Closed huderlem closed 4 years ago
I don't plan to add any functionality for editing tileset images; but if you edit one in Paint or whatever and do Ctrl+R to reload, all of the tilesets you've Loaded/Added will be reloaded. Then if you've swapped tile IDs $AA and $BB, select tile $AA and Alt+click tile any $BB in the tilemap to swap all of them.
Supporting this in the UI would be pretty hairy, in any case. A lot of the issues I'm dealing with right now are that Pinball loads a full set of 256 tiles from a single image into VRAM starting at $8800
. This means the tilemaps generated my Image to Tiles
are all "flipped" by a value of 0x80
. I've written a script to accomodate my needs, but maybe there's an opportunity for Tilemap Studio there.
Example of that one image being loaded into the middle of VRAM:
Yeah, this happens with pokecrystal's gfx/intro/suicune_close.tilemap too.
I think that an option to handle this would be pretty awkward (presumably it would make Load Tileset start at $0:80 and wrap around to $0:00? What about bank 1? What about non-GBC formats? Should Add Tileset be affected?) so I hope that the .tileset files mentioned in #2 will be a good solution.
Closing this since a sufficient resolution is listed in TODO.md (".tileset files").
I would like to be able to move around tiles in the tileset. When I move tiles, it should also update the tilemap wherever those tiles are currently used.