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Nephi - beta 0.3
by Matrixz & Jigglysaint (http://www.dragoneyestudios.net)
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/Introduction/
+===-***-===+

Nephi is a editor for Zelda - Links Awakening DX for GBC.
it doesn't support old ZLA (why should it anyway)

Credits etc:
  Jigglysaint - idea, found almost all data
  Parasyte - also found data
  Vagla - ideas, testing
  Anders Andersson - QB mouse code
  Ryan Williams - doc on including Asm in QB 4.5.
  Nintendo - no nintendo, no zelda 4, no nephi.

I just don't think people get enough credit :D

This is only a beta versions of Nephi.
It can do much yet, but this is only a
taste of what Nephi will be able to edit
in future versions. Most features in this
version are also incomplete and a bit buggy.

If you find any bugs, please go ahead and report it.
Feedback is also welcome.
My mail is: ingegjoestoel@hotmail.com
My own site of nes-stuff and programs is found at: http://matrixz.8m.net

/Current Features/
+=====-***-=====+

 * Dungeons (Level 1 to 9)
  * Room Editor
   + Room Maps
   + Map Piece Display
   + Room Pointers
   + Objects
   + Warps
   + Template Data
   + Animation Data
   + Object Graphics Data
   + Event Data
   + Chest Data
  * Enemy Editor
   + Enemy Maps
   + Map Piece Display
   + Enemy Pointers
   + Enemies
   + Template Data
   + Animation Data
   + Object Graphics Data
   + Enemy Graphics Data
   + Event Data
   + Chest Data
  * Palette Editing
   + Palettes


/Synonymes/
+===-*-===+

Free Bankspace - In a clean Z4 ROM, the data of each Room lies assembled together
  in a bank, each ending with a $FE. Each roombank is on $4000 (16384) bytes,
  holding a great number of rooms. In a clean ROM, the whole bank is not always used,
  so there can be inserted rooms at the tail of the bank. Free Bankspace is the size
  of the unused data in bytes.
Roomspace / Free Roomspace - Roomspace is the size of the current room in bytes.
  Every object requies Roomspace, Free Roomspace is the number of bytes reserved
  to make objects (bytes unused). Logically, deleting objects will get
  you more free roomspace. Also, the function buttons will help you getting free
  roomspace and manage your rooms size / position.

/Modes/
+=--=+

This only describes keys and functions for
the modes. Later on i'm gonna write a guide
on how the data in zelda 4 DX works, and
how you use Nephi to edit it.
At the moment you have to figure out most of these
things by yourself, but it shouldnt be too hard.

Start with "Nephi.EXE". After you have put in the
rom's filename, you come to a menu where you choose
editing mode. When you've done that you will go to that
menu each time you start menu. If you want to choose
another rom to edit, just select the "Back.." option.

++ Common ++

Keys:
 ESC - Return to the mode menu
 F5 - Save
 F6 - Previous Level
 F7 - Next Level
 TAB - Change Editing Mode

++ Room Editor ++

Keys: 
 DEL : Delete lighted object
 INS : Insert object at spot (requies 2 bytes of freespace)
 +/- : Stretch lighted object (auto convert between 2/3-byte object,
         1 byte of freespace is required to convert from 2 to
         3-byte object)
 SPACE : Flip 3-byte object's direction (Horz/Vert)
 UP/DOWN : Dec/Inc Block Type
 LEFT/RIGHT : Dec/Inc Object Type by 16
 Page Up: Incerase Object Layer
 Page Down: Decerase Object Layer
 ENTER : Select Object Type
 W/A/S/D: Select Room on Map
 Q/E: Select Room Pointer

Map Piece Display Editor:
  To edit the tiles used in the map in the pop-up screen,
  right click on that piece and simply choose a tile.

Room Window:
 + Right click at an unused spot to insert an object there.
 + To move an object, hold left button down above an object,
   move it around, then release it to drop it there.
 + To stretch the lenght of an object,
   hold right mousebutton down above an object while dragging
   it, and, i doubt you already did understand that you must
   release the button when youre satisfied :p
   This currently only works with red objects.
 + To delete a object, click both buttons when the
   object is highlighted

Function Buttons:
  NOTE: All functions expect "Insert" happens has immediately effect in this
  version, Insert opens a menu.

 + JoinNext - This will join the next room's data with the current, clearing
              that room, and therefore get you more roomspace.
 + PointFix - This function, will point the current room pointer to the end of
              the previous room. Useful for automatically getting the correct
              pointer-offset when the room before was edited. I will add a
              function later letting you move actual room data this way,
              not only the pointer.
 + Insert - This one, can be used when you need more bytes in the room and
            you don't wan't to destroy the next room. It does push all the
            room data to the right with a given number of bytes. It only requies
            enough Free Bankspace (free bytes at the end of the bank).
 + Demolish - Clears all the bytes in the current room. Use it if youre too
              lazy to delete all the objects one by one.

  More functions will be added in a second menu in later versions.

 + Defragment - This, assembles all the room data together in the bank. It can give
                more Free Bankspace, for making rooms at the end of the bank, or
                use of the Insert function. (Not aviable yet)

++ Enemy Editor ++

 W/A/S/D: Select Room on Map
 Q/E: Select Room Pointer

++ Palette Editor ++

Making color transparencies:
  In a 4-color palette, select the first color, and
  right click at the last color.

Keys:
  W/A/S/D : Select Example Room
  Arrow Keys: Select Color to edit

/Future Features/
+=====-**-=====+

 * Overworld Editing
 * Cave Editing
 * Color-Dungeon Editing
 * CHR Editing
 * Block-TSA Editing
 * Wall/Floor/Block Tileset Editing
 * Dungeon Palette-per-Screen Editing
 * Much more

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