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The Tileset Editor

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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.

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+TSE Window +

Tileset Editor Window

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Metatile Properties

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+MP Frame +

Metatile Properties Panel

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Layer Type

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Defines the background layers the metatiles will use for drawing. +The options are:

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Normal — Metatile uses middle and top bg layers

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Covered — Metatile uses bottom and middle bg layers

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Split — Metatile uses bottom and top bg layers

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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.

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This dropdown is populated with constants found in include/constants/metatile_behaviors.h.

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Encounter Type

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+

pokefirered exclusive

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+

Used to determine which category of wild encounter to attempt.

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Terrain Type

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pokefirered exclusive

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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.

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Metatile Label

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+

optional

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+

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.

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For example, the metatile pictured above can be accessed like +METATILE_ID(General, Plain_Grass).

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Tools Menu

+

The tileset editor provides users with several useful tools for making edits +easier and more convenient.

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+

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.

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+
+

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.

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Change Number of Metatiles

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The number of metatiles in both the current primary and current secondary tileset +can be adjusted within the limits.

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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.

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Other Tools

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+TSE Unused +

Displaying Unused Tiles

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+

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.

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Palette Editor

+

The palette editor is where the .pal files are modified for each tileset.

+
+PE +

Palette Editor

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+

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.

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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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