diff options
-rw-r--r-- | Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md | 24 | ||||
-rw-r--r-- | screenshots/polished-map-plusplus-edit-block.png | bin | 0 -> 7879 bytes | |||
-rw-r--r-- | screenshots/polished-map-plusplus-edit-tile.png | bin | 0 -> 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 [](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: + +[](screenshots/polished-map-plusplus-edit-block.png) + +And the tileset itself is a colorless image: + +[](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 Binary files differnew file mode 100644 index 0000000..4037759 --- /dev/null +++ b/screenshots/polished-map-plusplus-edit-block.png diff --git a/screenshots/polished-map-plusplus-edit-tile.png b/screenshots/polished-map-plusplus-edit-tile.png Binary files differnew file mode 100644 index 0000000..c996b7e --- /dev/null +++ b/screenshots/polished-map-plusplus-edit-tile.png |