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<p class="caption"><span class="caption-text">User Manual</span></p>
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<ul>
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<li class="toctree-l1"><a class="reference internal" href="manual/introduction.html">Introduction</a><ul>
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<li class="toctree-l2"><a class="reference internal" href="manual/introduction.html#about-porymap">About Porymap</a></li>
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<li class="toctree-l2"><a class="reference internal" href="manual/navigation.html#map-list">Map List</a></li>
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<li class="toctree-l2"><a class="reference internal" href="manual/navigation.html#main-window">Main Window</a></li>
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<li class="toctree-l2"><a class="reference internal" href="manual/navigation.html#tileset-editor">Tileset Editor</a></li>
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<li class="toctree-l2"><a class="reference internal" href="manual/navigation.html#region-map-editor">Region Map Editor</a></li>
|
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</ul>
|
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</li>
|
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<li class="toctree-l1"><a class="reference internal" href="manual/editing-map-tiles.html">Editing Map Tiles</a><ul>
|
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<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#visual-options">Visual Options</a></li>
|
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<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#selecting-metatiles">Selecting Metatiles</a></li>
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<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#pencil-tool">Pencil Tool</a></li>
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</ul>
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</li>
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<li class="toctree-l1"><a class="reference internal" href="manual/editing-map-events.html">Editing Map Events</a></li>
|
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</ul>
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<p class="caption"><span class="caption-text">Reference</span></p>
|
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<ul>
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<li class="toctree-l1"><a class="reference internal" href="reference/changelog.html">Changelog</a></li>
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<li class="toctree-l1"><a class="reference internal" href="reference/related-projects.html">Related Projects</a></li>
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<div class="section" id="changelog">
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<h1>Changelog<a class="headerlink" href="#changelog" title="Permalink to this headline">¶</a></h1>
|
||||
<p>All notable changes to this project will be documented in this file.</p>
|
||||
<p>The format is based on <a class="reference external" href="https://keepachangelog.com/en/1.0.0/">Keep a Changelog</a>,
|
||||
and this project somewhat adheres to <a class="reference external" href="https://semver.org/spec/v2.0.0.html">Semantic Versioning</a>. The MINOR version number is bumped when there are breaking changes in the pret projects.</p>
|
||||
<p>The <strong>“Breaking Changes”</strong> listed below are changes that have been made in the decompilation projects (e.g. pokeemerald), which porymap requires in order to work properly. If porymap is used on a project that is not up-to-date with the breaking changes, then porymap will likely break or behave improperly.</p>
|
||||
<div class="section" id="unreleased">
|
||||
<h2><a class="reference external" href="https://github.com/huderlem/porymap/compare/1.2.1...HEAD">Unreleased</a><a class="headerlink" href="#unreleased" title="Permalink to this headline">¶</a></h2>
|
||||
<div class="section" id="added">
|
||||
<h3>Added<a class="headerlink" href="#added" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>Add region map editor</li>
|
||||
<li>Add ability to add new tilesets</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="section" id="changed">
|
||||
<h3>Changed<a class="headerlink" href="#changed" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>Event sprites now display as facing the direction of their movement type.</li>
|
||||
<li>Default values for newly-created events now use valid values from the project, rather than hardcoded values.</li>
|
||||
<li>Deleting events will stay in the same events tab for easier bulk deletions.</li>
|
||||
<li>Double-clicking on a secret base event will open the corresponding secret base map.</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="section" id="fixed">
|
||||
<h3>Fixed<a class="headerlink" href="#fixed" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>Fix bug in zoomed metatile selector where a large selection rectangle was being rendered.</li>
|
||||
<li>Fix bug where edited map icons were not rendered properly.</li>
|
||||
<li>Fix bug where right-click copying a tile from the tileset editor’s metatile layers wouldn’t copy the x/y flip status.</li>
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section" id="id1">
|
||||
<h2><a class="reference external" href="https://github.com/huderlem/porymap/compare/1.2.0...1.2.1">1.2.1</a> - 2019-02-16<a class="headerlink" href="#id1" title="Permalink to this headline">¶</a></h2>
|
||||
<div class="section" id="id2">
|
||||
<h3>Added<a class="headerlink" href="#id2" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>Add ability to zoom in and out the map metatile selector via a slider at the bottom of the metatile selector window.</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="section" id="id3">
|
||||
<h3>Fixed<a class="headerlink" href="#id3" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>Fix crash when creating a new map from a layout that has no pre-existing maps that use it.</li>
|
||||
<li>Fix bug where <code class="docutils literal notranslate"><span class="pre">var_value</span></code>, <code class="docutils literal notranslate"><span class="pre">trainer_type</span></code> and <code class="docutils literal notranslate"><span class="pre">trainer_sight_or_berry_tree_id</span></code> JSON fields were being interpreted as integers.</li>
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section" id="id4">
|
||||
<h2><a class="reference external" href="https://github.com/huderlem/porymap/compare/1.1.0...1.2.0">1.2.0</a> - 2019-02-04<a class="headerlink" href="#id4" title="Permalink to this headline">¶</a></h2>
|
||||
<div class="section" id="breaking-changes">
|
||||
<h3>Breaking Changes<a class="headerlink" href="#breaking-changes" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>New JSON map data format in pokeemerald and pokeruby from commits <a class="reference external" href="https://github.com/pret/pokeemerald/commit/82abc164dc9f6a74fdf0c535cc1621b7ed05318b">82abc164dc9f6a74fdf0c535cc1621b7ed05318b</a> and <a class="reference external" href="https://github.com/pret/pokeruby/commit/a0ba1b7c6353f7e4f3066025514c05b323a0123d">a0ba1b7c6353f7e4f3066025514c05b323a0123d</a>.</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="section" id="id5">
|
||||
<h3>Added<a class="headerlink" href="#id5" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>Add “magic fill” mode to fill tool (hold down CTRL key). This fills all matching metatiles on the map, rather than only the contiguous region.</li>
|
||||
<li>Add ability to import tileset palettes (JASC, .pal, .tpl, .gpl, .act).</li>
|
||||
<li>Add ability to export tileset tiles as indexed .png images. The currently-selected palette is used.</li>
|
||||
<li>Restore window sizes the next time the application is opened.</li>
|
||||
<li>Add ability to import metatiles from Advance Map 1.92 (.bvd files).</li>
|
||||
<li>Add About window that contains porymap information and changelog. (Found in file menu <code class="docutils literal notranslate"><span class="pre">Help</span> <span class="pre">></span> <span class="pre">About</span> <span class="pre">Porymap</span></code>)</li>
|
||||
<li>Add option to show player’s in-game view when hovering the mouse on the map.</li>
|
||||
<li>Add option to show an outline around the currently-hovered map tile. Its size depends on the size of the current metatile selection.</li>
|
||||
<li>Add ability to define custom fields for map header and all events.</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="section" id="id6">
|
||||
<h3>Changed<a class="headerlink" href="#id6" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>Collapse the map list by default.</li>
|
||||
<li>Collision view now has a transparency slider to help make it easier to view the underlying metatiles.</li>
|
||||
<li>When importing tileset tiles from an image that is not indexed, the user can also provide a palette for the image. This is for the scenario where the user exports tiles and a palette from Advance Map.</li>
|
||||
<li>When creating a new map, the user specifies all of the map properties in a new window prompt.</li>
|
||||
<li>New maps can be created using existing layouts by right-clicking on an existing layout folder in the map list panel when sorted by “Layout”.</li>
|
||||
<li>The map list panel now has “expand-all” and “collapse-all” buttons.</li>
|
||||
<li>Events without sprites are now partially transparent so the underlying metatile can be seen. (Warps, signs, etc.)</li>
|
||||
<li>Changed the Trainer checkbox to a combobox, since there are actually 3 valid values for the trainer type.</li>
|
||||
<li>Multiline comments are now respected when parsing C defines.</li>
|
||||
<li>The tiles image in the tileset editor will no longer flip according to the x/y flip checkboxes. The individual tile selection still flips, though.</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="section" id="id7">
|
||||
<h3>Fixed<a class="headerlink" href="#id7" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>Fix bug where smart paths could be auto-enabled, despite the checkbox being disabled.</li>
|
||||
<li>Fix crash that could occur when changing the palette id in the tileset palette editor.</li>
|
||||
<li>Fix crash that could occur when shrinking the number of metatiles in a tileset.</li>
|
||||
<li>Fix bug where exported tile images from Advance Map were not handled correctly due to Advance Map using incorrect file extensions.</li>
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section" id="id8">
|
||||
<h2><a class="reference external" href="https://github.com/huderlem/porymap/compare/1.0.0...1.1.0">1.1.0</a> - 2018-12-27<a class="headerlink" href="#id8" title="Permalink to this headline">¶</a></h2>
|
||||
<div class="section" id="id9">
|
||||
<h3>Breaking Changes<a class="headerlink" href="#id9" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>New map header format in pokeemerald from commit <a class="reference external" href="https://github.com/pret/pokeemerald/commit/a1ea3b5e394bc115ba9b86348c161094a00dcca7">a1ea3b5e394bc115ba9b86348c161094a00dcca7</a>.</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="section" id="id10">
|
||||
<h3>Added<a class="headerlink" href="#id10" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>Add <code class="docutils literal notranslate"><span class="pre">porymap.project.cfg</span></code> config file to project repos, in order to house project-specific settings, such as <code class="docutils literal notranslate"><span class="pre">base_game_version=pokeemerald</span></code>.</li>
|
||||
<li>Write all logs to <code class="docutils literal notranslate"><span class="pre">porymap.log</span></code> file, so users can view any errors that porymap hits.</li>
|
||||
<li>Changelog</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="section" id="id11">
|
||||
<h3>Changed<a class="headerlink" href="#id11" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>Add <code class="docutils literal notranslate"><span class="pre">porymap.cfg</span></code> base config file, rather than using built-in system settings (e.g. registry on Windows).</li>
|
||||
<li>Properly read/write map headers for <code class="docutils literal notranslate"><span class="pre">pokeemerald</span></code>.</li>
|
||||
<li>Overhauled event editing pane, which now contains tabs for each different event. Events of the same type can be iterated through using the spinner at the top of the tab. This makes it possible to edit events that are outside the viewing window.</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="section" id="id12">
|
||||
<h3>Fixed<a class="headerlink" href="#id12" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li>Creating new hidden-item events now uses a valid default flag value.</li>
|
||||
<li>Fix bug where tilesets were sometimes not displaying their bottom row of metatiles.</li>
|
||||
<li>Fix bug where porymap crashes on startup due to missing map headers.</li>
|
||||
<li>Fix tileset editor crash that only happened on macOS.</li>
|
||||
<li>Fix minor bug when parsing C defines.</li>
|
||||
<li>Write <code class="docutils literal notranslate"><span class="pre">MAP_GROUPS_COUNT</span></code> define to <code class="docutils literal notranslate"><span class="pre">maps.h</span></code>.</li>
|
||||
<li>Fix bug where opening multiple projects and saving would cause junk to be written to <code class="docutils literal notranslate"><span class="pre">layouts_table.inc</span></code>.</li>
|
||||
<li>Fix porymap icon on macOS.</li>
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section" id="id13">
|
||||
<h2><a class="reference external" href="https://github.com/huderlem/porymap/tree/1.0.0">1.0.0</a> - 2018-10-26<a class="headerlink" href="#id13" title="Permalink to this headline">¶</a></h2>
|
||||
<p>This was the initial release.</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
|
||||
</div>
|
||||
|
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<footer>
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|
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<hr/>
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|
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<div role="contentinfo">
|
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<p>
|
||||
© Copyright 2019, huderlem
|
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|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<script type="text/javascript">
|
||||
jQuery(function () {
|
||||
SphinxRtdTheme.Navigation.enable(true);
|
||||
});
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -103,41 +103,13 @@
|
|||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#smart-paths">Smart Paths</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#change-map-border">Change Map Border</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#change-map-tilesets">Change Map Tilesets</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#undo-redo">Undo & Redo</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="manual/editing-map-events.html">Editing Map Events</a></li>
|
||||
</ul>
|
||||
<p class="caption"><span class="caption-text">Reference</span></p>
|
||||
<ul>
|
||||
<li class="toctree-l1"><a class="reference internal" href="reference/CHANGELOG.html">Changelog</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="reference/CHANGELOG.html#unreleased">Unreleased</a><ul>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#added">Added</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#changed">Changed</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#fixed">Fixed</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="reference/CHANGELOG.html#id1">1.2.1 - 2019-02-16</a><ul>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#id2">Added</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#id3">Fixed</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="reference/CHANGELOG.html#id4">1.2.0 - 2019-02-04</a><ul>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#breaking-changes">Breaking Changes</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#id5">Added</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#id6">Changed</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#id7">Fixed</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="reference/CHANGELOG.html#id8">1.1.0 - 2018-12-27</a><ul>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#id9">Breaking Changes</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#id10">Added</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#id11">Changed</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="reference/CHANGELOG.html#id12">Fixed</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="reference/CHANGELOG.html#id13">1.0.0 - 2018-10-26</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="reference/related-projects.html">Related Projects</a></li>
|
||||
</ul>
|
||||
|
||||
|
|
BIN
docs/_images/collision-cliff.png
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After Width: | Height: | Size: 33 KiB |
BIN
docs/_images/impassable-collision-type.png
Normal file
After Width: | Height: | Size: 307 B |
BIN
docs/_images/map-collisions.png
Normal file
After Width: | Height: | Size: 147 KiB |
BIN
docs/_images/multi-level-bridge.png
Normal file
After Width: | Height: | Size: 55 KiB |
BIN
docs/_images/multi-level-collision-type-1.png
Normal file
After Width: | Height: | Size: 303 B |
BIN
docs/_images/multi-level-collision-type-2.png
Normal file
After Width: | Height: | Size: 305 B |
BIN
docs/_images/surf-collision-type-1.png
Normal file
After Width: | Height: | Size: 297 B |
BIN
docs/_images/surf-collision-type-2.png
Normal file
After Width: | Height: | Size: 297 B |
BIN
docs/_images/transition-collision-type.png
Normal file
After Width: | Height: | Size: 300 B |
|
@ -1,98 +0,0 @@
|
|||
# Changelog
|
||||
All notable changes to this project will be documented in this file.
|
||||
|
||||
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
|
||||
and this project somewhat adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). The MINOR version number is bumped when there are breaking changes in the pret projects.
|
||||
|
||||
The **"Breaking Changes"** listed below are changes that have been made in the decompilation projects (e.g. pokeemerald), which porymap requires in order to work properly. If porymap is used on a project that is not up-to-date with the breaking changes, then porymap will likely break or behave improperly.
|
||||
|
||||
## [Unreleased]
|
||||
### Added
|
||||
- Add region map editor
|
||||
- Add ability to add new tilesets
|
||||
|
||||
### Changed
|
||||
- Event sprites now display as facing the direction of their movement type.
|
||||
- Default values for newly-created events now use valid values from the project, rather than hardcoded values.
|
||||
- Deleting events will stay in the same events tab for easier bulk deletions.
|
||||
- Double-clicking on a secret base event will open the corresponding secret base map.
|
||||
|
||||
### Fixed
|
||||
- Fix bug in zoomed metatile selector where a large selection rectangle was being rendered.
|
||||
- Fix bug where edited map icons were not rendered properly.
|
||||
- Fix bug where right-click copying a tile from the tileset editor's metatile layers wouldn't copy the x/y flip status.
|
||||
|
||||
|
||||
## [1.2.1] - 2019-02-16
|
||||
### Added
|
||||
- Add ability to zoom in and out the map metatile selector via a slider at the bottom of the metatile selector window.
|
||||
|
||||
### Fixed
|
||||
- Fix crash when creating a new map from a layout that has no pre-existing maps that use it.
|
||||
- Fix bug where `var_value`, `trainer_type` and `trainer_sight_or_berry_tree_id` JSON fields were being interpreted as integers.
|
||||
|
||||
## [1.2.0] - 2019-02-04
|
||||
### Breaking Changes
|
||||
- New JSON map data format in pokeemerald and pokeruby from commits [82abc164dc9f6a74fdf0c535cc1621b7ed05318b](https://github.com/pret/pokeemerald/commit/82abc164dc9f6a74fdf0c535cc1621b7ed05318b) and [a0ba1b7c6353f7e4f3066025514c05b323a0123d](https://github.com/pret/pokeruby/commit/a0ba1b7c6353f7e4f3066025514c05b323a0123d).
|
||||
|
||||
### Added
|
||||
- Add "magic fill" mode to fill tool (hold down CTRL key). This fills all matching metatiles on the map, rather than only the contiguous region.
|
||||
- Add ability to import tileset palettes (JASC, .pal, .tpl, .gpl, .act).
|
||||
- Add ability to export tileset tiles as indexed .png images. The currently-selected palette is used.
|
||||
- Restore window sizes the next time the application is opened.
|
||||
- Add ability to import metatiles from Advance Map 1.92 (.bvd files).
|
||||
- Add About window that contains porymap information and changelog. (Found in file menu `Help > About Porymap`)
|
||||
- Add option to show player's in-game view when hovering the mouse on the map.
|
||||
- Add option to show an outline around the currently-hovered map tile. Its size depends on the size of the current metatile selection.
|
||||
- Add ability to define custom fields for map header and all events.
|
||||
|
||||
### Changed
|
||||
- Collapse the map list by default.
|
||||
- Collision view now has a transparency slider to help make it easier to view the underlying metatiles.
|
||||
- When importing tileset tiles from an image that is not indexed, the user can also provide a palette for the image. This is for the scenario where the user exports tiles and a palette from Advance Map.
|
||||
- When creating a new map, the user specifies all of the map properties in a new window prompt.
|
||||
- New maps can be created using existing layouts by right-clicking on an existing layout folder in the map list panel when sorted by "Layout".
|
||||
- The map list panel now has "expand-all" and "collapse-all" buttons.
|
||||
- Events without sprites are now partially transparent so the underlying metatile can be seen. (Warps, signs, etc.)
|
||||
- Changed the Trainer checkbox to a combobox, since there are actually 3 valid values for the trainer type.
|
||||
- Multiline comments are now respected when parsing C defines.
|
||||
- The tiles image in the tileset editor will no longer flip according to the x/y flip checkboxes. The individual tile selection still flips, though.
|
||||
|
||||
### Fixed
|
||||
- Fix bug where smart paths could be auto-enabled, despite the checkbox being disabled.
|
||||
- Fix crash that could occur when changing the palette id in the tileset palette editor.
|
||||
- Fix crash that could occur when shrinking the number of metatiles in a tileset.
|
||||
- Fix bug where exported tile images from Advance Map were not handled correctly due to Advance Map using incorrect file extensions.
|
||||
|
||||
## [1.1.0] - 2018-12-27
|
||||
### Breaking Changes
|
||||
- New map header format in pokeemerald from commit [a1ea3b5e394bc115ba9b86348c161094a00dcca7](https://github.com/pret/pokeemerald/commit/a1ea3b5e394bc115ba9b86348c161094a00dcca7).
|
||||
|
||||
### Added
|
||||
- Add `porymap.project.cfg` config file to project repos, in order to house project-specific settings, such as `base_game_version=pokeemerald`.
|
||||
- Write all logs to `porymap.log` file, so users can view any errors that porymap hits.
|
||||
- Changelog
|
||||
|
||||
### Changed
|
||||
- Add `porymap.cfg` base config file, rather than using built-in system settings (e.g. registry on Windows).
|
||||
- Properly read/write map headers for `pokeemerald`.
|
||||
- Overhauled event editing pane, which now contains tabs for each different event. Events of the same type can be iterated through using the spinner at the top of the tab. This makes it possible to edit events that are outside the viewing window.
|
||||
|
||||
### Fixed
|
||||
- Creating new hidden-item events now uses a valid default flag value.
|
||||
- Fix bug where tilesets were sometimes not displaying their bottom row of metatiles.
|
||||
- Fix bug where porymap crashes on startup due to missing map headers.
|
||||
- Fix tileset editor crash that only happened on macOS.
|
||||
- Fix minor bug when parsing C defines.
|
||||
- Write `MAP_GROUPS_COUNT` define to `maps.h`.
|
||||
- Fix bug where opening multiple projects and saving would cause junk to be written to `layouts_table.inc`.
|
||||
- Fix porymap icon on macOS.
|
||||
|
||||
## [1.0.0] - 2018-10-26
|
||||
This was the initial release.
|
||||
|
||||
[Unreleased]: https://github.com/huderlem/porymap/compare/1.2.1...HEAD
|
||||
[1.2.1]: https://github.com/huderlem/porymap/compare/1.2.0...1.2.1
|
||||
[1.2.0]: https://github.com/huderlem/porymap/compare/1.1.0...1.2.0
|
||||
[1.1.0]: https://github.com/huderlem/porymap/compare/1.0.0...1.1.0
|
||||
[1.0.0]: https://github.com/huderlem/porymap/tree/1.0.0
|
|
@ -11,6 +11,7 @@ Porymap Documentation
|
|||
manual/introduction
|
||||
manual/navigation
|
||||
manual/editing-map-tiles
|
||||
manual/editing-map-collisions
|
||||
manual/editing-map-events
|
||||
|
||||
.. toctree::
|
||||
|
|
73
docs/_sources/manual/editing-map-collisions.rst.txt
Normal file
|
@ -0,0 +1,73 @@
|
|||
**********************
|
||||
Editing Map Collisions
|
||||
**********************
|
||||
|
||||
The second half of editing a map's metatiles is their collision properties. This is what determines if the player can walk or surf on each metatile during gameplay. Whenever editing a map's metatiles, you need to update the collision properties appropriately. Typically, a user will first map the visual metatiles and fill in the collision properties after that is finished. The editing flow for collisions is very similar to editing map tiles. First, you select a collision type. Then, you paint it onto the map.
|
||||
|
||||
Selecting Collision Types
|
||||
------------------------------
|
||||
|
||||
The Collision Type Selector is a tab next to the Metatile Selector. It features 32 total different collision types. The left column is for collision types that allow the player to walk through the tiles. These are denoted by white text. The right column is for collision types that are impassable by the player. These are denoted by red text.
|
||||
|
||||
The transparency slider above the collision types controls the transparency of the collision properties on the map view.
|
||||
|
||||
.. figure:: images/editing-map-collisions/map-collisions.png
|
||||
:alt: Map Collisions View
|
||||
|
||||
Map Collisions View
|
||||
|
||||
Unlike metatiles, only one collision type can be selected at a time. A collision type can be selected either by clicking in the Collision Type Selector. You can also right-click on a metatile from the map area, just like you would when editing metatiles.
|
||||
|
||||
Painting Collisions
|
||||
-------------------
|
||||
|
||||
The painting process for collisions is nearly identical to painting metatiles. You can use the same paint tools and shortcuts, with the exception of Smart Paths. Undo/redo history includes collision modifications, too.
|
||||
|
||||
Collision Types
|
||||
---------------
|
||||
|
||||
Now we'll go over the different types of collisions, along with some important concepts. Each row in the Collision Type Selector represents a different *elevation*, which is why most rows have hexadecimal numbers in them (2, 3, 4, ..., D, E). Rows 0, 1, and F have special purposes.
|
||||
|
||||
Elevation is how the game determines whether or not an object is on the same level as something else. For example, it's commonly used to make sure the player can't walk off the top side of a mountain. If the player's current elevation is 4, but the player is trying to walk onto a metatile with elevation 3, then the game won't let the player walk in that direction. In the example below from Route 114, the player would be unable to walk north from the mountain onto the grass. This is because 3 and 4 are different elevations.
|
||||
|
||||
.. figure:: images/editing-map-collisions/collision-cliff.png
|
||||
:alt: Different Elevations on a Cliff
|
||||
|
||||
Different Elevations on a Cliff
|
||||
|
||||
Now that you undertand the basics of elevation, let's explore the special collision types, which have no elevation associated with them.
|
||||
|
||||
Transition Collision Type |transition-collision-type|
|
||||
The Transition collision type allows the player to move between different elevations. The most common use case is for stairs. The player will always be allowed to walk onto this collision type. Then, the player will be able to walk onto any elevation.
|
||||
|
||||
.. |transition-collision-type|
|
||||
image:: images/editing-map-collisions/transition-collision-type.png
|
||||
|
||||
Impassable Collision Type |impassable-collision-type|
|
||||
The Impassable collision type blocks the player from moving. What makes it special is that it doesn't count as any particular elevation. This means that, for example, a signpost would be interactable from all elevations if it uses this collision type. This is the most common impassable collision type used in the game, and it should generally be used for impassable tiles.
|
||||
|
||||
.. |impassable-collision-type|
|
||||
image:: images/editing-map-collisions/impassable-collision-type.png
|
||||
|
||||
Surf Collision Type |surf-collision-type-1| |surf-collision-type-2|
|
||||
The Surf collision type allow the player to surf. The red version is just the impassable version. **The player will only be able to start surfing from elevation 3. The same is true when hopping off onto land.**
|
||||
|
||||
.. |surf-collision-type-1|
|
||||
image:: images/editing-map-collisions/surf-collision-type-1.png
|
||||
|
||||
.. |surf-collision-type-2|
|
||||
image:: images/editing-map-collisions/surf-collision-type-2.png
|
||||
|
||||
Multi-Level Collision Type |multi-level-collision-type-1| |multi-level-collision-type-2|
|
||||
The Multi-Level collision type is used for bridges. The red version is just the impassable version, and it doesn't have any special use. Multi-level collision type remembers the player's previous elevation and maintains that elevation as long as the player continues to walk on multi-level collision. The player will only be able to leave multi-level collision if he walks onto a new tile that has the same elevation as before the multi-level collision was entered. Here is an example of a bridge from Route 119 that illustrates the ability to surf north/south under the bridge, while also being able to walk east/west.
|
||||
|
||||
.. figure:: images/editing-map-collisions/multi-level-bridge.png
|
||||
:alt: Multi-Level Collision Type on a Bridge
|
||||
|
||||
Multi-Level Collision Type on a Bridge
|
||||
|
||||
.. |multi-level-collision-type-1|
|
||||
image:: images/editing-map-collisions/multi-level-collision-type-1.png
|
||||
|
||||
.. |multi-level-collision-type-2|
|
||||
image:: images/editing-map-collisions/multi-level-collision-type-2.png
|
|
@ -150,4 +150,9 @@ Every map uses exactly two Tilesets--primary and secondary. These can be change
|
|||
.. figure:: images/editing-map-tiles/tileset-pickers.png
|
||||
:alt: Tileset Pickers
|
||||
|
||||
Tileset Pickers
|
||||
Tileset Pickerss
|
||||
|
||||
Undo & Redo
|
||||
-----------
|
||||
|
||||
When painting metatiles, you can undo and redo actions you take. This makes it very easy to fix mistakes or go back in time. Undo can be performed with ``Ctrl+Z`` or *Edit -> Undo*. Redo can be performed with ``Ctrl+Y`` or *Edit -> Redo*.
|
||||
|
|
3
docs/_sources/reference/changelog.rst.txt
Normal file
|
@ -0,0 +1,3 @@
|
|||
***********
|
||||
Changelog
|
||||
***********
|
|
@ -1,3 +0,0 @@
|
|||
sphinx
|
||||
sphinx_rtd_theme
|
||||
recommonmark
|
BIN
docs/_static/porymap-icon-1.ico
vendored
Before Width: | Height: | Size: 2.4 KiB |
|
@ -104,6 +104,13 @@
|
|||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#smart-paths">Smart Paths</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#change-map-border">Change Map Border</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#change-map-tilesets">Change Map Tilesets</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#undo-redo">Undo & Redo</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="manual/editing-map-collisions.html">Editing Map Collisions</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-collisions.html#selecting-collision-types">Selecting Collision Types</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-collisions.html#painting-collisions">Painting Collisions</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-collisions.html#collision-types">Collision Types</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="manual/editing-map-events.html">Editing Map Events</a></li>
|
||||
|
@ -191,6 +198,10 @@
|
|||
<li class="wy-breadcrumbs-aside">
|
||||
|
||||
|
||||
|
||||
<a href="https://github.com/huderlem/porymap/blob/master/docsrc/genindex" class="fa fa-github"> Edit on GitHub</a>
|
||||
|
||||
|
||||
|
||||
</li>
|
||||
|
||||
|
|
|
@ -104,6 +104,13 @@
|
|||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#smart-paths">Smart Paths</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#change-map-border">Change Map Border</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#change-map-tilesets">Change Map Tilesets</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#undo-redo">Undo & Redo</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="manual/editing-map-collisions.html">Editing Map Collisions</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-collisions.html#selecting-collision-types">Selecting Collision Types</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-collisions.html#painting-collisions">Painting Collisions</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-collisions.html#collision-types">Collision Types</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
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<li class="toctree-l1"><a class="reference internal" href="manual/editing-map-collisions.html">Editing Map Collisions</a><ul>
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<li class="toctree-l1 current"><a class="current reference internal" href="#">Editing Map Collisions</a><ul>
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<li class="toctree-l2"><a class="reference internal" href="#selecting-collision-types">Selecting Collision Types</a></li>
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<li class="toctree-l2"><a class="reference internal" href="#painting-collisions">Painting Collisions</a></li>
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<div class="section" id="editing-map-collisions">
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<h1>Editing Map Collisions<a class="headerlink" href="#editing-map-collisions" title="Permalink to this headline">¶</a></h1>
|
||||
<p>The second half of editing a map’s metatiles is their collision properties. This is what determines if the player can walk or surf on each metatile during gameplay. Whenever editing a map’s metatiles, you need to update the collision properties appropriately. Typically, a user will first map the visual metatiles and fill in the collision properties after that is finished. The editing flow for collisions is very similar to editing map tiles. First, you select a collision type. Then, you paint it onto the map.</p>
|
||||
<div class="section" id="selecting-collision-types">
|
||||
<h2>Selecting Collision Types<a class="headerlink" href="#selecting-collision-types" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The Collision Type Selector is a tab next to the Metatile Selector. It features 32 total different collision types. The left column is for collision types that allow the player to walk through the tiles. These are denoted by white text. The right column is for collision types that are impassable by the player. These are denoted by red text.</p>
|
||||
<p>The transparency slider above the collision types controls the transparency of the collision properties on the map view.</p>
|
||||
<div class="figure" id="id1">
|
||||
<img alt="Map Collisions View" src="../_images/map-collisions.png" />
|
||||
<p class="caption"><span class="caption-text">Map Collisions View</span></p>
|
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</div>
|
||||
<p>Unlike metatiles, only one collision type can be selected at a time. A collision type can be selected either by clicking in the Collision Type Selector. You can also right-click on a metatile from the map area, just like you would when editing metatiles.</p>
|
||||
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|
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<div class="section" id="painting-collisions">
|
||||
<h2>Painting Collisions<a class="headerlink" href="#painting-collisions" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The painting process for collisions is nearly identical to painting metatiles. You can use the same paint tools and shortcuts, with the exception of Smart Paths. Undo/redo history includes collision modifications, too.</p>
|
||||
</div>
|
||||
<div class="section" id="collision-types">
|
||||
<h2>Collision Types<a class="headerlink" href="#collision-types" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Now we’ll go over the different types of collisions, along with some important concepts. Each row in the Collision Type Selector represents a different <em>elevation</em>, which is why most rows have hexadecimal numbers in them (2, 3, 4, …, D, E). Rows 0, 1, and F have special purposes.</p>
|
||||
<p>Elevation is how the game determines whether or not an object is on the same level as something else. For example, it’s commonly used to make sure the player can’t walk off the top side of a mountain. If the player’s current elevation is 4, but the player is trying to walk onto a metatile with elevation 3, then the game won’t let the player walk in that direction. In the example below from Route 114, the player would be unable to walk north from the mountain onto the grass. This is because 3 and 4 are different elevations.</p>
|
||||
<div class="figure" id="id2">
|
||||
<img alt="Different Elevations on a Cliff" src="../_images/collision-cliff.png" />
|
||||
<p class="caption"><span class="caption-text">Different Elevations on a Cliff</span></p>
|
||||
</div>
|
||||
<p>Now that you undertand the basics of elevation, let’s explore the special collision types, which have no elevation associated with them.</p>
|
||||
<dl class="docutils">
|
||||
<dt>Transition Collision Type <img alt="transition-collision-type" src="../_images/transition-collision-type.png" /></dt>
|
||||
<dd>The Transition collision type allows the player to move between different elevations. The most common use case is for stairs. The player will always be allowed to walk onto this collision type. Then, the player will be able to walk onto any elevation.</dd>
|
||||
</dl>
|
||||
<dl class="docutils">
|
||||
<dt>Impassable Collision Type <img alt="impassable-collision-type" src="../_images/impassable-collision-type.png" /></dt>
|
||||
<dd>The Impassable collision type blocks the player from moving. What makes it special is that it doesn’t count as any particular elevation. This means that, for example, a signpost would be interactable from all elevations if it uses this collision type. This is the most common impassable collision type used in the game, and it should generally be used for impassable tiles.</dd>
|
||||
</dl>
|
||||
<dl class="docutils">
|
||||
<dt>Surf Collision Type <img alt="surf-collision-type-1" src="../_images/surf-collision-type-1.png" /> <img alt="surf-collision-type-2" src="../_images/surf-collision-type-2.png" /></dt>
|
||||
<dd>The Surf collision type allow the player to surf. The red version is just the impassable version. <strong>The player will only be able to start surfing from elevation 3. The same is true when hopping off onto land.</strong></dd>
|
||||
</dl>
|
||||
<dl class="docutils">
|
||||
<dt>Multi-Level Collision Type <img alt="multi-level-collision-type-1" src="../_images/multi-level-collision-type-1.png" /> <img alt="multi-level-collision-type-2" src="../_images/multi-level-collision-type-2.png" /></dt>
|
||||
<dd>The Multi-Level collision type is used for bridges. The red version is just the impassable version, and it doesn’t have any special use. Multi-level collision type remembers the player’s previous elevation and maintains that elevation as long as the player continues to walk on multi-level collision. The player will only be able to leave multi-level collision if he walks onto a new tile that has the same elevation as before the multi-level collision was entered. Here is an example of a bridge from Route 119 that illustrates the ability to surf north/south under the bridge, while also being able to walk east/west.</dd>
|
||||
</dl>
|
||||
<div class="figure" id="id3">
|
||||
<img alt="Multi-Level Collision Type on a Bridge" src="../_images/multi-level-bridge.png" />
|
||||
<p class="caption"><span class="caption-text">Multi-Level Collision Type on a Bridge</span></p>
|
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<link rel="prev" title="Editing Map Tiles" href="editing-map-tiles.html" />
|
||||
<link rel="prev" title="Editing Map Collisions" href="editing-map-collisions.html" />
|
||||
</head>
|
||||
|
||||
<body class="wy-body-for-nav">
|
||||
|
@ -105,6 +105,13 @@
|
|||
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#smart-paths">Smart Paths</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#change-map-border">Change Map Border</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#change-map-tilesets">Change Map Tilesets</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#undo-redo">Undo & Redo</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="editing-map-collisions.html">Editing Map Collisions</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-collisions.html#selecting-collision-types">Selecting Collision Types</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-collisions.html#painting-collisions">Painting Collisions</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-collisions.html#collision-types">Collision Types</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1 current"><a class="current reference internal" href="#">Editing Map Events</a></li>
|
||||
|
@ -192,7 +199,9 @@
|
|||
<li class="wy-breadcrumbs-aside">
|
||||
|
||||
|
||||
<a href="../_sources/manual/editing-map-events.rst.txt" rel="nofollow"> View page source</a>
|
||||
|
||||
<a href="https://github.com/huderlem/porymap/blob/master/docsrc/manual/editing-map-events.rst" class="fa fa-github"> Edit on GitHub</a>
|
||||
|
||||
|
||||
|
||||
</li>
|
||||
|
@ -220,7 +229,7 @@
|
|||
<a href="../reference/CHANGELOG.html" class="btn btn-neutral float-right" title="Changelog" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right"></span></a>
|
||||
|
||||
|
||||
<a href="editing-map-tiles.html" class="btn btn-neutral float-left" title="Editing Map Tiles" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left"></span> Previous</a>
|
||||
<a href="editing-map-collisions.html" class="btn btn-neutral float-left" title="Editing Map Collisions" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left"></span> Previous</a>
|
||||
|
||||
</div>
|
||||
|
||||
|
|
|
@ -36,7 +36,7 @@
|
|||
<link rel="stylesheet" href="../_static/css/custom.css" type="text/css" />
|
||||
<link rel="index" title="Index" href="../genindex.html" />
|
||||
<link rel="search" title="Search" href="../search.html" />
|
||||
<link rel="next" title="Editing Map Events" href="editing-map-events.html" />
|
||||
<link rel="next" title="Editing Map Collisions" href="editing-map-collisions.html" />
|
||||
<link rel="prev" title="Navigation" href="navigation.html" />
|
||||
</head>
|
||||
|
||||
|
@ -105,6 +105,13 @@
|
|||
<li class="toctree-l2"><a class="reference internal" href="#smart-paths">Smart Paths</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="#change-map-border">Change Map Border</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="#change-map-tilesets">Change Map Tilesets</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="#undo-redo">Undo & Redo</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="editing-map-collisions.html">Editing Map Collisions</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-collisions.html#selecting-collision-types">Selecting Collision Types</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-collisions.html#painting-collisions">Painting Collisions</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-collisions.html#collision-types">Collision Types</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="editing-map-events.html">Editing Map Events</a></li>
|
||||
|
@ -192,7 +199,9 @@
|
|||
<li class="wy-breadcrumbs-aside">
|
||||
|
||||
|
||||
<a href="../_sources/manual/editing-map-tiles.rst.txt" rel="nofollow"> View page source</a>
|
||||
|
||||
<a href="https://github.com/huderlem/porymap/blob/master/docsrc/manual/editing-map-tiles.rst" class="fa fa-github"> Edit on GitHub</a>
|
||||
|
||||
|
||||
|
||||
</li>
|
||||
|
@ -306,9 +315,13 @@
|
|||
<p>Every map uses exactly two Tilesets–primary and secondary. These can be changed by choosing a different value from the two Tileset dropdowns.</p>
|
||||
<div class="figure" id="id14">
|
||||
<img alt="Tileset Pickers" src="../_images/tileset-pickers.png" />
|
||||
<p class="caption"><span class="caption-text">Tileset Pickers</span></p>
|
||||
<p class="caption"><span class="caption-text">Tileset Pickerss</span></p>
|
||||
</div>
|
||||
</div>
|
||||
<div class="section" id="undo-redo">
|
||||
<h2>Undo & Redo<a class="headerlink" href="#undo-redo" title="Permalink to this headline">¶</a></h2>
|
||||
<p>When painting metatiles, you can undo and redo actions you take. This makes it very easy to fix mistakes or go back in time. Undo can be performed with <code class="docutils literal notranslate"><span class="pre">Ctrl+Z</span></code> or <em>Edit -> Undo</em>. Redo can be performed with <code class="docutils literal notranslate"><span class="pre">Ctrl+Y</span></code> or <em>Edit -> Redo</em>.</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
|
||||
|
@ -319,7 +332,7 @@
|
|||
|
||||
<div class="rst-footer-buttons" role="navigation" aria-label="footer navigation">
|
||||
|
||||
<a href="editing-map-events.html" class="btn btn-neutral float-right" title="Editing Map Events" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right"></span></a>
|
||||
<a href="editing-map-collisions.html" class="btn btn-neutral float-right" title="Editing Map Collisions" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right"></span></a>
|
||||
|
||||
|
||||
<a href="navigation.html" class="btn btn-neutral float-left" title="Navigation" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left"></span> Previous</a>
|
||||
|
|
|
@ -105,6 +105,13 @@
|
|||
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#smart-paths">Smart Paths</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#change-map-border">Change Map Border</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#change-map-tilesets">Change Map Tilesets</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#undo-redo">Undo & Redo</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="editing-map-collisions.html">Editing Map Collisions</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-collisions.html#selecting-collision-types">Selecting Collision Types</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-collisions.html#painting-collisions">Painting Collisions</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-collisions.html#collision-types">Collision Types</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="editing-map-events.html">Editing Map Events</a></li>
|
||||
|
@ -192,7 +199,9 @@
|
|||
<li class="wy-breadcrumbs-aside">
|
||||
|
||||
|
||||
<a href="../_sources/manual/introduction.rst.txt" rel="nofollow"> View page source</a>
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|
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<a href="https://github.com/huderlem/porymap/blob/master/docsrc/manual/introduction.rst" class="fa fa-github"> Edit on GitHub</a>
|
||||
|
||||
|
||||
|
||||
</li>
|
||||
|
|
|
@ -105,6 +105,13 @@
|
|||
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#smart-paths">Smart Paths</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#change-map-border">Change Map Border</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#change-map-tilesets">Change Map Tilesets</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#undo-redo">Undo & Redo</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="editing-map-collisions.html">Editing Map Collisions</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-collisions.html#selecting-collision-types">Selecting Collision Types</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-collisions.html#painting-collisions">Painting Collisions</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="editing-map-collisions.html#collision-types">Collision Types</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="editing-map-events.html">Editing Map Events</a></li>
|
||||
|
@ -192,7 +199,9 @@
|
|||
<li class="wy-breadcrumbs-aside">
|
||||
|
||||
|
||||
<a href="../_sources/manual/navigation.rst.txt" rel="nofollow"> View page source</a>
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<a href="https://github.com/huderlem/porymap/blob/master/docsrc/manual/navigation.rst" class="fa fa-github"> Edit on GitHub</a>
|
||||
|
||||
|
||||
|
||||
</li>
|
||||
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BIN
docs/objects.inv
|
@ -105,6 +105,13 @@
|
|||
<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-tiles.html#smart-paths">Smart Paths</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-tiles.html#change-map-border">Change Map Border</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-tiles.html#change-map-tilesets">Change Map Tilesets</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-tiles.html#undo-redo">Undo & Redo</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="../manual/editing-map-collisions.html">Editing Map Collisions</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-collisions.html#selecting-collision-types">Selecting Collision Types</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-collisions.html#painting-collisions">Painting Collisions</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-collisions.html#collision-types">Collision Types</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="../manual/editing-map-events.html">Editing Map Events</a></li>
|
||||
|
@ -192,7 +199,9 @@
|
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<li class="wy-breadcrumbs-aside">
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||||
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<a href="../_sources/reference/CHANGELOG.md.txt" rel="nofollow"> View page source</a>
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<a href="https://github.com/huderlem/porymap/blob/master/docsrc/reference/CHANGELOG.md" class="fa fa-github"> Edit on GitHub</a>
|
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|
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</li>
|
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@ -104,6 +104,13 @@
|
|||
<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-tiles.html#smart-paths">Smart Paths</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-tiles.html#change-map-border">Change Map Border</a></li>
|
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<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-tiles.html#change-map-tilesets">Change Map Tilesets</a></li>
|
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<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-tiles.html#undo-redo">Undo & Redo</a></li>
|
||||
</ul>
|
||||
</li>
|
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<li class="toctree-l1"><a class="reference internal" href="../manual/editing-map-collisions.html">Editing Map Collisions</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-collisions.html#selecting-collision-types">Selecting Collision Types</a></li>
|
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<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-collisions.html#painting-collisions">Painting Collisions</a></li>
|
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<li class="toctree-l2"><a class="reference internal" href="../manual/editing-map-collisions.html#collision-types">Collision Types</a></li>
|
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<li class="toctree-l1"><a class="reference internal" href="../manual/editing-map-events.html">Editing Map Events</a></li>
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@ -191,7 +198,9 @@
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|
||||
});
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -104,6 +104,13 @@
|
|||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#smart-paths">Smart Paths</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#change-map-border">Change Map Border</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#change-map-tilesets">Change Map Tilesets</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-tiles.html#undo-redo">Undo & Redo</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="manual/editing-map-collisions.html">Editing Map Collisions</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-collisions.html#selecting-collision-types">Selecting Collision Types</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-collisions.html#painting-collisions">Painting Collisions</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="manual/editing-map-collisions.html#collision-types">Collision Types</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="manual/editing-map-events.html">Editing Map Events</a></li>
|
||||
|
@ -191,6 +198,10 @@
|
|||
<li class="wy-breadcrumbs-aside">
|
||||
|
||||
|
||||
|
||||
<a href="https://github.com/huderlem/porymap/blob/master/docsrc/search" class="fa fa-github"> Edit on GitHub</a>
|
||||
|
||||
|
||||
|
||||
</li>
|
||||
|
||||
|
|
|
@ -65,7 +65,7 @@ language = None
|
|||
# List of patterns, relative to source directory, that match files and
|
||||
# directories to ignore when looking for source files.
|
||||
# This pattern also affects html_static_path and html_extra_path.
|
||||
exclude_patterns = [u'_build', 'Thumbs.db', '.DS_Store']
|
||||
exclude_patterns = [u'_build', 'Thumbs.db', '.DS_Store', 'README.md']
|
||||
|
||||
# The name of the Pygments (syntax highlighting) style to use.
|
||||
pygments_style = None
|
||||
|
@ -90,6 +90,14 @@ html_theme_options = {
|
|||
'collapse_navigation': False,
|
||||
}
|
||||
|
||||
html_context = {
|
||||
'display_github': True,
|
||||
'github_user': 'huderlem',
|
||||
'github_repo': 'porymap',
|
||||
'github_version': 'master',
|
||||
'conf_py_path': '/docsrc/',
|
||||
}
|
||||
|
||||
# Add any paths that contain custom static files (such as style sheets) here,
|
||||
# relative to this directory. They are copied after the builtin static files,
|
||||
# so a file named "default.css" will overwrite the builtin "default.css".
|
||||
|
|
|
@ -11,6 +11,7 @@ Porymap Documentation
|
|||
manual/introduction
|
||||
manual/navigation
|
||||
manual/editing-map-tiles
|
||||
manual/editing-map-collisions
|
||||
manual/editing-map-events
|
||||
|
||||
.. toctree::
|
||||
|
|
73
docsrc/manual/editing-map-collisions.rst
Normal file
|
@ -0,0 +1,73 @@
|
|||
**********************
|
||||
Editing Map Collisions
|
||||
**********************
|
||||
|
||||
The second half of editing a map's metatiles is their collision properties. This is what determines if the player can walk or surf on each metatile during gameplay. Whenever editing a map's metatiles, you need to update the collision properties appropriately. Typically, a user will first map the visual metatiles and fill in the collision properties after that is finished. The editing flow for collisions is very similar to editing map tiles. First, you select a collision type. Then, you paint it onto the map.
|
||||
|
||||
Selecting Collision Types
|
||||
------------------------------
|
||||
|
||||
The Collision Type Selector is a tab next to the Metatile Selector. It features 32 total different collision types. The left column is for collision types that allow the player to walk through the tiles. These are denoted by white text. The right column is for collision types that are impassable by the player. These are denoted by red text.
|
||||
|
||||
The transparency slider above the collision types controls the transparency of the collision properties on the map view.
|
||||
|
||||
.. figure:: images/editing-map-collisions/map-collisions.png
|
||||
:alt: Map Collisions View
|
||||
|
||||
Map Collisions View
|
||||
|
||||
Unlike metatiles, only one collision type can be selected at a time. A collision type can be selected either by clicking in the Collision Type Selector. You can also right-click on a metatile from the map area, just like you would when editing metatiles.
|
||||
|
||||
Painting Collisions
|
||||
-------------------
|
||||
|
||||
The painting process for collisions is nearly identical to painting metatiles. You can use the same paint tools and shortcuts, with the exception of Smart Paths. Undo/redo history includes collision modifications, too.
|
||||
|
||||
Collision Types
|
||||
---------------
|
||||
|
||||
Now we'll go over the different types of collisions, along with some important concepts. Each row in the Collision Type Selector represents a different *elevation*, which is why most rows have hexadecimal numbers in them (2, 3, 4, ..., D, E). Rows 0, 1, and F have special purposes.
|
||||
|
||||
Elevation is how the game determines whether or not an object is on the same level as something else. For example, it's commonly used to make sure the player can't walk off the top side of a mountain. If the player's current elevation is 4, but the player is trying to walk onto a metatile with elevation 3, then the game won't let the player walk in that direction. In the example below from Route 114, the player would be unable to walk north from the mountain onto the grass. This is because 3 and 4 are different elevations.
|
||||
|
||||
.. figure:: images/editing-map-collisions/collision-cliff.png
|
||||
:alt: Different Elevations on a Cliff
|
||||
|
||||
Different Elevations on a Cliff
|
||||
|
||||
Now that you undertand the basics of elevation, let's explore the special collision types, which have no elevation associated with them.
|
||||
|
||||
Transition Collision Type |transition-collision-type|
|
||||
The Transition collision type allows the player to move between different elevations. The most common use case is for stairs. The player will always be allowed to walk onto this collision type. Then, the player will be able to walk onto any elevation.
|
||||
|
||||
.. |transition-collision-type|
|
||||
image:: images/editing-map-collisions/transition-collision-type.png
|
||||
|
||||
Impassable Collision Type |impassable-collision-type|
|
||||
The Impassable collision type blocks the player from moving. What makes it special is that it doesn't count as any particular elevation. This means that, for example, a signpost would be interactable from all elevations if it uses this collision type. This is the most common impassable collision type used in the game, and it should generally be used for impassable tiles.
|
||||
|
||||
.. |impassable-collision-type|
|
||||
image:: images/editing-map-collisions/impassable-collision-type.png
|
||||
|
||||
Surf Collision Type |surf-collision-type-1| |surf-collision-type-2|
|
||||
The Surf collision type allow the player to surf. The red version is just the impassable version. **The player will only be able to start surfing from elevation 3. The same is true when hopping off onto land.**
|
||||
|
||||
.. |surf-collision-type-1|
|
||||
image:: images/editing-map-collisions/surf-collision-type-1.png
|
||||
|
||||
.. |surf-collision-type-2|
|
||||
image:: images/editing-map-collisions/surf-collision-type-2.png
|
||||
|
||||
Multi-Level Collision Type |multi-level-collision-type-1| |multi-level-collision-type-2|
|
||||
The Multi-Level collision type is used for bridges. The red version is just the impassable version, and it doesn't have any special use. Multi-level collision type remembers the player's previous elevation and maintains that elevation as long as the player continues to walk on multi-level collision. The player will only be able to leave multi-level collision if he walks onto a new tile that has the same elevation as before the multi-level collision was entered. Here is an example of a bridge from Route 119 that illustrates the ability to surf north/south under the bridge, while also being able to walk east/west.
|
||||
|
||||
.. figure:: images/editing-map-collisions/multi-level-bridge.png
|
||||
:alt: Multi-Level Collision Type on a Bridge
|
||||
|
||||
Multi-Level Collision Type on a Bridge
|
||||
|
||||
.. |multi-level-collision-type-1|
|
||||
image:: images/editing-map-collisions/multi-level-collision-type-1.png
|
||||
|
||||
.. |multi-level-collision-type-2|
|
||||
image:: images/editing-map-collisions/multi-level-collision-type-2.png
|
|
@ -150,4 +150,9 @@ Every map uses exactly two Tilesets--primary and secondary. These can be change
|
|||
.. figure:: images/editing-map-tiles/tileset-pickers.png
|
||||
:alt: Tileset Pickers
|
||||
|
||||
Tileset Pickers
|
||||
Tileset Pickerss
|
||||
|
||||
Undo & Redo
|
||||
-----------
|
||||
|
||||
When painting metatiles, you can undo and redo actions you take. This makes it very easy to fix mistakes or go back in time. Undo can be performed with ``Ctrl+Z`` or *Edit -> Undo*. Redo can be performed with ``Ctrl+Y`` or *Edit -> Redo*.
|
||||
|
|
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docsrc/manual/images/editing-map-collisions/map-collisions.png
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