How to make your own JetPack module  v1.5
*****************************************

Unzip module.zip into some folder. Then follow the instructions below
to make your own module:

1) Unzip the zip of Deluxe Paint 2.

2) Use Deluxe Paint 2 to alter the Jetpack0.lbm graphics as you like.
   Save it as JetpackX.lbm. It can take quite a while to make a good
   module, so be patient...

3) Run Makedat.bat. It will call Lbm2dat.exe which will convert the
   image JetpackX.lbm into a new file called _JETP_X0.DAT.

4) If you want your module letter to be something different than X,
   rename _JETP_X0.DAT and replace the X with a different letter.
   Then move the file to your /jetpack folder.

5) Use ModName.exe to make a name for your module. It will create a
   new file called _JETP_X.DAT (or whatever letter you choose in the
   place of X). Also move this file to your /jetpack folder.

6) Run JSwitch.exe and switch to your module. If you want to
   distribute your module to others, the only files needed are
   _JETP_X0.DAT and _JETP_X.DAT (or whatever letter your module has
   in the place of X).

Note: You can use other paint programs than Deluxe Paint 2 to create
the graphics in the lbm image. If you do that, it is possible that
the graphics in the game appears as random noise. That is most likely
because other programs save the lbm file in a slightly different way
than Deluxe Paint 2. However, if this problem occurs to you, all you
need to do to correct this is to open the lbm file in Deluxe Paint 2
and then save the image. Then it should be saved in the correct way,
and you can proceed from there.

Thanks to Adam Pedersen for Jetpack0.lbm and Lbm2dat.exe, and thanks
to Ian Burgmyer for ModName.exe. Makedat.bat is my own tiny
contribution which means you don't have to use Lbm2dat.exe manually.

Written by

Rune S. Johansen
http://rsj.mobilixnet.dk
