﻿The Adventures of Lolo 3 : Level Editor
Versions 1.6
October 14, 2012

Developed By : Chris (Cold)

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Contents
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1. Credits
2. Introduction
3. Updates
4. Software Requirements
5. Legal Notice

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1. Credits
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Programming the editor : Chris (Cold)
Compression/Decompression Algorithms : Creator of Neptune (The Adventures of Lolo 2 Editor)

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2. Introduction
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The Adventures of Lolo 3 : Level Editor supports both the Adventures of Lolo 3 US NES ROM and the Adventures of Lolo 2 Japanese ROM. As a result, users have access to 110 US levels plus the additional 110 levels from the Japanese ROM. After Neptune came out, which was the level editor for the Adventures of Lolo 2, while I was extremely excited to see such a program out there for download, I was also sadden that years later, an editor for The Adventures of Lolo 3 was still not coded. Thus, I spent most of the summer this year (2010) programming a level editor based on the programming knowledge I had with the help from school, and what I studied at home. Finally, while the project is not exactly finished, basic map editing and saving changes is possible.

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3. Updates
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Version 1.6 - October 14, 2012

+ Added a statistics page. Here, you can view how many enemies are in the game.
+ Created a sound and music form for handling audio-based data in the game.
+ Updated functionality for swapping levels. Now, the levels in which you've selected will be displayed for you, making it easier to decide which levels you'd like to swap.
+ Additional changes to the forms, interface and software.

Version 1.5 - November 3, 2011

+ Fixed an issue with AutoScale properties in the software. It was mainly a problem in the Palette Editor. This has been fixed, yet again.

Version 1.4 - November 3, 2011

** Note: Considering this update features the palette editor, and the addition of a few tilesets, please note that graphics are not loaded directly from the ROM. Any graphical changes you make, you will not see here in the editor. The same goes for any palette changes you make as well.
+ Changed the position in which a GB-sized level is displayed. This may hurt those who already started GB-sized leveled based hacks. As a result of this, I suggest NOT worrying about the old levels and update those later (if you wish). If you want to continue using the old level position, then you must use the previous update to clear all levels to the specific size and modify the levels in the new update. The reason as to why I changed the position on the display is because, in my opinion, it the drawn level looks better centered. The problem, however, is that the shadow presented on the left-hand corner of each room will not be drawn.
+ Added the underworld tileset to fit the underworld-based levels upon viewing them.
+ Added the underwater tileset to fit underwater-based levels upon viewing them.
+ Additional blocks have been added to the selection window.
+ Palette editor has been re-added to the software, again, after being taken out of the software earlier. It's functional. You can change the palette of level sets and save changes back into the ROM.
+ Additional options have been added to the editor.
+ Updated the options to where values are loaded directly from the ROM. Before, if you made changes to the ROM, you would have to remember your changes as the editor was not capable of reading in optional values from the ROM at the time.
+ In the options menu, clicking the "save" button only saves optional changes to the ROM. Before, all data (such as level data) was saved back to the ROM.
+ Added more functionality as far as cleaning levels are concerned. You can now specify a default terrian, such as the floor or water, for the creation of both small (GB-Size) and large levels.
+ Few changes to the interface.
+ Updated functionality for selecting levels. When selecting a level using the buttons (quicker way), the level selector will also be updated.
+ Fixed an error. Upon using the level selector (drop-down box) to select B-5, the editor loaded A-1 instead.
+ Added an error message if the incorrect ROM is loaded. The program will then terminate.
+ Updated the sprites function. In the game, if you have five sprites or more in a row, you'll notice flickering. The sprites function on the main display is now designed not only to give you an indication of the location of sprites in a level, but also if there are five or more sprites in one row. If there are five or more sprites in a row, a red bar will be drawn across that particular row. Stationary sprites are the main concern. Mobile sprites, however, are less of a concern because they can move around the map, unless they're trapped. Take advantage of this feature after completing each production of your levels.

Version 1.3 - December 22, 2010

NOTE: I would backup your ROM before using this update. A lot of the functionality within the editor has been changed or modified. Be cautious!

+ Added an option for clearing the level, modifying its size to that of the size in the Gameboy version of The Adventures of Lolo. Now, instead of resizing the level by hand, you can resize a lot quicker by using this function.
+ Added functionality for reordering, or swaping two selected levels. Two selected levels can be swapped with one another. While this window is open, you can still navigate throughout levels on the main window. Thanks goes to Zomis for recommending this feature.
+ Upon exporting all levels, changes made to the current level that you're working on even WITHOUT SAVING will be exported as well. Before, you had to save the level that you're working on before exporting, or else the changes to the current level you're working on would not be exported.
+ Added an option to clear all levels within the ROM. This option is located in the same place where the option for clearing the particular level you're working on is located.
+ After clearing the level, or using this function, by default instead of the whole room being cleared, Lolo/Lala along with a heart frame, a box, and a door will be placed in the map by default.
+ Users can now navigate from one level to the next without having to click "save" first. Before, users had to click save or else they would lose their changes. Now, changes will be kept on the previous level you modified. HOWEVER, once you're done making all of your changes, you must be sure to save. Otherwise, you'll lose all of your changes. Thanks goes greatly to Trollface/PU206C for this suggestion.
+ The block box is now displayed in the main window, along with the level viewer. By clicking the "attributes" button on the main window, you'll notice that some blocks within the box are affected as well. For example, an arrow will be drawn over Don Medusa, indicating its initial direction. Thanks goes to Trollface/PU206C for this suggestion.
+ There was an issue with the container tile. It's the tile that determines whether Lolo/Lala will have a powerup for that particular level. It used a transparent background. As a result, if you placed that block over another block, you'll notice a drawing issue. It was not big, and would not affect the production of the level in any way. But regardless, it has been fixed. Thanks goes to Trollface/PU206C for bringing this problem to light.

Version 1.2 - November 26, 2010

+ Changed a few graphics, again...
+ The function to changes Lala's palette was added in the options window. The issue was that if you used the Underwater palette in Overworld maps, Lala would not use her Underwater palette. This is merely a fix. When you use the Underwater palette, be sure to change Lala's palette as well using this option.
+ The clear-level feature was updated. Instead of clearing the main floor and resetting the powers, it actually clears the entire level as a whole. This is a useful feature as users do not have to go through trying to clear out the level manually using point-and-click.
+ There was an issue with AutoScale properties on the editor windows. This should now be fixed. Thanks goes to Blackhole89 for bringing up this issue. Thanks goes to Stifu for suggesting a fix for the problem.
+ The main editor window can now be maximized, or re-sized based on the user's liking.
+ Levels can now be imported back into the ROM, after being exported into .bin files. The requirement for importing a level is that the file is exactly 240 bytes. No more, and no less. Lastly, levels can only be imported into the ROM one at a time. The level will be imported, replacing the current level that you're working on. Thanks goes to Zomis for recommending this feature.
+ X, Y coordinates have been added to the main window.
+ Updated a few sprite images. Skull and Moby had incorrect left and right frames in the level editor.

Version 1.1 - November 21, 2010

+ Add Block controller does not anymore feature the list of blocks possible to use in levels. You must, however, select a block graphically instead. Right now, each blocks are still split up into groups based on their type... Hopefully this is not too much of a bother.
+ All levels can now be exported into a folder called "AdvLoloLevels". HOWEVER, there is not yet an import-level feature. Stay tuned for that one. Credits goes to Zomis for suggesting this feature.
+ Updated level drawing. Before, level drawing was a pain as it would hog up the CPU. Thanks goes to Kawa for the map editor tutorial.
+ Added a small level-select drop-down feature. Now, it's easier to navigate between levels and worlds. Credits goes to Trax for suggesting this feature.
+ Added a MISC options menu. Here, you can find various options that pretain to the game. It's not important to toy around with this right now, but it is slightly interesting. What's inside?
	- Dungeon Music: You can change the dungeon music played in the game. Unfortunately, from what I understand, the dungeon music is shared between all levels.
	- Magic shots: As soon as Lolo/Lala ventures into a level, magic shots will be given to him/her immediently. The values go from 0 (default) to 99. Note, however, that if you do go past 99 magic shots, you'll have graphical issues with regards to the number of shots you have as you play the level.
	- Overworld Dungeon (Graphics): You can change the OW Dungeon graphics here. Though, it's not fully accurate. A lot of work must be done here...
	- Overworld Dungeon (Palette 1, 2): You can change the OW Dungeon palette here. Normal, Water is the palette for the room if water or no water is present. Lava is the palette for the particular room if Lava is present. Note: If you use the Underwater palette, you will notice that Lala is too light in the level, or does not use the Underwater palette at all. I have managed to figure out how to fix this, but have yet to implement it...
+ Added a clear-level button. You can use this button to clear the entire level, before attempting to develop a new one. Note this feature will not clear the entire level; that is, including any walls/borders you replaced with random tiles. It will only clear the main floor, along with the possible power-ups in the map.
+ Updated block and block selection drawings.
+ Palette editor has been taken out of the editor, unfortunately. This might be temporary, as I feel other important functionalities and fixes are necessary.

Version 1.0 - November 6, 2010

+ Map editing (110 maps) is possible.
+ Display options (such as grids, block data, etc) are functionalities within the program.
+ A palette editor is implemented. However, as of now, it's currently not in use.
+ Level selection buttons are located on the main window, along with the display options. Click + to advance to the next level, and click - to go back to a previous level. At the bottom of the main window, you'll notice the status strip with the current level number that you're located on. The color of the text is extremely important. Green = Overworld Maps, Blue = Underwater Maps, Maroon = Underworld Maps. To further assist you with regards to what map you're located on, the level number (1-2, for example) is printed on the strip as well.
+ The ability to add blocks and sprites has been implemented into the program as well. Click on the treasure chest icon to open the add block window. Here, you will find a list of blocks (in text) on the left and a graphical selection of blocks on the right. On the list of blocks (in text), you can scroll through to find the block (in text) that you're looking for. This also includes sprites, keep in mind. On the graphical selection of blocks, you can use the + and - symbols to swap throughout the pages of both blocks and sprites. There's also a view attributes function, which is useful for determining the arrow directions of water currents and initial directions of certain sprites, such as the Don Medusa.

IMPORTANT NOTE: Let's carefully review the power-ups Lolo and Lala can obtain in a map. You'll notice on the main window, or the level display, that there are 3 white boxes at the bottom left of the screen. These boxes corresponds to the boxes in the actual level while playing the game. To place a powerup in the box, use the block list (in text) on the left side of the add blocks window.

*** Blocks we're looking for ***

+ Container : This is an empty white box, which has no power up within it at all.
+ ArrowPower : This gives Lolo and Lala the ability to change a direction of an arrow in the level.
+ BridgePower : This gives Lolo and Lala the ability to build a bridge on either water and or lava, depending on their direction.
+ MalletPower : This gives Lolo and Lala the ability to break an existing rock within the level.

Once we've found the block we're looking for, then we must select that block and click on an empty box within the main editor window. To get rid of a power up, we select "Container" and replace the powerup in the main editor window with it. Now, we must input the number of hearts required to obtain a power up.

*** Blocks we're looking for ***

- Heart0 ~ F

Heart0, by default, means that you need no hearts at all to obtain a powerup. "Container" + "Heart0", by default, literally means there's an empty container and no hearts are required. If, for example, you wanted Lolo to grab 3 hearts before obtaining a bridge, then you would put BridgePower in a white container, and next to it Heart3. It's that simple. Try it, and get used to it. Hopefully this is all clear.

ANOTHER IMPORTANT NOTE (SPRITES):

While all sprites can be used within each world, do keep in mind that Fish (located in Underwater maps) cannot be used in the Overworld or Underworld maps unless you and other players of your hack can tolerate graphical glitches.

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4. Software Requirements
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1. The software is designed for the Windows Operating System.
2. If for any reason you cannot run the program, make sure you have .NET Framework 4.0 installed. The software should run correctly after installation.

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5. Legal Notice
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This software (The Adventures of Lolo 3 : Map Editor) is not offical or supported by HAL or any other commercial entity.

The software is freeware and can be distributed freely. However, there are a few conditions:

1. This software is only distributed as the stand-alone original zip file provided strictly by the author. There are no files that can be added, removed, or even modified.
2. No ROM images of any format are distributed with this Software.
3. No goods, services, or money can be charged for this Software in any form. Furthermore, it can not be included in conjunction with any other offer or monetary exchange.

Lastly, this Software is provided AS IS. Its use is stictly at your own risk. Anyone mentioned in this document will not be held liable for any damages, direct or otherwise, arising from its use or presence.