[English] If you plan using this engine, you should take the following in account:
- this project is written in french. I'm sorry, the code may seem hard to understand if you don't speak this language (and it isn't anyway, because it's poorly commented :p)
- to compile the ROM for the first time, you can call 'Premiere utilisation.bat'. You need to be on windows and have devkitpro installed and correctly configured (GBA development must be available, of course). The devkitpro path is supposed to be C:\devKitPro. You may need to edit the supplied batch files if you have another directory.
- everytime you add (or update) a tileset, map or palette, for example when creating a new sprite, you should execute 'all.exe'. This program will generate a file named 'all.h', which will contain the declarations of all symbols found in the project. It does that by analyzing the .c files present in the current and sub directories. That's why, everytime you add a new .c file, you do not only need to add it to the project (object files in the makefile) but also call 'all.exe'. When you update a file and its size have changed, you should do it too. That's usually not needed when you are working on maps as you define a constant size for them, but if you recreate or modify the tileset for example, you will need it for sure. If you think you may forget calling it, you can always add a call to this program in the build process. In short, you need to call it when you add a sprite, a map and when you modify a tileset or a sprite.

[French] A propos du projet, il est important de savoir:
 - qu'à chaque ajout (voire mise à jour) d'un tileset, map ou palette (par exemple création d'un nouveau sprite, ...), vous devez appeler all.exe. Ce programme crée un fichier .h contenant tous les symboles créés dans les différents fichiers .c (maps, tilesets, palettes) des sous-répertoires. Il est dès lors nécessaire de le recréer dès que la taille d'une map, d'un tileset ou d'une palette a changé. Si vous enregistrez simplement une map (et que sa taille reste donc la même), il n'est pas utile d'appeler all.exe. Si vous avez peur d'oublier, vous pouvez inclure l'appel à ce programme au build. D'une manière générale, vous n'avez besoin de l'appeler qu'après la création d'un nouveau sprite, d'une nouvelle map, ainsi qu'à la mise à jour d'un tileset de map ou d'un sprite.
