitmap 	(string) "none" for no background
	  
	P.S. have a look at "set1.ini"
	
	- Maximum map dimensions are 128x128
	
	Editing maps
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	- Press '2' (defualt) to edit walls, sprites and doors
	- Press '1' to edit floor
	- Press '3' to edit ceeling

	* While you are editing the floor, all you can do is place tiles
        * The same goes for the ceeling, however if you remove a tile the background will be visible through it.
        * While editing floor and ceeling blocks show up as white boxes, sprites show up as small green boxes.
	
	- Use the mouse to navigate the map, the map will scroll when the mouse reaches the screen boundrys.
	
	- Left click to place a block on the map, or to change the texture of a door, at the mouse cursor.
	
	- Right click to delete anything that under the mouse
		(NOTE: Always leave a border of blocks around the map)
		
	- Press 'n' to add a sprite at the position of the mouse.
	
	- Press '>' and '<' to go through wall textures
	
	- Press '+' and '-' to change the sprite at the mouse cursor.
	
	- Press 'd' to create a door at the mouse cursor
	
	- Press 'v' to make a door at the mouse cursor a vertical door, 'h' for horizontal
	
	- Press 'b' - to create a "Dynamic Block" at the cursor
	            - or if there is already one there, it will set it's texture to the current one
	
	- Press 's' to save.