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< li class = "toctree-l1 current" > < a class = "current reference internal" href = "#" > Introduction< / a > < ul >
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< li class = "toctree-l2" > < a class = "reference internal" href = "editing-map-events.html#events-positions" > Events Positions< / a > < / li >
< li class = "toctree-l2" > < a class = "reference internal" href = "editing-map-events.html#event-objects" > Event Objects< / a > < / li >
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< li class = "toctree-l1" > < a class = "reference internal" href = "editing-wild-encounters.html" > Editing Wild Encounters< / a > < ul >
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>>>>>>> add wild encounter documentation
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>>>>>>> add wild encounter documentation
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< h1 > Introduction< a class = "headerlink" href = "#introduction" title = "Permalink to this headline" > ¶< / a > < / h1 >
< div class = "section" id = "about-porymap" >
< h2 > About Porymap< a class = "headerlink" href = "#about-porymap" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > < strong > Porymap is a cross-platform map editor for the Gen 3 pret decompilation projects. Its primary functions are to allow editing map tiles, collision, events, connections, and properties. Porymap provides additional functionality, such as tileset editing and region map editing. Downloadable releases are available for Windows and Mac, and Linux users can build it from source.< / strong > < / p >
< p > Those familiar with traditional Gen 3 binary ROM hacking can think of it as the Advance Map equivalent for the decompilation projects. Porymap supports the same features as Advance Map, except for Wild Pokemon editing, so Advance Map users shouldn’ t have much difficulty learning how to use Porymap. There are many usability improvements in Porymap. The most notable is undo/redo when painting map tiles.< / p >
< p > Porymap reads and writes files in the decompilation projects. It < strong > does not< / strong > read or write ROM files. < strong > Therefore, it is highly recommended to use Git for version control when working with Porymap.< / strong > < / p >
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< div class = "section" id = "getting-started" >
< h2 > Getting Started< a class = "headerlink" href = "#getting-started" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > Before using Porymap, you must have your decompilation project setup. Porymap currently supports < a class = "reference external" href = "https://github.com/pret/pokeemerald" > pokeemerald< / a > and < a class = "reference external" href = "https://github.com/pret/pokeruby" > pokeruby< / a > . See their respective < code class = "docutils literal notranslate" > < span class = "pre" > INSTALL.md< / span > < / code > files to get setup, and make sure you can successfully compile the ROM.< / p >
< p > When launching Porymap for the first time, you will be greeted with the following empty window:< / p >
< div class = "figure" id = "id1" >
< img alt = "Porymap Empty Window" src = "../_images/porymap-empty-window.png" / >
< p class = "caption" > < span class = "caption-text" > Porymap Empty Window< / span > < / p >
< / div >
< p > The first thing we’ ll do is open a Gen 3 decompilation project with < em > File -> Open Project…< / em > (< code class = "docutils literal notranslate" > < span class = "pre" > Ctrl+O< / span > < / code > ). A folder selection dialog will pop up. Choose the location of your existing decompilation project. After doing so, Porymap will take a few seconds to load the project, and the main window should now be displaying the first map. (In < code class = "docutils literal notranslate" > < span class = "pre" > pokeemerald< / span > < / code > , it’ s Petalburg City.)< / p >
< div class = "figure" id = "id2" >
< img alt = "Porymap Main Window" src = "../_images/porymap-loaded-project.png" / >
< p class = "caption" > < span class = "caption-text" > Porymap Main Window< / span > < / p >
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< p > Now, let’ s make our first basic edit using Porymap. We’ ll use the Pencil Tool to draw some more flowers on the grass in Petalburg City. First, make sure the Pencil Tool is selected. You can click the Pencil Tool button, press the < code class = "docutils literal notranslate" > < span class = "pre" > N< / span > < / code > shortcut, or select < em > Tools -> Pencil< / em > . The various painting Tool buttons are found on the left side of the toolbar above the map area.< / p >
< div class = "figure" id = "id3" >
< img alt = "Tool Buttons" src = "../_images/tool-buttons.png" / >
< p class = "caption" > < span class = "caption-text" > Tool Buttons< / span > < / p >
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< p > Next, select the flower metatile from the Metatile Selection panel by left-clicking on it. The flower is metatile 0x4 in the General tileset.< / p >
< div class = "figure" id = "id4" >
< img alt = "Metatile Selection Panel" src = "../_images/metatile-selection-panel.png" / >
< p class = "caption" > < span class = "caption-text" > Metatile Selection Panel< / span > < / p >
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< p > Porymap shows the current metatile selection in the Selection panel.< / p >
< div class = "figure" id = "id5" >
< img alt = "Current Metatile Selection" src = "../_images/metatile-current-selection.png" / >
< p class = "caption" > < span class = "caption-text" > Current Metatile Selection< / span > < / p >
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< p > Place some flowers in Petalburg City by left-clicking to paint on the map area.< / p >
< div class = "figure" id = "id6" >
< img alt = "Flowery Petalburg City" src = "../_images/flowers-painted.png" / >
< p class = "caption" > < span class = "caption-text" > Flowery Petalburg City< / span > < / p >
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< p > That looks great! Save your changes with < em > File -> Save< / em > (< code class = "docutils literal notranslate" > < span class = "pre" > Ctrl+S< / span > < / code > ). Finally, compile the ROM and see the results in-game.< / p >
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< p class = "first admonition-title" > Note< / p >
< p class = "last" > When re-compiling your ROM, it is not recommended to use < code class = "docutils literal notranslate" > < span class = "pre" > NODEP=1< / span > < / code > , since that can result in data changes being ignored.< / p >
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< img alt = "Petalburg City In-Game Changes" src = "../_images/flower-petalburg-ingame.png" / >
< p class = "caption" > < span class = "caption-text" > Petalburg City In-Game Changes< / span > < / p >
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< p > Now that you have the basic workflow down, it’ s time to learn how to navigate the various windows and screens of Porymap.< / p >
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