MegaFLE - Guide
Version 0.1
Enemy Editor

Editing Enemy Sprites
In MegaMan 3, there are space for 256 enemy sprites, in the other two there are 128. You can currently not delete or insert sprites, so you just gotta set the data for each sprite.
There are two ways to move a sprite. By moving sprites on the screen with the mouse is the first. Use the Left mousebutton to select a sprite on the screen, and it will be highlighted. Now you can move it around. Movement can also be done with the Right mousebutton, and you can move sprites to a different screen by selecting a sprite, and Right-clicking on that screen.
The other method is by the data under "Sprite#:". "Sprite#:" is the "current sprite", the highlighted sprite, and the sprite you are setting data for.
The "first" method is the fastest, but can use "Y position:" and "X position:" to fine-tune the current sprite's position.
Note: Sprites have to go in correct screen order, or they wont appear when playing. You cannot for example put sprites #2, #3 and #4 at screen #1 and put sprite #0 and #1 at screen #2. Maybe later im gonna put in a function, "Sort Sprites", wich, yes, put your mess in correct order.
The type of the sprites is what they do and what they show up. They are mostly enemies, but also extra lives and energy capsules etc. Some sprites also do effects to the level's graphics. Each sprite is explained under "Type:", currently only support for MM5.
Scroll Sprite Data
"Scroll Sprite Data" is Scroll Map editing, but only for sprite related scroll data. For MM3, it will set the Sprite CHR/PAL set. For MM5, it says Sprite CHR/PAL set too, but it will only set palette, since Sprite CHR is automatically found in MM5 by the code. In MM4 mode, it sets the effect, wich is used to set sprite palettes. It's ok to change the effect, just note that some of them also does changes to the CHR. All you can do for now is to find the sprite palette and edit it in a hex editor. Effect data start at $538C2, and each effect ends with a $FF.
The "Set" button features to locate the CHR/PAL set in the Sprite CHR Bank and Sprite Palette editors.
Sprite Palette Editor
Support only for MM3 and MM5 in this version. It works just like BG Palette editing in the Screen Editor, click on the color with Left / Right mousebutton to decerase / incerase the color, or click on it's hex number to input it.
Sprite CHR Banks (MM3 only)
This data is only used in MM3, so the section is only aviable in MM3 game mode. It sets what sprite CHR to use for each "Sprite CHR/PAL" set. "bank 0:" is for the 64 first tiles, "bank 1:" for the next. Advice: if you locate CHR banks with tiles of the enemies in the current "Posit#:", and set the banks in the Sprite CHR Bank editor, and the GFX is still wrong, try switching the two banks, or try finding other banks. Graphics for each enemy can sometimes be found at more than one place.
More to be written.