Gimmick v1.0
Coded by John C. Bissell a.k.a. Hight1mes
blumorpho@home.com
10/12/00

 About Gimmick:
 ~~~~~~~~~~~~~~

	The reason you have Gimmick is because I needed it as a script inserter for Captain Tsubasa 3. Gimmick makes script insertion easy 
if your translating a NES/SNES ROM. The special part about Gimmick is it can generate pointer tables as well for text blocks if nessesary. This documentation is trash.

 Table Files:
 ~~~~~~~~~~~~

	There is one thing you should be concerned about with using tables files with Gimmick. The way Gimmick reads in the string terminator is by looking for a table entry that looks like...

 FC=->

Instead of a table entry for the string terminator that looks like say Hexposures...

 *=FC

So go and change the string terminator from something like *=FC to FC=->.

 Using Gimmick:
 ~~~~~~~~~~~~~~

	To use Gimmick you will need to gather some information from a hex editor program. Such as where you want to insert the script in the rom (in hex), where you want to insert the pointer table (in hex), and what the first pointer will look like. I personally prefer using Hexposure for most of my hex editing needs. Hehehe. Now here is a example of me using Gimmick to insert a huge text block in action!

Note: Anything in between /* */ is a comment for the reader. These do 
      not appear when you run Gimmick.exe

	+--------------------+
	| Gimmick v1.0       |
	| Coded by Hight1mes |
	+--------------------+

	WHAT IS THE TABLE FILE NAME? > c:\tsubm3.tbl

	WHAT IS THE SCRIPT FILE NAME? > c:\names.txt

	WHAT IS THE ROM IMAGE NAME? > c:\Tsubasa3.smc

        /* remember to use the case of the filenames!! */

	WOULD YOU LIKE TO INSERT A POINTER TABLE? > Y

	/* respond with a 'Y' or 'N'for yes or no */

	WHERE DO YOU WANT TO INSERT THE SCRIPT? > 6EDB6

	ARE YOU WORKING ON A NES ROM? > N
	
	/* if you choose 'Y' here then Gimmick will subtract 16 bytes 
           from the initial offset of the pointer table for correct
           NES pointer table calculation because of the header */

	WHERE DO YOU WANT TO INSERT THE POINTER TABLE DATA? > 6EC30

        /* use hex numbers here */

	WHAT IS THE HIGH BYTE OF THE FIRST POINTER? > B6

        /* again use hex numbers here in the range 00-FF */

	WHAT IS THE LOW BYTE OF THE FIRST POINTER? > ED

	Done!

	/* the prog has finshed its work go drink some beer */

CHOW~