BGEDIT -- Background Map Editor v1.2 (c)1998 James Shaughnessy (NTSC version) It is STRONGLY suggested that you DO bother reading through this document to get the most out of BGEDIT, but then it seems few people actually DO bother to read README's anyway... If you got this far: congratulations! Special thanks go to Robert Swan for his feedback and suggestions on BgEdit. System Requirements: * Any PC with a 2D paint program (such as Paint Shop Pro) This is to create your own CELLS.TIM file * Net Yaroze, this is where you build your MAP.DAT file -- yes, you do the editing actually on the yaroze (not a farty Windows app.)! NOTE: CELLS.TIM (and MAP.DAT) that are first unpacked in this ZIP are simple examples to show you what's what and to get you going, (and give you a tiny hint to what Learner Driver looks like..) USAGE: 1 - Create your 256x256 8-bit CLUT bitmap image which contains your 256 16x16-pixel cells for your game, called CELLS.BMP (See * note below) 2 - Convert it to TIM format using TIMTOOL. Remember that cell ZERO is taken as a NULL cell and WILL NOT BE DISPLAYED on BGEDIT (or BGVIEW). Ensure that your image and clut positions are positioned correctly (Typical here would be 320,0 for the image, and 320,256 for the CLUT. Note that you can ONLY use 4 or 8-bit clut for CELLS.TIM) 3 - Type AUTO on the PC to load in the CELLS.TIM, MAP.DAT and the BGEDIT program. It loads the bgmap from memory automatically. 4 - Edit your cell map using my amazingly intuitive interface.(:)) You can easily alter the map size from the default 256x256. Min: 1x1 Max: 512x512. The menu displays the map size in hex bytes which is the number you need for the SAVEMAP.SIO file 5 - VERY IMPORTANT! Press START and select SAVE MAP from the menu to save your edited map to memory. Otherwise alterations will be lost! 6 - Note the hex number (the map size in bytes) on the menu window, and quit BGEDIT and SIOCONS. 7 - Edit SAVEMAP.SIO so the last parameter corresponds with your map size. (eg 10000 is for a 256x256 cell map, 500 for a 40x32 map etc.) 8 - IMPORTANT! Type SAVEMAP at the DOS prompt to upload your new bgmap to the PC (warning: it will overwrite MAP.DAT) 9 - Now you can use the .dat file as your own BgMap in your own games. (You DO know how to setup a BgMAP don't you? If not, refer to my site for a simple example, BGVIEW.ZIP) The file is simply a 8-bit raw data file (ie. NO header info or special file format etc) 10- IMPORTANT! "Shot-gun" twelve tins of Stella Artois. KEYS: Directional buttons move the crosshair around the map Hold CIRCLE to select current cell for adding onto the map Press CROSS to add the current cell to the map Press SQUARE to copy the seleted map cell to the current cell Press TRIANGLE to undo the last cell change Hold R1 to scroll the map keeping crosshair in the same cell Hold R2 to scroll the map with the crosshair following the screen L1 forces immediate key repeat (10 cells/sec), otherwise there's a 0.4 second delay L2 same as L1 but moves at full repeat rate (50 cells/sec) SELECT toggles the sprite at the bottom right denoting current cellpiece and other on-screen info such as map coords START brings up the menu allowing you to SAVE and LOAD the current map, or to CLEAR the whole map to the current active cell. To adjust the map size, hold CROSS on the MAP SIZE menuitem and move the directional pad. (Note you can also use L1/L2 to speed up change) The first is the width, second is the height, in cell units. Extra info is given: map.dat size in K (approx) and the exact HEX value. [* NOTE: A handy template has been included with this utility, TEMPLATE.BMP for you to edit (or BIN!). The grid is part of the cells and is for an initial guideline ONLY (grid lines are on the _right_ and _bottom_ of each cell). There is a gradational colour background so you can see the difference between a NULL cell (index zero) and any other plain black cell] The beauty of this editor is it runs on your Yaroze so you see exactly what your map will look like on your TV. I did this mainly because programming the graphical interface is SOO much easier than the hideous BGI you use with Borland C++ 3.0, and it ensures that everyone can use it, without worrying about system crashes and display drivers. Which is nice. Good luck Rob if you have to do a Windows version! Future updates: It would be very useful to be able to edit the cells from within the map editor, so I might consider that (the thing is it is usually much better to use a proper paint program with effects and copy etc. to do this, but for the sake of simple editing it would be handy I guess). I will add features as I need them but if you need it to do something now folks just ask, and I'll then consider putting it in an updated version. You're free to use BgEdit as you wish as a tool, but let me know if you find it useful, and do NOT distribute altered versions without my prior permission. Cheers, Jim (c) 23rd July 1998 ----------------------------------------- James Shaughnessy james@manc.u-net.com http://www.netyaroze-europe.com/~shaughnj -----------------------------------------