The contents of the Conv2ZX folder are the original source levels for the 3DO version of the game,
which were created using the DOS Doom editor, DEU.

.scrpt files contain information which was used to convert the levels into the ZX Engine format.
The reverse engineering of this scheme was not completed by our team; completing this is left to
the end user as an exercise. The contents of this folder can be used with the conv2kt tool which
is provided in source code and binary form to create an incomplete translation of the WAD files
in this subdirectory into the UDMF format utilized by Killing Time Resurrected.

Notably, actors are not currently converted. It was found during development that the actors 
present in each map were controlled not by the map itself but by which enemy animation files 
(called riffs) were present in the ZX asset build system alongside each map. So in other words
there is a primary, secondary, etc enemy type for each map, and whether the primary type is, say
a Clown or a Hunter, is controlled by the other files that were present on disc. 

It should be possible to determine this information by observation of the original game alone.
Information on how the conversion of actors was handled is partially present in the Conv2ZX
source code, which is also provided. For example, one DoomEd number used in the maps can 
create "Primary Enemy", "Secondary Enemy", or even a randomized spawn point.

To use Conv2KT, provide it the path of a WAD file in the subdirectory. It will load both the
.wad and .scrpt file with matching base name.

All resources in this subfolder are copyright (C) 2024 Nightdive Studios, Inc., and are
licensed to the end user exclusively for use with Killing Time Resurrected. No warranties,
including the warranties of merchantability or fitness for a particular purpose, are provided.