Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)
You are not logged in.
Pages: 1 2
Version 3.2.1 is released! It's mostly an internal improvement, using new C++17 features and fixing some issues found with static analysis. It does make the Image to Tiles dialog's Palette checkbox on by default, since that's the common setting, and it improves editing for Pokémon RBY maps.
Offline
How do you extract tile maps, tile sets and palettes from a Game Boy Color ROM?
Offline
For Friday the 13th, here's another Tilemap Studio update; version 3.2.2.
The most visually obvious new feature is the Brushed Metal theme:
Besides that, it also supports the pokegold-spaceworld Town Map format (prototype Gen 2 ended its Town Map data with $00 instead of $FF):
There's also F11 Full Screen mode, and some other improvements described in the release changelog.
Koop the Koopa wrote:
How do you extract tile maps, tile sets and palettes from a Game Boy Color ROM?
With a hex editor, disassembler, or whichever other appropriate tools you want.
Offline
The first release of 2021: Tilemap Studio 3.3.0 is out!
The biggest feature is that Image to Tiles can output its palette as an indexed PLTE chunk in the tileset PNG, instead of a separate file: just pick PLTE for the palette format. Other changes include remembering if the window is maximized or fullscreen, and some minor bug fixes and UI tweaks.
Offline
A major update today: Tilemap Studio 4.0.0! The linked release changelog lists many new improvements, but I'll go over some notable ones here.
• Tilemaps can be imported and exported in formats that aren't just raw binary. GBDK users who like "unsigned char" data arrays can import and export their C files. CSV is also supported, and RMP in case anyone has such files lying around from the old days of using Sphere Game Maker and NTME.
• The Image to Tiles tool is more powerful. It supports more formats for tilemaps, tileset images, and palette files, including the NSCR tilemaps used by DS ROMs. It can start at a nonzero palette index (like how the Gen 3 Town Map's 8bpp tileset starts at index $70). If you don't want any extra blank tiles in the output tileset, check the box to have it pick a width that's an exact rectangle. And drag an image onto Tilemap Studio to load it right away in the Image to Tiles dialog.
• A right-click-and-drag selected area in the tilemap can be erased, X/Y flipped, or copied to the clipboard (via the Edit menu); or you can Crop to Selection (via the Tools menu).
• Flood fill (Shift+click) supports pattern fill with multiple selected tiles. If the X and/or Y Flip buttons are enabled, they'll apply to the filled pattern.
• View→Transparent (F10) makes the window transparent. Potentially useful for seeing an image underneath the window and designing your tilemap on top of it.
Offline
is it possible to add a feature for transposing of maps? when binary data is an array of columns, but not rows, which is common for side scrollers?
Offline
Tilemap Studio 4.0.1 was just released! The main addition is that it can import and export .asm tilemaps: files with 'db' sequences of tile IDs. It also adds support for 1bpp and 2bpp .ncgr graphics files and .col palette files; confirms before closing a modified tilemap to open one from Image to Tiles; and has improved compatibility with international characters in filenames.
toxa wrote:
is it possible to add a feature for transposing of maps? when binary data is an array of columns, but not rows, which is common for side scrollers?
That's not yet possible, but maybe it could be added. Are there any examples of such tilemaps in open-source projects?
Offline
Rangi wrote:
That's not yet possible, but maybe it could be added. Are there any examples of such tilemaps in open-source projects?
"black castle" by 0x7f
Offline
toxa wrote:
"black castle" by 0x7f
It will be in the next release.
https://github.com/Rangi42/tilemap-stud … 843a2fef8c
Offline
Rangi wrote:
Here that ends up saving four tiles:
https://i.imgur.com/m9nrLYS.png
Excuse my ignorance but, aren't background tiles supposed to not be able to be flipped on the gameboy? Are you saying that title screen is composed of sprites?
Last edited by erich (2022-01-13 20:05:47)
Offline
erich wrote:
Rangi wrote:
Here that ends up saving four tiles:
https://i.imgur.com/m9nrLYS.pngExcuse my ignorance but, aren't background tiles supposed to not be able to be flipped on the gameboy? Are you saying that title screen is composed of sprites?
The Game Boy Color can use flipped background tiles, but not the original Game Boy.
In the case of that screenshot you can see it has GBC TIlemap + Attrmap selected, so presumably it's operating in Game Boy Color mode.
Offline
Pages: 1 2