                                              Engine02 Test Release 2

This is a complete rewrite of the engine used for Sonic the Hedgehog: Project Mettrix, in an attempt to make more
drastic improvements. It is very incomplete, but new features already include 3 new layer scrolling modes, and
the new and more powerful "Status Script" used for titlecards, title screens, and other things. The editor has
been and will be improved as well. The majority of the features that will be added will not be game-dependant,
as this is meant to be a general-purpose 2D game engine.

When you start the program, you will be presented with a brief notice, after which you may view the feature demo.
This release currently mimics the structure of Sonic 1 by use of the "Status Script". The intro sequences, title
screen, level select code and menu, and titlecard are all in place. You may access level select by using the
original U D L R code at the title screen, and then holding A while pressing Enter. No level files are included,
however the menu structure and selections work as they should. Music and sounds are included to demonstrate the
sound test.

The gameplay aspects may be tested by starting the test level, which will appear if you press only Enter at the
title screen. It demonstrates player handling through a series of curves in all directions, and object collision.

Below are instructions for using the new, incomplete level editor, which you can already use to make levels for
upcoming versions of Sonic the Hedgehog: Project Mettrix, although they will NOT be compatible with the current
Demo 4 release. Older level versions will, however, work with E02. Using the level editor to view the demonstration
level will provide examples in using all 4 scrolling modes. You may also begin creating new levels, or modifying
existing ones, by creating a new "Game Set" structure using the E02 Demo folder and it's contents as a guide.
There is currently only minimal documentation for the updated script formats, but they describe themselves on each
line. To enter the level editor, press E when the level you want to edit is active. If the level does not yet exist,
create it's folder and main script files, then navigate to it from the editor's "Level Warp" option on the main
menu.

The scripted portions of this demo are meant as examples for E02's scripting systems. This includes
the "Status Script" itself, and the "Game Functions" that exist both inside it and in other parts of a game.
Nearly all of the currently available "Functions" are used between this demo, so if you're anxious to get started
with it before full documentation can be written, all it takes is looking at how the current ones work, and then
trying for yourself based on what they show you.

Remember that add-ons require their own ".GDF" file to be in the "GDF" folder for the program to recognize them.
To use them, hold F8 at the start of the program, or press it at any other time, and you will be presented with
a menu listing the available add-ons. To install any official add-on, all you need to do is unzip it into the
same folder as the program ("sonic.exe"), and all files will end up in the correct places.

Thanks for trying out the test, and have fun!

Gameplay Mode:

During menus and intro/intermission screens, keys may have different effects depending on the script used

Arrows - Move Player
Ctrl   - Jump

Tab    - Enter Debug Mode
 Ctrl  - Next Object
 Alt   - Previous Object
 Space - Place Object

E      - Enter level editor

esc    - Quit program

(Windows)

F4 - Toggle full-screen
F3 - Toggle Window Menu

(Test)

F2 - Toggle split-screen

Level Editor Mode:

(Flat mode)
w - Floor Type -
e - Floor Type +
r - Slope Type -
t - Slope Type +

(Other modes)
w - x layer speed -
e - x layer speed +
r - y layer speed -
t - y layer speed +
y - x loop set
u - y loop set
(multiple rows/columns may have their properties set at the same time if they are selected with selection box)

s - select next tile
x - select previous tile

arrow - scroll screen by 1 tile in any direction
space+arrow - move cursor one tile/line in any direction

left button - draw
right button - hold to draw selection box, click to erase selection box

c - copy contents of selection box

p - paste contents of clipboard

I+R - Insert Row

I+C - Incert Column

tab - stats on/off

1 - Enter tile select mode

2 - Enter sprite editor mode

0 - Toggle main menu

F2 - Toggle large level editor mode

ctrl - hold it for "layer toggle" mode.

Layer Toggle Mode:
select the current layer to edit by clicking on it's number. to make it visible but not the active layer,
right-click it's number, or right-click again to disable it's visibility

click on the layer types to change the type of scrolling this layer has. if it isn't a "flat" scrolling
layer, you can view it's scrolling by setting it visible while any other layer is active

a - insert a layer before the selected one (X layer appends it to the end)
d - delete a layer

Tile Select Mode:

c - Copy tile beneath pointer
p - Paste copied tile to the slot beneath the pointer

Sprite Editor Mode:	

Select sprite type to edit by clicking the type name
Select boundary type to edit by clicking the boundary type names
Start/stop Animation by clicking the Animation ID line. Do not attempt to play empty animations, or animations
that do not belong to the selected sprite

Arrows - Move all frames of sprite at once

A - Previous Frame
Z - Next Frame

C - Previous Sprite Entry
V - Next Sprite Entry

B - Previous Animation
N - Next Animation

t, f, g, h - Move Boundary X/Y1 or sprite normal offsets
i, j, k, l - Move Boundary X/Y2 or sprite reverse offsets

