How to use MKBGD?
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1)  Let's look at the command line arguments.

---------------------------------------------------------------------------
BGD Maker v0.1 Compiled on May 31 1998
Copyright (C) 1998 by Stephane Vienneau(aka PowrSurge)

Usage : bgasm [-options]

   -att on|off	Indicates whether an ATTR block is included(def: off)
   -atl 8|16	Length of ATTR data(def: 8)
   -mw #	Map width in cell units, where # is the width(def: 10)
   -mh #	Map height in cell units, where # is the height(def: 8)
   -cw #	Cell width in pixels, where # is the width(def: 32)
   -ch #	Cell height in pixels, where # is the height(def: 32)
   -map map.raw	Map array, where map.raw is a raw array of cell index
   -o out.bgd	Output file
---------------------------------------------------------------------------

Ok, -att and -atl are extra attributes that can be set.  I noticed that
they are kinda useless.  And the docs doesn't say much about them.  If
you know what they are use for, please, let me know.

All other parameter should be easy enough to understand.

2)  Where/how do I make a MAP.RAW file?!

Ok, MAP.RAW is a 8bits raw array output.  This can be done making a program
(map editory) and saving the array to a file.  But I prefer using a paint
program like PaintShop Pro and create a 256 color bitmap(see .\SAMPLE\MAP.BMP)
You can then use the color index as the cel index(confused?).  It's annoying
but I just don't have the time to write a Map Editor, and this approach works
ok for me.

NOTE:   Don't forget to save the finished map as a RAW file.


3)  Final words.

Yet again, I hope this helped, I'm sure you're a bit confused on how this
thing works.  And this is my first attempt at documenting a program, so bare
with me.


Greets goes to:  Jihad_, Curlin, Barog, Silpheed, Nik, ...etc...
well... you know all the people from #PSXDev
