Welcome to Pixelman v0.92.9!

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******This is bit of an incomplete release, but here is is anyway. Everything below after Basic Instructions still applies but there are quite a few new things added.

*Was compliled with new community build 800823. Should fix issue with M3 Real cart (I hope).

*There will be a little slider icon in the upper right. You can drag that down with the stylus to switch screens.
	Must drag it all the way or it'll snap back and not switch...

*Buttonized most all options.

*Made smaller top palette to utilize top screen more. Sprite shows on top screen instead of lower right of bottom screen.

*Status bar on top displays some information about selections VERY INCOMPLETE, doesn't show much at all at the moment.

*While screen is switched you can still select a color with the stylus. If you hold down on a color
	you will see a small colored box slide over to stylus position. You can then drag your
	selected color over another color to swap them. Will be adding option later to have the
	whole palette shift instead of doing a swap.

*Tools on the bottom screen are just in order I added them and will be rearranged.

	-First icon is dropper or color select too. Self explanatory.
	-Next is bmp loader... read down for more detail on that...
	-Next is undo and redo. Redo (as with most apps) is reset after doing anything new.
	-Can undo about 8000 times... if you undo more than that it will dump about 4000 at the end
	 of the undo list and shuffle the rest down. Doing a lot of fills on a larger sprite will
	 cause you to see a message saying "cleaning undo list.."
	-Last is Fill, self explanatory. I'll be adding a, hold the button to stay in fill mode option soon.

**LOADING BMPS**

First of all, number of colors shouldn't be a problem. 8bit to 24 bit (32 bit I suppose as well) should work fine.
Only 256X192 though, please.

You will need to put your bmps in a folder called "bmps" inside your pixelman folder.

Enjoy!

What's coming next should really make the app start to shine a bit more...










Basic intructions:
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File structure and FAT
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The zip has things in the right place but basically you should have a pixelman folder with two folders named sprites and palettes inside it.
pixelman.nds can be anywhere, but you MUST have a pixelman folder somewhere on your card and inside it MUST be two folders, one
called sprites and the other called palettes.


In the sprite and palette folders you can place output .c files from PAGfx and .bin files (possibly from PAGfx bin folder...) and the app will be able to read them. Any sprites or palettes you create will also save into these folders. Currently only sprites up to 20 frames are supported but if there is a demand for more, I can easily increase the sprite array size so just post on PALib and let me know.

When you save a sprite you'll get a .spr.c extention. This is because of a strange filename limitation that was discovered with FAT. Read the next paragraph to see what do do about it.

Using your Pixelman outputted .c files with your own projects should be done with some experience as it's not automatically created with a nice all_gfx.h and all_gfx.c file. Put them in the gfx folder of your project if that's your normal practice and then edit both all_gfx.c and all_gfx.h to include them. It sounds like a tall order, but it's not all that painful. If youve got the skill then ignore this and do what comes natural. Any questions, please post and I'll be happy to answer.

If you're using the .bin files, it's safe to say you know what you're doing :)

When saving as .c, in addition to using the same "format" as PAGfx, there a a couple of extra commented out lines at the top of the sprite c files that contain the width, length and #of frames for the sprite. If you load one that originated from PAGfx, it'll just start at a default of 16x16x1 and you will have to set this correctly before starting. Take a look at the output format from Pixelman, and you're welcome to add those lines to your PAGfx output file if you want Pixelman to pick up that info when loading it so you don't have to set it yourself.


Controls:
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Initially the controls are pretty self explanatory, just tap options with the stylus. Once you get started the controls are as follows:

DPad arrows move the color selection box around the top screen. You can press L to have the screens switch and tap the color you want with your stylus. Obviously use the stylus to draw when the screens are in normal position.

(These are generaly coded with Pad.Released by the way...)

Press A to stamp the current drawing to current sprite frame.

Press Y and to take current sprite frame and place it in the grid.

X and B change the current sprite frame.

Press R to start and stop animating the sprite. While animated Up and Down on DPad increase and decrease the speed.

Press Select to Clear the drawing screen, often needed while going through frames.

Start brings up an Options screen, all of which are relatively self explanatory selections.

Enjoy!
Sylus Not Stylus McFrederickson


Changelog
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v.92
New:

Added binary save and load.

Added Restart button to options.

Fixes:
Added ability to have pixelman folder other than on the root of the card.

Added some failsafes so you can't load invalid files.

Combined Transparency color change with Palette color change (being on color 0 changes transparency).


v.91b Update
Added a cancel or okay check to file save screen, and disallowed being able to save with no file name.

Updates in v.91:

-Modification of palette colors. I intend to merge the transparency edit and palette edit into one option though, because it's a tad redundant...

-Choice of whether you want to save palette or sprite AND choice of file names :)

-More files visible in palettes and sprites folders when loading.

-Some slight look changes, and randomization of speed of the little intro graphic.




Still to Come
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Tools during drawing... use your imagination here. Need eyedropper to select color from drawing ASAP.

Palette favorites so you're not jumping around the palette all the time...

Zoom function for working on 64x64 sized sprite.

And more I haven't thought up yet...