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Tilemap Studio is a tilemap editor for any Game Boy, Color, or Advance project, but with particular focus on the pokered, pokecrystal, and pokeemerald disassemblies. It's a counterpart to Polished Map: Polished Map is for editing overworld maps, as well as their associated tilesets and other data; Tilemap Studio is for editing tilemaps like the Town Map, Pokégear cards, slot machines, diploma, and other screens.
Tilemap Studio can open tilemaps in many different formats:
• Plain tiles: A simple sequence of tile IDs, top to bottom, left to right. Every platform uses this sometimes.
• GBC tiles + attributes: Meant for Game Boy Color tilemaps. Pairs of bytes combine 9-bit tile IDs (8-bit plus a bank bit), 8 palettes, X/Y flip bits, and priority and OAM1 (sprite-related bits).
• GBC tilemap + attrmap: Meant for Game Boy Color tilemaps with corresponding attrmaps, with tile IDs in one file and attribute bytes in the other.
• GBA tiles + palettes: Meant for Game Boy Advance tilemaps. Pairs of bytes combine 10-bit tile IDs, 16 palettes, and X/Y flip bits.
• SGB border: Meant for pokered's gfx/red/sgbborder.map and gfx/blue/sgbborder.map. Pairs of bytes combine 8-bit tile IDs and SGB attributes (4 palettes and X/Y flip bits).
• RBY Town Map: Meant for pokered's gfx/town_map.rle. Bytes combine 4-bit tile IDs and run lengths; ended by a $00 byte.
• GSC Town Map: Meant for pokecrystal's gfx/pokegear/johto.bin and kanto.bin. Plain tilemaps ended by a $FF byte.
• PC Town Map: Meant for Polished Crystal's gfx/town_map/*.bin. files. Bytes combine 6-bit tile IDs and X/Y flip bits; ended by a $FF byte.
• Pokégear card: Meant for pokecrystal's gfx/pokegear/*.tilemap.rle files. Plain tilemaps with run-length compression; ended by a $FF byte.
The first formats are meant for all kinds of Game Boy projects, GB, GBC, or GBA. The rest are more specific to the Pokémon disassemblies and various hacks using those bases, including Polished Crystal, Red++, Orange, and Prism.
Tilemap Studio can edit tilemaps, but not tilesets. Use any graphics editor for that. It also cannot edit the actual colors that get used by palettes in-game.
A few tips:
• You can make a copy of a tileset image and color it in to view tilemaps better; Tilemap Studio will load any 8x8px-tile tileset image, regardless of colors, but it can't apply palettes to grayscale images.
• Use the Image to Tiles feature to generate a tilemap, tileset, and palette from a screenshot or mockup of how you want a static tilemap to look.
• Shift+click to flood-fill tiles; Ctrl+click to replace all of one kind of tile; Alt+click to swap two kinds of tile.
• Right-click in the tilemap to select from the tileset; right-click in the tileset to highlight in the tilemap.
• Read the Help file for more details, including more mouse-controlled features which might be harder to discover than menu items and toolbar buttons.
• If you are using Windows, right-click install.bat and click "Run as Administrator". This will install Tilemap Studio to your account's AppData folder and place a shortcut on your Desktop. You will also be able to double-click a .tilemap file to open it in Tilemap Studio.
Last edited by Rangi (2019-10-20 17:18:20)
I am no longer active on this forum. I only pop in from time to time.
Version 1.0.1 is out with a couple of bug fixes: RBY Town Maps get saved correctly, and adding multiple tilesets works even when they're offset.
This seems handy!
Wow, this will make customizing so much easier! I'm absolutely using this for Untitled Unova Game.
This is awesome. Thanks so much for all your work!
Version 2.0.0 is a major update: now it supports general-purpose GB, GBC, and GBA tilemaps! That means up to 1,024 tiles, 16 palettes, and all the attribute bits.
Anyone who's used Tilemap Creator, NTME, or NTME+, I'd recommend trying this out. Just read the top post and/or the Help file first; some of the mouse controls are convenient but not obvious.
The most significant missing feature is placing multiple tiles at a time, like Grosser Block in Advance Map, but I'm planning to add that in 2.1.
Tilemap Studio 2.1.0 is ready! It doesn't have multi-tile selection yet—although that's definitely next on the list—but it does 1x to 10x zoom; various GUI improvements and bugfixes; and palette creation, thanks to an optimization algorithm from superfamiconv.
Here's how it works. Say you have a mockup image (this one is by wowjinxy):
Open Tilemap Studio; press Ctrl+X for Image to Tiles; and choose your options. This is for a GBC game, we want the tile IDs and attributes stored in separate files, and following the existing Pokémon Crystal intro, we want the first tile to be $80, not $00.
Then just press OK and—if your image fits within the limits of the chosen format—it outputs the tilemap, tileset, and palette!
Palettes are in JASC format for GBA tilemaps; otherwise they use the same RGB macros as the pokered and pokecrystal disassemblies. They're automatically sorted from lightest to darkest colors, and optimized to use as few palettes as possible.
If you don't like the order that the tiles or palettes are in, that's fine; just rearrange them in your graphics or text editor. Then reopen the tilemap, and use Alt+click in the Tiles or Palettes tabs to rearrange the tilemap itself.