Title:			GBA Tile Editor (MODE0)
Author:			Rich Whitehouse
Homepage:		http://www.telefragged.com/thefatal/
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Gameboy Advance utility, which lets you load up a 256 color
bitmap as a tileset and then place tiles. You can save your
tile set in the program's own format, and load it back up, or
you can export it in the format of code (a constant C array)
and include it in your project to reference from your GBA
game code. Once you run bmp2cpp -tile on a bitmap, it then
directly corresponds to an exported tile file, which means
you have the facilities to directly import custom tiled
backgrounds in your GBA game! Super isn't it? ^^ Note,
though, that this program only supports mode 0. You could
probably tweak the output array a bit to support other modes
but that is beyond the scope of this program.

Once you include the output cpp in your project it is quite
easy to then utilize the tile data after loading your bmp
tileset into GBA pal/background tile memory. Something like
this would work fine:

	while (i < 1024)
	{
		g_BG0[i] = backgroundArray[i];
		i++;
	}

Where g_BG0 is pointing to the GBA's background memory
(0x6000000), assuming the size of the exported tile file
was 256x256 (256/8 * 256/8 = 1024).

So, enjoy.

Rich
