Readme file that comes with Jade.

Contents:
1 - Introduction
2 - What's new
3 - Version history
4 - Misc info
5 - Known issues
6 - Unsupported FF2 ROMS
7 - Contact info
8 - Credits

/=============================================================================================\
| 1 - Introduction									      |
\=============================================================================================/

	Ever since FF Origins was released, I suddenly had an urge to want to make an FF2 hack.
The difficulty was the big issue I wanted to address. It was either far too difficult or too
easy, depending on the approach. But there are a few other things I also wanted to change. The
biggest annoyance of ROM hacking is taking the time to change all the offsets. Seeing as though
changing the offsets by hand wouldn't be feasible, I decided to take up C++. Doing so would kill
two birds with one stone. Learn how to read hexadecimal and learn C++.

/=============================================================================================\
| 2 - What's new									      |
\=============================================================================================/

3-25-06: Jade v0.2e

Jade: If you open a rom that is smaller than 256 KB in size, Jade would crash if you saved. It
would possibly even crash on load, although that never happened for me. Simply put, potentially
devastating error fixed.

If you had an FF2 rom open then opened a new rom that isn't FF2, you would've been stuck/trapped
in the editor you happened to have been viewing. Fixed.

Added "ROM info" in the Help menu. It displays iNES info similar to NNNesterJ's "ROM info"
option, only better organized.

/=============================================================================================\
| 3 - Version history									      |
\=============================================================================================/

2-17-06: Jade v0.2d

Jade: Not really sure why, but added version info into the exe. Right click -> Properties or
Alt+Enter on the exe then click on the "Version" tab to see the goodies.

The rom opened is now also displayed in the title bar.

Prepared a dumping feature that will dump to text, binary, or both. It is not in yet, as I
felt the bug fixes were too important to keep putting off.

Monster Editor: If you open a rom, then open another rom, the AI packs would keep adding to
itself. Small error on my part, that's fixed!

Text Editor: Fixed a potentially devastating bug with character names. If you left the name
blank (no entry at all) it would fill with garbage. That isn't necessarily always going to
happen due to computers...being computers. I don't think it was necessarily a crash bug, but
still fairly nasty nonetheless.

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12-26-05: Jade v0.2

Jade: Jade now remembers most settings you give it. It will remember the location of the
palette, tables, and the rom. So, unless you move stuff around constantly, you won't have to
worry about opening a rom ever again.

All editors remember the last item you were editing. So in the Monster Editor, it remembers the
last monster you were editing, as an example. However, the Text Editor does not follow this
rule.

Most check boxes, etc, now remember if you left them checked or not. This does not affect
status ailment check boxes, elemental, etc. Those are only affected by what is in the rom. It
will only remember things that will make Jade user friendly.

I'm probably going to get yelled at for this, but oh well. Jade is now tab based, rather than
it's old system, which was "click on a button to get to x editor." But because of the size of
the Character and Monster editors, some of the smaller ones will waste a lot of space. That
can't be helped, unfortunately.

Like FFHackster, Jade will now keep track of current changes to the rom you've made until you
save. There aren't any 'Exit' buttons for every editor, because of the new setup. So you'll
have to reload a rom using the Reopen menu option, or exit the whole thing if you don't like
the changes you've made.

By default, EVERYTHING is set to being unchecked, or otherwise set to 0. Now that I think I
covered everything, on to the rest of the details!

In the testing stages, it has become apparent that the following line must exist. Jade does
not load anything unless it can find a directory from the data file. And since this will be
a fresh data file version for everyone, nothing is loaded off the bat. To load anything,
click on Options -> Configure. Ok?

Added a new IPS to the RAR. It fixes a bug in the game that allows users to gain weapon and
spell experience by selecting the spell, and cancelling. This should not be patched to the
"original" rom when you decide to release a hack. All that is required for Slick to host the
hacks are based on v1.03 of Demi's translation, with Parasyte's title screen fix. This does
not fall into that requirement.

Added two new palettes to the RAR. One, made by Aspiring Squire, based mostly off of BMF's
palette as I was told. The other being BMF's palette.

Added a new feature, "Clean the slate." I'm hoping other people pick up on this feature, and
eventually add it or something like it to their utilities. You can thank JCE3000GT/BlitzKrieg
for the original suggestion. You can also thank Dark Knight Kain for reminding me about it
down the road (sorry JCE!) The new feature will do what the name implies, literally wipe the
known data clean in the rom. You can control how much of it is cleaned, so knock yourself out.
As it is now, the new feature is obviously incomplete. More will be added as Jade's ability
expands.

Added "Clean the data." Similar to "Clean the slate," this can wipe whatever part of the data
file you choose. There is another way to do so by deleting it and letting Jade make a new one,
but this has practical uses. :P More will be added to this as time goes by, just so everybody
knows.

Armor and Weapon Editors: Now merged into the Equipment Editor.

Character Editor: Removed "back row safeguard." Don't put the party in the back row, you'll
just crash the game. :p

Added a "stat template" button, which will produce stats based on a style. Although there are
only two styles, "more physical" and "more magical" which is based on a slider. You can also
change how many points it will approximately distribute to all of the stats.

Shop Editor: Some serious code changes were done. Now when you change one item in a shop, the
price combo boxes do not change like they used to. I found it to be pretty annoying, so it
doesn't touch the boxes. You'll have to tweak the prices yourself. Take note: When it saves
the shop data, it'll save the price selection first, then the price itself second.

Text Editor: "Prefer DTE" is now a little bit friendly. It will remember the DTE based on which
category you are editing. I did that because of the new saving method, and I found myself
accidently screwing up text....often. :p

After thinking about it, I've decided to keep the manual pointer tweaking in for the Text
Editor. This means you'll have to manually shift everything around still.

Map Editor: *NEW* Right now it only does the world map. The map itself is shown on its own
window, which is fully sizeable. The only problem is that it's "always on top." It's also
like AOL in the sense that you can never close it....ever! Muahahahahahahaha! Err.... :)

The Map Editor will kind of display the properties of the tiles (whether or not you can walk
on them, etc). However, since there are some pretty crazy bitwise conditions for these tiles,
saving them will be in the next version. I'm just not that confident that I've gotten everything
right.

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12-20-04: Jade v.12

Happy 1 year anniversary of Jade! Although I had originally hoped that this would be completed
within a year, well, that obviously didn't happen... Kind of funny, I started this project 7
months after Origins was released, and Dawn of Souls was released since. Dragonsbrethren was
wondering if I would add Dawn of Souls support to Jade... Before DoS was in development, I had
planned on adding the Wonderswan Color version to Jade. But now that DoS is out, I think the WSC
remake just took a back seat. ;) If you haven't figured it out, YES! Dawn of Souls support will
be added to Jade. (Why do I get the feeling this project will never end? =p)

General: Every editor is now tab friendly. :) It's something I've been meaning to do for a
while now. I know how annoying the tab order was, so please spare my insignificant life... :)

Monster Editor: Merged Spoils Editor into the Monster Editor. It is still 800x600 friendly too.
Although, now it looks kind of ugly! :(

Spoils Editor: I hope you didn't get too used to this, it has been completely destroyed!

Monster, Spells, Text, and Weapon Editors: Fixed the cosmetic bug from a few versions back. It
will no longer display text from the wrong version if you load one then the other without
exiting. Also, any changes you make to the "variables" in the Text Editor will be updated upon
saving, so you no longer need to exit/re-open Jade for those changes to take effect. (Like if
you change "Pass" to "Passport" it will look for the new change immediately in dialogue.)

Monster and Weapon Editors: I should have done this sooner, AI is now fully editable. There are
two unused spells, and both editors didn't allow the use of one. Now re-added, so knock
yourself out.

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11-25-04 Jade v0.11

Character Editor: o_O After ALL of this time, saving "unarmed" into the weapon and shield slots
gives problems. You'll need to re-save any character that have nothing equipped in either slot.

Text Editor: I believe everything is in place, except length detection. There's even a "Help
me!" button if you need some quick pointers. Well, if you are editing the Prototype, I have to
ask that you refrain from editing dialogue, as it still isn't not displaying correctly yet.
Sorry everyone, I'll get it, one step at a time though.

Allowed changing of the pointer value. This should give much more freedom to the experienced
users. It won't affect where it currently saves to text, as that will still be the old value
(before you changed the pointer.) You'll need to save any text changes with the pointer already
where you want it.

At this time, I recommend that you change Richard's name to something else. (Prefferably six
letters in length.) If you choose to, you'll have to find the four or five instances in the
dialogue where his name is spelled out. Obviously, you'll want to change them. Afterwards,
find the following table entries, and delete them. They interfere with the normal letters
used, so much to the point that Jade will always find these first before the normal ones.
Again, this is up to you, but should you choose to, you have more freedom on any new characters
you may add to the font. Here are the table entries:
E8=R
E9=ic
EA=h
EB=a
EC=r

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11-05-04: Jade v.10d

The trick was on you! Errr, yeah, that's it... Safe to say I rushed v.10 when I said I wouldn't
rush any releases anymore. Ugh, sorry everyone.

Monster Editor: Some stats weren't looking past the 256 KB portion of the rom even if the combo
cart was loaded. That has been fixed.

Spells Editor: Added the palette number next to the palette, so you don't have to click on
"change palette" just to know what palette you are looking at.

Text Editor: CROcOp found an error with saving, and it is fixed. You can safely edit the
Miscellaneous now. But...BUT...I haven't touched dialogue, so that's still off limits, well, to
the best of your self control. 

Weapon Editor: Palette changing didn't work, I forgot to add that to the saving routine... Oops?

Added the palette number next to the palette, the same as the Spells Editor.

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10-30-04 Jade v.10

Yay, tenths digit for version number. *fanfare*

Misc.: Apparently the palette file wasn't entirely accurate. So it has been updated. *shrug*
The old one was FFHackster's palette file, in case anyone is curious.

Character Editor: Minor cosmetic tweak.

Formation Editor: Figured out how palettes are displayed (in battle) and are now editable. Note
that the monsters that are a whole pattern table will use both palettes regardless. You can also
change the palettes themselves.

Currently, changing a color of a palette will be pseudo permanent. If you wish to revert back
to the old color, avoid saving, exit and re-open Jade. (Or just change it back, whichever works
for you.)

Spells Editor: That little issue with palette's has been solved, animation's are all that remain
now. :)

Text Editor: As of now, just about everything displays for dialogue. I've also discovered that
the Prototype translation has massive conflicts with Demi's translation. However, since there's
an issue with keywords in dialogue, and character name's are yet to be displayed, I still
recommend against saving any dialogue changes.

Weapon Editor: Figured out what weapons use what palettes, and some weapons don't have palettes.
("Unarmed" and every shield.) NOW, I just need to enable editing the in-battle graphic of each
weapon. :)

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10-15-04 Jade v.09d

Character Editor: I've expanded the items in the two belts slots. ANY item can be saved there.
But if your game crashes (like if you put Phin/Fin or a key item other than the Hiryuu in a
slot, etc) don't yell at me.

o_O When I optimized the code a couple verions back, I must have accidently deleted the line
to save magic defense experience. Oopsie, it's fixed.

Text Editor: Length detection is in only for the character names. And, also fixed that nagging
error that would decapitate the stats of any named changed character.

For now, editing the Epilogue has been left out. There is a conflict between the Prototype and
Demi's translations. I'll get this figured out. (There's actually a couple conflicts, but this
was the only crash bug producing conflict.)

The advise of not editing dialogue still applies, as I've now been deciphering the variables.
They still do not display at this time. Don't click the Save button with Epilogue highlited, or
else be drown in your own stupidity.

Formation Editor: *NEW* Now you can finally change the insane battle formation data. Errr,
well, most of it. Hehehehe... For now, I choose to be evil and not let you change what two
palettes are used. Rest assured, all of the data will be editable soon enough.

Spoils Editor: *NEW* I ran out of room in the Monster Editor, so this was made as a result.
There are 60 sets of things that can be dropped. The "random" amounts of Gil that can be
dropped was a good idea actually, and I'm kind of surprised it was used again in the later
games of the series. (FF4 on up.)

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9-21-04: Jade v.09

Jade: Added two more tables, a DTE for the standard, and a DTE for the prototype. The two
normal tables have been adjusted as a result.

Font Editor: *NEW* Guess what, this doesn't really do anything except show the font. =p It
also displays a pretty small picture.

Shop Editor: *NEW* With the exception of the empty slot, you can put anything you want in a
shop. Just know that some items aren't really meant to be used... Right now, you can edit the
contents of the shops, just not shop locations (for that, I would need town/dungeon map data).
Thanks to Dragonsbrethren of the TEK boards for identifying a shop location, the Tropical
Island shop.

Text Editor: *NEW* Right now, you can edit any text that the editor already sees. You CAN
edit dialogue, however, I highly recommend against it. Not everything is displayed with
dialogue, and saving would overwrite what isn't displayed. In short, bad. Also, there's no
length detection and nothing to prevent you from overwriting existing data. Just be mindful
of what you are editing and what comes next in terms of text, and you'll be fine.

Character Editor: Removed the safeguard about learning spells in order. The idea was nice in
principle, but was ultimately pointless. Also, see the next section for further details.

Really did fix the dominant hand and row position saving errors.

Monster Editor: Minor cosmetic tweak, made the 'Added effect' area a bit smaller, and stretched
out the 'Elemental Weakness' and 'Elemental Absorb.' This way, it should be easier to distinguish
which set is which. (Better be, anyway. It can't get more obvious than the current setup.) =\

I came to my senses with stats. You can now edit Index 0 of HP, strength, number of hits, and
accuracy.

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7-17-04: Jade v.06

Jade: The Prototype table has been updated, many thanks to Dragonsbrethren of the TEK boards
for providing this.

You no longer need to name Prototype.tbl to StandardTable.tbl for the Prototype table to load.
It now loads on its own, as is.

Added support for the FF1+FF2 combo cart. I will only say this once, and the "check version"
button will remind you from here on out. Jade will only edit the FF2 portion of the FF1+FF2
combo!

Misc.: Parasyte has submitted an IPS patch that will fix the flickering title screen for v1.03.
That IPS is included.

Character Editor: Thanks to Dragonsbrethren, fixed a bug. Maria would always and for no reason
save as left handed, and as Firion/Frionel's graphic index.

Spells Editor: Figured out some of the obvious unknowns, some still remain, however.

There is an error I'm aware of, but it is cosmetic. Say you loaded the Prototype, then edited
some spells. Now you switch (without exiting Jade) to say Demi's v.93, the AI pack will have
the Prototype spell names instead. This also applies to the Weapon Editor and Monster Editor,
since AI is displayed the same way between all three. I'm not really sure if I'm going to do
anything about it, but we'll see what happens.

Monster Editor: Added Effect now implemented, some extensive testing went into this, so
this shouldn't have a problem.

Weapon Editor: Added Effect is the same with weapons as well as monsters, so it is in here too.

!!NOTE!! Added effects cannot be mixed, which is a shame really. Also, the Ripper dagger
effect does NOT work. This will be addressed later, so do not fret.

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5-18-04: Jade v.05

Jade: Added a new IPS, an update from the prototype cart. Also added a new table file so
everything is displyable. However, you must rename Prototype.tbl to StandardTable.tbl for it
to work, mostly because I'm lazy. :) This will not change either, so live with it.

Added the option to lock your hack, so the noobs and cheater's can't get into it. Far less
hidden than FuSoYa's way of locking your hack, that's for sure. :)

Character Editor: Implemented a new safegaurd, this one prevents you from putting spells
"out of order." You must have a spell in slot 2 before you can put a spell in slot 3, etc.
I'm not sure how long this one will stick around, so bear with me.

Monster Editor: Well, you may as well just call me an idiot. Morale shares a table with
strength and defense, not monster race. This information was gracefully pointed out to me by
awj. :) My credibility has been shot down to nothing at this point. My deepest apologies to
everyone. As a result of this, I've re-added the edit field to Morale. The only thing I did
get right about Morale is that the higher it is, the more likely a monster is to run.

Artificial intelligence is now enabled, edit to your hearts' content. It's a lot better now
than the update from 2-24-04 isn't it? :D Added effect is NOT in yet, getting it to display
correctly hasn't gone smooth yet, so I've put it on hold until the next update.

Spells Editor: Formerly known as the Magic Editor. Added the AI list.

Also expanded the spell list, the entire list of spells in the game is editable, at least to
my knowledge. =\ Guess that isn't much reasurrance, sorry. Palette and animation are all
that remain!

Weapon Editor: Because Monster AI is enabled, weapons that cast spells is also enabled. Both
use the same list of spells.

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4-07-04: Jade v.04d
About box: Oops, forgot to change that to v.04 when v.04 came out. =\

Monster Editor: Added Monster Race to the list. And, as it turns out, Morale and Monster Race
use the same table... Yeah I know, insert your own durogatory comments. Took away the edit
field to Morale, live with it. =p The edit field for added effect will remain until the next
update.

Weapon Editor: Minor tweak to the code that determines when it should say "Elemental attack"
and "Elemental defense." It's based on weapon type now, and not what it highlighted. =p

Magic Editor: It no longer shows the 2nd status ailment for temporary ailments.

Figured out the unknown for direct damage and healing type, it's spell power. =\

Misc.: Added two more IPS files, updates from v.93 (which I should've added a long time ago),
and now from v1.0. There is a reasoning for this maddness, as it is now explained in the next
section.

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4-01-04: Jade v.04
Weapon Editor: For now, I added the ability to change the added effect and spell cast from item
in hex. For cast spell, FF means no spell is cast. For added effect, 0 means no added effect.

Added Magic Editor!

Magic Editor: I REALLY wanted to use radio buttons for spell types, but I couldn't get them to
work. I tried check boxes, that would've been way too much work. So another list box is used
instead. =p For the same reason as the rest, you cannot edit the graphics, but you can save
the hex values they use. I know I said I wouldn't allow it, but I decided to at the last
moment. That big glob of space is where palette and animation info will go when it's deciphered.
Also, be careful about some spells that are used out of battle. (Cure, Life, etc) THAT info
hasn't been found yet, so try to refrain from making drastic changes. :)

3-30-04: Jade v.03e
Monster Editor: Morale works now. Call me a bad coder if you wish. This error should not have
happened. As a result, Elemental absorb is likely messed up for any monster you saved. See the
FF2 Monster Bytes text file, (it's still in hex, as I haven't quite figured out the table
behind the elemental properties for monsters yet.)

Weapons Editor: Fixed the "added damage to monster types." As a result of this error, it's
likely that other stats are messed up. See the FF2 Gear Bytes text file.

Misc.: Instead of linking the text various text files, all of them will now be included.

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3-17-04: Jade v.03d
Monster Editor: I think I rushed Morale a little bit. You can now save changes made to Morale,
and when the index is changed, the information is updated. Sorry about that. =\ 

Weapon Editor: 
Added "more damage to monster types," that leaves "attack with" and "when used as an item."

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3-16-04: Jade v.03
Monster Editor: Morale has been added. I forsee a problem in the future. When the elemental
properties and attack types are deciphered, I will run out of room before I can get everything
meshed in there.

Armor Editor: Now there aren't ANY unknowns! Ha ha! There was an issue with v0.02/d. I was off
on the starting byte for each piece. You see, I was GUESSING before I knew where it was. If you
made any extreme changes, then head to http://www.geocities.com/abgh21/ff2gearbytes.txt and
compare the game's list to your list.

Weapon Editor: This is new... The update originally scheduled for 3-13-04 was delayed. The cause
of the delay was pretty much ALL of the equipment data was handed to me about 5 minutes before
the update was uploaded. =\ The original update only had attack power deciphered too. Aren't you
happy you can change it all now? ^_^ Great deal of thanks to awj (first contributor) and Vagabond
(second contributor) for this information. Every aspect of weapons cannot be edited yet, I
decided to go ahead with the update as is right now.

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3-07-04: Jade v.02d

Character Editor: Fixed shield exp. When saving, it grabbed the info in the fist exp field. Don't
 know how long that went unnoticed... Oh well. =p

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3-1-04: Jade v0.2

Jade: Gave it an icon.
Main dialog: Oh crap, it's the Emperor!
About dialog: Oh no, Astaroth killed the party!
Monster editor: No progress on the "attack with," course it helps if I try to decipher it. =p
Armor editor: Hey, this is new! Right now the only value I know is defense. Rest are in as hex
 values.
Misc: Changed Update.ips to mention that it's for Demi's incomplete translation. Added an .ips
 for the Original Japanese version.

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2-27-04: Jade v.01d

Monster Editor: Spoke too soon about the saving stats. Turns out Strength, Accuracy, and # of
hits were saving the value -1 of the index you selected. I guarantee it works now.

Made sure that Strength, Accuracy, and # of hits were at least one when saving. (They did before,
but the order of saving nullified that safeguard.)

Added "attack with" index. The table it points too hasn't been deciphered yet, so the values are
displayed in hex. I suspect that you can mesh anything together from 0 to FF, so feel free to
try some values out. Here's what I do know, though:
04: Drain a LOT of HP.  Used by Skull, Revenant, Wraith, Specter, Ghost, VmpGirl, VmpLady,
    DthRider, Astaroth, and the Emperor (final battle). 3-12-04: UPDATE! This drains 1/16 of MAX
    HP per hit, plus normal damage calculations.
08: Drain MP. Used by Sucker. (This succeeds even if target evades attack.)
05: Envenom (2nd level poison, sticks with you after battle)
0A: Poison (randomly fades during battle, fades after battle)

If there is a system behind this, as I suspect there is, then it'll take some time to crack.

I think I know the lower bit of the Magic Evade byte. It's likely race, however, it probably
points to a table. Also, with gear data not found, testing it is almost impossible.

Also, Elemental Weakness, Resistance, and Absorb are probably also pointers, yet I haven't gotten
to testing them yet. I've been doing a million things at once.

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2-24-04: Jade v.01
Character Editor:
Implemented a safeguard that prevents you from setting the four starting characters in the back
row. Did the same for the first three plus any character that takes up the fourth slot. Do you
really want your game to freeze up in battle? ^_^

I gave the whole editor a cosmetic change, hope you like it. :)

Monster Editor:
Figured out why AI wasn't displaying properly, so now it's in. The spells in each pack have not
yet been found, so you can't edit those YET.

FIXED the saving function. Somehow, without me realizing it, I managed to confuse high bit and
low bit so stats were saving backwords. No problems exist with monsters now, which is great news.

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1-27-04: Second beta released. Changed character editor to load the spell text, gear, and
character names from the rom itself. Fixed crash bug that would crash the program if the table
file couldn't be loaded. Added a version checker in the main dialog if you are not sure about
which version of the ROM you have.

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12-20-03: First beta released. Character editor and monster editor up and running. Can edit
monster stats, character stats, character magic, character's gear, character's position,
character's dominant hand, and character's weapon proficiencies.

/=============================================================================================\
| 4 - Misc. info									      |
\=============================================================================================/

Basic rule of ROM hacking, always make a backup of your ROM. (That's pretty much common
knowledge by now, but it's helpful for those that don't know.)

You should keep a few things in mind while editing...
1. Frionel's stats, spells, and gear are copied to Lionheart for the opening battle.
2. Some monster stats like Strength and Defense share the same offsets. I grouped up stats that
   share offsets so it'll be easy for you the user to change values. Just make sure you keep
   other monsters in mind when you change a value.
3. Monsters need MP to cast spells, so if they don't have enough MP to cast a spell, they'll
   attack instead.
4. The Intelligence and Soul penalties... They appear to be an "in battle" effect only. I don't
   know if it's high bit/low bit, or if that number is subtracted from both, or if it even works
   period. But most gear has insane penalties (all shields have a default 70 penalty) so I have
   no idea. This may explain why magic sucks so badly on FF2. =\
5. The IPS files are for when you decide to make a hack for FF2. There are many versions of the
   rom out there now (6 by my count, likely more). Making an IPS file based on different
   versions will mean that they don't work for many people. So, this is the plan, and it is
   policy. When you make an IPS to release your hack, you must base it off of v1.03 of the rom,
   which is what every IPS included updates your rom to. After some consideration, you must base
   if with the title screen fix.
6. About the AI, the first unused spell is a dummy item that was never used. The second unused
   is the item Cottage, which is equippable. Just keep that in mind.
7. I think I had better cover this now, there are only three item shops, but every town uses
   those three item shops. Mysidia uses all of the spell shops you've seen previously up to that
   point, plus their own shop. Also, you can assign any price to any item, it will not affect
   the selling price. Selling has its own section of data, one for every item. Obvoiusly, you
   cannot sell key items (and oh, how I wish you could.....) Perhaps that will happen in the
   not to distant future.
   Note: awj contacted me sometime after I wrote this, and he suggested that the unused prices
   may actually be treasure chest finds. It would make sense after all. It remains unknown at
   this moment in time.
8. Ahh, the Text Editor. Two things, "Pointer:" is the location of the pointer. It's at that
   address, plus the next byte. Little endian! Fun! "Location:" is the where the highlited
   text starts. Anyone experienced enough with pointers really doesn't need this window, but
   I put it in anyway. For kicks, I added "Value:" which means the value of the pointer. This
   isn't needed for the experienced hackers, but should be handy for the less experienced.
9. In the Character Editor, if you set a spell slot to have a level other than one, the first
   spell in that slot will have the correct level. Once you move it and put another spell in
   that slot (a new spell for instance), it will be back down to one. This does not affect
   spells a character already knows.
10.Text Editor, if you want to use DTE (Dual Tile Encoding) then you must have "Prefer DTE"
   checked. If it's not checked, DTE will not be used for saving.
11.Weapon palettes, the unequipped (fist) and the shields do not have palette data. By
   default, they use the character's sprite palette to color the fists. If you attack with
   a shield, the game will use the fist graphic to attack.

As for what's next, dunno. Here's the ultimate plan:
- Enable other map editing
- Enable graphics editing, of any kind.
- Enable a font editor that actually does something.
- Enable a music editor.

Other ideas go here.

/=============================================================================================\
| 5 - Known issues									      |
\=============================================================================================/

1. There are two issues, and both of the same type. The first affects the Formation and Map
editors, the second affects the Monster and Equipment editors. If you change a formation label
in the Formation Editor, those changes aren't updated in the Map Editor. The changes will be
updated when you close and re-open Jade, or use the Reopen menu option. This is the same
problem with the Added Effect labels in the Monster and the Equipment editors.

2. Hypher: my emulated windows is better then your real windows =P
That statement sums up this little annoyance. If you right click on the map itself in the Map
Editor, it'll cause the whole screen to flicker. Users of WINE don't have that issue though.

3. If you change a color of a palette, it will have to completely redo the map for the changes
to take effect. Basically, if you are editing the map, then decide to change a color, the map
changes made will be nullified. It was the only way to get the color swapping to work. :(

4. The map itself draws under the scroll bars on the far right and bottom sides. This isn't a
problem unless you are on the very last row and column of the map. =\

/=============================================================================================\
| 6 - Unsupported FF2 ROMS								      |
\=============================================================================================/

Currently Demi's incomplete translation and the original Japanese version are the only ones not
supported by Jade. If you have Demi's incomplete translation, use an IPS patcher and update
your rom with the .IPS file included. If you are unsure about which version you have, open your
rom and click the "check version" button. If you have the Original Japanese version, you can do
the same.

12-20-04
Neither of these roms will ever be supported...

/=============================================================================================\
| 7 - Contact info									      |
\=============================================================================================/

Comments, bug reports, contributions, whatever; it can all be sent to me at lenophis@yahoo.com

/=============================================================================================\
| 8 - Credits										      |
\=============================================================================================/

Big thanks go out to the following people:

Y Dienyddiwr Da: For finding and posting the the character info. That's what started the project.
Disch: Inspiration from FF Hackster, help with deciphering some data, and code supporter. Now for
 hosting Jade at Slick Productions.
Hypher: Inspiration to start working on the program, and code supporter.
Gavin: For hosting the program at Dragon Eye Studios. It now resides at Unlocked Hacks.
SpaceTiger: For hosting the program at Zophar's Domain.
Grond: For contributing a lot of palette info, as well as some other miscellaneous data.
awj & Vagabond: For contributions of weapons, armor, spells, items, and monster AI.
Vagla: For finding the shop data, thanks a ton.
tornado4734: For finding and submitting the formation data.
JCE3000GT & DKK: For the bad ass "Clean the Slate" idea. :)