                     -----------------
                      MrClick's TilEd 
                       ------------

                       Version 0.54

 This text file is not a full manual for TilEd. It is only a
 document in which I put information about TilEd's functions
 which I consider useful for the user and which can not be
 explained by the tool tips boxes which show up above buttons
 and other elements of the GUI when leaving the mouse pointer
 on them. Still I hope that this document makes it easier for
 some people to adapt to TilEd cause it became a quite
 complex program.

                         Index

1. Introduction and features
  1.01 Supported tile formats
  1.02 Supported savestate color palettes
  1.03 Files
 1.1 Basic functions
 1.2 Browser
 1.3 Editor
 1.4 Color Palette
 1.5 Tile Control
 1.6 Key Commands 

2. Advanced tools
 2.1 Color Set tool
 2.2 Bookmark tool
 2.3 Editor Pattern tool
 2.4 File Information tool
 2.5 BMP Import/Export tools
 2.6 Tile and Palette C/C++ Converter 

3. Additional Info
 3.1 ROM Hacking Oddities
 3.2 Credits


1.0 Introduction and features

  MrClick's TilEd is an multiconsole tile editor with quite a lot
  of different tile modes supported including Gameboy Advanced
  tiles. It is written in Visual Basic and is therefore not very fast
  but - as I hope - easy to handle and quite flexible. The main
  intention of TilEd was to make it an alternative for Snowbro's
  Tile Layer which was and still is the ROM hacking communities'
  prefered tile editor. TilEd was supposed to enable the Windows
  95 generation of ROM hackers to work with an utility that 'fits'
  into the whole Windows user interface making it part of one big
  set of Windows ROM hacking tools including emulators, hexeditors
  and graphic utilities. I'm not sure if I got this far but in my
  opinion TilEd became an impressive piece of work and is quite
  accepted in ROM hacking circles so I am happy with it.
  
  1.01 Supported tile formats:

   - 1 bit per pixel	used by many games for many different systems
			mainly for fonts
   - Gameboy		used in Gameboy Monochrome/Color ROMs;
 			some SNES ROMs might also use this format
 			to save space; Wonderswan Monochrome tiles
			are also in this format
   - NES		
   - Virtua Boy		used in Virtua Boy exclusively
   - GBA 4 bpp		GBA 16 GBA tile; I read rumors about some
 			Amiga games using this format and about the
 			PC Engine storing VRAM sprites in this format
   - GBA 8 bpp		
   - SNES 4 bpp		used in SNES and some PC Engine ROMs
   - SNES 3 bpp		used in Zelda 3 to save some space
   - SNES 8 bpp		
   - Neo Geo Pocket      
   - Sega Genesis	only for ROMs in BIN format; SMD files must
                        be converted first; some Wonderswan
			Color games like Final Fantasy 2 uses this
			format too
   - GG, MS, WSC	used in both Sega Game Gear, Sega Master
 			System and Bandai Wonderswan Color ROMs

  1.02 Supported savestate color palettes:

   - NESticle		NES emulator
   - VGBA 1.0		Gameboy Advance emulator; not VGBA 1.1
   - No$Gmb		Gameboy Monochrome/Color emulator
   - ZSnes		SNES emulator
   - Boycott Advance	Gameboy Advance emulator; savestates are gzipped
   - Cygne		Wonderswan Color emulator

  1.03 Files

   Tiled.exe	TilEd (*)
   Tiledp.exe   TilEd Pentium Pro-optimized version
   Comdlg32.ocx Needed to run TilEd (*)
   TilEd.tep	Sample palette file with standart color palettes
   TilEd.cfg    Sample configuration file
   zlib.dll	Library needed for gzipped savestate files (*)
   readme.txt	The thing your just reading
   whatsnew.txt	File containing information about changes in the TilEd

   All files marked with (*) are essential to run TilEd. So if one of
   these files is missing or damaged there is a high risk that TilEd
   might not work at all.

 1.1 Basic functions

  To start using TilEd you need to understand that the Controls bar
  at the left of the TilEd main window is used to activate or
  deactivate elements of TilEd. For example the upper three switches
  turn the Browser, Editor and Tile Control on and off.

 1.2 Browser
 
  One major part of TilEd is the Browser consisting of the Browser
  Control window and the Browser window itself. The Browser Control
  window is used for opening files, selecting the tile mode for
  loading and saving,tweaking the address and of course for
  configuring the appereance of the Browser.
  The Browser window displays the tiles in the opened file. The
  scroll bar at the right can be used to scroll up and down the file.
  You can also use the cursors keys to scroll through the file or to
  tweak the address for a correct displaying of the tiles. Double-
  clicking on a tile in the Browser will copy that tile to the Editor.
  Draging and droping a tile into a specific position in the Editor
  is also possible.
  
 1.3 Editor
  
  The Editor is also parted into two windows. The first window is the
  Editor Controls window where the apperance is configured and the
  Editor Mode is selected. 
  The Editor Control allows reloading, saving and deleting of the whole
  Editor's contens. Depending on the Editor Mode clicking on the Editor
  window will either draw one pixel using the selected color or fill the
  whole tile with that color or the tile is selected as the one to be
  manipulated using the Tile Control tool.

 1.4 Color Palette

  Here the color palette entries can be edited and the drawing color can
  be selected. The buttons beneath the palette are used to shift the
  palette around. Use the arrow buttons to shift the colors, click on
  the middle button to selected how many colors to shift. Click on the
  256/16/4 switch button to select how may colors should be displayed.

 1.5 Tile Control

  The Tile Control tool is used to manipulate a selected tile. Using this
  tool you can flip and rotate that tile or save it to file.

 1.6 Key Commands
  
  Browser:

  Arrows Up/Down :
   Scroll up/down the file
  Arrows Left/right :
   'Tweak' the address
  Return :
   Copy selected tile to the editor
  Spacebar :
   Switch to the browser controls
  Page Up/Page Down :
   Fastly scroll up/down the file
  Numpad + :
   Zoom in
  Numpad - :
   Zoom out
  CTRL + E :
   Switch to the editor 
  CTRL + G :
   Browser grid on/off
  CTRL + O :
   Open a file
  CTRL + C :
   Close file 

  Editor:

  Arrows Up/Down/Right/Left :
   Move selection
  Return :
   Save tile
  S :
   Save to selected position
  A :
   Save to address
  R :
   Reload tile
  C :
   Clear tile
  Delete :
   X-flip tile
  End :
   Y-flip tile
  Page down:
   Rotate tile
  Spacebar :
   Switch to the editor controls
  Numpad + :
   Zoom in
  Numpad - :
   Zoom out
  CTRL + G :
   Editor grid on/off
  CTRL + B :
   Switch to the browser
  CTRL + N :
   Show/hide noncopied tiles 

2. Advanced tools
 
  TilEd is equiped with a large number of useful tools for easier and
  advanced ROM hacking. To be honest some are quite useless but maybe
  someone will need them once or twice and I therefore keep them a part of
  TilEd.
 
 2.1 Color Set tool
  
  One of the most important tools. Here you can add, modify and save color
  palettes in different formats. TilEd's own palette format with the TEP
  extension supports up to 256 palettes with 256 color entries and has
  descriptions for each palette stored as well to make it easier to 
  distinguish mutiple palettes. The other supported formats are Microsoft
  RIFF palettes of 256 colors which are commonly used by most graphic
  programs such as Paint Shop, Photo Shop and Corel Draw and the old Tile
  Layer DOS palette format for those who have already a library of color
  palettes for Tile Layer and want to convert these to TEP or RIFF format.
  You can also load color palettes right from emulator savestates. Just make
  a savestate when the sprite you want to load is on screen (or at least in
  VRAM). Then load the savestate just as you would load a RIFF or TEP palette
  into TilEd and there you have all palettes stored in VRAM when the
  savestate was made. Since palettes in TilEd always have 256 colors and most
  console palettes have less colors (e.g. NES and Gameboy have 4, Genesis
  and Game Gear have 16), you have to 'scroll' through the 256 color palettes
  to find the right palette for the right tile. You can use the Color Palette
  to do so.
  On the bottom of the Color Set tool you find the relocated color palette
  import/export tool. Just enter the address of a palette in the open file
  and press the import button to load the palette to the list. Choose the
  right palette format and select the number of files to load or save
  correctly or else you might damage the file. The export button saves the
  selected palette into the file.

 2.2 Bookmark tool

  In case you make an extensive document about hacking an specific ROM and
  want to add some exclusiv stuff to it you can create a set of bookmarks
  in the Browser using this tool. Saving and loading to file is possible.
 
 2.3 Editor Pattern tool

  Even more posh than a Bookmark set is the Editor Pattern tool. This tool
  saves and loads the addresses of the tiles in the Editor to file. This
  way you can make complete sets of sprites to enable easier access to them
  for others or yourself. Like the Color Set tool the limit of Editor
  Patterns is also 256 entries per file. Descriptions included.

 2.4 File Information tool

  Displays the full name, size and attributes of the opened file. For Gameboy
  ROMs there is also the possibility to repair the checksum. This featrue
  will damage the file if used with a ROM other than Gameboy or Gameboy Color.

 2.5 BMP Import/Export tools

  In case TilEd's simple graphic editing capabilities are not fitting your
  needs you can export the Editor's contens to an 128x128x256 Windows BMP which
  can be used in every graphic utility I used. Load the BMP back into the
  Editor using the BMP Import tool.

 2.6 Tile and Palette C/C++ Converter

  Nice tool for those who program the GBA in C/C++ as I try for sometime. I 
  needed a graphic editor which creates C header file with consts containing
  sprite and palette binary data, but I only found converters for BMP and PCX
  files (I wasn't looking very hard though). So I created this tool. It can be
  found in the Editor Controls and converts tiles from the editor and the editor's
  color palette. Different tile sizes (8,16,32,64) and shapes (spuare,wide,high)
  are supported. Use the scrollbars to decide how many rows and lines of tiles
  to convert. Select the right tilemode (GBA 16 or 256 colors), hit the 'C' button
  and select the header file to save in. Palette ripping is even easier. Select
  the right palette format (only BRG makes sense for GBA, just included RGB for
  possible extension to Gameboy Color tile format convertion) and the number of
  colors to convert (16 or 256) and hit the 'C' button.
  Use the edit fields in the Names section to decide which names the consts should
  have. Of course there is only one palette consts in a palette header file but
  up to 128 tiles can be found in one sprite header file. So every sprite consts'
  name is combined of the given name and an index number.

3. Additional Info

 3.1 Tips and Tricks

  Take notes of every thing that you find. Especially in big files such as GBA ones it
  takes a lot of time to find tiles again when you once forget where they are located.
  I suggest you keep a log of every thing that you find. 
  
 3.2 ROM Hacking Oddities

  Originally started by Snowbro on his Tile Layer page I continue collecting ROM Hacking
  Oddities because basically it's fun.
  Something that has to be said because it is bugging me since version 1.2.
  This part of the readme is trivial yet amusing.
  Most Gameboy fans know Squaresoft's SaGa trilogie which was renamed Final Fantasy
  Legend in the US and never made it to Europe. These games were continued on the Snes
  under the name Romancing SaGa and Final Fanatsy NES got three Snes Sequels as well.
  Another game which seemed to have spawned from the SaGa series was Seiken Densetsu
  or Final Fanatsy Adventure in the US. This made me think that Mystic Quest - as Seiken
  Densetsu was called in Europe - was part of the Final Fantasy series even though it was
  continued on the SNES as Seiken Densetsu 2 and 3 in Japan and Secret of Mana in the US
  and Europe. It lies beyond my understanding why Squaresoft melted together these three
  series in the US and Europe and kept them seperated in Japan but taking a look at the
  Final Fantasy Adventure and the Final Fantasy Legend 2 ROM shows that those two
  different gaming series with different names in Japan have the same origin.
  Taking a look at the address 98144 we see some tiles of two walking mushrooms (!!!) in
  the Final Fanatsy Legend 2 ROM. If we now look at the same address in the Final Fantasy
  Adventure ROM we find the same tiles there. They are never used in the game and the
  image of the mushrooms is incomplete but they are there. Spacefillers? An insider
  joke? Who knows? I give you some time now so you think about it. Thanks for listening.

 3.3 Credits

  Programmer of TilEd and author of this readme: MrClick (MrClick@gmx.de)
  
  Find the new TilEd at http://mrclick.zophar.net
  
  Thanks go out to: Zophar's Domain (http://www.zophar.net)
  (in no            ROM Hacking dot org (http://www.romhacking.org)
   particullar      Klarth (for his document on console tiles)
   order)           Snowbro (for Tyle Layer and the ZSnes savestate info)      
                    Gollum (for the Boycott Advanced savestate format)
                    Dox (for the Wonderswan color and tile info)                    

                   Greetings to the people from Darkwater


  TilEd was written by MrClick.
  TilEd is provided as is. There is no warranty that it will work and no warranty that
  it will not cause any damage. Yet the idea that TilEd might crash your harddrive,
  make your display implode or eat your pet hamster is very unlikely.


                                                                    (c) by MrClick 010830