How to use MKCEL?
-=-=--=-=-=-=-=-=

1)  Let's look at the command line arguments.

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

Usage : celasm [-options]

   -att on|off	Indicates whether an ATTR block is included(def: off)
   -atl 8|16	Length of ATTR data(def: 8)
   -nc #	Number of cells, where # is the number(def: 12)
   -cw #	Horizontal size of cell units, where # is the width(def: 4)
   -ch #	Vertical size of cell units , where # is the height(def: 3)
   -cel cel.txt	Text file containing cell u,v(def:  cell.txt)
   -o out.cel	Output file(def:  out.cel)
---------------------------------------------------------------------------

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.

-nc is the total number of cells used in the CEL.TXT.  (This number
includes the one that are flipped)

-cw, -ch, -cell and -o should be easy enough to understand.

2)  Now let's look at the format of CEL.TXT.

Here's the sample provided in the .\SAMPLE directory.

---------------------------------------------------------------------------
 0= 0, 0,  0,480,  0,  0,  0, 5,  0,  0,  0,  0
 1=32, 0,  0,480,  0,  0,  0, 5,  0,  0,  0,  0
 2= 0,32,  0,480,  0,  0,  0, 5,  0,  0,  0,  0 
 3=32,32,  0,480,  0,  0,  0, 5,  0,  0,  0,  0
 4= 0,64,  0,480,  0,  0,  0, 5,  0,  0,  0,  0 
 5=32,64,  0,480,  0,  0,  0, 5,  0,  0,  0,  0 
 6= 0, 0,  0,480,  0,  1,  0, 5,  0,  0,  0,  0 
 7=32, 0,  0,480,  0,  1,  0, 5,  0,  0,  0,  0 
 8= 0,32,  0,480,  0,  1,  0, 5,  0,  0,  0,  0 
 9=32,32,  0,480,  0,  1,  0, 5,  0,  0,  0,  0 
10= 0,64,  0,480,  0,  1,  0, 5,  0,  0,  0,  0 
11=32,64,  0,480,  0,  1,  0, 5,  0,  0,  0,  0 
---------------------------------------------------------------------------

The column format is as follow:

 #= u, v,clx,cly,abe,vlp,hlp,tpn,abr,tpf,csn,bno

# Cel number(from 0 to -nc - 1)
v Offset in vertical direction from base address of texture page (8 bits)
u Offset in horizontal direction from base address of texture page (8 bits)
clx X coordinate of beginning of CLUT (6 bits)
cly Y coordinate of beginning of CLUT (9 bits)
abe 0: Semi-transparency processing OFF
    1: Semi-transparency processing ON
vlp Vertical reversal information
hlp Horizontal reversal information
tpn Texture Page number (0-31)
abr Translucence rate (F=foreground, B=background)
    00: 0.50xF + 0.50xB
    01: 1.00xF + 1.00xB
    10: -1.00xF + 1.00xB
    11: 0.25xF + 1.00xB
tpf Pixel depth of texture pattern
    00: 4-bit CLUT
    01: 8-bit CLUT
    10: 16-bit Direct
csn color set no.
bno TIM bank no.

Here's a command line example:
	mkcel -nc 12 -cw 2 -ch 3 -cel CEL.TXT -o OUT.CEL

3)  Final words.

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.


NOTE:   Please note.  The vertical and horizontal flips aren't working.?!!?
	Dunno why.


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