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KISS Walk-through:

How To Make KISS Data Sets

by Dov Sherman
First Released on the Ides of March, 1996
Updated June 11th, 1999

Contents:
Some Definitions
Selecting Your Subject Matter
Everything You Wanted To Know About Colors
Drawing Your Base Doll
Breaking Things Up Into Levels
Viewing the Base Doll
Making Some Clothes
Positioning Objects
Locking Objects in Place
Restricting Objects to Specific Pages
Using Multi-Palettes
Gambatte!
Appendix

Some Definitions:

Since KISS is designed to be portable to a wide variety


of platforms,
KISS cel files are always 8 characters long followed by
a three
character extension.

KISS data sets are made up of a configuration file


(*.CNF) and a
series of palette (*.KCF) and cel (*.CEL) files.

The configuration file defines what cels and palettes


are used by a
KISS data set.

An object is a group of one or more cels that act as a


single entity
such that when the user moves one of them, all cels in
the object move
together. Usually, an object is something singular
like a shirt, the
doll itself, or a hat. Sometimes an object might be
more than one
item which move together like a pair of shoes.

The cel files describe sections of dolls and clothing


and other KISS
objects. Each cel is an image which may show part of
an object or the
whole object.

The palette files define the colors used by cels.

For the most part, most KISS artists draw the dolls and
clothes as
picture files in other formats like PCX, PPM, or IFF.

If you are using an Amiga, Chad Randall's PlayFKISS


archive includes
several conversion programs for making KISS sets.

PC users will be interested in Mian's KISS Utilities


for converting
PCX files to CEL and KCF formats. (This is what I use.)

Selecting Your Subject Matter:

The first step in making a KISS data set is selecting


your subject
matter. The majority of KISS data sets are people and
little clothes
to put on them. Dolls. While there are a few more
unique KISS sets
like the Battleship Mogami, a Go board, and a map of
Japan, for the
purposes of this walk-through, I'll assume we're making
a doll.

It's very popular to choose a character from manga or


anime. Three out
of my own four currently recently released KISS data
sets are based on
anime/manga characters. But not all KISS data sets
have to be. Be
creative. You can make a data set based on anything
you like from
celebrities to movie characters to mythological
characters. Invent
your own characters and have fun with it.

You may want to keep in mind what kind of clothing


you'll be drawing
when you select your subject. It might be good to
select a character
for which you can draw a variety of max-and-match
clothing pieces. If
outfits are all a single piece, playing with the doll
might not be as
much fun. (For example, I considered drawing Kurenai
Tsubasa from
Ranma 1/2 but how much fun is it to stick a one-piece
mailbox disguise
on a character and then take it off again? Fun for
about five seconds
and then you look for something else to do.)

Once you have selected a character, the first step is


to draw the base
doll.

Everything You Wanted To Know About Colors:

Before you start drawing things, you need to understand


how colors
work in a KiSS doll.

A KiSS doll is like a paint-by-numbers set.

CEL files are like the unpainted picture. It's a


picture full of
numbers. But those numbers could mean anything. Is the
eye supposed
to be blue or red? The CEL just calls it "color 5" and
leaves it up
to KiSS to decide what color is "color 5". The KCF
(KiSS Color File)
is the set of numbered paints. Without a KCF, KiSS
won't know what
colors to use. With the wrong KCF, KiSS will color the
CEL
incorrectly.

When you turn a source image into a CEL file, you'll


also create a
KCF palette file at the same time. What a converter
does is to take
the source image and split it into two parts: the shape
of the image
(the CEL) and the colors it uses (the KCF). Since
different images
may use different palettes, you'll need to be careful
in matching up
the CELs and KCFs in your doll. It's a good idea to try
to re-use
the same palette in as many of your source images as
you can. If
you're using 256-color images, you'll need to use the
same palette
in ALL of them since you'll only be allowed one KCF.
But if you use
16-color images, you can use up to 17 different KCFs in
a single
doll. Remember that it doesn't matter how many colors
you actually
use in an image; it only matters how many colors are
available in
the whole palette of the image. If you're in a 256-
color palette
mode but on use 16 colors, it's still a 256-color image.

When you make your doll, you'll make lots of source


images for all
the parts of your doll and clothing. These images, be
they GIF, PCX,
or BMP, will need to use limited palette formats. I
recommend using
GIF images because they're ALWAYS in limited palettes
while PCX and
BMP can be in TrueColor which is unsuitable for KiSS.

Drawing Your Base Doll:


Drawing the base doll can be difficult, even if you are
a skilled
artist. There are several approaches that may work
well for you:

1) Direct Drawings

If you're really good with a mouse, you may choose


to simply draw
the doll from scratch with your favorite paint
program. This can
be difficult and I avoid it when possible.

2) Scanned Drawings

If you have access to scanning equipment, you can


sketch your doll
on paper and then scan it in. You'll probably need
to retouch it
but it's easier than just drawing it from scratch.

3) Transparencies

If you don't have access to a scanner but you have


a sketch you
want to use as your base, you might try tracing the
sketch onto a
transparency. You can then tape the transparency
to your computer
screen and trace it with your paint program. The
results will
probably by blocky and will need to be retouched
but it's still a
lot better than drawing from scratch. For
transparencies, I
usually use plastic sandwich bags which I draw on
with a magic
marker.

4) Borrowed Drawings and Pictures

You may choose to use an existing image file as a


resource. For
example, when I made my "Two Ranmas" KISS set, I
used a scanned
image of character design sketches. The originals
were in black
and white and were drawn with clothing but they
provided a good
base after I did some retouching to edit out the
clothing and add
color.

Try any of these techniques or any combination of them.

Some Important Guidelines for Drawing:

* Your drawing needs to be in 16 color mode with the


first color
(usually called palette number 0) as the background.
Be sure that
any part of the doll that is supposed to be
transparent is that
color. You should probably set that color to whatever
you want the
background of your data set to look like in
operation. (KISS does
support a 256-color palette mode but, for the
purposes of this
walk-through, we'll stick with the simpler 16-color
mode.)

* Don't make your doll too big. A good range is


somewhere from 100 to
500 pixels in height depending on how much detail you
want to draw.
A larger doll can allow you more detail but that can
take longer to
draw and will require more memory and disk space in
the finished
data set.

* When you draw your base doll, keep in mind what sort
of clothes
you'll be drawing on it and what restrictions that
will put on the
way parts of your doll overlap with other parts. If
your doll is
going to wear a large, billowy shirt, you might not
be able to draw
the doll with her hands on her hips.

* Crop the finished image down until the edges of the


image come very
close to or even touch the doll. Later, when we turn
the doll into
a KISS object, the edges of even the transparent
parts will define
how close to the edges of the screen we can place the
doll.

* Save the image in a format for which you have a KISS


conversion
program. If you don't have a converter to turn TGA
files into KISS
cels, svaing in TGA format won't do you much good.

* When you finish drawing the base doll, make a back-up


copy of it in
a different directory. You don't want to lose it
when it took so
long to draw.

Breaking Things Up Into Levels:

KISS objects like the doll and her clothing are made up
of one or more
cels. Each cel contains part of the image for the
whole object. Each
cel has a set height and any cel that is above that
height will always
appear to be in front of it. Many objects will be
interwoven so that
cels in the first object appear above and behind
certain cels in
another object. This is why it's a good idea to know
what sort of
clothing you'll be drawing on your doll. Take some
time to plan
ahead.

Let's look at an example...


Imagine we have a doll of Emi-chan from Sailor
Moon. We've drawn
this doll so that she's holding her right arm up in
front of her
body so that it crosses in front of her. We've
also drawn her
legs so that her right leg crosses behind her to be
hidden by her
left leg.

Now we want to choose the sections of her body to


be split up into
levels.

We know that we'll want to draw a tiara that will


appear on her
head but be hidden by her bangs. So the bangs and
her face will
need to be seperate levels.

We know that her shirt should appear to cover her


body while being
hidden by her right arm as it crosses over the
shirt so at least
part of her right arm will need to be a seperate
level from her
body. Perhaps we've drawn her to that only her
forearm crosses in
front so we can decide to make the break right at
her elbow.

We want her left shoe to be hidden by her right leg


since her left
leg appears behind he right leg. So her left leg
will have to be
a seperate cel from her right leg. A good place to
make this
break is right at the hip at the panty line.

We now know three places where the doll will have


to be split up.
But we can choose to do it so that we end up with
only three cels
in total. Since the bangs and right forearm are
both in front of
the body and face, we can make the bangs and
forearm the same cel.
Then we can make the left leg another cel. In the
end, we want to
have three cels: one with her bangs and right
forearm, one with
the parts of her left leg that are visible, and one
with the rest
of her.

You can split the doll up into as many levels as


you like but the
more levels you use, the more complex and time-
consuming it will
be to finish your doll.

Once you have decided where to split your doll up, load
up your
drawing of your base doll and edit out everything that
is not part of
the first cel, the part that is most toward the front.
(In our above
example, we would want edit out everything except her
bangs and right
forearm.)

Each cel has a different filename. Choose a name that


describes the
first cel and save your edited image under that name.

Now load up you base doll image again and edit out
everything that is
not part of the second level. You may choose to leave
in things which
are hidden by the first level. If you're not careful,
you might
accidentally edit out the joints between levels
incorrectly and wind
up with gaps. (Personally, I like to edit out
everything except what
is specifically part of a given level but that takes
planning and is
often more trouble than it's worth. The main benifit
is that you'll
be able to get a higher compression ratio for your
finished set since
you'll have larger blocks of single-color areas.)

Repeat this process for each level of the doll until


you have seperate
image files for each section.

Remember, if you choose to change one of the palette


colors in one
level of the object, you must change it for all levels.

Now you're ready to turn the image files in KISS cel


files. Let's go
back to our Emi-chan example...

I like to use my own GIF2CEL converter to make my


data sets but
Mian's PCX2CEL converter is also good. Both are DOS
command-line
programs. You should pick a CEL converter based on
what type of
image format you like to work in and whether you
prefer DOS or
Windows or whatever your OS is.

Let's go back to our Emi-chan example...

Suppose we saved Emi-chan's bangs and forearm in an


GIF file
called "fore.gif". We're going to want all three
cels to use the
same palette so we've decided to call the palette
"emi.kcf". At
the DOS prompt, we type:

GIF2CEL fore.gif emi.kcf /t

The first argument is the name of the image file.


Our cel file
will have the same first 8 characters and a
filename extension of
"cel" (fore.cel in this case). The second argument
is the name of
the palette file. We'll use the same palette name
for all cels
that we want to use the same colors. By default,
GIF2CEL clips
off any transparent blank space above and to the
left of the
image. Since we are working on an object that has
several levels,
each with different amounts of blank space, we
don't want it to
clip any extra blank space away and we use the "/t"
option to turn
off the automatic trimmer.

KISS format GS/2 and above allows you save space


that would be
trimmed by storing the amount of space trimmed as
an offset value.
GIF2CEL can make GS/2 cel files. GS/2 cel files
take up less
space on disk and in memory. To produce the same
cel as above
in GS/2 format, we would type:

GIF2CEL fore.gif emi.kcf /g /t

The exact command and syntax will vary depending on


what conversion
program you are using. Just keep in mind these basic
points:

* All cels which use the same colors, should have the
same palette
name

* If several cels make up a single object, turn off


clipping

* Use GS/2 format or higher when possible since it


makes more
efficient files

* Don't delete your image files right away. You might


decide to go
back and make changes later.

* It may be useful to print up a hardcopy of your doll


and make notes
on it about where you made the breaks between levels
as a reference
to use when making the clothing.

Viewing the Base Doll:

Now we've got the palette file and we've got some cel
files and we
want to see if they turned out okay so we need a
configuration file.
The configuration file will have 8 characters followed
by a filename
extension of "cnf". Pick something for the first 8
characters.
Usually, it's good to use the name of your doll or just
"kiss.cnf".

Load up a straight ASCii editor. Don't use a word


processor that
allows special fonts and formatting since those will
put special
formatting codes into the text. You just want a very
plain ASCii
editor. PC users can use the built-in DOS program
"edit" to create a
configuration file.

Decide how large you want the screen to be. It needs


to be big enough
to show the doll and her clothing. Be sure to leave
room around the
doll in which to put her clothing. Keep in mind the
size of the
screen your users will have. It's generally safe to
assume they will
have a screen larger than 640x480 but unwise to expect
anything larger
than 800x600. Keep in mind that we'll need to leave
some space for
the control bar and edges of the window. The largest I
would
recommend to use would be a screen size of around
790x518 which comes
very close to maximum size. Once you have chosen a
size, enter a line
in your configuration file like this:

(width,height)

...where "width" and "height" are the numeric width and


height of your
screen. If you want a 320x240 screen, the line would
be...

(320,240)

Don't leave any spaces to the left of the line.

Next we need to tell the configuration file about the


color palette we
made. Enter a line like this:

%palette.kcf

...where "palette.kcf" is the filename of our first


palette file. In
our Emi-chan example, it would be...

%emi.kcf

This is our first palette, palette zero. It will be


the default
palette for all cels in the data set but we can add
more palettes
later. Each additional palette we add should appear
after this line
and be preceded by a % symbol.

Next we need to tell the configuration file about the


cel files we
made. Each object in a KISS data set has a different
number to
identify it. The numbers don't control the height of
the object or
its importance but it's generally a good idea to start
with object #0
and count up as you make more objects.
Since all the parts of our doll's body are the same
object, we want to
give them all the same object number. We list them in
order from the
part that is closest to the fron to the part that is in
the back.
In our Emi-chan example, this would look like:

#0 fore.cel
#0 body.cel
#0 back.cel

So our finished configuration file for Emi-chan would


look like this:

(320,240)
%emi.kcf
#0 fore.cel
#0 body.cel
#0 back.cel

You can leave extra blank lines wherever you like for
better
readability. You can also add lines that start with a
semi-colon (;)
for comment lines. These comments can also come at the
end of
non-comment lines. For example:

; Emi-chan

(320,240)

; Palettes
%emi.kcf

; Cels
#0 fore.cel ; Bangs and forearm
#0 body.cel ; Head, body, right leg
#0 back.cel ; Left leg

Note: KISS format is case-insensitive so capitalization


of filenames
does not matter. Also, when adding comments, be
careful not to make
the lines too long. No single line can be more than
255 characters in
length.

The configuration file should always have the


declarations in this
basic order; screen size, then palettes, then cels.

Save your configuration file and load up KISS. In


KISS, load your
configuration file. Click on the doll and try moving
it around. Do
all the parts move together? Are there are gaps
between parts where
you accidentally edited out too much?

If the colors look all messed up, you may have failed
to create the
palette file correctly or else put the wrong filename
in the
configuration file.

When you have it looking good in your KISS viewer,


select `Save' in
KISS. Load the configuration file in your ASCii editor
and you'll see
that KISS has added some new lines to the bottom of
your file which
look something like this:

$0 125,11
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *

This page information tells KISS where the various


objects will be
positioned when the user loads the data set. If you
edit these lines,
be sure to keep them at the end of the configuration
file.

Making Some Clothes:

Now we have the base doll drawn and we're ready to make
some clothes
for her. The shape of the clothing will have to
exactly match the
shape of the doll. Think of an outfit to draw on your
doll.

Load the picture of your base doll into your paint


program again. The
colors we used for the base doll probably won't be
suitable for
drawing clothes so we'll want to change the palette.
Be sure to stay
in 16-color mode.

Think about what colors are in your doll's outfit. I


like to use
around three shade of each color for an outfit. You
may choose to use
a single color for outlining or use the Disney approach
and use a
different, draker version of each color to outline
those areas. Be
sure to keep in mind that color zero is still the
transparent color.
You can make color zero anything you want but it won't
appear visually
in the KISS data set.

When you have the new palette set, you may wish to save
a copy of the
base doll using the new palette. Don't overwrite the
old picture. We
only want the new picture as a template to draw outfits
using the new
palette.

Now we're ready to draw the outfit. This is the method


that I use but
you don't have to follow it. It's just a good starting
place which
you can feel free to expand upon:

* Use color substitution to get rid of all the


darker colors in
your template, replacing them with similar,
lighter colors.

* Select a dark color and sketch in the new outfit.


You may want
to use the old sandwich-bag overlay technique to
help you get
the lines just right. Go ahead and draw in some
of the backs of
the outfit, as if the character were a
translucent ghost wearing
solid clothing.

* Use color substition again to get rid of all the


colors except
the one you used for outlining.

* Save the image in some temporary file. You may


wish to use a
name that refers to the outfit as a whole but
it's still just a
template.

* Now concentrate on just one article of clothing


out of the
outfit. Edit out all the lines that don't apply
to that article
and fill in lines of that article that would have
been hidden by
other articles of clothing. Be sure to draw the
backs and
insides of the clothing. It's fun to see the
care label on the
back of a shirt when the character isn't wearing
it.

* Clip your image so that the single item of


clothing appears as
close to the upper-left corner as possible.
* Now fill in all the colors and details of the
article of
clothing.

* When you have a single article of clothing


finished, break it up
into levels. Keep in mind the way that you broke
you base doll
up into levels. A good method is to consider
each level as
distance from the viewer with the front as one
piece and the
back as another piece. It may take some
experimentation to
decide just where to make the breaks.

Now we have a single article of clothing and we want to


add it to our
data set.

Use your image to cel conversion programs to turn the


different images
into cels. We want to make a new palette this time so
be sure to use
a new palette name. For example, if we were making a
skirt to go with
Emi-chan's sailor suit, we might type something like
this:

GIF2CEL skirt1.gif sailor.kcf /g /t


GIF2CEL skirt2.gif sailor.kcf /g /t

Don't forget that objects that are made up of more than


one cel need to
avoid having blank space to top and left of the images
clipped away or
the cels won't line up together properly.

Now load you configuration file into your ASCii editor.

First, we need to tell the the configuration about our


new palette.
Find the section where you told it about the first
palette and add
another line with the new palette name *below* the old
one. In our
Emi-chan example, it might look like this:

%emi.kcf
%sailor.kcf

This new palette is palette number 1 because it is the


second palette
listed in the configuration file.

Now we want to add the different cels for the clothing.


Look at the
list of cels the configuration file shows for the base
doll. Think
about where each cel of your clothing item fits between
the cels of
the base doll. In out Emi-chan example, the front of
the skirt would
go in front of the body but behind the forearm and
bangs. We want the
new object to be a different object from the doll
itself (so that it can
be moved around seperately.) Let's use the next
available number, #1.
Add the cel declarations to you configuration file. In
Emi-chan, this
might look something like:

#0 fore.cel ; Bangs and forearm


#1 skirt1.cel ; Front of Skirt to Sailor Suit
#0 body.cel ; Head, body, right leg
#0 back.cel ; Left leg
#1 skirt2.cel ; Back of Skirt to Sailor Suit

It isn't necessary to put those comments at the end of


the
declarations but it may be helpful later as you add
more clothing and
makes the file easier to understand.

But wait! How does KISS know to use the new palette
for the skirt
instead of using the default palette (palette zero)
that it used for
the body? You have to put that in you cel declarations
too.

Immediately after the filename for the cel, add an


asterisk (*)
followed by the number of the palette. Going back to
our Emi-chan
exmaple, the declaration for skirt1.cel might look like
this:

#1 skirt1.cel *1 ; Front of Skirt to Sailor Suit

If you want to, you can add a *0 to cel declarations


for cels using
palette zero to make the file easier to read but it
isn't always
necessary since KISS will use palette zero as the
default palette when
no palette is specified. It is possible to define
different default
palettes for each page but palette zero is the default
default
palette. More detail on setting alternate default
palettes later in
this document.

Our configuration file should now look something like


this:

; Emi-chan

(320,240)

; Palettes
%emi.kcf ; Palette 0 - The doll
%sailor.kcf ; Palette 1 - Sailor Suit (red, white,
blue)

; Cels
#0 fore.cel ; Bangs and forearm
#1 skirt1.cel *1 ; Front of Skirt to Sailor Suit
#0 body.cel ; Head, body, right leg
#0 back.cel ; Left leg
#1 skirt2.cel *1 ; Back of Skirt to Sailor Suit
$0 125,11
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *
$0 *

Next load your modified configuration file in KISS and


test your
clothing item. If there are problems with where you
made the breaks
in the cels or the order of the cels in the
configuration file, go
back and make the changes now.

Once you have the item just the way you want it, go
back to your
template and make the other items of clothing. Again,
it may take
some experimentation to get the levels right.

As you make more outfits, you may find you need more
colors. Make new
palettes as needed and add them to the configuration
file. Try to
re-use old palettes when possible because you can only
use up to 256
colors. Palette zero counts as 16 colors and each
additional palette
counts as 15 more (since the first color of palettes
one and are
ignored). This means a maximum of 17 palettes.

Positioning Objects:

Unless you set the positions of your objects, they'll


all start off
clustered up in the upper-left corner of the window.
After you design
the objects, load them in KISS, place them in the
positions you want,
and select `Save'. KISS will update your configuration
file.

You can position everything on just the first page and


then use your
ASCii editor to copy the position declarations at the
end of your
configuration file. KISS will use the first ten lines
it find that
begin with the dollar-sign ($) as the declarations for
the pages.

You may want some of the objects to stay where they are
so that the
user cannot move them. To fix an object in place, you
use the lock
field of the cel declarations.

Locking Objects in Place:

You can lock an object into place so that it can't be


moved by the
user. This is useful when you don't want the user to
be able to move
the doll itself or if you use more than one object for
the doll and
you don't want the user to pull the doll's arms off.

You can also make an object difficult to move but not


permanently
locked in place. This is useful when you want the user
to only be
able to move a given object after repeated attempts.
(Some KISS
artists use this method to fix underwear in place so
that you have to
yank on the underwear several times before it comes
off. A little
ecchi if you ask me. ^_-)

Let's suppose we want to lock the doll itself in place


in our Emi-chan
example. We would need to edit the declarations for
the cels defining
Emi-chan's body. For example...

#0.32767 fore.cel ; Bangs and forearm

The number 32767 appearing after the period following


the object
number is a lock value. Since we have used a very high
lock value,
the doll is permanently locked in place. Any number
over 100 is
permanently locked in place. If we use a number lower
than 100, the
object can be used after the used yanks on it several
times. The
higher the number, the more diificult it is to move.

Objects which are locked permanently in place will


never even twitch
from their starting position.

Objects which are difficult to move but not permanently


locked will
shift a short distance when yanked on but will snap
back to their
starting position almost immediately.

If you give different lock values to different cels of


the same
object, whichever lock value is highest will be used
for that object.
Lock definitions are common to all cels of the given
object.

If no lock value is given, the object is assumed to be


freely
moveable.

Behavior for a specified lock value of 0 is undefined.


Don't do it.
Results will vary widely depending on the program.

Restricting Objects to Specific Pages:


Suppose we want to organize our Emi-chan data set so
that the objects
for her school uniform only appear on page zero (the
starting page).
To do this, we set the page field of the cel
declarations for those
objects. For example...

#1 skirt1.cel *1 :0 ; Front of Skirt to Sailor


Suit

The number following the colon tells KISS on which


pages the objects
appear. You can set the cel to appear on several
pages. For
example...

#1 skirt1.cel *1 :0 3 7 ; Front of Skirt to


Sailor Suit

This would define the cel skirt1.cel as appearing only


on pages zero,
three and seven.

You must always list the pages in numerical order from


lowest to
highest and page definitions must appear after any
palette definition
if one is used.

If no pages are specified, the cel is assumed to appear


on all ten
pages.

If a page has no cels defined for it, the page can not
be accessed and
will appear as a dimmed button in KISS.

If you specify some but not all of the cels for an


object to be on a
given page, only the specified cels will appear on that
page. Page
definitions are specific to each individual cel.
Using Multi-Palettes:

A somewhat advanced use of KCF palettes is multi-


paletting. It
allows any palette to actually contain whole extra sets
of colors. A
16-color KCF could have 32 colors, 64 colors, or more;
but it would
only use 16 of them at a time. For example, maybe your
doll looks
normal with one palette but then you change to another
palette and
she has a tan. Making a multi-palette KCF is tricky.
You can
find a tool in the little collection of KiSS tools I
wrote
which can combine KCF palettes into a single KCF and
there
are other tools you can use to do this as well.

Basically, you start by making two versions of the same


source
image, each one having the same shape but using
different colors.
Then you convert them into CELs but have them make
seperate KCF
palettes. Then you dump one of the CELs and combine the
two KCFs
into a single KCF.

When you view the doll in the viewer, you'll be able to


click on the
little palette number buttons to switch between
palettes.

Each page has its own starting palette. Normally a page


will start
with palette set 0. But you can force them to start
with whatever
palette set you want. To do this, we edit the page
declarations.
Let's look at an example...

$0 125,11 20,45 145,40 * * *


All page declarations begin with a dollar-sign ($).
The number
immediately following the dollar-sign, with no
seperating space, if
the number of the default palette for that page. When
there is no
declaration for a page, KISS will assume the default
palette is
palette zero. You can change that number to the number
of a new
palette and any cels which do not have a specific
palette given will
use that palette as the default on that page.

Gambatte!

That's Japanese for "try your best." You should now


know the basics
of creating your KISS data set. Don't be disappointed
if you can't
turn out a new KISS data set overnight. Making a good
KISS data set
takes time and patience. You may need to retouch cels
many times
before getting them just right or you may even need to
scrap all the
cels of an object and draw it again. Just keep at it,
give it your
best shot, and, above all, have fun doing it. If you
really put your
effort into making your KISS set, your users will enjoy
it and that's
the best part of making KISS art.

Gambatte!

Appendix:

Here's a recap on the syntax for those configuration


lines.
Screen Size
Defines the size of the screen. Appears once in
the file.

Syntax:
(<width>, <height>)

<width> - the width of the screen.


Required field.
<height> - the height of the screen.
Required field.

example:
(400,200)

Palette Declarations
Defines palettes used by the KISS cels. Up to 17
palettes may be
defined. Palettes will be zero to seventeen in
order encountered.

Syntax:
%<filename>

<filename> - the full filename of the


palette. Required
field.

example:
%base.kcf

Cel Declarations
Defines each cel used by the KISS set, its object
number, its
palette, and the pages on which it appears.

Syntax:
#<object number>[.<lock value>] <filename>
[*<palette number>]
[:<page> <page> <page> ...]

<object number> - the number which


identifies the object
to which the cel
belongs. Range is 0 to
255. Required field.
<lock value> - the `fixedness' of the
object. 1 to 99
is difficult to move.
100 to 32767 is
permanently fixed. If
ommitted, object
is freely moveable.
Optional field.
<filename> - the full filename of the
cel file.
Required field.
<palette number> - the number of the
palette used by the
cel. Palettes are
counted from 0 to 17
based on order of
appearance. If
omitted, the default
palette is used
(palette zero unless
specified
otherwise in the page
declarations).
Optional field.
<page> - the numbers of the pages
on which the
cel appears. Range is
from 0 to 9.
More than one page may
be specified but
multiple pages must be
listed in order
from lowest to highest.
Optional
field.

example:
#15.20 hat.cel *2 :0 1 7 8 ;this is the
hat

Page Declarations
Defines the default palette for each page and the
positions of
objects on those pages. There should be 10 page
declarations
appearing at the end of the configuration file.
Declarations will
be used for pages zero to nine in order
encountered. These
declarations can be generated by KISS if ommitted.

Syntax:
$<default palette> <position #0> <position
#1> ...

<default palette> - the number of the


palette to be used
as the default on a
given page. Range
is 0 to 17. Required
field.
<position #N> - an X,Y position for the Nth
object. Each
page declaration will have
an entry for
every object from #0 to the
highest
numbered object. If the
object begins at
the origin (0,0), a * will
indicate
default starting position.
If no cels are
declared for an object,
default position
will be assumed. Range
depends on the
size of the screen and the
size of the
objects. It's best to use
the KISS viewer
to set these values.
Required fields.

example:
$0 125,22 * 100,0 56,22 * * * 12,192

If you need more technical information about the format


of cel and kcf
files, see the KISS/GS General Format Specifications.

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