7===============================================================================
                                  TILER V0.5b
                                  -----------

         A tile map editor and SNES Savestate Viewer and Importer.
                      Written and (C) 1999 by WORMY
===============================================================================

					=====
					INDEX
					=====

	  1   ABOUT TILER

         1.1  CHANGES
	 1.1  FEATURES
	 1.2  TO DO
	 1.3  REQUIREMENTS
	 1.4  DISCLAIMER
         1.5  SOME WORDS ABOUT ROMS
         1.6  THANKS
         1.7  COMMENTS/QUESTIONS/CONTACT


	  2   MANUAL

	 2.1  THE MAP EDITOR	
	2.1.1 INTRODUCTION
	2.1.2 LAYER SETTINGS
	2.1.3 MAP EDITOR MENU
	2.1.4 HOTKEYS

         2.2  THE TILE AND ANIMATION EDITOR
        2.2.1 TILE EDITOR MENU
        2.2.2 HOTKEYS


          3   MEMORY LAYOUT

         3.1  PALLETE
         3.2  TILE SET
         3.3  TILERMAP


===============================================================================

				=============
			 	 ABOUT TILER
				=============


=======
CHANGES
=======

	This is the first version of TILER!
        This version is still beta... I would like to ask you guys out there
        to check if it's working on different computers or not and let me
        know... Look at the REQUIREMENTS to see on which computers TILER
        should run without problems.
        Expect TILER's V0.5 release in one or two weeks!


========
FEATURES
========

	- runs in a screen resolution of 640x480 and hicolor

	- supports 4 LAYERS, each of which has one foreground and one 
          background layer

	- allows map dimensions from 32x32 to 1024x1024 tiles

	- supports up to 4096 tiles (8x8 pixels)

	- importing and editing of tile graphics (*.PCX)

	- allows creation of animation effects for every single tile

	- pallete and tile graphics exporting

	- supports Subscreen and Fixcolor ADDITION, HALF ADDITION, SUBTRACTION, 
          HALF SUBTRACTION

	- supports Mosaic effects on the 4 layers

	- supports 3 different pallete formats

		  1  pallete  (256 colors)
		  8  palletes (16 colors each - leaving 128 colors for 
                     individual effects)
		  16 palletes (16 colors each)

	- reads in any .ZST Savestate file (created by the ZSNES Emulator) and 
          supports importing of 

			- the saved VRAM 
			- all Bitplane video modes
			- MODE7 as flat map
			- 8x8 and 16x16 pixel tiles
			- 32x32, 32x64, 64x32 and 64x64 maps
			- Subscreen and Fixcolor effects

        - IT IS FREEWARE :)


=====
TO DO
=====

	- writing of a playback library, so people can easily load and display
          TILERMAPs in their own programs

	- importing and exporting of MAPPY tile maps (I still wait on Robin
          answering if it's OK for him if I implement this feature in TILER)

	- allow different dimensions for the 4 layers

	- improve the save tile option so that it saves only those tiles used
          in the map

	- implement the feature to read any bitmap and extract unique tiles 
          (discarding copies of already existing tiles - like HFLIP, VFLIP, 
          PALLETE)

	- improve a little bit the Animation editor such that different delay 
          times between frames would be possible

	- improve the Tile Editor and implement some nicier drawing utilities

	- possibly implement a SPRITE EDITOR for viewing and editing the 
          objects stored in a Savestate file

	- speed up the graphic engine

	- maybe implementing the possibility to import MIDI, WAV or even SPC 
          files in order to playback those while displaying the map

	- maybe implementing a feature to do such effects on the map like the 
          SNES does it on MODE7 screens - I WOULD APPRECIATE ANY HELP FOR THIS 
          WORK! ANYONE CAN EXPLAIN HOW EXACTLY THE SNES DOES THOSE COOL 
          ROTATIONS etc. HOW DOES THE MATRIX CALCULATION WORK?


============
REQUIREMENTS
============

	I wrote TILER on my Pentium Celeron, 400MHZ... and I didn't have the 
        time nor the possibilities to test it on very much other computers!
        But TILER was tested also on several 486ers and it worked fine. So
        I would say globally that TILER should work for every 486 and upward.
        I would really appreciate it and mention everyone in the THANKS
        section if one could check out if TILER DOES or DOES NOT run or
        different computer hardware...

        What you will need, however, is

        	      - SVGA (better find some VESA drivers if you didn't yet)

                      - Enough free place on your HD for virtual memory 
               	        (imagine a 1024x1024 map with 4096 tiles and 4 layers!)

                      - Keyboard

                      - Mouse

                      - eventually a whole bunch of ZSNES Savestate files if
                        you use TILER as a Savestate Viewer

                      - CWSDPMI.EXE in on of your PATHs or in the directory
                        where TILER resides...


==========
DISCLAIMER
==========

	TILER is provided as freeware - thanks to all those guys out there with
	their free utilities I am using. The only thing I ask is comments,
	bug reports and maybe a letter of appreciation or criticism! But hey, 
	I won't be angry if you sent me some cash for the program as well :)

	Although this program should not be able to destroy your computer's 
        hardware, and although TILER does not have any known problems, it is
        not guaranteed to be free of bugs. You use TILER at your own risk! I 
        disclaim any responsibility from damages to your computer this little 
        software may cause. If you encounter any problems, please tell me so
        I can fix it as soon as possible...


=====================
SOME WORDS ABOUT ROMS
=====================

        I will put this section as simple as possible: Please don't ask me
        about any ROMS - I don't KNOW and don't WANT to know where you can
        obtain ROMS for whatever emulator or console. Do a web search on them
        but don't bother me with ROM request - if you are unlucky and I have
        a bad day I will forward any emails or guestbook entries regarding
        this matter to the ROMS ABUSE DATABASE...!


======
THANKS
======

	- The main thanx go to DJ DELORIE for his wonderful DJGPP compiler

	- Great appreciation also for Shawn Hargreaves ALLEGRO

	- Very useful was Y0shi's big SNES document

	- zsKnight, one of the authors of ZSNES, was very talkative about SNES
          Screen Modes, Screen ADDITION and SUBTRACTION, as well as about how 
          the SNES does its maps

        - Gary Henderson and Jerremy Koot for their Snes9X and for let me
          use some of their graphic routines

	- Dan Huizenga who did the core system of the GUI I use in TILER


==================
COMMENTS/QUESTIONS
==================

	It is very important that you support me in improving TILER.
	I would appreciate any comments or bug reports. You can send those
	comments per mail or post it on the GUESTBOOK of my homepage.
	Comments and bug reports are very important, since without them
	TILER has no chance to be improved and it will be discontinued...

	Also feel free to ask me any questions about TILER or how the SNES does
        its graphics. Note that I have NO idea of how the SNES does music or 
        sound - I would	be only of help if I have to explain Screen Modes, 
        Layering, Planes or Level Maps...

	If you don't like TILER, please tell me WHAT you DIDN'T like and go 
        find a program that fits your purposes...

	Email: wormy@technologist.com
          ICQ: 13105545
	  URL: http://www.wu-wien.ac.at/usr/h94/h9425700
===============================================================================

				==============
				THE MAP EDITOR
				==============


============
INTRODUCTION
============

	The main structure of a map element is a tile.
	TILER actually supports tiles with a dimension of 8x8 pixels with
	16 or 256 colors per tile - since you can use up to 4096 tiles in a map
        the number of tiles you can use won't change in the future. After all,
        with 4096 8x8 tiles you can construct 1024 16x16 tiles, 256 32x32 tiles
        etc...

	Every map element has 3 Bytes. This 3 Bytes are encoded as follow:

	  Bit  0-11: Number of tile to be drawn
	  Bit    12: Set if animation for this tile should be turned on
	  Bit    13: Set if tile should be a foreground tile or not
	  Bit    14: Set if tile should be drawn horizontally flipped
	  Bit    15: Set if tile should be drawn vertically flipped
	  Bit 16-19: Determines the pallete the tile has to use (0-15)
	  Bit 20-23: Free for USER DATA

	You can easily compute the required memory for ONE map layer:
	  3 Bytes * Map width * Map height


	Pressing the RIGHT MOUSE BUTTON in the MAP EDITOR will bring you to the
	TILE EDITOR where you can choose the tile you want to set. Pressing the
	LEFT MOUSE BUTTON will bring you back to the MAP EDITOR where you will 
        be able to set the chosen tile.

	In the right bottom corner of the screen you will see the current tile,
        together with the information if it should be drawn flipped, in the 
        foreground, use animation as well as eventually set USER DATA.

	Pressing H or V will flip the tile horizontally and vertically, 
        respectively.

	Pressing F will change a tile into a foreground or a background tile

	Pressing A will turn on or off the animation for that tile

	Pressing P will cycle through the available palletes (1, 8 or 16) the
        tile should use when drawn.

	Pressing CTRL+D will let you enter a value between 0 and 15, 
        inclusively, which will	be stored together with the tile information. 
        This USER DATA could be used by programmers to determine, for example,
        if the tile is a solid tile or stuff like that...
	Pressing the LEFT MOUSE BUTTON sets the tile at the map coordinates you
        will see displayed in the left bottom corner, together with the map 
        dimension, the current pallete in use and the momentarily edited map 
        layer.


==============
LAYER SETTINGS
==============

	On the left side of the MAP EDITOR you can change several layer 
        specific settings:


	BG/SBG ENABLE
	-------------

	This determines which screens (BG) and subscreens (SBG) will be turned
        on or off. A pointer tells you which of the layers is actually edited. 
	Pressing + or - on the key pad will let you choose one of the 4 layers
        to edit.
	Note that the OBJ layer is not implemented yet, so turning it on or off
        has no effect.

	The drawing sequence of the layers is as follows (the SNES insiders 
        should know that already):

		  BG4 - Background tiles
		  BG3 - Background tiles
		  BG4 - Foreground tiles
		  BG3 - Foreground tiles
		  BG2 - Background tiles
		  BG1 - Background tiles
		  BG2 - Foreground tiles
		  BG1 - Foreground tiles

	If BG3 PRIORITY is selected, BG3's foreground tiles will be drawn last:

		  BG4 - Background tiles
		  BG3 - Background tiles
		  BG4 - Foreground tiles
		  BG2 - Background tiles
		  BG1 - Background tiles
		  BG2 - Foreground tiles
		  BG1 - Foreground tiles
		  BG3 - Foreground tiles


	ADD/SUB AFFECT
	--------------

	This is a cool feature - but also a little bit complicated to handle 
        for newbies!

	Here you tell TILER which effects to affect on the BGs! A screen effect
        is effectuated with the Subscreen settings above. So if you want 
        layer 2 to be put over layer 1,	affecting Screen ADDITION, you would 
        have to select BG1 and SBG2 in the BG/SBG section and then select BG1 
        and ADD in the ADD/SUB section.
	Just play a little bit around with the two sample maps to get a feeling
        for those settings...
	You can affect screen effects also on the BACKGROUND.
	Note that the OBJ layer is not implemented yet and selecting it has no
        effect yet...


	MOSAIC ENABLE
	-------------

	You have the possibility to draw single, or even all layers with a 
        mosaic effect. Just select the layers you want to be affected and 
        select a size in the range of 1-15. The default is 1!
	The effect you will get is one of those seen in some SNES games when 
        zooming in or out...
        If you want to see a cool effect: LOAD A MAP, TURN SOME LAYERS ON
        AND THEN CHOOSE "ABOUT TILER" OR PRESS CTRL+A :)


	FIXED COLOR
	-----------

	You may also want to define a fix color if you want to do Screen  
        ADDITION or SUBTRACTION with this fix color! Just choose a value from 
        0-63 for the RGB components and enable the FIXCOLOR. Don't forget to 
        tell TILER which BGs to affect (done in the ADD/SUB section). 
	Note that any SBG that may be turned on won't have any effect, because 
        FIX COLOR effects have a higher priority!


	Below the Layer settings you will find some info about the tile in the 
        map the mouse pointer is actually pointing on. You will see the 
        original tile graphic - that is	unflipped -, together with some info 
        about how it is drawn...


===============
MAP EDITOR MENU
===============

	FILE
	----

	New Map - Lets you start a new map with a minimum dimension of 32x32 
                  and a maximum of 1024x1024 tiles; here you also choose the 
                  number of palletes to use for the map.

	Load Map - Loads a previously saved TILERMAP

	Save Map - Saves a TILERMAP. 
                   All the layers that are turned on in the BG/SBG section
		   will be saved - so turning on BG1, BG2, SBG1 and SBG3
		   will save layer 1, layer 2 and layer 3...

                   Several options can be selected:
 
	           SAVE ALL TILES will save all 4096 tiles, unselecting it
                   will save tile 0-MAXTILE where MAXTILE is the tile with 
                   the highest number used in the map.
                   So using TILE 0, 5, 83 and 67 in the map will result in
                   saving all tiles from 0-83.

                   NO COMPRESSION will save everything uncompressed
                   (65 Bytes per tile + Animation, Pallete and Map)

                   SIMPLE COMPRESSION will compress the tile graphics
                   (33 Bytes per tile + Animation, Pallete and Map)

                   MAXIMUM COMPRESSION will first compress the tile graphics 
                   and then apply a LZW compression algorithm on the whole map
                   (Same as SIMPLE COMPRESSION but compressing the whole file
                   as well)
 
	Import SNES Savestate - Imports a SNES Savestate File created by ZSNES.
                                It only reads .ZST and .ZSx Files, any other 
                                files are not supported!
                                After loading you have the possibility to just
                                look at the map informations, load the entire 
                                map with all map tiles, as well as the tiles
                                used for the objects...

	Quit - Quits TILER


	EDIT
	----

        TILE PROPERTIES - Hflip - Flips the current tile horizontally

                          Vflip - Flips the current tile vertically

                          Foreground - Changes the current tile into a 
                                       foreground or background tile

                          Animation - Turns on or off animation for the
                                      current tile

                          Tile Data - Lets you enter a value in the range of 
                                      0-15 for the current tile


	SECTION
	-------
        
	Tile editor - Lets you switch to the TILE EDITOR
                      Note that pressing the RIGHT MOUSE BUTTON will bring
                      you to the TILE EDITOR as well, but pressing the
                      LEFT MOUSE BUTTON when choosing a new tile will bring
                      you back to the MAP EDITOR, while switching with this
                      command will allow editing tiles as well.


	EXTRA
	-----

	Fast scrolling - Turns fast scrolling on or off. Useful if you want
                         to scroll the map without always releasing the
                         cursor keys.

        Layer scrolling - When selected, scrolling will affect only the
                          current layer being edited

        Map scrolling - When selected, scrolling will affect the whole map

        Wrap around - Select this if you want to wrap the map around when
                      scrolled. Useful if you need to adjust several layers
                      (above all after importing Savestate files where the
                      individual BGs have different x and y offsets)

        Grid - Turns a grid on or off

        Animations turned on - When selected, all animated tiles in the map
                               will be animated. Note that scrolling will
                               slow down when turning on animation

        Next desktop colors - TILER comes with 14 predefined desktop palletes. Here you choose which to use...


	ABOUT
	-----

        About TILER - Tells you a little bit of this program


=========================
HOTKEYS IN THE MAP EDITOR
=========================

	CTRL+N           --> NEW MAP
	CTRL+L           --> LOAD MAP
	CTRL+S           --> SAVE MAP
	CTRL+I           --> IMPORT SNES SAVESTATE
	CTRL+Q or ESC    --> QUIT TILER
	CTRL+F           --> TURNS FAST SCROLLING ON OR OFF
	CTRL+Y or CTRL+M --> SWITCHES BETWEEN LAYER AND MAP SCROLLING
	CTRL+W           --> TURNS WRAP AROUND MODUS ON OR OFF
	CTRL+E           --> TURNS ANIMATIONS ON OR OFF
	CTRL+T           --> SWITCHES TO THE TILE EDITOR
	CTRL+A           --> SHOWS SOME INFO ABOUT TILER
	CTRL+D           --> LETS YOU DEFINE USER DATA FOR THE CURRENT TILE
	H                --> HORIZONTALLY FLIPS CURRENT TILE
	V                --> VERTICALLY FLIPS CURRENT TILE
        F                --> CHANGE CURRENT TILE INTO FOREGROUND OR BACK-
                             GROUND TILE
	A                --> TURNS ANIMATION OF CURRENT TILE ON OR OFF
	P                --> LETS YOU CHOOSE THE PALLETE TO USE FOR THE
                             CURRENT TILE
	D                --> SELECTS ONE OF THE PREDEFINED DESKTOP PALLETES
	G                --> TURNS GRID ON OR OFF
	KEY PAD +/-      --> SWITCHES TO THE LAYER YOU WANT TO EDIT
	CURSOR KEYS      --> SCROLLS THE LAYER OR THE MAP, DEPENDING ON THE
                             LAYER AND MAP SCROLLING FLAGS

================================================================================

			=============================
			THE TILE AND ANIMATION EDITOR
			=============================

	You can switch to the TILE EDITOR in two ways. 
	1) You can press the RIGHT MOUSE BUTTON in the MAP EDITOR. This will
           let you choose a tile and bring you back to the MAP EDITOR after
           pressing the LEFT MOUSE BUTTON
	2) Pressing CTRL+T or choosing TILE EDITOR in the SECTION menu of the
           MAP EDITOR

	Left you will see the tiles. You can scroll them up or down when
        moving the mouse at the top and bottom margin of the tile window.
        Pressing the RIGHT MOUSE BUTTON	at the same time will let you scroll
        the tiles faster up or down. You select a tile by pressing the LEFT
        MOUSE BUTTON.

	On the bottom of the screen you will see the tile number the mouse is
        actually over and the pallete you are using at this moment.

	On the right side you will see an enlargement of the choosen tile and
        the 256 color pallete currently in use. If you actually are working
        with 8 or 16 palletes a pointer will indicate the row of the 16
        colors the tile actually uses (that is the actual pallete the tile is
        using for the moment).
	Pressing P will cycle through the available palletes.

	With the slide bars on the right side you can change the color values
        of any of the 256 colors. If you want the changes to take effect you
        have to store the currently edited color back into the pallete by
        clicking on the STORE COLOR box or by pressing CTRL+C.

	You also can edit the currently choosen tile by simply click on the
        color to draw with and moving the mouse over the enlarged tile while
        pressing the LEFT MOUSE BUTTON. Note that until	now, no drawing
        facilities are implemented (such as clear tile etc.)...
        If you want the changes made to the tile to take effect you have to
        store the tile by clicking on the STORE TILE box or by
        pressing CTRL+T.

        Some notes about drawing tiles:

        A pallete is either an array containing 256 colors or an array
        containing 16 colors. In the latter case you will have 8 or 16
        palletes, containing 16 colors each. 

        Take care that you only use 16 colors per tile from a single pallete
        and not colors from different palletes when working with 8 or 16
        palletes. So, if you don't want your tile to look wacko when changing
        palletes you will have to draw it with colors 0-15, 16-31, 32-47 and
        so on. If, for example, you draw a tile with the colors 16-31 the tile
        would look fine when switching to another pallete because you are using
        one of the 16 colors you have per pallete. But drawing, for
        example, with colors 0, 3, 8, 15 and 19 will result in a tile where
        everything drawn with color 19 will actually be drawn with color 3 of
        the currently selected pallete! That's  because in 8 or 16 palletes
        mode color 0=16=32 etc... or color 5=21=37 etc... (if you can follow my
        thoughts) If you plan to use more than 16 colors per tile you either
        have to use 256 colors (that is 1 pallete mode) or arrange the 16
        colors per tile very wisely in the correspondend pallete... but you
        soon will be experienced enough to handle those pallete pecularities! :)


	Below the TILE EDITOR you will wind the ANIMATION EDITOR.

	In the left corner you will see the tile number you are actually
        editing - together with the type of animation it is currently using,
        the delay time between frames, the number of frames used and the
        currently edited frame.

	You will be able to change the animation type by pressing the + symbol
        at the left of ANIMATION. Currently the following animations are
        implemented:

		NONE     - does nothing

		FORWARD  - loops the frames forward, beginning with first frame
                           after last frame was reached

		BACKWARD - loops the frames backward, beginning with last frame
                           after first frame was reached

		FORWARD-BACKWARD - animates the frames forward until reaching
                                   last frame, then animating backward

		BACKWARD-FORWARD - animates the frames backward until reaching
                                   first frame, then animating forward

	The delay of the animation can be changed by clicking on the +
        or - symbol at the left	of DELAY. Valid values are 0-32768.
	Note that changing the delay will affect the whole animation and not
        single frames - so animations with different delays between frames are
        not supported yet...

        If you want to INSERT a new frame for the current tile you will first
        have to check the INSERT ANIMATION box. You then may choose the tiles
        in the tile window to insert as	new frames in the animation. You are
        allowed to use up to 90 frames per tile which can be inserted BEFORE or
        AFTER the currently displayed frame. The currently displayed frame is
        drawn in a white rectangle for distinguishing it from the other frames.
        The current frame will be displayed in the enlargement box above - and
        you can edit it and store the changes mades to it in the way described
        above.

	DELETING a frame is affected by clicking on a frame with the RIGHT
        MOUSE BUTTON. Note that you can't delete the very first frame, since
        this is the tile itself!
	Note also that, because of the same reason, you won't be able to insert
        a new frame BEFORE the first frame!

        Once you have done with selecting the animation frames you would
        deselect the INSERT ANIMATION checkbox in order to continue work on
        other tiles and their animations...


================
TILE EDITOR MENU
================

	FILE
	----

	Load tile set - Loads a previously saved tile set
    
	Save tile set - Saves a tile set, allowing you to define several
                        options:
                     
                        SAVE ALL TILES will save all 4096 tiles, unselecting
                        it will save tile 0-MAXTILE where MAXTILE is the tile
                        with the highest number used in the map.
                        So using TILE 0, 5, 83 and 67 will save all tiles
                        from 0-83.

                        SAVE ANIMATIONS will save all animations of the tiles.
                        Saving the animations requires
                        (NUMBER OF FRAMES - 1) * 2 + 6 Bytes per tile.

                        SAVE PALLETE will save the 256 colors pallete in a
                        compact format where each entry has 2 Bytes. That makes
                        512 Bytes for the pallete.
                      
                        NO COMPRESSION will save the tiles uncompressed
                        (65 Bytes per tile + eventually Animation and Pallete)

                        SIMPLE COMPRESSION will compress the tile graphics
                        (33 Bytes per tile + eventually Animation and Pallete)

                        MAXIMUM COMPRESSION will first compress the tile
                        graphics and then apply a LZW compression algorithm
                        on the whole file
                        (Same as SIMPLE COMPRESSION but compressing the whole
                        file as well)

	IMPORT - Tile gfx - Lets you read a 256 color .PCX file which will be
                            converted into tile graphics. TILER will tell you
                            if there aren't too many tiles in the bitmap.

	         Pallete - Loads a previously exported Pallete

	EXPORT - Tile gfx - Saves the tile graphics into a 256 colors PCX.
                            file.

                 Pallete - Lets you export the pallete either as a 512 Bytes
                           file (2 Bytes per color),
                           or a 768 Bytes file where each RGB component has
                           1 Byte (3 Bytes per color).


	SECTION
	-------

	Map Editor - Brings you back to the MAP EDITOR

 

==========================
HOTKEYS IN THE TILE EDITOR
==========================

	CTRL+L        --> LOADS A PREVIOUSLY SAVED TILE SET
	CTRL+S        --> SAVES THE ACTUAL TILE SET
	CTRL+F        --> IMPORTS A .PCX FILE 
	CTRL+E        --> IMPORTS A PREVIOUSLY EXPORTED PALLETE
	CTRL+X        --> WRITES THE TILE SET INTO A .PCX FILE
	CTRL+P        --> EXPORTS THE PALLETE
	CTRL+M or ESC --> SWITCHES BACK TO THE MAP EDITOR
	CTRL+T        --> STORES THE CHANGES MADE TO THE TILE
	CTRL+C        --> STORES THE CHANGED COLOR
	P             --> LETS YOU CHOOSE THE PALLETE FOR THE CURRENT TILE
	G             --> TURNS GRID ON OR OFF
        D             --> SELECTS ONE OF THE PREDEFINED DESKTOP PALLETES
	PGUP/PGDOWN   --> SCROLLS THE TILE SET UP OR DOWN (PRESSING SHIFT
        	          AT THE SAME TIME WILL SCROLL IT FASTER)

================================================================================

				=============
				MEMORY LAYOUT
				=============

			    (TILER V0.5 and higher)

	A TILERMAP and its parts (tiles, pallete) are saved in CHUNKS.
	Every chunk consists of a 4 Bytes Header, followed by the actual data.
	A TILERMAP has a 8 Bytes Header ('TILERMAP'), followed by the
	tile graphic, animation and pallete chunks...

=======
PALLETE
=======

	The pallete chunk is stored as follows:

        4 Bytes Header
	512 Bytes if saved in 16bit format
			or
	768 Bytes if saved in RGB format


========
TILE SET
========

        If the pallete is saved with the tile graphics, it will be saved
        in 16bit format (so you have to add 516 Bytes for the pallete)

        The tile chunk is stored as follows:

        4 Bytes Header
        NUMBER_OF_TILES * 65 Bytes for uncompressed gfx
					or
	NUMBER_OF_TILES * 33 Bytes for simple compressed gfx

	If you store the animations as well you have to add
	NUMBER_OF_TILES * (6 Bytes + (NUMBER_OF_FRAMES -1) * 2 Bytes)

	LAYOUT:
			PALLETE CHUNK (optionally)
			TILE GFX CHUNK (interleaved with Animation, optionally)


========
TILERMAP
========

	The map chunk will be saved as follows:

	4 Bytes Header
	32 Bytes for Map settings (dimension, screen effects etc...)
	MAP_WIDTH*MAP_HEIGHT*3*NUMBER_OF_LAYERS

	(This may change in the future as I plan to let the layers have
	different dimensions...)

	LAYOUT:
		8 Bytes for signature 'TILERMAP'
		PALLETE CHUNK (Pallete is saved in 16bit format)
		TILE GFX CHUNK (Tiles may be saved uncompressed or compressed)
		MAP CHUNK


If anyone should need further explanation on how the chunks are stored or how
to load a map and how to find vital info about a saved chunk in the 4 Bytes 
of the header... contact me! I'm sure I could be of help! :)
================================================================================
                           (C)opyright 1999 by WORMY
