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-rw-r--r--Add-a-new-tileset.md8
1 files changed, 4 insertions, 4 deletions
diff --git a/Add-a-new-tileset.md b/Add-a-new-tileset.md
index 0f1d451..5c7b0e4 100644
--- a/Add-a-new-tileset.md
+++ b/Add-a-new-tileset.md
@@ -61,7 +61,7 @@ Download [gfx/tilesets/gate.png](https://github.com/pret/pokered/blob/master/gfx
![gfx/tilesets/museum.png](screenshots/gfx-tilesets-museum.png)
-(Of course, if this were an original tileset, you would have to create the file.)
+(Of course, if this were an original tileset, you would have to create the file. You *do not* have to design all the tiles at this stage, though; you can just create a blank image and design them later with [Polished Map](https://github.com/Rangi42/polished-map), a map and tileset editor program.)
Tileset graphics can contain up to 192 tiles, each tile being 8x8 pixels. (Although this limit can be [expanded to 255 tiles](Expand-tilesets-from-192-to-255-tiles).) The graphics are four-color grayscale; we'll assign color palettes to the tiles next.
@@ -70,7 +70,7 @@ Tileset graphics can contain up to 192 tiles, each tile being 8x8 pixels. (Altho
The way the GameBoy hardware works, tileset graphics aren't stored as a colored image. Instead the game has a set of grayscale tile graphics, a set of eight tile color palettes, and a way to assign the palettes to the tiles. In pokecrystal, each tile always has the same palette. (Although [this tutorial](Allow-tiles-to-have-different-attributes-in-different-blocks-\(including-X-and-Y-flip\)) explains how to give the same tile different colors in different places.)
-Rename [gfx/tilesets/unused_museum_palette_map.asm](../blob/master/unused_museum_palette_map.asm) to **gfx/tilesets/museum_palette_map.asm**. (Again, create the file if you need to.)
+Rename [gfx/tilesets/unused_museum_palette_map.asm](../blob/master/unused_museum_palette_map.asm) to **gfx/tilesets/museum_palette_map.asm**. (Again, create the file if you need to, and leave it empty if you want to assign the colors later in Polished Map.)
These are its contents:
@@ -126,11 +126,11 @@ Maps in pokecrystal are designed with blocks, not tiles, where each block (aka "
Download [gfx/blocksets/gate.bst](https://github.com/pret/pokered/blob/master/gfx/blocksets/gate.bst) from pokered and save it as **data/tilesets/museum_metatiles.bin**. (Yes, the formats are identical from Gen 1 to Gen 2.)
-If this were an original tileset, you would have to create the file. You can create an empty text file with the extension .bin instead of .txt, or run the command `touch data/tilesets/museum_metatiles.bin` the same way you run `make`.
+If this were an original tileset, you would have to create the file. You can create an empty file with the extension .bin instead of .txt, or run the command `touch data/tilesets/museum_metatiles.bin` the same way you run `make`.
Then create **data/tilesets/museum_collision.asm**. This should also be an empty file. (The collision system in pokered was very different from pokecrystal, based on tiles instead of blocks, so we can't copy it this time.)
-At this point, you *could* design the blocks one by one, using a text editor for museum_collision.asm and a hex editor for museum_metatiles.bin. But that's tedious and error-prone.
+At this point, you *could* design the blocks one by one, using a text editor for museum_collision.asm and a hex editor for museum_metatiles.bin. Just like you could have designed the tiles in a graphics editor, and the palette map in a text editor. But that's tedious and error-prone.
Instead, you can use [Polished Map](https://github.com/Rangi42/polished-map). It's a program for editing maps and tilesets. Just open any of the [maps/\*.blk](../tree/master/maps/) files and pick "museum" as its tileset. As long as the graphics, palette map, metatiles, and collision files exist, this will work. Then click Tools → Resize Blockset… (or the blue **±** button) to add some blocks to the sidebar, and right-click one of them to open the block editor: