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authorRangi <remy.oukaour+rangi42@gmail.com>2019-01-21 15:08:32 -0500
committerRangi <remy.oukaour+rangi42@gmail.com>2019-01-21 15:08:32 -0500
commit702c26db101b783cff85e7579790da99ec8a2b62 (patch)
tree9df0f167e51cab22140c2ef6e2b2f91a1c0bbba3
parent01676919a5022cfa9db077c9e115d5ad9b27ca86 (diff)
>256 tiles!
-rw-r--r--Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md24
-rw-r--r--screenshots/polished-map-plusplus-edit-block.pngbin0 -> 7879 bytes
-rw-r--r--screenshots/polished-map-plusplus-edit-tile.pngbin0 -> 8133 bytes
3 files changed, 18 insertions, 6 deletions
diff --git a/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md b/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md
index d95bb1c..2236719 100644
--- a/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md
+++ b/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md
@@ -56,15 +56,15 @@ VRAM is divided into six areas, each 128 tiles large. The top and middle four ca
At the hardware level, here's how things go:
-- Tile IDs $00-$7F with bank 0 use the lower-left area.
-- Tile IDs $80-$FF with bank 0 use the middle-left area.
-- Tile IDs $00-$7F with bank 1 use the lower-right area.
-- Tile IDs $80-$FF with bank 1 use the middle-right area.
+- Tile IDs $00–$7F with bank 0 use the lower-left area.
+- Tile IDs $80–$FF with bank 0 use the middle-left area.
+- Tile IDs $00–$7F with bank 1 use the lower-right area.
+- Tile IDs $80–$FF with bank 1 use the middle-right area.
But here's how pokecrystal's data works:
-- Tile IDs $00-$7F use the lower-left area; the palette map sets their bank to 0.
-- Tile IDs $80-$FF use the lower-right area; the palette map sets their bank to 1.
+- Tile IDs $00–$7F use the lower-left area; the palette map sets their bank to 0.
+- Tile IDs $80–$FF use the lower-right area; the palette map sets their bank to 1.
- The middle areas can't be used for map tilesets.
@@ -757,3 +757,15 @@ Before 2019, this system would have had a major downside: no map editor support
[![Screenshot](screenshots/polished-map-plusplus-goldenrod-city.png)](screenshots/polished-map-plusplus-goldenrod-city.png)
That's the reason why we renamed the .blk files to .ablk. You can install Polished Map and Polished Map++ side by side, associating Polished Map with standard .blk files and Polished Map++ with attribute.bin-enabled .ablk files.
+
+Now when you edit blocks, you can assign attributes to their individual tiles:
+
+[![Screenshot](screenshots/polished-map-plusplus-edit-block.png)](screenshots/polished-map-plusplus-edit-block.png)
+
+And the tileset itself is a colorless image:
+
+[![Screenshot](screenshots/polished-map-plusplus-edit-tile.png)](screenshots/polished-map-plusplus-edit-tile.png)
+
+Note that Polished Map++ assumes you have also [expanded the tilesets to 255 tiles](Expand-tilesets-from-192-to-255-tiles). If you don't apply that tutorial, your maps will look incorrect.
+
+The "★" checkbox in the block editor will even let you use *more* than 256 tiles: it changes the actual tile IDs from $00–$7F to $80–$FF, i.e. it uses the "font" and "NPC sprite" tiles instead of the map tiles. (Remember our review of how VRAM works.) However, Polished Map++ can't display those extra graphics, so it shows a cyan border around the tile instead.
diff --git a/screenshots/polished-map-plusplus-edit-block.png b/screenshots/polished-map-plusplus-edit-block.png
new file mode 100644
index 0000000..4037759
--- /dev/null
+++ b/screenshots/polished-map-plusplus-edit-block.png
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diff --git a/screenshots/polished-map-plusplus-edit-tile.png b/screenshots/polished-map-plusplus-edit-tile.png
new file mode 100644
index 0000000..c996b7e
--- /dev/null
+++ b/screenshots/polished-map-plusplus-edit-tile.png
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