SF2 Turbo Graphics Editor v.2.3.0.0

GENERAL
This editor is intended for "Street Fighter II Turbo - Hyper Fighting (USA).sfc" on the SNES.
On launch, if you've recently edited a ROM, you will be prompted to load the previously edited ROM, to save some time (registry info).
If you have loaded the ROM before, the editor will load the last character/position (registry info).
The version of the editor is displayed in the title bar.

NOTE: Ken and Ryu share many of the same position data.  Many positions simply paste kens head on the same body with a different palette.  


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MENU:
File Menu:
Standard save function.  CTRL-S also works for this.  No Save-As function

Edit Menu:
Non-Functional

Tools Menu:
Export Full Sprite Sheet - Creates 1 giant BMP of all the character positions.
Export Sprite Sheets Per Character - Creates a BMP for each character (all positions included).  The intent here is for these to be edited and then imported back into this utility.
Import Character Sprite Sheet - takes a BMP from the previoius export function, and imports all position data for one character.
	NOTE: There is no assumption about the number of colors or which colors are used in the new import image.  It is your responsibility to edit the characters Palette A first in this utility,
		then perform the import.  The import process will match each pixel to the closest color in Palette A.  This also means, 2 or more colors may resolve to the same color in the palette
		if the Palette A is not setup correctly, or there are too many colors in the import image.  Also worth mentioning, the name of the export file cannot be changed.  It is used to
		determine which character is being imported.  Another point to mention is that the location of the graphical data in the BMP is critical.  do not move the image around unless you
		are attempting to fit some new character design into the tile layout.

Help Menu:
About provides a very basic editor info screen


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EDITOR
Select Section:
Character is obvious - you choose the character to edit
Position - The character's position to edit.  The numeric value is simply the position in the ROM.
Palette - Normal and Turbo share 1 palette and each have 1 unique palette for a total of 3 palettes.  Can be edited in Edit section.

Edit Section:
Click a 8x8 tile on the Positon Display to show a zoomed view of this 8x8 tile in the Edit area.
LEFT click one of the 16 palette colors (selection will appear in 'Selected Color').  Then LEFT click in the Edit image to edit the 8x8 tile.  Tile is not saved until Commit Tile is clicked.
RIGHT click one of the 16 palette colors to edit the color permanently (Save ROM to finalize this).
RIGHT click any pixel in the zoomed 8x8 tile area to select that color to place elsewhere.
HOLD DOWN LEFT click to easily change pixels to the same selected color.
The 8x8 tile is not saved (IN MEMORY ONLY) until you click 'Commit Tile'.  You still must CTRL-S to save this change to file.

Options Section:
A simple grid overlay on the Position Display that shows where the sprites are.  some are 8x8, some are 16x16.

Tile Information Section:
Tile Number: The index in the sprite pattern table (changing this does nothing).  For reference only.
X,Y: The X,Y position of the tile in the Position Display.  Changing this will alter the character's position rendering permanently.  The intent here is that some newly created positions
	,and subsequently imported, may not fit the tile layout exactly.  If modified graphics to not fit, move the tiles around and perform the import again.
	NOTE: the value displayed is not the relative offset used in-game to render the position.  This X,Y are the corrdinates of the tile displayed here.
		The relative change in X,Y applies the same relative offset to the ROM rendering offsets.
Mirrored Horizontally: obviously whether the sprite is mirrored horizontally.  can be changed and saved.
Mirrored Vertically: obviously whether the sprite is mirrored vertically.  can be changed and saved.

Position Display Section:
Displays the characters full position rendering