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Known Bugs / Limitations
  * Images must be PCX format
  * Image width must be multiple of 4
  * Max source image width  of 256 _tiles_
  * Max source image height of 255 _tiles_
  * FloodFill may behave strangely around irregular 
    shapes... Routine uses it's own stack, and 
    limits hole searches to 5 per line. Stack is 
    set for 32K. Very large fills may abort before 
    they're complete... just click again and again
    until it's done.
  * Save / Open Project not yet implemented
  * Changing layer orders rarely (if ever) works the 
    first time, keep trying until the layer shifts up 
    or down.
  * All source images are forced (in memory only) to the
    256-color palette found in PALETTE.PCX (cinepak).
  * Program doesn't ask to save changes before exiting. 
  * As in life, there is no "undo".
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Versions / History
  * version 1.00 - May 26, 1998
    Created
  * version 1.01 - May 27, 1998
    Added Save Layer
    Added Load Layer
    Added FloodFill
  * version 1.02 - May 31, 1998
    Made EditDialog's redraw faster
    Added IndexZeroTransparent
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Instructions
  * unzip, & double click the EXE.
  * Click NEW on the LayerManager and create several layers.
  * click the "..." next to the source image edit field
    to select images for each new layer.
  * select one or more tiles from the image shown
  * and "draw" your tiles on the edit window.
  * right click/drag on the edit window to erase a tile.

Again this is a work in progress, so it has a lot of 
unprofessional "features", but you should get a good idea 
of where I'm heading - and be able to offer some feedback / 
suggestions.

No exporters implemented yet - data saved in INI-like text 
files. I hope to have an open interface for writing your 
own exporter to save data in your own proprietary format -
with a sample C, C++, and Java exporter (w/src).
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Features / Info / Feedback
    http://www.randomc.com/~joehall/GBuilder
    joehall@randomc.com
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Greets Hitmen (thanks for hosting), gadget (thanks for design
suggestions and friendly competition), and all on #psxdev.