Track Designer version 1.10
by Bouche

E-mail:	bouche@kafuka.org (down)
		andrewrl87@yahoo.com
AIM:	BoUcHeAn BoUcHe
ICQ:	69427310
MSN:	andrewrl87@hotmail.com

What's New?
*(See "[new]" parts of readme for details)

v1.10 (28/05/02)
-*Select/Cut/Copy/Paste!!!!!
-*Level Management!
-Now you must enter the saving track number in hex.
-*Tile Swap/Transform
-"Want to save?" prompt
-*Included two sample MKTs

v1.00 (25/05/02)
-First Public Release

v0.00 (24/05/02)
-Project Start


Credits:

Lots of thanks goes to dEaDb0lt (AIM: SkunkHuffer) for finding
a lot of information and ideas.
Thanks to Blades for information on RLE.
Thanks a lot for FuSoYa's Lunar Compress DLL file!
Thanks for everyone else who I might have forgotten...


[new added] Known Bugs:

The "Want to save?" prompt ALWAYS appears >_<
Stupid Tileset window keeps lurking behind the main window >_<
Selecting can be a bit buggy, especially when out of range
Black when pasting sometimes (it's just the appearance, the data will be pasted correctly)

Future Features:

Priority Number (i for information needed): Feature

1: Small bugs
1: Undo/Redo
1+: Better Drawing tools (Line drawer, tile fill, random spray, 
2: Easy Track objects!
2: Tileset window always on top >_<
3: Show ROM GFX/Palettes, instead of hardcoded
3: Better GFX drawing system
1i: Starting Positions!
1i: ?-Marks, Coins
1i: Pipes, other misc sprites
2i: CPU AI Data

[new] Sample MKTs:

Included in this release are:

sample.mkt	Mario Circuit Blitz
sample2.mkt	Ghost Valley Road

Mario Circuit Blitz should be loaded into track 07 and then use it in any
level ('cept for Battle Levels of course).
It was made heavily using copy/paste!

Ghost Valley Road demonstrates the ability of Tile Transform.  Basically it is
Rainbow Road changed to Ghost Valley Tileset.  Then the tile transform
is used to fix tile errors.  This should be loaded into track 05, and can
be used in any level except for Battle Levels.

[new added] Instructions:

First of all you need a Super Mario Kart USA ROM (don't go asking for one look for it yourself).
Now open up the editor (trackdes.exe) and go to File->Open ROM
Choose your SMK ROM (i suggest you back up any original ROMs)

Now it will load the first level (Mushroom Cup -> Mario Circuit 1)

You can either start from scratch or use an existing track as a base.  
To start from scratch, first choose the tileset you want to use from
Track->Tileset. Then move the main window out of the way so you can 
see the tileset window. Right-click the tile you want to use as the 
background.

Now proceed to Track->New Track.

You should see a blank level filled with the bg of your choice.

Now click on the pencil on the toolbar window and click the foreground tile you want to use from the tileset window with
a left-click.  To draw with either fg/bg, hold and drag the required mouse
button and move it in the design you want to draw.

If you have a middle mouse button, you can use that as an eyedropper.  It will
set the tile you click on the track to the foreground.

[new] Select the "pointer" tool to use the select/copy/paste functions. (works nearly the same, if not exactly the same, as FuSoYa's Lunar Magic's Overworld Layer 2 Editor)

[new] There is a tile swap tool  (the "<-->" thing in the Tools window).  Draw one tile in each box, and press "Go!". These two tiles on the map will be swapped.
[new] There is also a tile transform tool (the "--->" thing in the Tools window, under the tile swap tool).  Draw one tile on the left box, this is the tile that will be changed.  Draw another tile on the right box, this is what the tile will be changed to.  Press "Go!" and voila!

When you are finished with your track, choose Track->Export to File and save
it to a file. (this is for later use, you may skip this step if you want).

Now you can go to Track->Save Track to ROM.

Here you must choose the destination track.  If you are unsure, just export your
map to file and use Track->Import Track from Level in ROM and choose your destination
level.  Then Import the file and choose Track->Save Track to ROM.  It should set
the number automatically.

Then click OK.

At this point, it expands your ROM to 1 meg, and saves it in free position.
Then it is done!

If you want to start from a base:
Choose the level you want to edit from Track->Import Track from Level in ROM
Then to edit the level, use the same drawing techniques as mentioned above.

Be well aware there is no undo or redo yet so be careful!

Then use the same techniques as mentioned above to save your level.

Note that you can also change the tileset whilst editing a level.  Most of the 
time you will end up using the tileswapper to fix up tile errors.


[new] Level Management:

You can now choose which levels use which track.  So if you need Rainbow road's AI for example, then you can set, say, Donut Plains 1 to use Rainbow road's track (track 05).

Just click on Track->Level Management.
Now choose the level whose Track number you'd like to change.
Now change it using the scroll bar.  Change any other levels' tracks.
Then click save!
Other than AI, Sprite data/?-mark data/coins/misc other stuff that doesn't appear in time trial will be there.  One note: do NOT use battle tracks in levels, and vice versa.

Reporting Bugs:

Please contact me if you find any bugs.  Help is greatly appreciated.

