TileEdit version 1.0 - by Qwertie
~~~~~~~~~~~~~~~~~~~~

Congratulations, you have just downloaded a version of the SNEqr
Tile Editor that has been mostly debugged.  The reason I wrote this
program was so that I could create character data for my emulator's
demo.  It supports 2-bit, 4-bit and 8-bit character data for regular
BG's, but does not support the Mode 7 format.

It can be used to edit character data for existing ROMs, but ONLY if
you know the offset in the ROM where the data can be found, and only
if you figure out the color depth.

How to Use
~~~~~~~~~~

When you run the program, you will notice that there is a big black
rectangle on the right side of the screen.  That is all of your
character data: the Tile Editor supports a character data size of
exactly 448 tiles--no less.  (If you want to edit more data than 448 
tiles, you can simply save your data and then load it from the same
file with a different offset.)

The smaller black rectangle on the left side is a magnified view of
the tile data; it shows four tiles at once.  To edit a specific 16x16
square of the tile map, simply right-click somewhere in the large
rectangle and a magnified view will show up in the small rectangle.

To draw something, first click on one of the color palette boxes, then
click and hold the left mouse button on one of the character maps to
draw.

Warning!  This program performs very little bounds checking.  If you
try to view or edit tiles outside of the character data, you could
cause a GPF or, more likely, something even weirder.  For example,
it is possible to click and hold the left mouse button and move the
mouse outside of the drawing area.  This is NOT a good idea...

As you probably know, the SNES is capable of having many different
palettes.  When in four-color mode you will have 32 different palettes
to choose from, and you'll have 8 palettes in 16-color mode.  In 256-
color mode, you will have only one palette (note that in 256 colors,
you'll have to select a color using the palette entry slider to 
select a color above color number 15.)  The palette is selected with
the Palette # slider.  You can edit individual entries in the palette
using the R/G/B sliders.

Once you have drawn your character data you can save it to a file by
clicking Save Tiles, typing a file name in the file name box and
clicking Save.  You can also generate source code for the character
data, in the form of an upload routine and a series of .dcd statements,
by clicking Make Tile Src.  (A file called tileedit.asm will be 
created.)  Similarly, you can make a palette source with upload routine
by clicking Make Pal Src.  (palette.asm will be created.)  The
assembly will be made for the X816 assembler.

Special Functions
~~~~~~~~~~~~~~~~~

Clipboard: you can copy an area of tile data to the clipboard by
pressing Alt, then holding down the LEFT mouse button to drag an area
to copy.  To paste the area you have copied, hold Alt, position the
mouse where you want the top-left corner to go and press the RIGHT
mouse button.

Filled box: you can draw a filled box by holding Ctrl and dragging an
area with the LEFT mouse button.
Fill-over: when drawing a filled box, you can tell the editor not to
fill areas that have not been filled before by holding F1 when you
release the left mouse button.  This is useful for doing stuff like
changing an already-drawn figure to a specific color.

Undo: you can UNDO the last draw operation by pressing ESC.  Pressing
ESC again will cause a REDO to occur.

Align to tile boundary: When dragging any box, you can cause the box 
to align to an 8x8 boundary by holding Shift.  This is useful, for
instance, if you want to copy a number of tiles to the clipboard.

Note: some functions don't work quite the way you might want when you
drag left or up from the bottom-right corner of the rectangle you want
to work with.  For best results, always drag your rectangle starting
with the top-left corner and dragging down to the bottom-right.
