EkszBox-ForzaMod v1.1

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Release Date .....: 30/August/07                      
OS Type...........: 9X/NT/XP/Vista
App Type..........: Forza Motorsport Mod Tool & Patcher

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Copyright Info
==============

EkszBox-ForzaMod
- Copyright  2007 Kernel Master

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LEGAL
=====

Included programs are for educational purposes only 
& should not to be used for online/offline cheating.
The author of this software is beyond reprimand until the end of time.
This software is freeware & comes with no warranties of any kind, it may be 
freely distributed as long as it is not re-packaged.
By using this software you must accent to the following condition;
I as a human/humanoid/other agree to waiving all rights and or autonomies I have.


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Prerequisites
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PC, Modded Xbox, Forza Motorsport, pertaining default.xbe & Cars.ca2 files.



WARNING!
--------
Backup your Forza saves before using this program.



User Feedback
-------------
If you have any questions/comments/suggestions/bug reports regarding EkszBox-ForzaMod,
Send them to kmeksz[~]yahoo.com - (replace [~] with @). 



Terse Program Description
-------------------------
EkszBox-ForzaMod is a Forza Motorsport mod tool, 
which includes an Xbe CRC patcher.



EkszBox-ForzaMod Main Features
==============================

 
* The best/only Forza Motorsport car performance mod tool.

* Includes EkszBox-ForzaPatch: An Xbe CRC patcher.

* Allows you to modify cars far beyond whats possible via in-game tuning.

* Allows you to mod as many cars at a time as you like, just click
  save edit after making changes to each file.

* Allows you to load modded ca2 file to make changes to existing mod/s.

* No need to rename/overwrite original cars.ca2 file as xbe is
  patched to use ModCars.ca2 (Put in same folder as default.xbe).

* Drap & Drop/Exe file drop support.

* High performance & a reasonably small memory footprint.

* No major known bugs.

* No dll's, no registry entries & no .net runtime dependencies.

* Includes ForzaMod source code.

* Written in C/C++ & Delphi- (EkszBox-ForzaPatch).


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V1.1 Changes
=============

- Edited files quirk has been addressed: Loading xml/ini files which have had 
  their edits saved will now load the edited files instead of re-extracting 
  & loading the originals.
- Faster ca2 load speed.
- Single click file load on the list.
- New gui (Thanks to TeknoJuce @ TeamXBMC).
- Button flickering has been eliminated.
- Various bug fixes.
- Better/Fixed error checking.
- No more xbe renaming required.
- 2 forza xbe versions are now supported (v1 & new support for v46).
- ForzaMod source code included.


^ Thanks to TeknoJuce for his great work on the GUI, logo & the single click load idea
  - irc://irc.freenode.org/xbmc
^ Thanks to Kudoz for beta testing & helping me figure out the source of a bug.


Instructions/Info
=================

- Modded Ca2 is saved as ModCars.ca2 - This should not be renamed as xbe is patched to
  load this file.
- Pre-patched xbe is saved with a .bak extension, patched Xbe is saved over the original 
  (no renaming required).
- ModCars.ca2 must be placed into same folder as default.xbe.
- Dirty disc errors are likely due to user error: Incorrectly modded xml/ini files.
- Car is damaged errors are a sign that you may have gone overboard with certain values.
- Profile is damaged errors happen when you mod a car in your garage, save the profile & 
  then change the ca2 file. Apparently if you don't mod level 0 files this issue 
  does not arise.
- 'Pack'- packs all modified xml's/ini's into a fully compatible ca2 file.
- ModCars.dat contians specs which are linked to the last saved ModCars.ca2, 
  keep this in mind as reading a modded ca2 which does not have it's info in this dat 
  file will result in faults. 
  - i.e if you want to send your friend your ModCars.ca2 include. 
  the pertaining ModCars.dat aswell.


Notes
=====
A useful file 'carlist.xml' is contained here: cars\peugot206\physics\carlist.xml


Hotkeys
=======
Ctrl+O = Open Ca2
Ctrl+S = Save Edit
Ctrl+P = Pack/Create Ca2
Ctrl+Q = Quit Program
Ctrl+Z = Undo Edit


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Credits
=======


EkszBox-ForzaMod (Copyright  2007 Kernel Master)
- Kernel Master - (kmeksz[~]yahoo.com)


Treeview node code based on code by Clayton Arends -  
http://groups.google.ie/group/borland.public.cppbuilder.students/
msg/8f0bf2f84b1fdc70?hl=en&


Win32 API code heavily based upon code by Paul Qualls (Used in EkszBox-ForzaPatch) -
http://groups.google.com/group/borland.public.delphi.objectpascal/
msg/c5aa9aefa79b5952?dmode=source


Form image region created using RegionCreator 1.0
- Vander Nunes - http://www.virtware.net


Open Dialog API code (Used in EkszBox-ForzaPatch)
- Mike Shkolnik - http://www.scalabium.com/


Zlib compression/decompression stream code (zpipe.c)
- Mark Adler - http://www.zlib.org


Icons
- Max Rudberg - http://www.maxthemes.com, http://www.axialis.com, 
http://www.iconaholic.com


South Park Icons 
- ?


EkszBox-ForzaMod was coded using Borland C++Builder 2006 & makes use of:
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* Zlib Data Compression Library - http://www.zlib.org
* Custom made VCL components (Progressbar/Buttons/Caption Label)


EkszBox-ForzaPatch was compiled using Delphi 5 & makes use of: 
==============================================================

^See above



Thanks To
=========

TeknoJuce @ TeamXBMC for the awesome GUI & logo & the single click load idea
- irc://irc.freenode.org/xbmc

Kudoz for getting me interested in making this app/beta testing/suggestions
/supplying save games/helping me figure out the source of a bug.

All the Delphi/C++Builder heads who's code i've made use of (See 'Credits').

The authors of the icons I use.

Everyone who has given me positive feedback.



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[<->GAME OVER<->]