
0.701 FINAL changes (05-16-11):
Additions:
 * More Icons.
External additions:
 * Full "Sprite Group" sets for MM3, 4 and 5.
 * Added 3 more patches:
	* Mega Man 4 - Use "Slippery" Block type in any level
	* Mega Man 4 - Disable pre-intro
	* Mega Man 4 - Disable Cossack Stage 3 Autoscroll
Major:
 * Effect Sprite Editor (Enemy Editor): Complete support for editing Mega Man 5's effect sprites:
	* A fourth option has been added, for CHR Bank swap. The Enemy Ids in the C0-FF range that couldn't be edited previously, will show in the editor now.
	* Its now possible to change between all 4 types.
	* Its now possible to change the options beside "Pal. Slot:" when it should be, instead of it randomly being enabled or disabled.
 * Fixed changing of Effect Sprite values as text, which would crash the program since version 0.6. (relevant to both MM4 and MM5 mode)
Moderate:
 * Enemy Editor (Mega Man 3): Fixed program from freezing when using "Find GFX Set" for certain enemies, like Id $2B.
 * Enemy Editor: Enemy sprites no longer wrap to the other side of the screen if they get cut off by the left or right edge. "Eff:" boxes
	still do when they are cut off at the right.
megafle.dat related:
 * "mm3_boss_spr" is now actually used by the program to decide what Enemy IDs should be drawn with the Boss sprite bank.
Minor:
 * Palette Editor: Fixed "current color" cursor so it always moves when you click.
 * Door Editor: Fixed random palette bug for the TSA's
 * Mega Man 5: Palette Set no longer changes automatically when you change level (or browse the first few screens of the level),
	if "Manual Select" has been selected in Palette Editor.
 * Door Editor (Mega Man 3): If the text below "Preset to use for relative screen" says [invalid], changing it will reset the value to 0.
 * Palette Editor: Fixed Weapon Palette list from growing each time Palette Editor is re-opened, and if the Weapon palette editor
	is active, the colors no longer update to Palette Animation colors.
 * TSA Table: Changed the color for currently selected Structure from Grey to White.
 * Tile Table: Same as above, but for current Tile.
 * Palette Editor: current Palette Set is reset to 0 when going into Scene Screen Mode, also if going back to normal editing mode and "Manual Select" is active.
	(this also fixes the bug where palette offsets was wrong when switching modes if current pal set was 1 or more.)
 * Fixed crashes if inputting too high or too many hex numbers, for:
	* Screen Editor (scene mode): "current screen" Edit box.
	* Misc. Window (scene mode, MM3 or MM5 mode): CHR Bank edit boxes.
	* Palette Editor (weapon palette editor): "Change preview Spr:".
	* Screen Editor: Screen Preset text box.
 * Text Editor: Disabled the Page TextBox again. Changing it and then using the UpDown could break the program.
 * Effect Sprite Editor: Fixed the colors when no palette animations are active.
 * Enemy Editor: Effect Sprite Editor: Fixed palette editor so you don't have to double-click to change colors fast.
 * Enemy Editor: Sprite palette: Fixed editing so you don't have to double-click to change colors fast.
 * Fixed current Scroll Map from becoming 1 more than Max value.

What's new 0.7 (BETA) (04-28-11, by Matrixz):
Additions or Improvements:
 * Scene Screen Mode has been worked on, so that it is now practically complete. Mega Man 6 is not supported.
 * Implemented Door Editor. MM3, 4 and 5 should all be fully supported.
 * Enemy Editor: Implemented "Add Sprite Group" feature. It may be used to quickly insert some common setups of multiple enemies (like Wily bosses). Presets can be edited in megafle.dat.
 * TSA Table: Added "Copy TSA" and "Paste TSA" buttons. It can copy all the datas of one TSA Block to another.
 * TSA Table/Config: Added a third resolution mode, "Large 8x8". It should be easier on the eyes. (also the upper and left sides are not completely obscured by the grid.)
 * Palette Editor: Added "Palette Set change" with two options, deciding how the editor's current Palette Set is selected. "Auto" will change it automatically according to the game's data and the current Screen. (like old versions). "Manual Selects" lets you to change it, and it will not change automatically.
 * Added "Patches", under "Other" on the menu. It can provide some useful fixes for some of the supported games, and is open for expansion by users (by modifying files in the "Patches" subfolder, although it may be useless)
 * Added support for Mega Man 5's "change bottom-half CHR" variable which is associated with the current Scroll Map's Sprite Palette set. It can be modified in the Screen Editor.
 * Tile Table (Mega Man 5): Added "CHR Anim Controls". The left button will stop/start CHR Animations. The right button will advance the animation 1 frame.
 * Palette Editor: Implemented preview of Mega Man sprite for the Weapon palette editor.
 * Structure Editor: Added function for Middle mouse button. Pressing it will set the current TSA (in TSA Table) as the TSA Block below the Mouse pointer.
 * TSA Table: Added function for Middle mouse button. Pressing it will set the current Tile to what is below the Mouse pointer.
 * Screen Editor: Added more mouse functions. Shift + Left Click and Right Click, will Increase and Decrease (respectively) the Structure Id below the mouse pointer.
 * Implemented "Animate Sprites" for Mega Man 6 in Enemy Editor.
 * Added button on main form to Re-Load .DAT file.
 * Changed hotkey for Load Backup from F8 to F3.
 * Added "Special" in the menu, with a function "Load Chargeman train interior graphics".
 * Added shortcut key to SBD Editor (shift + Z anywhere)
 * Implemented (finished) "Enemy Id Usage" under "Stats". Not very useful, but its fun..
 * Config: Added option "Mega Man 4 - Enable copy of Ringman Palette Animation to Spr palette.
 * Improved some text in Configuration window (maybe)
Fixes:
 * Mega Man 6: Enemies can be Inserted again without breaking program. Also, fixed Deletion so it removes the right enemy.
 * TSA Table: Fixed the annoying problem when changing TSA property while CHR Animations are being simulated. (relevant for MM5 mode only)
 * Fixed bad scroll navigation for Megaman 5. (Waveman's stage is now in sync with scroll data when navigating. Also, scroll sets which are hacked to use more than 16 screens should no longer cause problems).
 * SBD Editor: Converter now again reads and converts the bottom-most row of TSA Blocks (row 16) that you cannot see in
   gameplay. The TSA properties in the bottom-most row still DOES have an effect on gameplay (at least in Mega Man 4). So, sometimes the
   conversion would cause odd behavior, like Mega Man dying before scrolling down to the next screen. It is now possible
   to fix and prevent those problems with the editor.
 * Fixed odd corruption of data when removing things in Graphics Load Editor. (The Data handler would modify one byte more "up" in the ROM than it should.)
 * Misc. Editor multi-paths (Mega Man 5 mode): Swapped around "Screen Position B" and "Scroll Map B", which previously were in the wrong order for the values shown.
 * Structure Table: Fixed black window when opening.
 * The Configuration checkbox under "Enemy Editor" -> "Show Enemy Count in Hexidecimal (off = Decimal)". This option actually works now, and by default, the Scroll Map Position counter in the Enemy editor shows it in hex.

What's new 0.6 (12-25-09, by Matrixz):
 * Graphics Load Editor bugfixes:
	* Fixed moving up/down list entries, which stopped working in version 0.5.
	* Fixed corruption of pointers after inserting new entries in specific cases.
	  (Primary Graphics Load $15 and on)
 * SBD Editor enhancements:
	* Functionality changed. Data is automatically imported, and also when the level is re-loaded or
	  the user changes level.
	* If conversion goes past the Structure limit, the user can choose to keep the conversion or not.
	* Added "Mask Block" feature, which allows free drawing/filling filtered to replacing a single defined block.
	* Screen can be filled with TSA Blocks by holding down left mousebutton and moving the cursor.
	* Rearranged drawing controls, and added new draw functions.
	* Added "Fill Screen With Object" feature.
 * Added "Animate Sprites" feature in Enemy Editor, works for MM3, 4 and 5.
 * Tile Table : Added Horizontal Flip, Vertical Flip and Rotate features for the tile editor.
 * Rewrote editor, the rom is stored in a byte array rather than a string. The editor might now work (better)
   on non-english computers (or where East Asian languages are activated in Windows.)
 * Enemy Editor: Favourite Enemy list is not cleared if Closing/Re-Opening the Enemy Editor.
 * Enemy Editor: Changing to enemy residing on screen with too high value, or changing enemy's screen position to
   too high value, should now not crash the editor anymore.
 * Config: Fixed "Enable Simulation of Palette-Animations" and "Enable Simulation of CHR Animations". The two
   were accidently swapped around since 0.5.
 * Added "Run Shell Command" feature, which launches a specified file by key F11 or clicking "Run Shell Command"
   in the Tools menu. The file to be launched is specified in Config.
 * Fixed issues where backup.rom is saved to/loaded from incorrect folders after loading/saving other files
    to different folders than the loaded ROM. Now always stored in the same folder as the loaded ROM.
 * Palette Editor: No double-clicks needed to increase/decrease palette values
   (Regular palette as well as palette animation editor.)
 * Fixed crashes in Enemy Editor when Right-clicking enemies in corners.
 * Fixed random freezes. Were caused by monstrously big parameter pass on Sleep call. (Which happened at random.)
 * Config window can now be opened from everywhere with F12
 * Reduced memory consumption considerably. (Fixed bitmap rendering functions' weirdness.)
 * Yet new NES Palette : French NES Palette rip (by me)
 * Added "Dump" menu, allowing the bitmap arrays used by the program, to be saved to a BMP file.
 * Added feature "Convert .SCR file to new format", found under Tools menu. Converts .SCR files saved with
   version 0.42 or earlier to work with newer versions.
 * Smaller updates:
	* Graphics Load Editor: Crash evasion when destination address is beyond VRAM Table boundary.
	* Fixed input box text when game mode couldn't be found (added 'mm6').
	* If file is saved multiple times from other program until user responds to Reload query message box, the message
	box does not come multiple times anymore.
	* Made some fixes to "Enemies using GFX" lists in MM4 mode. Removed some enemies and added some.
	* Possilby fixed rare bug causing crash when inserting enemies in Enemy Editor, if cursor is at specific locations.
	* Refresh fixes:
		* TSA Blocks refreshed when changing TSA Block palette (in SBD Editor)
		* Structure Table, Enemy Editor and Screen Editor updated at "Convert to Normal data" in SBD Editor.
	* Fixed from skipping Scroll Map Type 0 at scroll search, when set to not skip scroll type 0 in Config.
	* If Test function executable cannot be found, editors shows error instead of quitting abruptly.
	* Megaman 4 : Palette set 0 always loaded at first scroll map (like how the game works.)
	* Palette sets past Max value is not loaded. (Megaman 3, 4 and 5).
	* "Force Palette Set" refreshes SBD Editor now too.
	* Megaman 3 : Enemy Editor now uses game's table to determine Sprite ID for each Enemy ID, instead of table in megafle.dat.
	* Misc Editor : Fixed minor bug when changing SBD bank with UpDown control.
	* Palette Editor : "Active" palette grid is black, rather than palette color 0.
	* Fixed enemy tile draw order (inverted). Rat enemy in MM4 now looks right, possibly others.
	* Graphics Load Editor : Re-Load ROM (F4) now updates Gfx Load editor too.
	* Palette Animation Editor : Fixed weird blink bug for entry scrollbar when changing ID or # of frames.
	* Config : Added option to enable/disable simulation of effect sprites used in MM4 and MM5
	* SBD Editor : Screen position not reset when re-opening window for same level.
	* Tile Editor : Added label showing current tile
	* SBD Editor : Screen data is now cleared when level is changed/re-loaded.
	* Graphics Load Editor : Luminted palette for un-selected tiles for "Source" window.
	* All values changeable in "Level Data Pointer Mod" is now reset when changing level or re-loading file.
	* SBD Editor : Possibly fixed a conversion bug.. where it reports going past the structure limit, at the 256th Structure.
	* Graphics Load Editor : Rewrote insertion/deletion routines, data at "end" is not corrupted. Additionally,
		you may ignore the insertion restriction at lack of free space.
	* SBD Editor : When clearing/loading/saving ranges of screens, it no longer perform the action anyway when you
		click "Cancel" or leave a blank value.

0.501 fixes (12-27-07):
 * TSA Table 32x8 resolution mode fixes:
	* Fixed TSA Block type changing.
	* Fixed Block type from getting wrong value when changing block palette.
	* Fixed global bitmap refreshes when changing block palette or TSA tiles.
	* Fixed editing TSA Blocks from corrupting other level data.

What's new 0.5 (12-24-07, by Matrixz):
 * MM4 Graphics Load Editor: Fixed Insert/Remove of entries for Scroll Graphics Load from corrupting data.
 * Added a simple Tile Editor in Tile Table
 * Vastly improved rendering speed for all bitmaps. (Especially SBD Object Editor and Graphics Load Editor.)
 * Possibly fixed random program freezes which occurs on some computers.
 * Added detection of changes to file by other programs. The editor will
   ask if the file should be Re-loaded. (can be enabled/disabled in Config window.)
 * Re-Load ROM function now works (F4 key)
 * Fixed "Invalid Property Value" crashes in TSA Table found in version 0.42, triggered
   by TSA Block types which werent in the list.
 * Megaman 6: Enemy Editor Insertion/Deletion of enemies now supported.
 * Favourite Enemy List file Save/Load
 * Fixed Favourite Enemy List from getting messed up after deleting entries.
 * Enemy Editor: Insert/Delete Enemy Buttons
 * Config: Option to choose if Enemy Editor screen may steal focus when cursor is above screen.
 * Option to turn automatic Scroll Map Position search On/Off.
 * Manual Scroll Map counter change and editing:
	* Manually changing scroll map count updates all scroll-related info, not just direction / # of screens.
	* All scroll related data in Screen Editor can be changed after manually changing Scroll Map,
	without it reverting to the Scroll Map belonging to the current screen (This also applies to when Auto-search is on)
 * Megaman 6: Improved scroll event simulation (Mid-level Palette/CHR changes)
 * "Ignore Screen Layout Data" option works again now.
 * SBD Editor: Added alternate conversion algorithm which ignores the lower row of TSA Blocks, which
   becomes invisible anyway. This makes it possible for more effective use of Structure space.
   Can be configured in Config window.
 * 8x32 TSA Table resolution mode, which vertically aligns TSA Block graphics in original, unhacked roms.
   Selection between 8x32 mode or 16x16 mode in Config window.
 * Possible to change palette animation values of palette set after using "Force Palette Set" function without palette
   reverting to the Scroll Map's palette set value.
 * "Clear unused TSA Blocks" feature. (Found in Tools Menu.)
 * Palette Editor: Added text-boxes for hexidecimal color editing.
 * MM4 Graphics Load Editor: For Graphics Loads without sprite palette,
   Megaman's palette is used to draw sprites in the "VRAM Tile Layout" field.
 * Option to disable/enable grid in Tile Table and TSA Table (Config).
 * Fixed manual entering of Palette File in Config window.
 * TSA Table: Fixed block cursor from being dragged along when moving cursor past picture
   Up and Left (Along with program crashes which would happen along with this.)
 * Fixed "early" palette change refresh glitches, and generally improved refreshing system.
 * Global keys (like F5) now works in Configuration window and Text Editor.
 * Other smal addition/fixes:
        * Removed "Time Used".
	* Config window doesnt write to config file when opening/refreshing config window.
	* Option to toggle "Start sprite for each screen" datas to be autmatically updated
	for all of the level's screens, instead of screens up to the last sprite.
	* MM6 palette loading bugfixes.
	* TSA Table: Hex values in TSA Block Type List.
	* Prompt to clear Read-Only flag and retry if set when trying to save.
	* More fixing of weird TSA Blocks/Tiles in Megaman 4 which have palette values higher than 3
	   from being drawn with palettes beyond the 4 available.
	* Option to show Enemy Count in Hexidecimal (Changed to Hex by default)
	* Option to turn emulation of Hard-coded Gravityman CHR Anim on/off.
	* Fixed certain typo inputs in hex value fields from crashing editor, fixed it so they are just ignored.
	* SBD Editor: SBD Screen Data can be loaded/saved from/to files for the current screen,
	  or a specified range.
	* Improved Mega Man 4 enemy names.
	* "Load as current level graphics" feature in Graphics Load Editor for Primary Graphics Load sets.
	* Added bank info for all games for "Scene Screen Mode", but the feature hasnt really
	  been improved any.
	* TextBoxes in Palette Editor showing active BG palette values in hexidecimal.
	* TSA Table covers all 16 possible block type values for all games, even though they arent used.
	* BMF's Palette Final Revision 3 included as default palette.
Things added by Kuja Killer:
 * Added tooltip help for some of the textboxes around the editor.
 * Small bugfix to the TSA Table when selecting a pallete for a TSA block. Would cause unknown colors to appear on
   the selected block.
 * Added auto-fill with Right Click mouse button for structure table since all the other editing features had
   it except this one.
 * Palette Editor: Weapon colors now editable when selecting a weapon from the menu. Only MM3-5 currently supported.


What's new 0.42 (kuja killer)
 * New editing feature, Text Editor. Only Nametable locations currently editable (MM3-MM5)

Enemy Editor updates:
    * Hit Points editing 
    * Some enemy names for MM6, updates to some enemy names for MM4 as well as what appears in the enemy name list box
    * Effect Sprite Editing for MM5
    * Reformatted the stats on bottom left side of the window into 2 tabs. Now damage data editing currently including damage to MM, and how much damage you do to enemies with weapons. (MM3-MM5 supported only)
    * Bugfix: Favorite Enemey list no longer may hold duplicate entries of the same type of enemy as long as it's on the list of enemy names
    * Bugfix: Window no longer will automatically steal focus when window is inactive
    * Bugfix: Partially fixed a pallete updating bug with screen/enemy editor screens. However due to how complicated this is, it's still present in some conditions.
 * Removed "Pix" and Dumpres buttons/code from main MegaFLE screen
 * CHR Animation Editing for MM5 (Misc Edit screen)
 * Current Tile in Memory shown in TSA Table
 * Lots of other small updates (See "mikes log.txt" for full details)

What's new 0.41 (Unreleased WIP) :
 * Added option to always skip Scroll Map Type 0.
 * Enemies Auto Arranged when moving through screens. (optional)
 * Enemies X Coordinate Auto Arranged when Inserting Enemies, 
   moving on screens and between screens. (optional)
 * Auto-updating of Screen Sprite Reference at
   insert/delete/screen-move, fixes sprites from
   disappearing/etc. when warping back to Mid-Points,
   for MM4 and MM5. (optional feature)

What's new 0.4 (10-06-06):
 * Minor support for Megaman 6.
 * Complete Palette Animation Editing for MM3 and MM5
 * SBD Editor opened, complete functionality as far as i know.
 * Graphics Load Editor for MM4
 * Better Palette / CHR Animation timing
 * Editing of Misc. Scroll Data for MM5
 * Automatic changing of Palette Sets (MM5)
 * Simulation of CHR Animations (MM5)
 * Effect sprite simulation for MM5
 * Various features in main window
 * Enemy Names for MM5
 * Autodetection of Editing Mode.
 * Window showing Current Structure in Screen Editor
 * MM3 Palette Animations uses settings in megafle.dat
 * Resolved Screen / Scroll map skipping issue caused by "Scroll Type" 0
 * Added "Level - Miscellaneous" Editor, currently editing the following:
   * SBD Bank to use for each level (MM3 and MM5).
   * Music ID to play for each level
   * Mid-Point / Boss-Point editing for MM3, MM4 and MM5
   * Level CHR Pointers for MM3 and MM5
   * Multi-Path data for MM4 and MM5.
 * Enemy names for MM3 and MM4 improved, according to the GameBoy games.

What's new 0.3: (05-21-05)
 * Moderate support for Megaman 4 and 5!
 * Palette Animation editor (MM4 and MM5)
 * Effect Sprite editor (MM4)
 * Defined names for (most) enemies (MM3 and MM4)
 * Configuration Window
 * Testing feature with F9
 * 'Favourites' feature in Enemy Editor
 * Scroll Map editing
 * Various improvements

What's new 0.2: (04-23-05)
 * No more over-sized roms when saving
 * Palette set is auto-set
 * Graphics updating system greatly improved
 * Structure Editor, Screen Editor and
   Palette Editor added.
 * All keys working in most windows
 * Common Dialog file requester
 * Added some backup feature