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	<updated>2026-05-15T09:03:51Z</updated>
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	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Xargon&amp;diff=11852</id>
		<title>Xargon</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Xargon&amp;diff=11852"/>
		<updated>2024-04-03T03:17:00Z</updated>

		<summary type="html">&lt;p&gt;AllenP: Updated &amp;quot;Classic DOS Games&amp;quot; to the official website name &amp;quot;RGB Classic Games&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xargon&#039;&#039;&#039; is based on the [[Jill of the Jungle]] engine, with support for CGA and EGA removed, and a few minor additions such as palette animation.  The two games share many features, such as the file formats for game levels and graphics. Note: I did not use the &amp;quot;Jill of the Jungle&amp;quot; engine to create Xargon. Tim helped me learn C programming when I wrote Kiloblaster and was a great help when working on Xargon. He provided support routines like sound and graphics. I wrote my own code. When I wrote Xargon, I did copy and paste some routines because I was using the same support code. I wrote the bulk of the code for Kiloblaster and Xargon. I did all of the Game Design for both games. -Allen Pilgrim&lt;br /&gt;
&lt;br /&gt;
I, Allen Pilgrim, the Game Designer and Programmer for Xargon, released the &amp;quot;Xargon Level Editor&amp;quot; on April 1st, 2024, with substantial documentation. It can be downloaded from the [https://www.classicdosgames.com/game/Xargon.html#Xargon RGB Classic Games] archive.&lt;br /&gt;
&lt;br /&gt;
Xargon is now open source, and the released code has also been useful in reverse engineering Jill of the Jungle.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://github.com/Malvineous/xargon Xargon open source]&lt;br /&gt;
| Platform = SDL (Linux/Mac/Win)&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://www.zerker.ca/zzone/category/maps/xargon/ Xargon Mapper and Resource Extractor]&lt;br /&gt;
| Platform = Python&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = View&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
This section lists the major file formats used in the game.  The file extensions &amp;lt;tt&amp;gt;.xr[0123]&amp;lt;/tt&amp;gt; refer to a specific episode - this will be &amp;lt;tt&amp;gt;.xr1&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;.xr3&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;.xr0&amp;lt;/tt&amp;gt; for a &amp;quot;global&amp;quot; file that is used by all episodes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;config.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Configuration file in [[CFG Format (Jill of the Jungle)]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;song_*.xr[0123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Music in [[CMF Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;tiles.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Tile information in [[DMA Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;board_*.xr[123]&amp;lt;br/&amp;gt;map.xr[123]&amp;lt;br/&amp;gt;demo?.xr[123]&amp;lt;br/&amp;gt;intro.xr[123]&amp;lt;br/&amp;gt;story.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game levels in [[Jill of the Jungle Map Format]].  map.* are the overhead maps, demo* are the demo levels, intro.* are the main menu backgrounds and story.* are the backgrounds behind the in-game story screens.  The overhead map is saved into &amp;lt;tt&amp;gt;board_t.xr[123]&amp;lt;/tt&amp;gt; when entering a level, so that it can be restored when the level is complete (so this file is regularly overwritten by the game.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*_mac.xr[0123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Input macros for demos in [[MAC Format (Jill of the Jungle)]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;graphics.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shapes (images) in [[SHA Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;audio.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Digitised sound and PC speaker effects in [[VCL Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;save_[0-9].xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Saved games - just dumps of the entire level in its current state (same format as [[Jill of the Jungle Map Format|actual levels]])&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;screen_[12].xr0&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Images used for episode selection menu, in [[PCX Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;screen_3.xr0&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | [[B800 Text]] screen shown after quitting the episode selection menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A palette is also located at offset 0x26b32 in each episode&#039;s .exe file (i.e. &amp;lt;tt&amp;gt;xrfile0[123].exe&amp;lt;/tt&amp;gt;.)  The offset is the same for each episode, and there is only one known version of each file.  The palette is 768 bytes long in [[VGA Palette|6-bit VGA format]].  This palette however, does not appear to be used, and is likely a leftover from [[Jill of the Jungle]].  The game&#039;s main palette is stored in [[SHA Format|graphics.xr[123]]] as tile #0 in tileset #5.  (There is also another palette in tileset #53, tile #0, but its purpose is currently unknown.)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The text image shown during init (when detecting and configuring hardware) is stored inside the .exe in &amp;quot;TheDraw Crunched Screen Image&amp;quot; format.  At first glance this appears to be a relatively simple RLE-based format.  It appears to be the only type of compression used throughout the entire game, so reverse engineering it is perhaps not so important.  (The decompression code was not included in the source release.)&lt;br /&gt;
&lt;br /&gt;
== Further information ==&lt;br /&gt;
&lt;br /&gt;
Allen Pilgrim released Xargon as freeware on 4 August 2008, and included the source code in the release.  It can be downloaded from the [http://www.classicdosgames.com/genre/platform.html#Xargon Classic DOS Games] archive.&lt;br /&gt;
Allen Pilgrim released the Xargon Level Editor with Documentation and a new level on 1 April 2024. It can be downloaded from the [https://www.classicdosgames.com/game/Xargon.html#Xargon Classic DOS Games] archive.&lt;br /&gt;
The code is [http://www.classicdosgames.com/forum/viewtopic.php?uid=1049&amp;amp;f=3&amp;amp;t=971 currently being ported to SDL] so it will run natively on modern platforms (latest code is at https://github.com/Malvineous/xargon)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Jill of the Jungle]] - the forerunner to Xargon (which shares many similarities and file formats)&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic Megagames]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>AllenP</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Xargon&amp;diff=11851</id>
		<title>Xargon</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Xargon&amp;diff=11851"/>
		<updated>2024-04-02T03:42:24Z</updated>

		<summary type="html">&lt;p&gt;AllenP: Added link for Xargon Level Editor and Documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xargon&#039;&#039;&#039; is based on the [[Jill of the Jungle]] engine, with support for CGA and EGA removed, and a few minor additions such as palette animation.  The two games share many features, such as the file formats for game levels and graphics. Note: I did not use the &amp;quot;Jill of the Jungle&amp;quot; engine to create Xargon. Tim helped me learn C programming when I wrote Kiloblaster and was a great help when working on Xargon. He provided support routines like sound and graphics. I wrote my own code. When I wrote Xargon, I did copy and paste some routines because I was using the same support code. I wrote the bulk of the code for Kiloblaster and Xargon. I did all of the Game Design for both games. -Allen Pilgrim&lt;br /&gt;
&lt;br /&gt;
I, Allen Pilgrim, the Game Designer and Programmer for Xargon, released the &amp;quot;Xargon Level Editor&amp;quot; on April 1st, 2024, with substantial documentation. It can be downloaded from the [https://www.classicdosgames.com/game/Xargon.html#Xargon Classic DOS Games] archive.&lt;br /&gt;
&lt;br /&gt;
Xargon is now open source, and the released code has also been useful in reverse engineering Jill of the Jungle.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://github.com/Malvineous/xargon Xargon open source]&lt;br /&gt;
| Platform = SDL (Linux/Mac/Win)&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://www.zerker.ca/zzone/category/maps/xargon/ Xargon Mapper and Resource Extractor]&lt;br /&gt;
| Platform = Python&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = View&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
This section lists the major file formats used in the game.  The file extensions &amp;lt;tt&amp;gt;.xr[0123]&amp;lt;/tt&amp;gt; refer to a specific episode - this will be &amp;lt;tt&amp;gt;.xr1&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;.xr3&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;.xr0&amp;lt;/tt&amp;gt; for a &amp;quot;global&amp;quot; file that is used by all episodes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;config.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Configuration file in [[CFG Format (Jill of the Jungle)]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;song_*.xr[0123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Music in [[CMF Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;tiles.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Tile information in [[DMA Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;board_*.xr[123]&amp;lt;br/&amp;gt;map.xr[123]&amp;lt;br/&amp;gt;demo?.xr[123]&amp;lt;br/&amp;gt;intro.xr[123]&amp;lt;br/&amp;gt;story.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game levels in [[Jill of the Jungle Map Format]].  map.* are the overhead maps, demo* are the demo levels, intro.* are the main menu backgrounds and story.* are the backgrounds behind the in-game story screens.  The overhead map is saved into &amp;lt;tt&amp;gt;board_t.xr[123]&amp;lt;/tt&amp;gt; when entering a level, so that it can be restored when the level is complete (so this file is regularly overwritten by the game.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*_mac.xr[0123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Input macros for demos in [[MAC Format (Jill of the Jungle)]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;graphics.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shapes (images) in [[SHA Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;audio.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Digitised sound and PC speaker effects in [[VCL Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;save_[0-9].xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Saved games - just dumps of the entire level in its current state (same format as [[Jill of the Jungle Map Format|actual levels]])&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;screen_[12].xr0&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Images used for episode selection menu, in [[PCX Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;screen_3.xr0&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | [[B800 Text]] screen shown after quitting the episode selection menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A palette is also located at offset 0x26b32 in each episode&#039;s .exe file (i.e. &amp;lt;tt&amp;gt;xrfile0[123].exe&amp;lt;/tt&amp;gt;.)  The offset is the same for each episode, and there is only one known version of each file.  The palette is 768 bytes long in [[VGA Palette|6-bit VGA format]].  This palette however, does not appear to be used, and is likely a leftover from [[Jill of the Jungle]].  The game&#039;s main palette is stored in [[SHA Format|graphics.xr[123]]] as tile #0 in tileset #5.  (There is also another palette in tileset #53, tile #0, but its purpose is currently unknown.)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The text image shown during init (when detecting and configuring hardware) is stored inside the .exe in &amp;quot;TheDraw Crunched Screen Image&amp;quot; format.  At first glance this appears to be a relatively simple RLE-based format.  It appears to be the only type of compression used throughout the entire game, so reverse engineering it is perhaps not so important.  (The decompression code was not included in the source release.)&lt;br /&gt;
&lt;br /&gt;
== Further information ==&lt;br /&gt;
&lt;br /&gt;
Allen Pilgrim released Xargon as freeware on 4 August 2008, and included the source code in the release.  It can be downloaded from the [http://www.classicdosgames.com/genre/platform.html#Xargon Classic DOS Games] archive.&lt;br /&gt;
Allen Pilgrim released the Xargon Level Editor with Documentation and a new level on 1 April 2024. It can be downloaded from the [https://www.classicdosgames.com/game/Xargon.html#Xargon Classic DOS Games] archive.&lt;br /&gt;
The code is [http://www.classicdosgames.com/forum/viewtopic.php?uid=1049&amp;amp;f=3&amp;amp;t=971 currently being ported to SDL] so it will run natively on modern platforms (latest code is at https://github.com/Malvineous/xargon)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Jill of the Jungle]] - the forerunner to Xargon (which shares many similarities and file formats)&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic Megagames]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>AllenP</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Xargon&amp;diff=11850</id>
		<title>Xargon</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Xargon&amp;diff=11850"/>
		<updated>2024-04-02T03:41:16Z</updated>

		<summary type="html">&lt;p&gt;AllenP: Added link for Xargon Level Editor and Documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xargon&#039;&#039;&#039; is based on the [[Jill of the Jungle]] engine, with support for CGA and EGA removed, and a few minor additions such as palette animation.  The two games share many features, such as the file formats for game levels and graphics. Note: I did not use the &amp;quot;Jill of the Jungle&amp;quot; engine to create Xargon. Tim helped me learn C programming when I wrote Kiloblaster and was a great help when working on Xargon. He provided support routines like sound and graphics. I wrote my own code. When I wrote Xargon, I did copy and paste some routines because I was using the same support code. I wrote the bulk of the code for Kiloblaster and Xargon. I did all of the Game Design for both games. -Allen Pilgrim&lt;br /&gt;
&lt;br /&gt;
I, Allen Pilgrim, the Game Designer and Programmer for Xargon, released the &amp;quot;Xargon Level Editor&amp;quot; on April 1st, 2024, with substantial documentation. Download it here: https://www.classicdosgames.com/game/Xargon.html?fbclid=IwAR0W2IohQyjiz2RJAlmQF7rBzyRlJRgrjyrQaMXkwpyd_6dB-AwyR0NGk-8_aem_Ae1UUJYlu-Qhoo__aLvOrBDp8WWlzDut5i-ISMItto0dyqNeTmdekdMc7SkaFdFR0Ielu2Q-XvKj1fNUlp1L4RrJ.&lt;br /&gt;
&lt;br /&gt;
Xargon is now open source, and the released code has also been useful in reverse engineering Jill of the Jungle.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://github.com/Malvineous/xargon Xargon open source]&lt;br /&gt;
| Platform = SDL (Linux/Mac/Win)&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://www.zerker.ca/zzone/category/maps/xargon/ Xargon Mapper and Resource Extractor]&lt;br /&gt;
| Platform = Python&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = View&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
This section lists the major file formats used in the game.  The file extensions &amp;lt;tt&amp;gt;.xr[0123]&amp;lt;/tt&amp;gt; refer to a specific episode - this will be &amp;lt;tt&amp;gt;.xr1&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;.xr3&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;.xr0&amp;lt;/tt&amp;gt; for a &amp;quot;global&amp;quot; file that is used by all episodes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;config.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Configuration file in [[CFG Format (Jill of the Jungle)]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;song_*.xr[0123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Music in [[CMF Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;tiles.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Tile information in [[DMA Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;board_*.xr[123]&amp;lt;br/&amp;gt;map.xr[123]&amp;lt;br/&amp;gt;demo?.xr[123]&amp;lt;br/&amp;gt;intro.xr[123]&amp;lt;br/&amp;gt;story.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game levels in [[Jill of the Jungle Map Format]].  map.* are the overhead maps, demo* are the demo levels, intro.* are the main menu backgrounds and story.* are the backgrounds behind the in-game story screens.  The overhead map is saved into &amp;lt;tt&amp;gt;board_t.xr[123]&amp;lt;/tt&amp;gt; when entering a level, so that it can be restored when the level is complete (so this file is regularly overwritten by the game.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*_mac.xr[0123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Input macros for demos in [[MAC Format (Jill of the Jungle)]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;graphics.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shapes (images) in [[SHA Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;audio.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Digitised sound and PC speaker effects in [[VCL Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;save_[0-9].xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Saved games - just dumps of the entire level in its current state (same format as [[Jill of the Jungle Map Format|actual levels]])&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;screen_[12].xr0&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Images used for episode selection menu, in [[PCX Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;screen_3.xr0&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | [[B800 Text]] screen shown after quitting the episode selection menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A palette is also located at offset 0x26b32 in each episode&#039;s .exe file (i.e. &amp;lt;tt&amp;gt;xrfile0[123].exe&amp;lt;/tt&amp;gt;.)  The offset is the same for each episode, and there is only one known version of each file.  The palette is 768 bytes long in [[VGA Palette|6-bit VGA format]].  This palette however, does not appear to be used, and is likely a leftover from [[Jill of the Jungle]].  The game&#039;s main palette is stored in [[SHA Format|graphics.xr[123]]] as tile #0 in tileset #5.  (There is also another palette in tileset #53, tile #0, but its purpose is currently unknown.)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The text image shown during init (when detecting and configuring hardware) is stored inside the .exe in &amp;quot;TheDraw Crunched Screen Image&amp;quot; format.  At first glance this appears to be a relatively simple RLE-based format.  It appears to be the only type of compression used throughout the entire game, so reverse engineering it is perhaps not so important.  (The decompression code was not included in the source release.)&lt;br /&gt;
&lt;br /&gt;
== Further information ==&lt;br /&gt;
&lt;br /&gt;
Allen Pilgrim released Xargon as freeware on 4 August 2008, and included the source code in the release.  It can be downloaded from the [http://www.classicdosgames.com/genre/platform.html#Xargon Classic DOS Games] archive.&lt;br /&gt;
Allen Pilgrim released the Xargon Level Editor with Documentation and a new level on 1 April 2024. It can be downloaded from the [https://www.classicdosgames.com/game/Xargon.html#Xargon Classic DOS Games] archive.&lt;br /&gt;
The code is [http://www.classicdosgames.com/forum/viewtopic.php?uid=1049&amp;amp;f=3&amp;amp;t=971 currently being ported to SDL] so it will run natively on modern platforms (latest code is at https://github.com/Malvineous/xargon)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Jill of the Jungle]] - the forerunner to Xargon (which shares many similarities and file formats)&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic Megagames]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>AllenP</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Xargon&amp;diff=11849</id>
		<title>Xargon</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Xargon&amp;diff=11849"/>
		<updated>2024-04-02T03:38:18Z</updated>

		<summary type="html">&lt;p&gt;AllenP: Added the link to the new Xargon Level Editor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xargon&#039;&#039;&#039; is based on the [[Jill of the Jungle]] engine, with support for CGA and EGA removed, and a few minor additions such as palette animation.  The two games share many features, such as the file formats for game levels and graphics. Note: I did not use the &amp;quot;Jill of the Jungle&amp;quot; engine to create Xargon. Tim helped me learn C programming when I wrote Kiloblaster and was a great help when working on Xargon. He provided support routines like sound and graphics. I wrote my own code. When I wrote Xargon, I did copy and paste some routines because I was using the same support code. I wrote the bulk of the code for Kiloblaster and Xargon. I did all of the Game Design for both games. -Allen Pilgrim&lt;br /&gt;
&lt;br /&gt;
I, Allen Pilgrim, the Game Designer and Programmer for Xargon, released the &amp;quot;Xargon Level Editor&amp;quot; on April 1st, 2024, with substantial documentation. Download it here: https://www.classicdosgames.com/game/Xargon.html?fbclid=IwAR0W2IohQyjiz2RJAlmQF7rBzyRlJRgrjyrQaMXkwpyd_6dB-AwyR0NGk-8_aem_Ae1UUJYlu-Qhoo__aLvOrBDp8WWlzDut5i-ISMItto0dyqNeTmdekdMc7SkaFdFR0Ielu2Q-XvKj1fNUlp1L4RrJ.&lt;br /&gt;
&lt;br /&gt;
Xargon is now open source, and the released code has also been useful in reverse engineering Jill of the Jungle.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://github.com/Malvineous/xargon Xargon open source]&lt;br /&gt;
| Platform = SDL (Linux/Mac/Win)&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://www.zerker.ca/zzone/category/maps/xargon/ Xargon Mapper and Resource Extractor]&lt;br /&gt;
| Platform = Python&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = View&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
This section lists the major file formats used in the game.  The file extensions &amp;lt;tt&amp;gt;.xr[0123]&amp;lt;/tt&amp;gt; refer to a specific episode - this will be &amp;lt;tt&amp;gt;.xr1&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;.xr3&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;.xr0&amp;lt;/tt&amp;gt; for a &amp;quot;global&amp;quot; file that is used by all episodes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;config.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Configuration file in [[CFG Format (Jill of the Jungle)]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;song_*.xr[0123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Music in [[CMF Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;tiles.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Tile information in [[DMA Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;board_*.xr[123]&amp;lt;br/&amp;gt;map.xr[123]&amp;lt;br/&amp;gt;demo?.xr[123]&amp;lt;br/&amp;gt;intro.xr[123]&amp;lt;br/&amp;gt;story.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game levels in [[Jill of the Jungle Map Format]].  map.* are the overhead maps, demo* are the demo levels, intro.* are the main menu backgrounds and story.* are the backgrounds behind the in-game story screens.  The overhead map is saved into &amp;lt;tt&amp;gt;board_t.xr[123]&amp;lt;/tt&amp;gt; when entering a level, so that it can be restored when the level is complete (so this file is regularly overwritten by the game.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*_mac.xr[0123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Input macros for demos in [[MAC Format (Jill of the Jungle)]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;graphics.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shapes (images) in [[SHA Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;audio.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Digitised sound and PC speaker effects in [[VCL Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;save_[0-9].xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Saved games - just dumps of the entire level in its current state (same format as [[Jill of the Jungle Map Format|actual levels]])&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;screen_[12].xr0&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Images used for episode selection menu, in [[PCX Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;screen_3.xr0&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | [[B800 Text]] screen shown after quitting the episode selection menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A palette is also located at offset 0x26b32 in each episode&#039;s .exe file (i.e. &amp;lt;tt&amp;gt;xrfile0[123].exe&amp;lt;/tt&amp;gt;.)  The offset is the same for each episode, and there is only one known version of each file.  The palette is 768 bytes long in [[VGA Palette|6-bit VGA format]].  This palette however, does not appear to be used, and is likely a leftover from [[Jill of the Jungle]].  The game&#039;s main palette is stored in [[SHA Format|graphics.xr[123]]] as tile #0 in tileset #5.  (There is also another palette in tileset #53, tile #0, but its purpose is currently unknown.)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The text image shown during init (when detecting and configuring hardware) is stored inside the .exe in &amp;quot;TheDraw Crunched Screen Image&amp;quot; format.  At first glance this appears to be a relatively simple RLE-based format.  It appears to be the only type of compression used throughout the entire game, so reverse engineering it is perhaps not so important.  (The decompression code was not included in the source release.)&lt;br /&gt;
&lt;br /&gt;
== Further information ==&lt;br /&gt;
&lt;br /&gt;
Allen Pilgrim released Xargon as freeware on 4 August 2008, and included the source code in the release.  It can be downloaded from the [http://www.classicdosgames.com/genre/platform.html#Xargon Classic DOS Games] archive.&lt;br /&gt;
&lt;br /&gt;
The code is [http://www.classicdosgames.com/forum/viewtopic.php?uid=1049&amp;amp;f=3&amp;amp;t=971 currently being ported to SDL] so it will run natively on modern platforms (latest code is at https://github.com/Malvineous/xargon)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Jill of the Jungle]] - the forerunner to Xargon (which shares many similarities and file formats)&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic Megagames]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>AllenP</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Jill_of_the_Jungle&amp;diff=11848</id>
		<title>Jill of the Jungle</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Jill_of_the_Jungle&amp;diff=11848"/>
		<updated>2024-04-02T01:30:39Z</updated>

		<summary type="html">&lt;p&gt;AllenP: Correction: The Xargon engine was created by Allen Pilgrim and not the same as Jill of the Jungle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = None&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jill of the Jungle&#039;&#039;&#039; is the first version of the engine which would go on to power [[Xargon]]. Allen Pilgrim wrote the code for [[Xargon]] and did not use the &#039;Jill of the Jungle&#039; engine. It supports CGA, EGA and VGA graphics by way of &amp;quot;colour maps&amp;quot;, which dictate the CGA and EGA colours to be used to display each of the possible 256-colours of a given image.  This way only a single 256-colour image is supplied, rather than a different image for each display.&lt;br /&gt;
&lt;br /&gt;
Jill is also unique in that it is one of a very small number of games that include a level editor, albeit an undocumented one.  See the [[Using the official Jill of the Jungle level editor|tutorial]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Using the official Jill of the Jungle level editor|Built-in editor]]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://ftp.funet.fi/pub/msdos/games/editors/jilledit.zip JillEdit] [http://www.stuntsillusion.com/download/jilledit.zip (mirror)]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cfg&lt;br /&gt;
 | Format = [[CFG Format (Jill of the Jungle)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game configuration&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ddt&lt;br /&gt;
 | Format = [[CMF Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Background music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = jill,dma&lt;br /&gt;
 | Format = [[DMA Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Tile information&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.jn[123]&lt;br /&gt;
 | Format = [[Jill of the Jungle Map Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game levels&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.mac&lt;br /&gt;
 | Format = [[MAC Format (Jill of the Jungle)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Demo macros&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sha&lt;br /&gt;
 | Format = [[SHA Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Shapes (images/tiles)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.vcl&lt;br /&gt;
 | Format = [[VCL Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound and text assets&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = jn[123]save.[0-9]&lt;br /&gt;
 | Format = [[Jill of the Jungle Map Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Saved games - just dumps of the entire level in its current state&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
== Palette  ==&lt;br /&gt;
[[Image:Jill of the Jungle palette.png|thumb|right|128px|Jill of the Jungle palette]]&lt;br /&gt;
The VGA palette can be found inside the .EXE file. The palette is the same in all episodes and versions.&lt;br /&gt;
&lt;br /&gt;
==== Episode 1: Jill of the Jungle ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!CRC32!!Date!!Size!!Palette Offset&lt;br /&gt;
|-&lt;br /&gt;
|1.0||7899CC28||1992-06-01||216 804 bytes||0x1ED84&lt;br /&gt;
|-&lt;br /&gt;
|1.2||9540714E||1992-07-12||204 784 bytes||0x1F884&lt;br /&gt;
|-&lt;br /&gt;
|1.2(a)||51ADAE83||1992-07-30||206 963 bytes||0x1FD54&lt;br /&gt;
|-&lt;br /&gt;
|1.2(b)||171E9EC0||1992-08-21||206 712 bytes||0x1FC34&lt;br /&gt;
|-&lt;br /&gt;
|1.2(c)||C52CA6D9||1993-02-17||206 636 bytes||0x1FC04&lt;br /&gt;
|-&lt;br /&gt;
|1.2(d)||0E7C596F||1993-12-27||219 216 bytes||0x24A64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Episode 2: Jill Goes Underground ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!CRC32!!Date!!Size!!Palette Offset&lt;br /&gt;
|-&lt;br /&gt;
|1.0||6064EA0A||1992-06-17||65 166* bytes||0x1F0B4&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|1.2(a)||?||1992-07-30||?||?&lt;br /&gt;
|-&lt;br /&gt;
|1.2(b)||17477A49||1992-08-21||204 158 bytes||0x1F6E4&lt;br /&gt;
|-&lt;br /&gt;
|1.2(c)||75176ED7||1993-02-17||204 096 bytes||0x1F6B4&lt;br /&gt;
|-&lt;br /&gt;
|1.2(d)||0FDB489E||1993-12-27||218 338 bytes||0x26A64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Episode 3: Jill Saves the Prince ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Version!!CRC32!!Date!!Size!!Palette Offset&lt;br /&gt;
|-&lt;br /&gt;
|1.0||3B4D8C3B||1992-07-07||201 616 bytes||0x1F1F4&lt;br /&gt;
|-&lt;br /&gt;
|1.2(a)||B4EA288C||1992-07-30||204 425 bytes||0x1F804&lt;br /&gt;
|-&lt;br /&gt;
|1.2(b)||D5345AFB||1992-08-21||204 174 bytes||0x1F6E4&lt;br /&gt;
|-&lt;br /&gt;
|1.2(c)||3FFF0F6C||1993-02-17||204 112 bytes||0x1F6B4&lt;br /&gt;
|-&lt;br /&gt;
|1.2(d)||E27D4300||1993-12-27||218 370 bytes||0x26A64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42;This version has been packed using [[LZEXE|LZEXE91]].&amp;lt;br /&amp;gt;&lt;br /&gt;
†Data taken from version after uncompressing using [[UNLZEXE]].&lt;br /&gt;
&lt;br /&gt;
The palette is in [[VGA Palette|classic VGA format]] (6-bit RGB.)  Note that the [[SHA Format]] can override this palette.&lt;br /&gt;
&lt;br /&gt;
== Episode selection screen ==&lt;br /&gt;
&lt;br /&gt;
Some versions of Jill come bundled with an episode loader executable which displays an interactive screen that allows the player to select from three episodes (if present) and ordering info. The executable contains large amounts (About 90%) of raw data used to display the screen itself and the ordering info if selected. The selection screen uses a single image but various areas of it are faded in in sequence when the executable runs.&lt;br /&gt;
&lt;br /&gt;
The ordering info uses the [[Crunched Screen Image]] format.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data!!Location!!Size&lt;br /&gt;
|-&lt;br /&gt;
|Screen||04E7||64&#039;000 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Screen palette||FEE7||768 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Order info||12AF2||23&#039;630 bytes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Since the level files are used for a lot of different things, you can e.g. swap &amp;lt;tt&amp;gt;INTRO.JN1&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;1.JN1&amp;lt;/tt&amp;gt; and then when you load the first level you&#039;ll be playing the intro screen.  The demo and help screens can be accessed in the same way.&lt;br /&gt;
* You can also press Ctrl+P on the main menu to play the intro level, and Ctrl+E to enter the [[Using the official Jill of the Jungle level editor|level editor]].&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://jillofthejungle.110mb.com/home.html Unofficial Jill of the Jungle page] ([http://members.tripod.com/classic_roach/id14.html Older version], and [http://jill-of-the-jungle.tripod.com/jillsite/index.html alternate version])&lt;br /&gt;
* [http://ftp.funet.fi/pub/msdos/games/editors/jilledit.zip JillEdit] [http://www.stuntsillusion.com/download/jilledit.zip (mirror)] - a level editor for Jill of the Jungle created by Rory L. Fisher.&lt;br /&gt;
* [http://www.vgmaps.com/Atlas/PC/index.htm#JillOfTheJungle vgmaps.com] - all Jill maps as image files&lt;br /&gt;
* [http://www.youtube.com/watch?v=_88gJZoLpyc &amp;quot;Funky&amp;quot; remix] by Nick Stubblefield&lt;br /&gt;
* [http://www.openjill.org/ OpenJill] - open-source clone of Jill written in Java ([https://github.com/bubulemaster/openjill Github])&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic Megagames]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>AllenP</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Xargon&amp;diff=11847</id>
		<title>Xargon</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Xargon&amp;diff=11847"/>
		<updated>2024-03-31T18:07:01Z</updated>

		<summary type="html">&lt;p&gt;AllenP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xargon&#039;&#039;&#039; is based on the [[Jill of the Jungle]] engine, with support for CGA and EGA removed, and a few minor additions such as palette animation.  The two games share many features, such as the file formats for game levels and graphics. Note: I did not use the &amp;quot;Jill of the Jungle&amp;quot; engine to create Xargon. Tim helped me learn C programming when I wrote Kiloblaster and was a great help when working on Xargon. He provided support routines like sound and graphics. I wrote my own code. When I wrote Xargon, I did copy and paste some routines because I was using the same support code. I wrote the bulk of the code for Kiloblaster and Xargon. I did all of the Game Design for both games. -Allen Pilgrim&lt;br /&gt;
&lt;br /&gt;
I, Allen Pilgrim, the Game Designer and Programmer for Xargon, will be releasing the &amp;quot;Xargon Level Editor&amp;quot; on April 1st, 2024, with substantial documentation.&lt;br /&gt;
&lt;br /&gt;
Xargon is now open source, and the released code has also been useful in reverse engineering Jill of the Jungle.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://github.com/Malvineous/xargon Xargon open source]&lt;br /&gt;
| Platform = SDL (Linux/Mac/Win)&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://www.zerker.ca/zzone/category/maps/xargon/ Xargon Mapper and Resource Extractor]&lt;br /&gt;
| Platform = Python&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = View&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
This section lists the major file formats used in the game.  The file extensions &amp;lt;tt&amp;gt;.xr[0123]&amp;lt;/tt&amp;gt; refer to a specific episode - this will be &amp;lt;tt&amp;gt;.xr1&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;.xr3&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;.xr0&amp;lt;/tt&amp;gt; for a &amp;quot;global&amp;quot; file that is used by all episodes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;config.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Configuration file in [[CFG Format (Jill of the Jungle)]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;song_*.xr[0123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Music in [[CMF Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;tiles.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Tile information in [[DMA Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;board_*.xr[123]&amp;lt;br/&amp;gt;map.xr[123]&amp;lt;br/&amp;gt;demo?.xr[123]&amp;lt;br/&amp;gt;intro.xr[123]&amp;lt;br/&amp;gt;story.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game levels in [[Jill of the Jungle Map Format]].  map.* are the overhead maps, demo* are the demo levels, intro.* are the main menu backgrounds and story.* are the backgrounds behind the in-game story screens.  The overhead map is saved into &amp;lt;tt&amp;gt;board_t.xr[123]&amp;lt;/tt&amp;gt; when entering a level, so that it can be restored when the level is complete (so this file is regularly overwritten by the game.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*_mac.xr[0123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Input macros for demos in [[MAC Format (Jill of the Jungle)]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;graphics.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shapes (images) in [[SHA Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;audio.xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Digitised sound and PC speaker effects in [[VCL Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;save_[0-9].xr[123]&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Saved games - just dumps of the entire level in its current state (same format as [[Jill of the Jungle Map Format|actual levels]])&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;screen_[12].xr0&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Images used for episode selection menu, in [[PCX Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;screen_3.xr0&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | [[B800 Text]] screen shown after quitting the episode selection menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A palette is also located at offset 0x26b32 in each episode&#039;s .exe file (i.e. &amp;lt;tt&amp;gt;xrfile0[123].exe&amp;lt;/tt&amp;gt;.)  The offset is the same for each episode, and there is only one known version of each file.  The palette is 768 bytes long in [[VGA Palette|6-bit VGA format]].  This palette however, does not appear to be used, and is likely a leftover from [[Jill of the Jungle]].  The game&#039;s main palette is stored in [[SHA Format|graphics.xr[123]]] as tile #0 in tileset #5.  (There is also another palette in tileset #53, tile #0, but its purpose is currently unknown.)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The text image shown during init (when detecting and configuring hardware) is stored inside the .exe in &amp;quot;TheDraw Crunched Screen Image&amp;quot; format.  At first glance this appears to be a relatively simple RLE-based format.  It appears to be the only type of compression used throughout the entire game, so reverse engineering it is perhaps not so important.  (The decompression code was not included in the source release.)&lt;br /&gt;
&lt;br /&gt;
== Further information ==&lt;br /&gt;
&lt;br /&gt;
Allen Pilgrim released Xargon as freeware on 4 August 2008, and included the source code in the release.  It can be downloaded from the [http://www.classicdosgames.com/genre/platform.html#Xargon Classic DOS Games] archive.&lt;br /&gt;
&lt;br /&gt;
The code is [http://www.classicdosgames.com/forum/viewtopic.php?uid=1049&amp;amp;f=3&amp;amp;t=971 currently being ported to SDL] so it will run natively on modern platforms (latest code is at https://github.com/Malvineous/xargon)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Jill of the Jungle]] - the forerunner to Xargon (which shares many similarities and file formats)&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic Megagames]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>AllenP</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Using_the_official_Jill_of_the_Jungle_level_editor&amp;diff=11846</id>
		<title>Using the official Jill of the Jungle level editor</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Using_the_official_Jill_of_the_Jungle_level_editor&amp;diff=11846"/>
		<updated>2024-03-31T18:00:32Z</updated>

		<summary type="html">&lt;p&gt;AllenP: &amp;quot;Xargon Level Editor&amp;quot; to be released April 1, 2024.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Jill of the Jungle]] has an undocumented built in level editor which can be used to create custom levels.  (The key sequence to enter the editor was removed from [[Xargon]], although the code is still there.  It is available in the open source release. I, Allen Pilgrim, the Game Designer and Programmer for Xargon, will be releasing the &amp;quot;Xargon Level Editor&amp;quot; on April 1st with substantial documentation.)&lt;br /&gt;
&lt;br /&gt;
This tutorial will briefly explain how to use the editor.&lt;br /&gt;
&lt;br /&gt;
== Activating the editor ==&lt;br /&gt;
&lt;br /&gt;
The activation sequence is quite simple - press Ctrl+E on the main menu.&lt;br /&gt;
&lt;br /&gt;
== Using the editor ==&lt;br /&gt;
&lt;br /&gt;
The following keys are used while working in the editor:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Arrow keys || Move the cursor around (hold shift to move half a screen at a time)&lt;br /&gt;
|-&lt;br /&gt;
| Space || Place the selected tile at the current cursor location&lt;br /&gt;
|-&lt;br /&gt;
| K || Select the tile under the cursor&lt;br /&gt;
|-&lt;br /&gt;
| Tab || Continuous draw mode (as if Space was held while the cursor moves around)&lt;br /&gt;
|-&lt;br /&gt;
| Enter || Load a tile by name (prompts for name; names are stored in &amp;lt;tt&amp;gt;jill.dma&amp;lt;/tt&amp;gt;, e.g. &amp;quot;PLATREDL&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| O || Object edit mode (see below)&lt;br /&gt;
|-&lt;br /&gt;
| L || Load a map by filename (prompts for a name, e.g. &amp;quot;map.jn1&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| S || Save the map to a new file (prompts for filename)&lt;br /&gt;
|-&lt;br /&gt;
| H || Horizontal flood fill (all tiles on the current row matching the one under the cursor are set to the selected tile)&lt;br /&gt;
|-&lt;br /&gt;
| Y || Disalign Y (place newly inserted objects this many pixels below each grid boundary)&lt;br /&gt;
|-&lt;br /&gt;
| U || Update object sizes (probably good to do this before saving)&lt;br /&gt;
|-&lt;br /&gt;
| V || Something to do with the inventory (adding the &#039;hero&#039; to it?)&lt;br /&gt;
|-&lt;br /&gt;
| Z || Clear map&lt;br /&gt;
|-&lt;br /&gt;
| N || New board (seems to do the same as &#039;clear map&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| I || Add an entry to the high scores with 100 points (why??)&lt;br /&gt;
|-&lt;br /&gt;
| C || [Xargon only] Set colour (enter a number 0-10 inclusive)&lt;br /&gt;
|-&lt;br /&gt;
| F4 || [Xargon only?] Cycle colours (palette animation?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is apparently possible to copy a block of tiles, by pressing F1 at the top-left corner then F2 at the bottom right.  F3 then pastes the block at the current cursor position.  However this doesn&#039;t seem to work in Jill, so may be Xargon only.&lt;br /&gt;
&lt;br /&gt;
=== Object edit mode ===&lt;br /&gt;
&lt;br /&gt;
Pressing O to brings up the object management menu.  The currently selected object is the one under the cursor when the O key is pressed (be sure to have the cursor exactly over the object, taking into account any X/Y disalignment.)  A menu will be displayed.  Press a key to choose:&lt;br /&gt;
&lt;br /&gt;
* A - add an object.  Type the name (e.g. &amp;quot;gem&amp;quot;, see list below) and if the other values are left at zero the object will be inserted at the current cursor position.&lt;br /&gt;
* D - delete the object under the cursor (type is set to &#039;killme&#039;)&lt;br /&gt;
* K - select object under cursor.&lt;br /&gt;
* P - paste a copy of the selected object here.&lt;br /&gt;
* O - move previously selected object (with &#039;K&#039;) to the current cursor position.&lt;br /&gt;
* M - modify object under cursor.  Similar to A for add.&lt;br /&gt;
&lt;br /&gt;
==== Object names ====&lt;br /&gt;
&lt;br /&gt;
These object names were taken from the Jill of the Jungle episode 1 .exe file.  These are the names used when adding or modifying objects.  Note that not all objects are valid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
PLAYER&amp;lt;br/&amp;gt;&lt;br /&gt;
APPLE&amp;lt;br/&amp;gt;&lt;br /&gt;
KNIFE&amp;lt;br/&amp;gt;&lt;br /&gt;
KILLME&amp;lt;br/&amp;gt;&lt;br /&gt;
BIGANT&amp;lt;br/&amp;gt;&lt;br /&gt;
MACROTRIG&amp;lt;br/&amp;gt;&lt;br /&gt;
DEMON&amp;lt;br/&amp;gt;&lt;br /&gt;
BUNNY&amp;lt;br/&amp;gt;&lt;br /&gt;
INCHWORM&amp;lt;br/&amp;gt;&lt;br /&gt;
ZAPPER&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
BOBSLUG&amp;lt;br/&amp;gt;&lt;br /&gt;
CHECKPT&amp;lt;br/&amp;gt;&lt;br /&gt;
PAUL&amp;lt;br/&amp;gt;&lt;br /&gt;
WISEMAN&amp;lt;br/&amp;gt;&lt;br /&gt;
FATSO&amp;lt;br/&amp;gt;&lt;br /&gt;
FIREBALL&amp;lt;br/&amp;gt;&lt;br /&gt;
CLOUD&amp;lt;br/&amp;gt;&lt;br /&gt;
TEXT6&amp;lt;br/&amp;gt;&lt;br /&gt;
TEXT8&amp;lt;br/&amp;gt;&lt;br /&gt;
FROG&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
TINY&amp;lt;br/&amp;gt;&lt;br /&gt;
DOOR&amp;lt;br/&amp;gt;&lt;br /&gt;
FALLDOOR&amp;lt;br/&amp;gt;&lt;br /&gt;
BRIDGER&amp;lt;br/&amp;gt;&lt;br /&gt;
SCORE&amp;lt;br/&amp;gt;&lt;br /&gt;
TOKEN&amp;lt;br/&amp;gt;&lt;br /&gt;
PHOENIX&amp;lt;br/&amp;gt;&lt;br /&gt;
FIRE&amp;lt;br/&amp;gt;&lt;br /&gt;
SWITCH&amp;lt;br/&amp;gt;&lt;br /&gt;
TXTMSG&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
BOULDER&amp;lt;br/&amp;gt;&lt;br /&gt;
EXPL1&amp;lt;br/&amp;gt;&lt;br /&gt;
EXPL2&amp;lt;br/&amp;gt;&lt;br /&gt;
STALAG&amp;lt;br/&amp;gt;&lt;br /&gt;
SNAKE&amp;lt;br/&amp;gt;&lt;br /&gt;
SEAROCK&amp;lt;br/&amp;gt;&lt;br /&gt;
BOLL&amp;lt;br/&amp;gt;&lt;br /&gt;
MEGA&amp;lt;br/&amp;gt;&lt;br /&gt;
KNIGHT&amp;lt;br/&amp;gt;&lt;br /&gt;
BEENEST&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
BEESWARM&amp;lt;br/&amp;gt;&lt;br /&gt;
CRAB&amp;lt;br/&amp;gt;&lt;br /&gt;
CROC&amp;lt;br/&amp;gt;&lt;br /&gt;
EPIC&amp;lt;br/&amp;gt;&lt;br /&gt;
SPINBLAD&amp;lt;br/&amp;gt;&lt;br /&gt;
SKULL&amp;lt;br/&amp;gt;&lt;br /&gt;
BUTTON&amp;lt;br/&amp;gt;&lt;br /&gt;
JILLFISH&amp;lt;br/&amp;gt;&lt;br /&gt;
JILLSPIDER&amp;lt;br/&amp;gt;&lt;br /&gt;
JILLBIRD&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
JILLFROG&amp;lt;br/&amp;gt;&lt;br /&gt;
BUBBLE&amp;lt;br/&amp;gt;&lt;br /&gt;
JELLYFISH&amp;lt;br/&amp;gt;&lt;br /&gt;
BADFISH&amp;lt;br/&amp;gt;&lt;br /&gt;
ELEV&amp;lt;br/&amp;gt;&lt;br /&gt;
FIREBULLET&amp;lt;br/&amp;gt;&lt;br /&gt;
FISHBULLET&amp;lt;br/&amp;gt;&lt;br /&gt;
VINECLIMB&amp;lt;br/&amp;gt;&lt;br /&gt;
FLAG&amp;lt;br/&amp;gt;&lt;br /&gt;
MAPDEMO&amp;lt;br/&amp;gt;&lt;br /&gt;
ROMAN&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* To insert powerups, add an object of type TOKEN.  Set the &amp;quot;CNT&amp;quot; number to different values to get different powerups.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
The level editor was discovered by [[User:Malvineous|Malvineous]].  It was first announced on the [http://www.classicdosgames.com/forum/viewtopic.php?f=25&amp;amp;t=1050 RGB Classic Games forum].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Jill of the Jungle]]&lt;/div&gt;</summary>
		<author><name>AllenP</name></author>
	</entry>
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