163 lines
4.5 KiB
ReStructuredText
163 lines
4.5 KiB
ReStructuredText
.. _tse-ref:
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*********************
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The Tileset Editor
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*********************
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Here, you can edit individual tilesets.
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When the Tileset Editor is opened, it is opened in the context of the
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currently-opened map. Every map has a primary and secondary tileset, so you
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will work with a combination of the two whenever you use the Tileset Editor.
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The left-side pane shows the primary and secondary tilesets' metatiles.
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The right-side panes allow you to modify the currently-selected metatile.
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.. figure:: images/tileset-editor/tse-open-window.png
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:align: center
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:width: 75%
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:alt: TSE Window
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Tileset Editor Window
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Metatile Properties
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===================
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.. figure:: images/tileset-editor/tse-metatile-properties.png
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:align: center
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:width: 30%
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:alt: MP Frame
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Metatile Properties Panel
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Layer Type
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----------
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Defines the background layers the metatiles will use for drawing.
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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
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-----------------
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Defines the metatile behavior associated with this metatile. This can be used
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for a variety of different reasons. For example, warps, ice, and tall grass effects
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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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--------------
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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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------------
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*pokefirered exclusive*
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Used to determine certain attributes of metatiles. Can be useful in certain scenarios.
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For example, to determine if the player is facing water or standing in grass.
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Metatile Label
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--------------
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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.
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These are defined in ``include/constants/metatile_labels.h`` and can be used in
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together with the ``METATILE_ID`` macro.
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For example, the metatile pictured above can be accessed like
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``METATILE_ID(General, Plain_Grass)``.
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Tools Menu
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==========
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The tileset editor provides users with several useful tools for making edits
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easier and more convenient.
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Import Tiles Image...
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---------------------
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Tool to automatically import a new tile image for a tileset.
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The tile image is an indexed png of 8x8 pixel tiles, which are used to form
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metatiles in the tileset editor.
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Import Metatiles from Advance Map 1.92...
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-----------------------------------------
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Helpful for users converting projects from binary hacks.
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Metatile data exported from Advance Map 1.92 in a ``.bvd``` file can be imported
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into porymap's tileset editor.
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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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--------------------------
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The number of metatiles in both the current primary and current secondary tileset
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can be adjusted within the limits.
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.. note::
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You may need to change the Makefile rules for the number of tiles allowed
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for the tileset in the file ``graphics_file_rules.mk``. You can simply
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remove the ``-num_tiles=`` argument altogether.
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Other Tools
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-----------
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.. figure:: images/tileset-editor/tse-display-tool.png
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:align: center
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:width: 60%
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:alt: TSE Unused
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Displaying Unused Tiles
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There are also tools to count the number of metatile and tile usages across the
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entire project, which can be useful, for example, in determining whether a
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metatile can be deleted. The output of these operations is pictured above.
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Palette Editor
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==============
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The palette editor is where the ``.pal`` files are modified for each tileset.
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.. figure:: images/tileset-editor/pe-open-window.png
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:align: center
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:width: 75%
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:alt: PE
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Palette Editor
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The current palette is indicated by the spinner at the top left. To switch
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between palettes, just change the spinner value.
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At the top right is a setting for the bit depth at which colors are displayed.
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The colors in a palette file are displayed as 24 bit numbers, but the GBA
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hardware only allows 15 bit colors, so displaying in 15 bits can be more realistic.
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Each individual color can be adjusted with either the sliders or the spinners,
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in addition to the hex value box. Each color also has an eyedropper toolbutton
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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,
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including JASC, Adobe Color Table, Tile Layer Pro, and Advance PE.
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Each imported palette must contain 16 colors.
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