###################README!###########################

--Instructions for using the editor.

The editor itself is pretty straightforward to use. You'll start by seeing a menu with these options:

-New Map
-Load a Map
-Exit

i'm not gunna bother explainning those :P. But anyway if you click new map the following happens:

1.) You'll be taken to a screen where you'll be asked how big you what your map to be.
2.) The controls are simply left(on the directional pad) to decrease by 1 or right(on the directional pad) to increase by 1. As a little handy
    shortcut, you can press the L trigger to decrease by 10 or the R trigger to increase by 10.
3.) The maxium for the height is 17. This is the screen height size, so really you should always have a map X x 17;
4.) There is no maxium width but remember to be realistic. We don't want maps that are 1000 tiles in widths. 

So when your done, you simply press START to enter the editor. In the editor this is were you'll place collision tiles, normal tiles, enemies etc.
But i'll get onto that a bit later, but anyway the basic controls:

-Left/Right = move the cursor around. (Note: The cursor will be a flashing rectangle)
-Analog stick = scroll the map around. So the PSP can only display a screen 480x272, so to access the other parts of the map you'll need to scroll
-X (cross) = enter your tile, so whatever tile your on, if you press X (cross) it'll place the tile in whatever postition you are in.
-R trigger & L trigger - scroll through the current tiles. R increments (increases) & L decrements (decreases), you'll see a preview of your current tile in the
                         flashing square box.
-Triangle  = Change between layers, there's two layers. Tilemap & collision. Tilemap is for the look of the level, collision is for everything else.
             (Note: That the controls are exactly the same on both layers. So the same principal applies.)
-START = Reset the entire current layer to 0, so if i was on the Tilemap layer that would all be 0. 
-Select = save both layers, the sony osk will pop up asking for a name. All you do is enter whatever you like & click start. Then it'll ask for the collision map
           name, it's best to have the same name for both files. (I might change this so it is done by default?)

One important note: To clear tiles i's important to skip back to the very first tile, which is the 0 tile which is blank. A good tip is to leave all your mistake til last 
           then fix them. On the collision layer it's not so bad because there's only 5 tiles.
		   
--Explaining collision tiles properties. 

When you press triangle you'll notice a different tilesheet, the first tile is again 0 so it's the blank tile. So for any mistakes use that.
now to explain the oters:

-A tile with the letter 'S' = solid block, un-destroyable
-A tile with the letters 'AB' = animated block, the ? block is what that is for. (I might make this add by default to so when you add the ? tile, it'll add the collision.)
-A tile with the letters 'DB' = destroyable block, the brick blocks.
-A gooma = Enemies, whereever you place the tile, that's where a enemie will spawn.
-A tile with the letter 'C' = Checkpoint, you can chose not to have checkpoints in the game if you don't want to. The default postition is at the start. (Just to add the little bit of extra difficulty ;) )


& that's about it. Oh lastly, the psp ain't no beefy machine, it can only handle so much. So like 20 enemies on on screen is taking it a bit much. 
I actually haven't tried it with 20 enemies on one screen so i ain't sure if it can handle it. 
But just remember that there are limits.

Also if you create a map that is too big 7 there's loads of space un-used then don't worry. Also if anyone wants to send maps to me, help me out a bit & create some levels 
then i'm all for it.

Send both files, the '.map' & '.mapc' to me  at:

danielrandell@hotmail.com