Harry Editor Survival Guide


by Trax


500 Water cooler
550 Exploding barrel
560 Empty swivel chair
601 Plant (mobile)
700 Mug of coffee
702 Box of donuts
703 Single donut
711 Regular staple ammo
712 BADASS ammo
713 Shrapnel gun ammo

To change objects and bonus' tint

Put a number (1 to 14) into the first info box. (see tint chart)

- Water cooler can be used to block the passage. So, the player must have a gun to destroy it and pass.


901 Door going up
911 Door going down
921 Door going left
931 Door going right


903 Locked door going up
913 Locked door going down
923 Locked door going left
933 Locked door going right

To change the locked dooržs color

Put a number (0,1,2) into the first info box of the door. (see key chart)


951 Sliding door, horizontal
961 Sliding door, vertical

To create a sliding door activated by a button

Lay down a sliding door and one of the five kinds of buttons (wall or floor). Note the sprite number of the button. Put this number into the first info box of the door.


1011 Dart-thrower, facing right
1019 Dartboard, facing left
1021 Dart-thrower, facing left
1029 Dartboard, facing right
1031 Dart-thrower, facing up
1039 Dartboard, facing down
1041 Dart-thrower, facing down
1049 Dartboard, facing up

To make a disk-thrower

Put a 1 into the first info box of a dart-thrower.


1111 Scientist, facing right
1121 Scientist, facing left
1131 Scientist, facing up
1141 Scientist, facing down
1211 Mad scientist, facing right
1221 Mad scientist, facing left
1231 Mad scientist, facing up
1241 Mad scientist, facing down

1301 Co-worker #1, facing up
1321 Co-worker #2, facing up
1341 Co-worker #1, facing down
1361 Co-worker #2, facing down
1381 Co-worker #1, facing left
1401 Co-worker #2, facing left
1421 Co-worker #1, facing right
1441 Co-worker #2, facing right

1601 Mailroom guy, up
1609 Mailroom awning, up
1611 Mailroom guy, down
1619 Mailroom awning, down
1621 Mailroom guy, right
1629 Mailroom awning, right
1631 Mailroom guy, left
1639 Mailroom awning, left

- A mailroom guy will change direction when he encounter a wall.


1701 Toxic blob
1711 Major toxic blob
1721 Sentient blob

1801 Robot
1811 Stationary robot
1821 Boss robot
1851 Reversor robot, horizontal
1852 Reversor robot, vertical
1861 Major reversor robot, horizontal
1862 Major reversor robot, vertical

1901 Security gun, up
1902 Security gun, down
1903 Security gun, left
1904 Security gun, right
1911 Power security gun, up
1912 Power security gun, down
1913 Power security gun, left
1914 Power security gun, right
1921 Missile security gun, up
1922 Missile security gun, down
1923 Missile security gun, left
1924 Missile security gun, right

- Security guns are generally placed on the walls.


2001 Machine gun guy
2011 Major machine gun guy
2021 Missile guy

2101 Tank, horizontal
2102 Tank, vertical
2111 Major tank, horizontal
2112 Major tank, vertical

2201 Dr. Ubermann

2301 Air conditioner, up
2302 Air conditioner, down
2303 Air conditioner, left
2304 Air conditioner, right

2501 Acid pool, small
2601 Acid pool, large

3001 Bed of tacks
3100 Telephone

3900 Grate, horizontal
3905 Grate, vertical
3910 Red grate, horizontal
3915 Red grate, vertical

- Place them between two walls to block the passage.


4100 Overhead pipe, horizontal
4105 Overhead pipe, vertical

4201 Fire pipe, up
4202 Fire pipe, down
4203 Fire pipe, left
4204 Fire pipe, right

- Fire pipes should be placed on the walls.


5001 Ghost swivel warrior
5011 Ghost swivel chieftain

- Can be placed in the walls so the player doesn't know where they are coming from.


6001 Rolling Boulder, up
6002 Rolling Boulder, down
6003 Rolling Boulder, left
6004 Rolling Boulder, right
6011 Rolling Boulder, fast, up
6012 Rolling Boulder, fast, down
6013 Rolling Boulder, fast, left
6014 Rolling Boulder, fast, right

9200 Copying machine (saved-game location)
9300 Soul statue

To make the soul statue trick

Lay down two soul statues. These objects create an invisible line between each other. Harry must have no ammo to pass the line.


9401 Cannon up
9411 Cannon down
9421 Cannon left
9431 Cannon right

To create a cannon activated by a button

Same thing than the sliding doors.

- The cannons should be placed on the walls.


9501 Wall button up
9511 Wall button down
9521 Wall button left
9531 Wall button right
9541 Floor button

To make buttons that stay switched when pushed down

Put a 1 into the first info box of a button.

- Of course, wall buttons are placed on the walls.


9600 Vending machine

- Put the number of times you must kick the machine to make the first soda can get out in the first info box.

- Put the number of soda cans you want the machine give in the game in the second info box.


9701 Ramp, up
9702 Ramp, down
9703 Ramp, left
9704 Ramp, right

To change ramp's tint

Put a number (1 to 14) into the first info box of the ramp. (see tint chart)

To make movable ramps

Put a 1 into the second info box of a ramp.


9800 Incinerator
- Place it between two walls to block the passage. The player must have a stack of papers to pass.

9901
Stairs, up
9902
Stairs, down
9903
Stairs, right
9904
Stairs, left


9991 Fade exit, up
9992 Fade exit, down
9993 Fade exit, left
9994 Fade exit, right
9995 Invisible exit

11199 Stack of papers
11299 Staple gun
11399 Blue key
11398 Yellow key
11397 Green key
11499 Caffeine pill
11599 B.A.D.A.S.S.
11699 Mystery vial
11799 Shrapnel gun
11899 Soda can
11999 Power of the swivel

To change an item's tint

Put a number (1 to 14) into the first info box. (see tint chart)


Level info fields

(left to right)

#0 : Tint index to tint player
#1 : Horizontal coordinates of fall location
#2 : Vertical coordinates of fall location
#3 : Comfort to add/subtract after fall
#4 : Tint index to tint everything in level
#5 : Res ID of PICT to scroll after level
#6 : Res ID of PICT to scroll before level
#7 : Res ID of PICT to display after level
#8 : Res ID of PICT to display before level
#9 : Scrolling music ID
#10 : Ripple effect length (0 for none)
#11 : Ripple effect width (0 for none)
#12 : Ripple effect speed (256 = normal)
#13 : Nothing
#14 : Nothing
#15 : Nothing


World info fields (left to right)

#0 : Default scrolling music ID
#1 : Res ID of PICT to scroll after win
#2 : Res ID of PICT to display after win
#3 : Number of seconds to display PICT
#4 : Music to play during win
#5 :
#6 :
#7 :
#8 :
#9 :
#10 :
#11 :
#12 :
#13 :
#14 :
#15 :

Tint chart

0 = No tint
1 = Red
2 = Yellow
3 = Dark blue
4 = Light blue
5 = Light gray
6 = Dark
7 = Very dark
8 = Light
9 = Very light
10 = Green
11 = Dark gray
12 = Orange
13 = Water
14 = Cola

Key chart

0 = Blue
1 = Yellow
2 = Green

Other tips

To Tile sets : 256 X 384 1