update docs for new rme
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7 changed files with 76 additions and 73 deletions
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@ -20,7 +20,7 @@ The **"Breaking Changes"** listed below are changes that have been made in the d
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- Only log "Unknown custom script function" when a registered script function is not present in any script.
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- Only log "Unknown custom script function" when a registered script function is not present in any script.
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- Unused metatile attribute bits that are set are preserved instead of being cleared.
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- Unused metatile attribute bits that are set are preserved instead of being cleared.
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- The wild encounter editor is automatically disabled if the encounter JSON data cannot be read
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- The wild encounter editor is automatically disabled if the encounter JSON data cannot be read
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- Overhauled the region map editor, adding support for tilemaps, and significant customization. Also support pokefirered.
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- Overhauled the region map editor, adding support for tilemaps, and significant customization. Also now supports pokefirered.
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### Fixed
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### Fixed
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- Fix cursor tile outline not updating at the end of a dragged selection.
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- Fix cursor tile outline not updating at the end of a dragged selection.
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docsrc/manual/images/region-map-editor/new-configure-window.png
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docsrc/manual/images/region-map-editor/rme-config-properties.png
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docsrc/manual/images/region-map-editor/rme-new-entries-tab.png
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@ -2,24 +2,73 @@
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The Region Map Editor
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The Region Map Editor
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*********************
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*********************
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This is where you edit the region map for your game. To open the region map
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This is where you edit the region maps for your game. You are able to edit the
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editor, navigate to *Tools -> Region Map Editor* from porymap's main window.
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background tilemap, the layout of map sections, and the array of map section entries
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which determines the dimensions of each section.
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.. note::
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To open the region map editor, navigate to *Tools -> Region Map Editor* from
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The region map editor is currently only available for pokeemerald and pokeruby.
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porymap's main window. There is also a keyboard shortcut which is by default ``Ctrl+M``.
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When you first open the region map editor, your window will look like this:
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When you first open the region map editor, you will need to configure porymap to
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read your region map data. There are defaults for every base game project available
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which should be sufficient for most users.
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.. figure:: images/region-map-editor/rme-new-window.png
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.. figure:: images/region-map-editor/new-configure-window.png
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:scale: 75%
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:align: center
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:align: center
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:width: 75%
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:alt: RME Window
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:alt: RME Window
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Region Maps Configurator
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Porymap supports multiple region maps for any project.
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By default, pokeemerald and pokefirered use this feature.
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For a more custom region map, you can use the *Add Region Map...* button to
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create a new region map configuration from scratch. You can also double-click on any existing
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region map in the list to bring this window up to make changes.
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.. figure:: images/region-map-editor/rme-config-properties.png
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:align: center
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:width: 50%
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:alt: RME Config Prop
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Region Map Properties Window
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This window has many options for users to define:
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.. csv-table::
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:header: Field,Explanation,Restrictions
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:widths: 10, 30, 20
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alias,something for porymap to distinguish between your maps,unique & valid json string
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**Tilemap Properties**,,
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format,format of the tiles,Plain *or* 4bpp *or* 8bpp
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width,width *in tiles* of the tilemap,16 *or* 32 *or* 64 *or* 128
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height,height *in tiles* of the tilemap,valid corresponding height based on width
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tileset path,the relative path to the tile image from project root,valid filepath string
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tilemap path,the relative path to the tilemap binary from project root,valid filepath string
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palette path,*optional* relative path to ``.pal`` file from project root,valid filepath string
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**Layout Properties**,*can be unchecked for maps without layouts*,
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format,the format to read the layout file,C array *or* binary
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layout path,the relative path from project root to layout file,valid filepath string
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width,the width of the layout,non-negative integer
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left offset,the position on the tilemap which defines layout x=0,width + left offset < tilemap width
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height,the height of the layout,non-negative integer
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top offset,the position on the tilemap which defines layout y=0,height + top offset < tilemap height
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When you are finished configuring your region maps, you can select *OK*. This will
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display the main editor window.
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.. figure:: images/region-map-editor/rme-main-window.png
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:align: center
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:width: 75%
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:alt: RME Config Prop
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Region Map Editor Window
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Region Map Editor Window
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This window is split vertically--the region map editing is done at the top,
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This window has a combobox labeled "Region" which you can use to select the current
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while the zoomed-in city maps are edited at the bottom. You can use the
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region map you want to edit.
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sliders to zoom in and out on each of the view panes. You will notice
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You will notice
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that there are three different tabs above the image of the region map
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that there are three different tabs above the image of the region map
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(:ref:`Background Image <background-image-tab>`,
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(:ref:`Background Image <background-image-tab>`,
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:ref:`Map Layout <map-layout-tab>`,
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:ref:`Map Layout <map-layout-tab>`,
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@ -39,24 +88,13 @@ are unhappy with what you have done, you can undo (``Ctrl+Z`` or *Edit -> Undo*)
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and redo (``Ctrl+Y`` or *Edit -> Redo*) your changes. Right-clicking on the map
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and redo (``Ctrl+Y`` or *Edit -> Redo*) your changes. Right-clicking on the map
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image will select the tile under your mouse from the tile selector.
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image will select the tile under your mouse from the tile selector.
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If your tilemap format is not "Plain", then you can also select the palette,
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h-flip, and v-flip of any tile you are painting with.
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If you want to clear the background image, *Edit -> Clear Background Image*
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If you want to clear the background image, *Edit -> Clear Background Image*
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will set all tiles to the first tile in the tile selector.
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will set all tiles to the first tile in the tile selector.
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.. figure:: images/region-map-editor/rme-painting-image.gif
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You can use the sliders to zoom in and out on each of the view panes.
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:scale: 75%
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:align: center
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:alt: RME Paint
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Drawing on the Region Map Image
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It is likely that you will want to use your own tiles for your region map. You
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can import a tile image by navigating to *Tools -> Import Region Map Image Tiles*.
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There are strict requirements for your region map tile image. It must (1) be
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indexed with a 256 color palette\*, (2) be composed of 8x8 pixel tiles, (3) have 256
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or fewer tiles.
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\* While the region map tile image requires a 256-color palette, the image only
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uses the 32 colors beginning at index 112 in the palette.
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.. _map-layout-tab:
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.. _map-layout-tab:
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@ -67,9 +105,9 @@ The layout tab is where map sections are placed on the region map. When the
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player looks at the region map in-game, the layout determines the map under the
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player looks at the region map in-game, the layout determines the map under the
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cursor.
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cursor.
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.. figure:: images/region-map-editor/rme-layout-tab.png
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.. figure:: images/region-map-editor/rme-new-layout-tab.png
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:scale: 75%
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:align: center
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:align: center
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:width: 75%
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:alt: RME Layout
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:alt: RME Layout
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RME Layout Tab
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RME Layout Tab
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@ -78,29 +116,15 @@ To modify the region map layout, select a position by clicking on the map image
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and higlighting a single square. The "Map Section" combobox will be populated
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and higlighting a single square. The "Map Section" combobox will be populated
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with all of the map sections defined in ``include/constants/region_map_sections.h``.
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with all of the map sections defined in ``include/constants/region_map_sections.h``.
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Select the map section you want to associate with the selected position on the
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Select the map section you want to associate with the selected position on the
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region map. To change the popup name of the map section when you enter the map,
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region map.
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type it into the "Map Name" box. The popup name is tied to the map section, so
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each layout square with the same map section will share a name.
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If you want to start from a blank layout, *Edit -> Clear Map Layout* will set
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There are a couple of tools which make editing multiple layout squares simultaneously easier.
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all layout squares to the value of ``MAPSEC_NONE``.
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When adding new region map sections, the layout will be affected. This is
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*Edit -> Clear Map Layout* will set all squares in the layout to ``MAPSEC_NONE``.
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because the layout is stored as a binary file and uses the raw value of each
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map section. In order to fix your layout to account for this, you can swap two
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values for the entire layout with *Edit -> Swap*.
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In this example, ``MAPSEC_NEW_MAPSEC`` is inserted before ``MAPSEC_NONE``, and
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*Edit -> Swap Layout Sections...* will exchange two layout sections with each other.
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therefore the layout will link the original value of ``MAPSEC_NONE`` to the new
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map section ``MAPSEC_NEW_MAPSEC``. Instances of ``MAPSEC_NEW_MAPSEC`` are swapped
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with ``MAPSEC_NONE``.
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.. figure:: images/region-map-editor/rme-layout-swap.gif
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*Edit -> Replace Layout Section...* will replace all instances of one section with another.
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:scale: 75%
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:align: center
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:alt: RME Swap
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Swapping Map Sections
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The "Delete Square" button simply resets a single layout square to ``MAPSEC_NONE``.
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The "Delete Square" button simply resets a single layout square to ``MAPSEC_NONE``.
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@ -111,10 +135,10 @@ Map Entries Tab
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A region map entry is the area on the region map that spans an entire map section.
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A region map entry is the area on the region map that spans an entire map section.
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This determines, for example, where the player's head appears on the region map
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This determines, for example, where the player's head appears on the region map
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in-game. Entries are stored at ``src/data/region_map/region_map_entries.h``.
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in-game. Entries are stored in ``src/data/region_map/region_map_sections.json``.
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.. figure:: images/region-map-editor/rme-entries-tab.png
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.. figure:: images/region-map-editor/rme-new-entries-tab.png
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:scale: 75%
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:width: 75%
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:align: center
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:align: center
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:alt: RME Entries
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:alt: RME Entries
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@ -126,29 +150,8 @@ You can also drag the entry around the map. The "x" and "y" values correspond t
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the position of the entry's top-left square on the region map. The "Dimensions"
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the position of the entry's top-left square on the region map. The "Dimensions"
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"width" and "height" spinboxes will change the size of the map entry.
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"width" and "height" spinboxes will change the size of the map entry.
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City Maps
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---------
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In the bottom half of the region map editor window, city maps can be edited.
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To change the popup name of the map section when you enter the map, type it
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You paint on this the same way you paint on the region map background image.
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into the "Map Name" box.
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.. figure:: images/region-map-editor/rme-painting-city.gif
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:scale: 60%
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:align: center
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:alt: City Paint
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Drawing on the City Map
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To use custom tiles, there is a tile image importer under
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*Tools -> Import City Map Image Tiles*. These images must (1) be indexed with a
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16 color palette, (2) be made up of 8x8 pixel tiles, (3) have 256 or fewer tiles.
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You can add a new city map by pressing the |new-city-map-button| button.
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.. |new-city-map-button|
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image:: images/region-map-editor/rme-new-city-map-button.png
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Currently, it is not possible to associate a city map to a region map location,
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but that functionality will be added in a future update.
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