From 47e0b535c0eaff5b802bfb5794af0376c53556b4 Mon Sep 17 00:00:00 2001 From: Rangi Date: Sun, 17 Nov 2019 16:22:12 -0500 Subject: [PATCH] Version 3.0.0 --- README.md | 2 +- res/help.html | 6 ++++-- src/version.h | 6 +++--- 3 files changed, 8 insertions(+), 6 deletions(-) diff --git a/README.md b/README.md index 5d6d940..ee9513c 100644 --- a/README.md +++ b/README.md @@ -4,7 +4,7 @@ A tilemap editor for Game Boy, GBC, GBA, or SNES projects. Specifically meant to Inspired by tools like [Tilemap Creator](https://github.com/erandis-vol/Tilemap-Creator), [NTME](https://www.pokecommunity.com/showthread.php?t=149454), [GSC Town Map Editor](https://hax.iimarckus.org/topic/97/) and [Karteneditor](https://i.imgur.com/70jDfdM.png), but implemented with C++ and [FLTK](http://www.fltk.org/), and with support for multi-platform tilemaps as well as Pokémon-specific formats. -Latest release: [**2.1.1**](https://github.com/Rangi42/tilemap-studio/releases/tag/v2.1.1) +Latest release: [**3.0.0**](https://github.com/Rangi42/tilemap-studio/releases/tag/v3.0.0) Follow the steps in [INSTALL.md](INSTALL.md) to install the release copy of Tilemap Studio, or the longer instructions to build it yourself from source. diff --git a/res/help.html b/res/help.html index ab2c34e..fa12a28 100644 --- a/res/help.html +++ b/res/help.html @@ -27,7 +27,7 @@

)" PROGRAM_NAME R"(

  • GBC tilemap + attrmap: The tilemap file itself just has plain tile IDs, but a corresponding attrmap file has the attribute bytes.
  • GBA tiles + palettes: Bytes come in pairs, encoding 10-bit tile IDs (so up to 1,024 possible tiles), a choice of 16 palettes, and X/Y flip.
  • SGB border: Bytes come in pairs: a tile ID and an attribute byte. The only supported attribute bits are a choice of four palettes and X/Y flip. Meant for the SGB borders in pokered: gfx)" DIR_SEP "red" DIR_SEP "sgbborder.map and gfx" DIR_SEP "blue" DIR_SEP R"(sgbborder.map.
  • -
  • SNES attributes: Bytes come in pairs, encoding 10-bit tile IDs (so up to 1,024 possible tiles), a choice of 8 palettes, X/Y flip, and priority.
  • +
  • SNES tiles + attributes: Bytes come in pairs, encoding 10-bit tile IDs (so up to 1,024 possible tiles), a choice of 8 palettes, X/Y flip, and priority.
  • RBY Town Map: A sequence of bytes that each encode a tile ID in their high nybble and a run length in their low nybble, ended by a $00 byte. For example, $46 encodes a sequence of six tiles with ID $04. Only 16 tile IDs can be represented, $00 to $0F. Meant for the Town Map tilemap in pokered: gfx)" DIR_SEP R"(town_map.rle.
  • GSC Town Map: A sequence of tile IDs ended by an $FF byte (so $FF is not a valid tile ID). Meant for the Town Map tilemaps in pokecrystal: gfx)" DIR_SEP "pokegear" DIR_SEP R"(johto.bin and kanto.bin.
  • PC Town Map: A sequence of bytes that each encode a tile ID in their low six bits and X/Y flip attributes in their high two bits, ended by an $FF byte. Only 64 tile IDs can be represented, $00 to $3F. Meant for the Town Map tilemaps in Polished Crystal: gfx)" DIR_SEP "town_map" DIR_SEP R"(*.bin.
  • @@ -38,9 +38,11 @@

    )" PROGRAM_NAME R"(

    The tilemap canvas (on the right) and tileset array (on the left) use the mouse: