 +---------------------------------------+
 | visine v2.82 - Mega Man I & II editor |
 | (c)2000-2002 Fx3 *** October 28th *** |
 +---------------------------------------+

- visine is a Mega Man I & II games editor, coded by Fx3.
- Read a free visine tutorial always at:
                 http://rocknes.kinox.org/tutorial.txt

#ifndef __WARNING_H__ 
#define __WARNING_H__

  *YOU CANNOT PACKAGE ANY ROM IMAGES WITH THIS EDITOR, NEVER!

  *Cool, you are 1% of people that actually read software docs.

  *My first attempt for writing a game level editor was a nice experience,
  but i wanted more... So, I decided to hack a bit more, to find enemy data
  or something interesting to be changed in the game... Welcome to visine!

  *You can edit Mega Man or Mega Man II.
  *The japanese version (Rockman or Rockman 2) is NOT SUPPORTED.
  *For every hack you do with visine, give-me credit for my hard work.

  *This software is freeware, home-only (non-commercial), NO WARRANTIES.
  *Even if level editors are legal, you CANNOT distribute ROM images, but
  instead, an IPS patch file.

  *Notice! MM1 = Mega Man, MM2 = Mega Man II.

  *Windows HLP version is available, converted by J-F, within details about 
  various aspects of visine and its potential not covered here. In other
  words, a detailed usage, including GUI interface, screenshots and diagrams
  for better viewing.

  *Please, backup your work before a new session to avoid possible damages.

#endif /* !__WARNING_H__ */

 <-------------------------------------------------------------------------->
   What's new for visine 2.82:

- Fixed a mistake on MM2 ladder climb up/down values.

 * Please, read `oldnews.txt' for history of past updates.
 <-------------------------------------------------------------------------->

1. INTRODUCTION / MAIN FEATURES

  What's supported??

  - Mega Man and Mega Man II games;
  - All levels are editable, including many goodies;
  - Sprites are editable (type, X and Y position, insert/delete, graphics);
  - Level colors, including the attribute table and TileScreenAssembler (TSA)
  properties (meaning you can modify the 32x32 structures);
  - Level scroll editor;
  - Level enlargement (go read the tutorial for more info);
  - SFX sound and music indexes;
  - Graphics editor;
  - Tons of stats (like number of lives, jump height and much more).

  What's NOT supported yet??

  - Program data disassembling and proper 6502 code edit (for ASM gurus);
  - Sprites drawing (actually squares of 16x16 pixels are used);
  - Sprites palette (for enemies and items, only the 1st set is editable);
  - Tons of stats/features still unsupported.
  
 <-------------------------------------------------------------------------->

  What do I need to use visine??

  - One or both files - 'megaman.nes' (131088) and 'megaman2.nes' (256160)
  ROM images, placed in the same directory with visine. Do not request them, 
  dump yourself;
  - MOUSE driver installed;
  - Any equip able to support a 320x240x8 resolution, and enough RAM;
  - Works fine under Windows XP, except the mouse flag is slower.
   
==============================================================================
==============================================================================

2. QUICK OVERVIEW

  - You will be prompted to choose a game. Press KEY_1 to edit Mega Man or
  KEY_2 to edit Mega Man II, any other to abort.

  ! The big image at left is the stage 1 (for MM1, Cutman; for MM2, Heatman).
  ! The small column at right is a STRUCTURE SELECTOR within 4 of them, used
  to draw the levels.

  ! Under the structure selector, the TSA BLOCK selector. Pick a block to
  change a 16x16 graphic block of a structure.

  ! Under the TSA BLOCK selector, it's the TSA ATTRIBUTE, which defines the
  how the actual 16x16 TSA graphic acts (as AIR, SOLID, LADDER or SPIKES).

  ! For MM1, you see 4 numbers at top-right:
    - level, room, structure, page.
  ! For MM2, the last one is unused/not displayed.
  **No worry about that! :-)

3. KEYS

  KEY_ESC - quit the editor.
  KEY_F1 - previous level.
  KEY_F2 - next level.
  KEY_F3 - graphics editor (for the actual TSA block selected).
  KEY_F4 - palette switch (primary/secondary).
  KEY_F5 - save changes.
  KEY_F6 - stage settings.
  KEY_F7 - game sounds.
  KEY_F8 - game settings.
  KEY_F9 - level palette editor.
  KEY_F10 - NameTable editor (Mega Man II only, for Stage Select and
            Skull Castle - please, push *KEY_F8* to access the settings,
            and *KEY_SPACE* to toggle between Stage Select and Skull Castle).
  KEY_F11 - quit the editor.
  KEY_F12 - direct patching at $address:$value.

  KEY_SPACE - level path viewer (press KEY_S to edit the scroll data).
  KEY_INSERT - insert an enemy, +Shift for item, or +Ctrl for object (MM1).
  KEY_DELETE - delete any kind of sprite (enemy/item/object).
  KEY_HOME - increase the ID of any kind of sprite, +Shift for +16.
  KEY_END - decrease the ID of any kind of sprite, +Shift for -16.
  KEY_PGUP - next stage screen.
  KEY_PGDOWN - previous stage screen.

  Keyboard arrows - moves the cursor.

  KEY_E - enemy damage level.
        * You must select an enemy first! The game seems to skip a few IDs.

  KEY_T - roll TSA blocks.
        +Shift to roll back.

  KEY_A - structure editor.
        * Right click to toggle the attribute color.
        * Left click to paste a 16x16 gfx block selected in the TSA SELECTOR.

  KEY_W - weapons colors editor.
        * Right click to copy, left click to paste

  KEY_Q - title screen editor.
        * Works like the boss and skull castle screens editor.

  KEY_TILDE - previous 4 structures
  KEY_TAB - next 4 structures

  KEY_PLUS_PAD  - increase the sprite X-pos, +Shift for Y-position.
  KEY_MINUS_PAD - decrease the sprite X-pos, +Shift for Y-position.

  //KEYS FOR MEGAMAN 1 ONLY:
  ==========================
     KEY_P - changes the screen index actually displayed in a level.
             Not supported for every level, be clear.
     KEY_S - edits the TSA for doors (when opening/closing).
     KEY_PLUS_PAD  - increase the object Lenght, +Shift for object Height.
     KEY_MINUS_PAD - decrease the object Lenght, +Shift for object Height.
       +Alt  - use 1 instead of 8 pixels to inc/dec the object dimensions.
       +Ctrl - move the object by finetuning (X,Y adjustment).

  *Mouse*

  - RIGHT CLICK is used to copy/select;
  - LEFT CLICK is used to paste/toggle the color attribute.

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

4. CREDITS (in no particular order)

* Kent Hansen, Vagla (http://www.cg-games.net/dragoneye), SivakDrac,
Bitmaster, HyperMegaManZ and Kuwata for sharing their cool findings.

* J-F for 'visine.hlp' file conversion.

* visine is compiled with Delorie DJGPP (http://www.delorie.com/djgpp/) and
Allegro library (http://sunsite.auc.dk/allegro).

* Binary compressed with UPX tool (http://upx.sourceforge.net).

* Mega Man is copyright (c)1987 CAPCOM CO.
* Mega Man II is copyright (c)1988/89 CAPCOM CO.

* My website is located at http://rocknes.kinox.org
            
==============================================================================
//eof
