Add pokefirered documentation
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@ -9,7 +9,7 @@ Events are what bring your maps to life. They include NPCs, signposts, warps, s
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Map Events View
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Map Events View
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All of the events are visible on the map. The Event Details window on the right displays the properties of the currently-selected event. If you look closely, you'll see that the woman NPC near the Pokémon Center has a pink border around it because it's selected. To select a different event, simple click on an event in the map area. Alternatively, you can use the spinner at the top of the event properties window. Multiple events can be selected at the same time by holding ``Ctrl`` and clicking another event.
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All of the events are visible on the map. The Event Details window on the right displays the properties of the currently-selected event. If you look closely, you'll see that the woman NPC near the Pokémon Center has a pink border around it because it's selected. To select a different event, simply click on an event in the map area. Alternatively, you can use the spinner at the top of the event properties window. Multiple events can be selected at the same time by holding ``Ctrl`` and clicking another event.
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.. figure:: images/editing-map-events/event-id-spinner.png
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.. figure:: images/editing-map-events/event-id-spinner.png
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:alt: Event Id Spinner
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:alt: Event Id Spinner
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@ -65,11 +65,14 @@ Event Flag
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The flag value that controls if the object is visible. If the flag is set (equal to 1), then the object will be invisible. If the Event Flag is set to `0`, then the object will always be visible because `0` means "no flag".
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The flag value that controls if the object is visible. If the flag is set (equal to 1), then the object will be invisible. If the Event Flag is set to `0`, then the object will always be visible because `0` means "no flag".
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Trainer Type
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Trainer Type
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`NONE`, `NORMAL`, or `SEE ALL DIRECTIONS`. If the object is a trainer, `NORMAL` means that the trainer will spot the player in the object's line-of-sight.
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The trainer type used by the object. If the object is a trainer, `TRAINER_TYPE_NORMAL` means that the trainer will spot the player in the object's line-of-sight.
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Sight Radius or Berry Tree ID
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Sight Radius or Berry Tree ID
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If the object is a trainer, this property control how many tiles the trainer can see to spot the player for battle. If the object is a berry tree, this specifies the global id of the berry tree. Each berry tree in the game has a unique berry tree id.
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If the object is a trainer, this property control how many tiles the trainer can see to spot the player for battle. If the object is a berry tree, this specifies the global id of the berry tree. Each berry tree in the game has a unique berry tree id.
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In Connection
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Exclusive to pokefirered. Used to replace objects that are visible in a map's connection with their corresponding object on the connecting map. When checked, these objects will make odd use of other fields; its trainer type value will be the connecting map number, its Sight Radius / Berry Tree Id will be the connecting map group, and its z coordinate will be the object's local id on the connecting map.
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.. _event-warps:
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.. _event-warps:
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Warp Events
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Warp Events
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@ -116,7 +119,7 @@ Var Value
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Weather Trigger Events
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Weather Trigger Events
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----------------------
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----------------------
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Weather trigger events are a very specific type of trigger. When the player walks over a weather trigger, the overworld's weather will transition to the specified weather type.
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Weather trigger events are a very specific type of trigger. When the player walks over a weather trigger, the overworld's weather will transition to the specified weather type. This event type is unavailable for pokefirered projects; the functions to trigger weather changes were dummied out.
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.. figure:: images/editing-map-events/event-weather-trigger.png
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.. figure:: images/editing-map-events/event-weather-trigger.png
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:alt: Weather Trigger Event Properties
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:alt: Weather Trigger Event Properties
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@ -167,10 +170,17 @@ Item
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Flag
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Flag
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This flag is set when the player receives the hidden item.
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This flag is set when the player receives the hidden item.
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Quantity
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Exclusive to pokefirered. The number of items received when the item is picked up.
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Requires Itemfinder
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Exclusive to pokefirered. When checked, the hidden item can only be received by standing on it and using the Itemfinder.
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Secret Base Event
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Secret Base Event
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-----------------
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-----------------
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This is the event used to mark entrances to secret bases. This event will only be functional on certain metatiles. Unfortunately, they are hardcoded into the game's engine (see ``sSecretBaseEntranceMetatiles`` in ``src/secret_base.c``).
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This is the event used to mark entrances to secret bases. This event will only be functional on certain metatiles. Unfortunately, they are hardcoded into the game's engine (see ``sSecretBaseEntranceMetatiles`` in ``src/secret_base.c``).
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This event type is unavailable for pokefirered projects; secret bases do not exist there.
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.. figure:: images/editing-map-events/event-secret-base.png
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.. figure:: images/editing-map-events/event-secret-base.png
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:alt: Secret Base Event Properties
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:alt: Secret Base Event Properties
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@ -183,6 +193,22 @@ Id
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Secret Base Id
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Secret Base Id
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The id of the destination secret base.
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The id of the destination secret base.
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Heal Location / Healspots
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-------------------------
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This event is used to control where a player will arrive when they white out or fly to the map. The white out functions a little differently between game versions. For pokeemerald and pokeruby players will arrive at the event's coordinates after a white out, while in pokefirered they will arrive on the map set in ``Respawn Map`` and at hardcoded coordinates (see ``SetWhiteoutRespawnWarpAndHealerNpc`` in ``src/heal_location.c``).
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.. figure:: images/editing-map-events/event-heal-location.png
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:alt: Heal Location Properties
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Heal Location Properties
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Respawn Map
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Exclusive to pokefirered. The map where the player will arrive when they white out (e.g. inside the PokéCenter that the heal location is in front of).
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Respawn NPC
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Exclusive to pokefirered. The local id of the NPC the player will interact with when they white out.
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Adding & Deleting Events
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Adding & Deleting Events
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------------------------
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------------------------
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@ -22,7 +22,7 @@ Weather
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The weather that is running when entering the map.
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The weather that is running when entering the map.
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Type
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Type
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The type of map. This value is used by various things in the game engine. For example, in Ruby Version, running shoes can only be used when the map type is ``MAP_TYPE_INDOOR``.
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The type of map. This value is used by various things in the game engine. For example, in Ruby Version, running shoes cannot be used when the map type is ``MAP_TYPE_INDOOR``.
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Battle Scene
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Battle Scene
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Controls what graphics are used in battles.
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Controls what graphics are used in battles.
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@ -36,8 +36,11 @@ Allow Running
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Allow Biking
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Allow Biking
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Controls whether or not a bike can be used.
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Controls whether or not a bike can be used.
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Allow Dig & Escape Rop
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Allow Dig & Escape Rope
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Controls whether the Dig field move or the Escape Rope item can be used.
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Controls whether the Dig field move or the Escape Rope item can be used.
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Floor Number
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Exclusive to pokefirered. Used to append a number to the map name popup. Negative values are prefixed with "B" for basement, and floor 127 is "Rooftop".
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Custom Fields
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Custom Fields
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You can enter custom fields if you need support for additional fields in your project. They can also be useful for keeping notes.
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You can enter custom fields if you need support for additional fields in your project. They can also be useful for keeping notes.
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@ -144,6 +144,8 @@ The map's border can be modified by painting on the Border image, which is locat
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Change Map Border
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Change Map Border
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The dimensions of the map's border can also be adjusted for pokefirered projects via the ``Change Dimensions`` button. If you have modified your pokeemerald or pokeruby project to support custom border sizes you can enable this option with the ``use_custom_border_size`` field in your project's ``porymap.project.cfg`` file.
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Change Map Tilesets
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Change Map Tilesets
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-------------------
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-------------------
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BIN
docsrc/manual/images/editing-map-events/event-heal-location.png
Normal file
After Width: | Height: | Size: 64 KiB |
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 94 KiB |
Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 129 KiB |
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 87 KiB |
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 83 KiB |
Before Width: | Height: | Size: 118 KiB After Width: | Height: | Size: 319 KiB |
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 170 KiB |
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@ -14,7 +14,7 @@ Porymap reads and writes files in the decompilation projects. It **does not** r
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Getting Started
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Getting Started
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---------------
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---------------
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Before using Porymap, you must have your decompilation project setup. Porymap currently supports `pokeemerald <https://github.com/pret/pokeemerald>`_ and `pokeruby <https://github.com/pret/pokeruby>`_. See their respective ``INSTALL.md`` files to get setup, and make sure you can successfully compile the ROM.
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Before using Porymap, you must have your decompilation project setup. Porymap supports the `pokeemerald <https://github.com/pret/pokeemerald>`_, `pokeruby <https://github.com/pret/pokeruby>`_, and `pokefirered <https://github.com/pret/pokefirered>`_ decompilation projects. See their respective ``INSTALL.md`` files to get setup, and make sure you can successfully compile the ROM.
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When launching Porymap for the first time, you will be greeted with the following empty window:
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When launching Porymap for the first time, you will be greeted with the following empty window:
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@ -81,7 +81,7 @@ The Tileset Editor can be opened with *File -> Tileset Editor*. When the Tilese
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Region Map Editor
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Region Map Editor
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-----------------
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-----------------
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The Region Map Editor can be opened with *File -> Region Map Editor*. 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.
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The Region Map Editor can be opened with *File -> Region Map Editor*. 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.
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.. figure:: images/navigation/region-map-editor.png
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.. figure:: images/navigation/region-map-editor.png
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:alt: Region Map Editor
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:alt: Region Map Editor
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@ -19,10 +19,10 @@ to a file, it probably is not a good idea to edit yourself unless otherwise note
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data/tilesets/graphics.inc, yes, yes, also edits palette and tile image files listed in this file
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data/tilesets/graphics.inc, yes, yes, also edits palette and tile image files listed in this file
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data/tilesets/metatiles.inc, yes, yes, also edits metatile files listed in this file
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data/tilesets/metatiles.inc, yes, yes, also edits metatile files listed in this file
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src/data/wild_encounters.json, yes, yes,
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src/data/wild_encounters.json, yes, yes,
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src/data/field_event_obj/event_object_graphics_info_pointers.h, yes, no,
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src/data/object_events/object_event_graphics_info_pointers.h, yes, no,
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src/data/field_event_obj/event_object_graphics_info.h, yes, no,
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src/data/object_events/object_event_graphics_info.h, yes, no,
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src/data/field_event_obj/event_object_pic_tables.h, yes, no,
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src/data/object_events/object_event_pic_tables.h, yes, no,
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src/data/field_event_obj/event_object_graphics.h, yes, no,
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src/data/object_events/object_event_graphics.h, yes, no,
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src/data/graphics/pokemon.h, yes, no, for pokemon sprite icons
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src/data/graphics/pokemon.h, yes, no, for pokemon sprite icons
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src/data/heal_locations.h, yes, yes,
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src/data/heal_locations.h, yes, yes,
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src/data/region_map/region_map_entries.h, yes, yes,
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src/data/region_map/region_map_entries.h, yes, yes,
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@ -34,13 +34,13 @@ to a file, it probably is not a good idea to edit yourself unless otherwise note
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include/constants/heal_locations.h, no, yes,
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include/constants/heal_locations.h, no, yes,
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include/constants/pokemon.h, yes, no, reads min and max level constants
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include/constants/pokemon.h, yes, no, reads min and max level constants
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include/constants/map_types.h, yes, no,
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include/constants/map_types.h, yes, no,
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include/constants/secret_bases.h, yes, no,
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include/constants/trainer_types.h, yes, no,
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include/constants/event_object_movement_constants.h, yes, no,
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include/constants/secret_bases.h, yes, no, pokeemerald and pokeruby only
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include/constants/bg_event_constants.h, yes, no,
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include/constants/event_object_movement.h, yes, no,
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include/constants/event_bg.h, yes, no,
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include/constants/region_map_sections.h, yes, no,
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include/constants/region_map_sections.h, yes, no,
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include/constants/metatile_labels.h, yes, yes,
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include/constants/metatile_labels.h, yes, yes,
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include/constants/metatile_behaviors.h, yes, no,
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include/constants/metatile_behaviors.h, yes, no,
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include/constants/bg_event_constants.h, yes, no,
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include/fieldmap.h, yes, no, reads tileset related constants
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include/fieldmap.h, yes, no, reads tileset related constants
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@ -5,6 +5,9 @@ The Region Map Editor
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This is where you edit the region map for your game. To open the region map
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This is where you edit the region map for your game. To open the region map
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editor, navigate to *Tools -> Region Map Editor* from porymap's main window.
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editor, navigate to *Tools -> Region Map Editor* from porymap's main window.
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.. note::
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The region map editor is currently only available for pokeemerald and pokeruby.
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When you first open the region map editor, your window will look like this:
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When you first open the region map editor, your window will look like this:
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.. figure:: images/region-map-editor/rme-new-window.png
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.. figure:: images/region-map-editor/rme-new-window.png
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