document tileset and palette editors

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garak 2022-07-08 11:34:00 -04:00 committed by garakmon
parent ca0229f444
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@ -18,6 +18,7 @@ Porymap Documentation
manual/editing-wild-encounters manual/editing-wild-encounters
manual/creating-new-maps manual/creating-new-maps
manual/region-map-editor manual/region-map-editor
manual/tileset-editor
manual/scripting-capabilities manual/scripting-capabilities
manual/project-files manual/project-files
manual/shortcuts manual/shortcuts

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@ -73,7 +73,8 @@ Wild Pokémon Tab
Tileset Editor Tileset Editor
-------------- --------------
The Tileset Editor can be opened with *File -> Tileset Editor* (``Ctrl+T``). When the Tileset Editor is opened, it is opened in the context of the currently-opened map. Every map has a primary and secondary tileset, so you will work with a combination of the two whenever you use the Tileset Editor. The left-side pane shows the primary and secondary tilesets' metatiles. The right-side panes allow you to modify the currently-selected metatile. The Tileset Editor can be opened with *File -> Tileset Editor* (``Ctrl+T``).
Check out :ref:`The Tileset Editor <tse-ref>` section for more details.
.. figure:: images/navigation/tileset-editor.png .. figure:: images/navigation/tileset-editor.png
:alt: Tileset Editor :alt: Tileset Editor
@ -83,11 +84,13 @@ The Tileset Editor can be opened with *File -> Tileset Editor* (``Ctrl+T``). Wh
Region Map Editor Region Map Editor
----------------- -----------------
The Region Map Editor can be opened with *File -> Region Map Editor* (``Ctrl+M``). This window will allow you to modify the look and layout of maps on the game's region map. You can also modify the city map images using the bottom two panes. Currently the Region Map Editor is only available for pokeemerald and pokeruby projects. The Region Map Editor can be opened with *File -> Region Map Editor* (``Ctrl+M``).
This window will allow you to modify the look and layout of maps on the game's region map.
Check out :ref:`The Region Map Editor <rme-ref>` section for more details.
.. figure:: images/navigation/region-map-editor.png .. figure:: images/navigation/region-map-editor.png
:alt: Region Map Editor :alt: Region Map Editor
Region Map Editor Region Map Editor
We covered all of the basic views and windows of Porymap above. Next, let's learn how to use Porymap's features to the fullest when editing map tiles. We covered all of the basic views and windows of porymap above. Next, let's learn how to use Porymap's features to the fullest when editing map tiles.

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@ -1,3 +1,5 @@
.. _rme-ref:
********************* *********************
The Region Map Editor The Region Map Editor
********************* *********************

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@ -0,0 +1,163 @@
.. _tse-ref:
*********************
The Tileset Editor
*********************
Here, you can edit individual tilesets.
When the Tileset Editor is opened, it is opened in the context of the
currently-opened map. Every map has a primary and secondary tileset, so you
will work with a combination of the two whenever you use the Tileset Editor.
The left-side pane shows the primary and secondary tilesets' metatiles.
The right-side panes allow you to modify the currently-selected metatile.
.. figure:: images/tileset-editor/tse-open-window.png
:align: center
:width: 75%
:alt: TSE Window
Tileset Editor Window
Metatile Properties
===================
.. figure:: images/tileset-editor/tse-metatile-properties.png
:align: center
:width: 30%
:alt: MP Frame
Metatile Properties Panel
Layer Type
----------
Defines the background layers the metatiles will use for drawing.
The options are:
**Normal** --- Metatile uses middle and top bg layers
**Covered** --- Metatile uses bottom and middle bg layers
**Split** --- Metatile uses bottom and top bg layers
Metatile Behavior
-----------------
Defines the metatile behavior associated with this metatile. This can be used
for a variety of different reasons. For example, warps, ice, and tall grass effects
are all determined by a metatile's behavior.
This dropdown is populated with constants found in ``include/constants/metatile_behaviors.h``.
Encounter Type
--------------
*pokefirered exclusive*
Used to determine which category of wild encounter to attempt.
Terrain Type
------------
*pokefirered exclusive*
Used to determine certain attributes of metatiles. Can be useful in certain scenarios.
For example, to determine if the player is facing water or standing in grass.
Metatile Label
--------------
*optional*
A name can be given to metatiles so that they may be referenced in source code.
These are defined in ``include/constants/metatile_labels.h`` and can be used in
together with the ``METATILE_ID`` macro.
For example, the metatile pictured above can be accessed like
``METATILE_ID(General, Plain_Grass)``.
Tools Menu
==========
The tileset editor provides users with several useful tools for making edits
easier and more convenient.
Import Tiles Image...
---------------------
Tool to automatically import a new tile image for a tileset.
The tile image is an indexed png of 8x8 pixel tiles, which are used to form
metatiles in the tileset editor.
Import Metatiles from Advance Map 1.92...
-----------------------------------------
Helpful for users converting projects from binary hacks.
Metatile data exported from Advance Map 1.92 in a ``.bvd``` file can be imported
into porymap's tileset editor.
This saves a lot of time since metatiles will not have to be defined from scratch.
Change Number of Metatiles
--------------------------
The number of metatiles in both the current primary and current secondary tileset
can be adjusted within the limits.
.. note::
You may need to change the Makefile rules for the number of tiles allowed
for the tileset in the file ``graphics_file_rules.mk``. You can simply
remove the ``-num_tiles=`` argument altogether.
Other Tools
-----------
.. figure:: images/tileset-editor/tse-display-tool.png
:align: center
:width: 60%
:alt: TSE Unused
Displaying Unused Tiles
There are also tools to count the number of metatile and tile usages across the
entire project, which can be useful, for example, in determining whether a
metatile can be deleted. The output of these operations is pictured above.
Palette Editor
==============
The palette editor is where the ``.pal`` files are modified for each tileset.
.. figure:: images/tileset-editor/pe-open-window.png
:align: center
:width: 75%
:alt: PE
Palette Editor
The current palette is indicated by the spinner at the top left. To switch
between palettes, just change the spinner value.
At the top right is a setting for the bit depth at which colors are displayed.
The colors in a palette file are displayed as 24 bit numbers, but the GBA
hardware only allows 15 bit colors, so displaying in 15 bits can be more realistic.
Each individual color can be adjusted with either the sliders or the spinners,
in addition to the hex value box. Each color also has an eyedropper toolbutton
which allows users to pick any color from the screen and add it to the palette.
Entire palettes can also be imported from a variety of formats,
including JASC, Adobe Color Table, Tile Layer Pro, and Advance PE.
Each imported palette must contain 16 colors.

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@ -119,7 +119,7 @@ void PaletteEditor::updateColorUi(int colorIndex, QRgb rgb) {
// hex // hex
int hex15 = (rgb5(blue) << 10) | (rgb5(green) << 5) | rgb5(red); int hex15 = (rgb5(blue) << 10) | (rgb5(green) << 5) | rgb5(red);
QString hexcode = QString::number(hex15, 16).toUpper(); QString hexcode = QString("%1").arg(hex15, 4, 16, QLatin1Char('0')).toUpper();
this->hexEdits[colorIndex]->setText(hexcode); this->hexEdits[colorIndex]->setText(hexcode);
// spinners // spinners