All notable changes to this project will be documented in this file.
-
The format is based on Keep a Changelog,
-and this project somewhat adheres to Semantic Versioning. 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.
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.
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.
This directory holds the sources that build the porymap documentation website. It uses Sphinx to build a static website, and copy the results to the docs/ directory for GitHub Pages.
This will build the static site and copy the files to the root-level docs/ directory. The GitHub Pages site will automatically update when the commit is merged to porymap’s master branch.
-
makegithub
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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\ No newline at end of file
diff --git a/docs/_images/rme-layout-swap.gif b/docs/_images/rme-layout-swap.gif
index ea349e04..dfe9b13d 100644
Binary files a/docs/_images/rme-layout-swap.gif and b/docs/_images/rme-layout-swap.gif differ
diff --git a/docs/_sources/CHANGELOG.md.txt b/docs/_sources/CHANGELOG.md.txt
deleted file mode 100644
index 57d64119..00000000
--- a/docs/_sources/CHANGELOG.md.txt
+++ /dev/null
@@ -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
diff --git a/docs/_sources/README.md.txt b/docs/_sources/README.md.txt
deleted file mode 100644
index 676b538d..00000000
--- a/docs/_sources/README.md.txt
+++ /dev/null
@@ -1,13 +0,0 @@
-This directory holds the sources that build the porymap documentation website. It uses Sphinx to build a static website, and copy the results to the `docs/` directory for GitHub Pages.
-
-## Setup
-Sphinx uses Python, so you can use `pip` to install the dependencies:
-```
-pip install -r requirements.txt
-```
-
-## Build
-This will build the static site and copy the files to the root-level `docs/` directory. The GitHub Pages site will automatically update when the commit is merged to porymap's `master` branch.
-```
-make github
-```
diff --git a/docs/_sources/changelog.rst.txt b/docs/_sources/changelog.rst.txt
deleted file mode 100644
index 60e50e26..00000000
--- a/docs/_sources/changelog.rst.txt
+++ /dev/null
@@ -1,5 +0,0 @@
-*********
-CHANGELOG
-*********
-
- CHANGELOG.md
\ No newline at end of file
diff --git a/docs/_sources/manual/region-map-editor.rst.txt b/docs/_sources/manual/region-map-editor.rst.txt
index 82627ef7..24642d19 100644
--- a/docs/_sources/manual/region-map-editor.rst.txt
+++ b/docs/_sources/manual/region-map-editor.rst.txt
@@ -34,9 +34,10 @@ the tile selector on the right. You can single-click or drag your mouse around
to paint the selected tile onto the region map image. If you make a mistake, or
are unhappy with what you have done, you can undo (``Ctrl+Z`` or *Edit -> Undo*)
and redo (``Ctrl+Y`` or *Edit -> Redo*) your changes. Right-clicking on the map
-image will select the tile under your mouse from the tile selector. If you want
-to clear the background image, *Edit -> Clear Background Image* will set all
-tiles to the first tile in the tile selector.
+image will select the tile under your mouse from the tile selector.
+
+If you want to clear the background image, *Edit -> Clear Background Image*
+will set all tiles to the first tile in the tile selector.
.. figure:: images/region-map-editor/rme-painting-image.gif
:scale: 75%
@@ -48,11 +49,11 @@ tiles to the first tile in the tile selector.
It is likely that you will want to use your own tiles for your region map. You
can import a tile image by navigating to *Tools -> Import Region Map Image Tiles*.
There are strict requirements for your region map tile image. It must (1) be
-indexed with a 256 color palette\*, (2) composed of 8x8 pixel tiles, (3) have 256
+indexed with a 256 color palette\*, (2) be composed of 8x8 pixel tiles, (3) have 256
or fewer tiles.
-\* while the region map tile image requires a 256-color palette, the image only
-uses the 32 colors beginning at index 112 in the palette
+\* While the region map tile image requires a 256-color palette, the image only
+uses the 32 colors beginning at index 112 in the palette.
.. _map-layout-tab:
@@ -60,7 +61,8 @@ Map Layout Tab
--------------
The layout tab is where map sections are placed on the region map. When the
-player looks at the region map, the layout determines the map under the cursor.
+player looks at the region map in-game, the layout determines the map under the
+cursor.
.. figure:: images/region-map-editor/rme-layout-tab.png
:scale: 75%
@@ -71,16 +73,24 @@ player looks at the region map, the layout determines the map under the cursor.
To modify the region map layout, select a position by clicking on the map image
and higlighting a single square. The "Map Section" combobox will be populated
-with all of the map sections defined in `include/constants/region_map_sections.h`.
+with all of the map sections defined in ``include/constants/region_map_sections.h``.
Select the map section you want to associate with the selected position on the
region map. To change the popup name of the map section when you enter the map,
type it into the "Map Name" box. The popup name is tied to the map section, so
each layout square with the same map section will share a name.
-*Edit -> Clear Map Layout*
+If you want to start from a blank layout, *Edit -> Clear Map Layout* will set
+all layout squares to the value of ``MAPSEC_NONE``.
-When you add new region map sections.
-*Edit -> Swap*
+When adding new region map sections, the layout will be affected. This is
+because the layout is stored as a binary file and uses the raw value of each
+map section. In order to fix your layout to account for this, you can swap two
+values for the entire layout with *Edit -> Swap*.
+
+In this example, ``MAPSEC_NEW_MAPSEC`` is inserted before ``MAPSEC_NONE``, and
+therefore the layout will link the original value of ``MAPSEC_NONE`` to the new
+map section ``MAPSEC_NEW_MAPSEC``. Instances of ``MAPSEC_NEW_MAPSEC`` are swapped
+with ``MAPSEC_NONE``.
.. figure:: images/region-map-editor/rme-layout-swap.gif
:scale: 75%
@@ -89,14 +99,16 @@ When you add new region map sections.
Swapping Map Sections
-.
+The "Delete Square" button simply resets a single layout square to ``MAPSEC_NONE``.
.. _map-entries-tab:
Map Entries Tab
---------------
-The other thing
+A region map entry is the area on the region map that spans an entire map section.
+This determines, for example, where the player's head appears on the region map
+in-game. Entries are stored at ``src/data/region_map/region_map_entries.h``.
.. figure:: images/region-map-editor/rme-entries-tab.png
:scale: 75%
@@ -105,12 +117,17 @@ The other thing
RME Entries Tab
-.
+To edit an entry, select a map section from the "Map Section" combobox. You can
+use the "Location" "x" and "y" spinboxes to change the coordinates of the entry.
+You can also drag the entry around the map. The "x" and "y" values correspond to
+the position of the entry's top-left square on the region map. The "Dimensions"
+"width" and "height" spinboxes will change the size of the map entry.
City Maps
---------
-city maps
+In the bottom half of the region map editor window, city maps can be edited.
+You paint on this the same way you paint on the region map background image.
.. figure:: images/region-map-editor/rme-painting-city.gif
:scale: 60%
@@ -119,14 +136,16 @@ city maps
Drawing on the City Map
-*Tools -> Import City Map Image Tiles*
+To use custom tiles, there is a tile image importer under
+*Tools -> Import City Map Image Tiles*. These images must (1) be indexed with a
+16 color palette, (2) be made up of 8x8 pixel tiles, (3) have 256 or fewer tiles.
You can add a new city map by pressing the |new-city-map-button| button.
-
-
-
-
.. |new-city-map-button|
image:: images/region-map-editor/rme-new-city-map-button.png
+Currently, it is not possible to associate a city map to a region map location,
+but that functionality will be added in a future update.
+
+
diff --git a/docs/_sources/reference/changelog.rst.txt b/docs/_sources/reference/changelog.rst.txt
deleted file mode 100644
index c16f8479..00000000
--- a/docs/_sources/reference/changelog.rst.txt
+++ /dev/null
@@ -1,5 +0,0 @@
-***********
-Changelog
-***********
-
- reference/CHANGELOG
diff --git a/docs/_sources/requirements.txt b/docs/_sources/requirements.txt
deleted file mode 100644
index efa74079..00000000
--- a/docs/_sources/requirements.txt
+++ /dev/null
@@ -1,3 +0,0 @@
-sphinx
-sphinx_rtd_theme
-recommonmark
diff --git a/docs/_static/porymap-icon-1.ico b/docs/_static/porymap-icon-1.ico
deleted file mode 100644
index 9af82ad5..00000000
Binary files a/docs/_static/porymap-icon-1.ico and /dev/null differ
diff --git a/docs/manual/region-map-editor.html b/docs/manual/region-map-editor.html
index ac957c00..b284cb10 100644
--- a/docs/manual/region-map-editor.html
+++ b/docs/manual/region-map-editor.html
@@ -264,9 +264,9 @@ the tile selector on the right. You can single-click or drag your mouse around
to paint the selected tile onto the region map image. If you make a mistake, or
are unhappy with what you have done, you can undo (Ctrl+Z or Edit -> Undo)
and redo (Ctrl+Y or Edit -> Redo) your changes. Right-clicking on the map
-image will select the tile under your mouse from the tile selector. If you want
-to clear the background image, Edit -> Clear Background Image will set all
-tiles to the first tile in the tile selector.
+image will select the tile under your mouse from the tile selector.
+
If you want to clear the background image, Edit -> Clear Background Image
+will set all tiles to the first tile in the tile selector.
Drawing on the Region Map Image
@@ -274,53 +274,72 @@ tiles to the first tile in the tile selector.
It is likely that you will want to use your own tiles for your region map. You
can import a tile image by navigating to Tools -> Import Region Map Image Tiles.
There are strict requirements for your region map tile image. It must (1) be
-indexed with a 256 color palette*, (2) composed of 8x8 pixel tiles, (3) have 256
+indexed with a 256 color palette*, (2) be composed of 8x8 pixel tiles, (3) have 256
or fewer tiles.
-
* while the region map tile image requires a 256-color palette, the image only
-uses the 32 colors beginning at index 112 in the palette
+
* While the region map tile image requires a 256-color palette, the image only
+uses the 32 colors beginning at index 112 in the palette.
The layout tab is where map sections are placed on the region map. When the
-player looks at the region map, the layout determines the map under the cursor.
+player looks at the region map in-game, the layout determines the map under the
+cursor.
RME Layout Tab
To modify the region map layout, select a position by clicking on the map image
and higlighting a single square. The “Map Section” combobox will be populated
-with all of the map sections defined in include/constants/region_map_sections.h.
+with all of the map sections defined in include/constants/region_map_sections.h.
Select the map section you want to associate with the selected position on the
region map. To change the popup name of the map section when you enter the map,
type it into the “Map Name” box. The popup name is tied to the map section, so
each layout square with the same map section will share a name.
-
Edit -> Clear Map Layout
-
When you add new region map sections.
-Edit -> Swap
+
If you want to start from a blank layout, Edit -> Clear Map Layout will set
+all layout squares to the value of MAPSEC_NONE.
+
When adding new region map sections, the layout will be affected. This is
+because the layout is stored as a binary file and uses the raw value of each
+map section. In order to fix your layout to account for this, you can swap two
+values for the entire layout with Edit -> Swap.
+
In this example, MAPSEC_NEW_MAPSEC is inserted before MAPSEC_NONE, and
+therefore the layout will link the original value of MAPSEC_NONE to the new
+map section MAPSEC_NEW_MAPSEC. Instances of MAPSEC_NEW_MAPSEC are swapped
+with MAPSEC_NONE.
-
+
Swapping Map Sections
-
.
+
The “Delete Square” button simply resets a single layout square to MAPSEC_NONE.
A region map entry is the area on the region map that spans an entire map section.
+This determines, for example, where the player’s head appears on the region map
+in-game. Entries are stored at src/data/region_map/region_map_entries.h.
RME Entries Tab
-
.
+
To edit an entry, select a map section from the “Map Section” combobox. You can
+use the “Location” “x” and “y” spinboxes to change the coordinates of the entry.
+You can also drag the entry around the map. The “x” and “y” values correspond to
+the position of the entry’s top-left square on the region map. The “Dimensions”
+“width” and “height” spinboxes will change the size of the map entry.
In the bottom half of the region map editor window, city maps can be edited.
+You paint on this the same way you paint on the region map background image.
Drawing on the City Map
-
Tools -> Import City Map Image Tiles
+
To use custom tiles, there is a tile image importer under
+Tools -> Import City Map Image Tiles. These images must (1) be indexed with a
+16 color palette, (2) be made up of 8x8 pixel tiles, (3) have 256 or fewer tiles.
You can add a new city map by pressing the button.
+
Currently, it is not possible to associate a city map to a region map location,
+but that functionality will be added in a future update.
-
-
-
-
-
-
-
-
-
-
-
-
\ No newline at end of file
diff --git a/docs/searchindex.js b/docs/searchindex.js
index a1ae5993..01ce8555 100644
--- a/docs/searchindex.js
+++ b/docs/searchindex.js
@@ -1 +1 @@
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\ No newline at end of file
diff --git a/docsrc/manual/images/region-map-editor/rme-layout-swap.gif b/docsrc/manual/images/region-map-editor/rme-layout-swap.gif
index ea349e04..dfe9b13d 100644
Binary files a/docsrc/manual/images/region-map-editor/rme-layout-swap.gif and b/docsrc/manual/images/region-map-editor/rme-layout-swap.gif differ
diff --git a/docsrc/manual/region-map-editor.rst b/docsrc/manual/region-map-editor.rst
index 82627ef7..24642d19 100644
--- a/docsrc/manual/region-map-editor.rst
+++ b/docsrc/manual/region-map-editor.rst
@@ -34,9 +34,10 @@ the tile selector on the right. You can single-click or drag your mouse around
to paint the selected tile onto the region map image. If you make a mistake, or
are unhappy with what you have done, you can undo (``Ctrl+Z`` or *Edit -> Undo*)
and redo (``Ctrl+Y`` or *Edit -> Redo*) your changes. Right-clicking on the map
-image will select the tile under your mouse from the tile selector. If you want
-to clear the background image, *Edit -> Clear Background Image* will set all
-tiles to the first tile in the tile selector.
+image will select the tile under your mouse from the tile selector.
+
+If you want to clear the background image, *Edit -> Clear Background Image*
+will set all tiles to the first tile in the tile selector.
.. figure:: images/region-map-editor/rme-painting-image.gif
:scale: 75%
@@ -48,11 +49,11 @@ tiles to the first tile in the tile selector.
It is likely that you will want to use your own tiles for your region map. You
can import a tile image by navigating to *Tools -> Import Region Map Image Tiles*.
There are strict requirements for your region map tile image. It must (1) be
-indexed with a 256 color palette\*, (2) composed of 8x8 pixel tiles, (3) have 256
+indexed with a 256 color palette\*, (2) be composed of 8x8 pixel tiles, (3) have 256
or fewer tiles.
-\* while the region map tile image requires a 256-color palette, the image only
-uses the 32 colors beginning at index 112 in the palette
+\* While the region map tile image requires a 256-color palette, the image only
+uses the 32 colors beginning at index 112 in the palette.
.. _map-layout-tab:
@@ -60,7 +61,8 @@ Map Layout Tab
--------------
The layout tab is where map sections are placed on the region map. When the
-player looks at the region map, the layout determines the map under the cursor.
+player looks at the region map in-game, the layout determines the map under the
+cursor.
.. figure:: images/region-map-editor/rme-layout-tab.png
:scale: 75%
@@ -71,16 +73,24 @@ player looks at the region map, the layout determines the map under the cursor.
To modify the region map layout, select a position by clicking on the map image
and higlighting a single square. The "Map Section" combobox will be populated
-with all of the map sections defined in `include/constants/region_map_sections.h`.
+with all of the map sections defined in ``include/constants/region_map_sections.h``.
Select the map section you want to associate with the selected position on the
region map. To change the popup name of the map section when you enter the map,
type it into the "Map Name" box. The popup name is tied to the map section, so
each layout square with the same map section will share a name.
-*Edit -> Clear Map Layout*
+If you want to start from a blank layout, *Edit -> Clear Map Layout* will set
+all layout squares to the value of ``MAPSEC_NONE``.
-When you add new region map sections.
-*Edit -> Swap*
+When adding new region map sections, the layout will be affected. This is
+because the layout is stored as a binary file and uses the raw value of each
+map section. In order to fix your layout to account for this, you can swap two
+values for the entire layout with *Edit -> Swap*.
+
+In this example, ``MAPSEC_NEW_MAPSEC`` is inserted before ``MAPSEC_NONE``, and
+therefore the layout will link the original value of ``MAPSEC_NONE`` to the new
+map section ``MAPSEC_NEW_MAPSEC``. Instances of ``MAPSEC_NEW_MAPSEC`` are swapped
+with ``MAPSEC_NONE``.
.. figure:: images/region-map-editor/rme-layout-swap.gif
:scale: 75%
@@ -89,14 +99,16 @@ When you add new region map sections.
Swapping Map Sections
-.
+The "Delete Square" button simply resets a single layout square to ``MAPSEC_NONE``.
.. _map-entries-tab:
Map Entries Tab
---------------
-The other thing
+A region map entry is the area on the region map that spans an entire map section.
+This determines, for example, where the player's head appears on the region map
+in-game. Entries are stored at ``src/data/region_map/region_map_entries.h``.
.. figure:: images/region-map-editor/rme-entries-tab.png
:scale: 75%
@@ -105,12 +117,17 @@ The other thing
RME Entries Tab
-.
+To edit an entry, select a map section from the "Map Section" combobox. You can
+use the "Location" "x" and "y" spinboxes to change the coordinates of the entry.
+You can also drag the entry around the map. The "x" and "y" values correspond to
+the position of the entry's top-left square on the region map. The "Dimensions"
+"width" and "height" spinboxes will change the size of the map entry.
City Maps
---------
-city maps
+In the bottom half of the region map editor window, city maps can be edited.
+You paint on this the same way you paint on the region map background image.
.. figure:: images/region-map-editor/rme-painting-city.gif
:scale: 60%
@@ -119,14 +136,16 @@ city maps
Drawing on the City Map
-*Tools -> Import City Map Image Tiles*
+To use custom tiles, there is a tile image importer under
+*Tools -> Import City Map Image Tiles*. These images must (1) be indexed with a
+16 color palette, (2) be made up of 8x8 pixel tiles, (3) have 256 or fewer tiles.
You can add a new city map by pressing the |new-city-map-button| button.
-
-
-
-
.. |new-city-map-button|
image:: images/region-map-editor/rme-new-city-map-button.png
+Currently, it is not possible to associate a city map to a region map location,
+but that functionality will be added in a future update.
+
+